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MineClone2/mods/ENTITIES/mcl_boats/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
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local boat_visual_size = {x = 1, y = 1, z = 1}
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local paddling_speed = 22
local boat_y_offset = 0.35
local boat_y_offset_ground = boat_y_offset + 0.6
local boat_side_offset = 1.001
local boat_max_hp = 4
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local function is_group(pos, group)
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local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, group) ~= 0
end
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local is_water = flowlib.is_water
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local function is_river_water(p)
local n = minetest.get_node(p).name
if n == "mclx_core:river_water_source" or n == "mclx_core:river_water_flowing" then
return true
end
end
local function is_ice(pos)
return is_group(pos, "ice")
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end
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local function is_fire(pos)
return is_group(pos, "set_on_fire")
end
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local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
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local function check_object(obj)
return obj and (obj:is_player() or obj:get_luaentity()) and obj
end
local function get_visual_size(obj)
return obj:is_player() and {x = 1, y = 1, z = 1} or obj:get_luaentity()._old_visual_size or obj:get_properties().visual_size
end
local function set_attach(boat)
boat._driver:set_attach(boat.object, "",
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{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
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end
local function set_double_attach(boat)
boat._driver:set_attach(boat.object, "",
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
if boat._passenger:is_player() then
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
else
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -4.5}, {x = 0, y = 270, z = 0})
end
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end
local function set_choat_attach(boat)
boat._driver:set_attach(boat.object, "",
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{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
end
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local function attach_object(self, obj)
if self._driver and not self._inv_id then
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if self._driver:is_player() then
self._passenger = obj
else
self._passenger = self._driver
self._driver = obj
end
set_double_attach(self)
else
self._driver = obj
if self._inv_id then
set_choat_attach(self)
else
set_attach(self)
end
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end
local visual_size = get_visual_size(obj)
local yaw = self.object:get_yaw()
obj:set_properties({visual_size = vector.divide(visual_size, boat_visual_size)})
if obj:is_player() then
local name = obj:get_player_name()
mcl_player.player_attached[name] = true
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
end
end, name)
obj:set_look_horizontal(yaw)
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mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
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else
obj:get_luaentity()._old_visual_size = visual_size
end
end
local function detach_object(obj, change_pos)
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if not obj or not obj:get_pos() then return end
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obj:set_detach()
obj:set_properties({visual_size = get_visual_size(obj)})
if obj:is_player() then
mcl_player.player_attached[obj:get_player_name()] = false
mcl_player.player_set_animation(obj, "stand" , 30)
else
obj:get_luaentity()._old_visual_size = nil
end
if change_pos then
obj:set_pos(vector.add(obj:get_pos(), vector.new(0, 0.2, 0)))
end
end
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--
-- Boat entity
--
local boat = {
physical = true,
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pointable = true,
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-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.15, -0.5, 0.5, 0.55, 0.5},
selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.55, 0.7},
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visual = "mesh",
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mesh = "mcl_boats_boat.b3d",
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textures = { "mcl_boats_texture_oak_boat.png", "blank.png" },
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visual_size = boat_visual_size,
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hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0",
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_driver = nil, -- Attached driver (player) or nil if none
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_passenger = nil,
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_v = 0, -- Speed
_last_v = 0, -- Temporary speed variable
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
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_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling backwards
_regen_timer = 0,
_damage_anim = 0,
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}
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minetest.register_on_respawnplayer(detach_object)
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function boat.on_rightclick(self, clicker)
if self._passenger or not clicker or clicker:get_attach() or (self.name == "mcl_boats:chest_boat" and self._driver) then
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return
end
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attach_object(self, clicker)
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end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy = 100})
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local data = minetest.deserialize(staticdata)
if type(data) == "table" then
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self._v = data.v
self._last_v = self._v
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self._itemstring = data.itemstring
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-- Update the texutes for existing old boat entity instances.
