--minetest.get_node_level(pos) minetest.register_entity("boat:boat", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}, visual = "mesh", mesh = "boat.x", textures = {"boat.png"}, visual_size = {x=1,y=1,z=1}, is_visible = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 600, }, rider = nil, get_staticdata = function(self) return minetest.serialize({ --itemstring = self.itemstring, }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.deserialize(staticdata) if data and type(data) == "table" then --self.itemstring = data.itemstring end else --self.itemstring = staticdata end self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = -9.81, z = 0}) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) local pos = self.object:getpos() minetest.add_item(pos, "boat:boat") self.object:remove() end, on_rightclick = function(self,clicker) if not clicker or not clicker:is_player() then return end local player_name = clicker:get_player_name() if self.rider and player_name == self.rider then clicker:set_detach() self.rider = nil elseif not self.rider then self.rider = player_name clicker:set_attach(self.object, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) minetest.after(0.2, function() player_api.set_animation(clicker, "sit" , 30) end) --player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) --carts:manage_attachment(clicker, self.object) -- player_api does not update the animation -- when the player is attached, reset to default animation --player_api.set_animation(clicker, "stand") end end, --check if the boat is stuck on land check_if_on_land = function(self) local pos = self.object:getpos() pos.y = pos.y - 0.37 local bottom_node = minetest.get_node(pos).name if (bottom_node == "main:water" or bottom_node == "main:waterflow" or bottom_node == "air") then self.on_land = false else self.on_land = true end end, --players drive the baot drive = function(self) if self.rider and not self.on_land == true then local rider = minetest.get_player_by_name(self.rider) local move = rider:get_player_control().up self.moving = nil if move then local currentvel = self.object:getvelocity() local goal = rider:get_look_dir() goal = vector.multiply(goal,9) local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z) acceleration = vector.multiply(acceleration, 0.01) self.object:add_velocity(acceleration) self.moving = true end else self.moving = nil end end, --players push boat push = function(self) local pos = self.object:getpos() for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if object:is_player() and object:get_player_name() ~= self.rider then local player_pos = object:getpos() pos.y = 0 player_pos.y = 0 local currentvel = self.object:getvelocity() local vel = vector.subtract(pos, player_pos) vel = vector.normalize(vel) local distance = vector.distance(pos,player_pos) distance = (1-distance)*10 vel = vector.multiply(vel,distance) local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z) self.object:add_velocity(acceleration) acceleration = vector.multiply(acceleration, -1) object:add_player_velocity(acceleration) end end end, --makes the boat float float = function(self) local pos = self.object:getpos() local node = minetest.get_node(pos).name self.swimming = false --flow normally if floating else don't if node == "main:water" or node =="main:waterflow" then self.swimming = true local vel = self.object:getvelocity() local goal = 3 local acceleration = vector.new(0,goal-vel.y,0) self.object:add_velocity(acceleration) end end, --makes boats flow flow = function(self) local pos = self.object:getpos() pos.y = pos.y - 0.4 local node = minetest.get_node(pos).name local node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name local goalx = 0 local goalz = 0 --print(node_above) if (node == "main:waterflow" or node == "main:water" ) and not self.moving == true and (node_above ~= "main:water" and node_above ~= "main:waterflow") then local currentvel = self.object:getvelocity() local level = minetest.get_node_level(pos) local pos = self.object:getpos() for x = -1,1 do for y = -1,0 do for z = -1,1 do if (x == 0 and z ~= 0) or (z == 0 and x ~=0) then local nodename = minetest.get_node(vector.new(pos.x+x,pos.y+y,pos.z+z)).name local level2 = minetest.get_node_level(vector.new(pos.x+x,pos.y+y,pos.z+z)) if (level2 < level and nodename == "main:waterflow") or (nodename == "main:water" and level2 == 7) then goalx = x*7 goalz = z*7 --break end end end end end --only add velocity if there is one --else this stops the boat if goalx ~= 0 or goalz ~= 0 then local acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z) acceleration = vector.multiply(acceleration, 0.01) self.object:add_velocity(acceleration) end end end, --slows the boat down slowdown = function(self) if not self.moving == true then local vel = self.object:getvelocity() local deceleration = vector.multiply(vel, -0.01) self.object:add_velocity(deceleration) end end, on_step = function(self, dtime) self.check_if_on_land(self) self.push(self) self.drive(self) self.float(self) self.flow(self) self.slowdown(self) end, }) minetest.register_craftitem("boat:boat", { description = "Boat", inventory_image = "boatitem.png", wield_image = "boatitem.png", liquids_pointable = true, on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end local sneak = placer:get_player_control().sneak local noddef = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] if not sneak and noddef.on_rightclick then minetest.item_place(itemstack, placer, pointed_thing) return end if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "water")>0 then minetest.add_entity(pointed_thing.under, "boat:boat") else return end itemstack:take_item() return itemstack end, }) minetest.register_craft({ output = "boat:boat", recipe = { {"main:wood", "", "main:wood"}, {"main:wood", "main:wood", "main:wood"}, }, }) --minetest.get_node_level(pos) minetest.register_entity("boat:iron_boat", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}, visual = "mesh", mesh = "boat.x", textures = {"iron_boat.png"}, visual_size = {x=1,y=1,z=1}, is_visible = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 600, }, rider = nil, get_staticdata = function(self) return minetest.serialize({ --itemstring = self.itemstring, }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.deserialize(staticdata) if data and type(data) == "table" then --self.itemstring = data.itemstring end else --self.itemstring = staticdata end self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = -9.81, z = 0}) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) local pos = self.object:getpos() minetest.add_item(pos, "boat:boat") self.object:remove() end, on_rightclick = function(self,clicker) if not clicker or not clicker:is_player() then return end local player_name = clicker:get_player_name() if self.rider and player_name == self.rider then clicker:set_detach() self.rider = nil elseif not self.rider then self.rider = player_name clicker:set_attach(self.object, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) minetest.after(0.2, function() player_api.set_animation(clicker, "sit" , 30) end) --player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) --carts:manage_attachment(clicker, self.object) -- player_api does not update the animation -- when the player is attached, reset to default animation --player_api.set_animation(clicker, "stand") end end, --players drive the baot drive = function(self) if self.rider and not self.on_land == true then local rider = minetest.get_player_by_name(self.rider) local move = rider:get_player_control().up self.moving = nil if move then local currentvel = self.object:getvelocity() local goal = rider:get_look_dir() goal = vector.multiply(goal,20) local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z) acceleration = vector.multiply(acceleration, 0.05) self.object:add_velocity(acceleration) self.moving = true end else self.moving = nil end end, --players push boat push = function(self) local pos = self.object:getpos() for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if object:is_player() and object:get_player_name() ~= self.rider then local player_pos = object:getpos() pos.y = 0 player_pos.y = 0 local currentvel = self.object:getvelocity() local vel = vector.subtract(pos, player_pos) vel = vector.normalize(vel) local distance = vector.distance(pos,player_pos) distance = (1-distance)*10 vel = vector.multiply(vel,distance) local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z) self.object:add_velocity(acceleration) acceleration = vector.multiply(acceleration, -1) object:add_player_velocity(acceleration) end end end, --makes the boat float float = function(self) local pos = self.object:getpos() local pos2 = vector.new(pos.x,pos.y-3,pos.z) local ray = minetest.raycast(pos, pos2, false, true) local pointed_thing = ray:next() if pointed_thing then self.swimming = true local vel = self.object:getvelocity() local goal = 3 local acceleration = vector.new(0,goal-vel.y,0) self.object:add_velocity(acceleration) end end, --slows the boat down slowdown = function(self) if not self.moving == true then local vel = self.object:getvelocity() local deceleration = vector.multiply(vel, -0.01) self.object:add_velocity(deceleration) end end, on_step = function(self, dtime) self.push(self) self.drive(self) self.float(self) self.slowdown(self) end, }) minetest.register_craftitem("boat:iron_boat", { description = "Iron Boat", inventory_image = "iron_boatitem.png", wield_image = "iron_boatitem.png", liquids_pointable = true, on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end local sneak = placer:get_player_control().sneak local noddef = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] if not sneak and noddef.on_rightclick then minetest.item_place(itemstack, placer, pointed_thing) return end if pointed_thing.above.y < -10000 and pointed_thing.above.y > -20000 then minetest.add_entity(pointed_thing.under, "boat:iron_boat") else return end itemstack:take_item() return itemstack end, }) minetest.register_craft({ output = "boat:iron_boat", recipe = { {"main:iron", "main:coal", "main:iron"}, {"main:iron", "main:iron", "main:iron"}, }, })