-- Maybe remove this in the future.
if #data.textures ~= 2 then
local has_chest = self._itemstring:find("chest")
data.textures = {
data.textures[1]:gsub("_chest", ""),
has_chest and "mcl_chests_normal.png" or "blank.png"
}
end
self.object:set_properties({textures = data.textures})
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end
end
function boat.get_staticdata(self)
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return minetest.serialize({
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v = self._v,
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itemstring = self._itemstring,
textures = self.object:get_properties().textures
})
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end
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function boat.on_death(self, killer)
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mcl_burning.extinguish(self.object)
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if killer and killer:is_player() and minetest.is_creative_enabled(killer:get_player_name()) then
local inv = killer:get_inventory()
if not inv:contains_item("main", self._itemstring) then
inv:add_item("main", self._itemstring)
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end
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else
minetest.add_item(self.object:get_pos(), self._itemstring)
end
if self._driver then
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detach_object(self._driver)
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end
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if self._passenger then
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detach_object(self._passenger)
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end
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self._driver = nil
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self._passenger = nil
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end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if damage > 0 then
self._regen_timer = 0
end
end
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function boat.on_step(self, dtime, moveresult)
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mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
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self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local v_factor = 1
local v_slowdown = 0.02
local p = self.object:get_pos()
local on_water = true
local on_ice = false
local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
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local in_river_water = is_river_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
if not is_water(waterp) then
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on_water = false
if not in_water and is_ice(waterp) then
on_ice = true
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elseif is_fire({x=p.x, y=p.y-boat_y_offset, z=p.z}) then
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boat.on_death(self, nil)
self.object:remove()
return
else
v_slowdown = 0.04
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v_factor = 0.5
end
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elseif in_water and not in_river_water then
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on_water = false
in_water = true
v_factor = 0.75
v_slowdown = 0.05
end
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local hp = self.object:get_hp()
local regen_timer = self._regen_timer + dtime
if hp >= boat_max_hp then
regen_timer = 0
elseif regen_timer >= 0.5 then
hp = hp + 1
self.object:set_hp(hp)
regen_timer = 0
end
self._regen_timer = regen_timer
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
if collision.type == "node" and minetest.get_item_group(minetest.get_node(pos).name, "dig_by_boat") > 0 then
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minetest.dig_node(pos)
end
end
end
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local had_passenger = self._passenger
self._driver = check_object(self._driver)
self._passenger = check_object(self._passenger)
if self._passenger then
if not self._driver then
self._driver = self._passenger
self._passenger = nil
else
local ctrl = self._passenger:get_player_control()
if ctrl and ctrl.sneak then
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detach_object(self._passenger, true)
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self._passenger = nil
end
end
end
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if self._driver then
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if had_passenger and not self._passenger then
set_attach(self)
end
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local ctrl = self._driver:get_player_control()
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if ctrl and ctrl.sneak then
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detach_object(self._driver, true)
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self._driver = nil
return
end
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local yaw = self.object:get_yaw()
if ctrl and ctrl.up then
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-- Forwards
self._v = self._v + 0.1 * v_factor
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-- Paddling animation
if self._animation ~= 1 then
self.object:set_animation({x=0, y=40}, paddling_speed, 0, true)
self._animation = 1
end
elseif ctrl and ctrl.down then
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-- Backwards
self._v = self._v - 0.1 * v_factor
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-- Paddling animation, reversed
if self._animation ~= -1 then
self.object:set_animation({x=0, y=40}, -paddling_speed, 0, true)
self._animation = -1
end
else
-- Stop paddling animation if no control pressed
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
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end
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if ctrl and ctrl.left then
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if self._v < 0 then
self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
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else
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
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end
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elseif ctrl and ctrl.right then
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if self._v < 0 then
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
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else
self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
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end
end
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else
-- Stop paddling without driver
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
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for _, obj in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)) do
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local entity = obj:get_luaentity()
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if entity and entity.is_mob then
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attach_object(self, obj)
break
end
end
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end
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local s = get_sign(self._v)
if not on_ice and not on_water and not in_water and math.abs(self._v) > 2.0 then
v_slowdown = math.min(math.abs(self._v) - 2.0, v_slowdown * 5)
elseif not on_ice and in_water and math.abs(self._v) > 1.5 then
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v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5)
end
self._v = self._v - v_slowdown * s
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if s ~= get_sign(self._v) then
self._v = 0
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end
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p.y = p.y - boat_y_offset
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local new_velo
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local new_acce
if not is_water(p) and not on_ice then
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-- Not on water or inside water: Free fall
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--local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0}
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new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
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else
p.y = p.y + 1
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local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
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if is_river_water(p) then
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 10, z = 0}
else
new_acce = {x = 0, y = 2, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
elseif is_water(p) and not is_river_water(p) or is_obsidian_boat then
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-- Inside water: Slowly sink
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local y = self.object:get_velocity().y
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y = y - 0.01
if y < -0.2 then
y = -0.2
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end
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new_acce = {x = 0, y = 0, z = 0}
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new_velo = get_velocity(self._v, self.object:get_yaw(), y)
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else
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-- On top of water
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new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 0 then
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new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
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else
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new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
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end
end
end
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-- Terminal velocity: 8 m/s per axis of travel
local terminal_velocity = on_ice and 57.1 or 8.0
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for _,axis in pairs({"z","y","x"}) do
if math.abs(new_velo[axis]) > terminal_velocity then
new_velo[axis] = terminal_velocity * get_sign(new_velo[axis])
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end
end
local yaw = self.object:get_yaw()
local anim = (boat_max_hp - hp - regen_timer * 2) / boat_max_hp * math.pi / 4
self.object:set_rotation(vector.new(anim, yaw, anim))
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self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
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end
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-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
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local cboat = table.copy(boat)
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cboat.textures = { "mcl_boats_texture_oak_chest_boat.png", "mcl_chests_normal.png" }
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cboat._itemstring = "mcl_boats:chest_boat"
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cboat.collisionbox = {-0.5, -0.15, -0.5, 0.5, 0.75, 0.5}
cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
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minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
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local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
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for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]
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local longdesc, usagehelp, tt_help, help, helpname
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help = false
-- Only create one help entry for all boats
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
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usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.")
helpname = S("Boat")
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end
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tt_help = S("Water vehicle")
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local inventory_image
local texture
local id = boat_ids[b]
if id:find("chest") then
if id == "chest_boat" then id = "oak" end
local id = id:gsub("chest_boat_", "")
inventory_image = "mcl_boats_" .. id .. "_chest_boat.png"
texture = "mcl_boats_texture_" .. id .. "_boat.png"
else
if id == "boat" then id = "oak" end
local id = id:gsub("boat_", "")
inventory_image = "mcl_boats_" .. id .. "_boat.png"
texture = "mcl_boats_texture_" .. id .. "_boat.png"
end
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minetest.register_craftitem(itemstring, {
description = names[b],
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_tt_help = tt_help,
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_doc_items_create_entry = help,
_doc_items_entry_name = helpname,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
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inventory_image = inventory_image,
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liquids_pointable = true,
groups = { boat = 1, transport = 1},
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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
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return itemstack
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end
-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
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local pos = table.copy(pointed_thing.under)
local dir = vector.subtract(pointed_thing.above, pointed_thing.under)
if math.abs(dir.x) > 0.9 or math.abs(dir.z) > 0.9 then
pos = vector.add(pos, vector.multiply(dir, boat_side_offset))
elseif is_water(pos) then
pos = vector.add(pos, vector.multiply(dir, boat_y_offset))
else
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pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
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end
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local boat_ent = "mcl_boats:boat"
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local chest_tex = "blank.png"
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if itemstring:find("chest") then
boat_ent = "mcl_boats:chest_boat"
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chest_tex = "mcl_chests_normal.png"
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end
local boat = minetest.add_entity(pos, boat_ent)
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boat:get_luaentity()._itemstring = itemstring
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boat:set_properties({ textures = { texture, chest_tex } })
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boat:set_yaw(placer:get_look_horizontal())
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local belownode = minetest.get_node(below)
-- Place boat as entity on or in water
if minetest.get_item_group(dropnode.name, "water") ~= 0 or (dropnode.name == "air" and minetest.get_item_group(belownode.name, "water") ~= 0) then
minetest.add_entity(droppos, "mcl_boats:boat")
else
minetest.add_item(droppos, stack)
end
end,
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})
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local c = craftstuffs[b]
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if not itemstring:find("chest") then
minetest.register_craft({
output = itemstring:gsub(":boat",":chest_boat"),
recipe = {
{"mcl_chests:chest"},
{itemstring},
},
})
minetest.register_craft({
output = itemstring,
recipe = {
{c, "", c},
{c, c, c},
},
})
end
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end
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minetest.register_craft({
type = "fuel",
recipe = "group:boat",
burntime = 20,
})
if minetest.get_modpath("doc_identifier") then
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doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
end