+
+local
+minetest,vector,math,pairs
+=
+minetest,vector,math,pairs
+
+local name
+local pos
+local node
+local node_above
+local goalx
+local goalz
+local currentvel
+local level
+local level2
+local nodename
+local acceleration
+
+local function lavaflow(self)
+ pos = self.object:get_pos()
+ pos.y = pos.y + self.object:get_properties().collisionbox[2]
+ pos = vector.round(pos)
+ node = minetest.get_node(pos).name
+ node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name
+ goalx = 0
+ goalz = 0
+ found = false
+ if node == "main:lavaflow" then
+ currentvel = self.object:get_velocity()
+ level = minetest.get_node_level(pos)
+ for x = -1,1 do
+ for z = -1,1 do
+ if found == false then
+ nodename = minetest.get_node(vector.new(pos.x+x,pos.y,pos.z+z)).name
+ level2 = minetest.get_node_level(vector.new(pos.x+x,pos.y,pos.z+z))
+ if level2 > level and nodename == "main:lavaflow" or nodename == "main:lava" then
+ goalx = -x
+ goalz = -z
+ --diagonal flow
+ if goalx ~= 0 and goalz ~= 0 then
+ found = true
+ end
+ end
+ end
+ end
+ end
+ --only add velocity if there is one
+ --else this stops the player
+ if goalx ~= 0 and goalz ~= 0 then
+ acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
+ self.object:add_velocity(acceleration)
+ elseif goalx ~= 0 or goalz ~= 0 then
+ acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
+ self.object:add_velocity(acceleration)
+ end
+ end
+end
+
--minetest.get_node_level(pos)
minetest.register_entity("boat:boat", {
initial_properties = {
},
rider = nil,
-
+ boat = true,
get_staticdata = function(self)
return minetest.serialize({
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})
+ self.object:set_acceleration({x = 0, y = 0, z = 0})
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
- local pos = self.object:getpos()
+ local pos = self.object:get_pos()
minetest.add_item(pos, "boat:boat")
self.object:remove()
end,
if self.rider and player_name == self.rider then
clicker:set_detach()
+ local pos = self.object:get_pos()
+ pos.y = pos.y + 1
+ clicker:move_to(pos)
+ clicker:add_player_velocity(vector.new(0,11,0))
self.rider = nil
+
+ player_is_attached(clicker,false)
+ force_update_animation(clicker)
+
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
+ clicker:set_attach(self.object, "", {x=0, y=2, z=0}, {x=0, y=0, z=0})
- --player_api.set_animation(clicker, "stand")
+ set_player_animation(clicker,"sit",0)
+ player_is_attached(clicker,true)
end
end,
--check if the boat is stuck on land
check_if_on_land = function(self)
- local pos = self.object:getpos()
+ local pos = self.object:get_pos()
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
--players drive the baot
drive = function(self)
- if self.rider and not self.on_land == true then
+ if self.rider 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 currentvel = self.object:get_velocity()
local goal = rider:get_look_dir()
- goal = vector.multiply(goal,9)
+ if self.on_land == true then
+ goal = vector.multiply(goal,1)
+ else
+ goal = vector.multiply(goal,20)
+ end
local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
--players push boat
push = function(self)
- local pos = self.object:getpos()
+ local pos = self.object:get_pos()
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()
+ local player_pos = object:get_pos()
pos.y = 0
player_pos.y = 0
- local currentvel = self.object:getvelocity()
+ local currentvel = self.object:get_velocity()
local vel = vector.subtract(pos, player_pos)
vel = vector.normalize(vel)
local distance = vector.distance(pos,player_pos)
--makes the boat float
float = function(self)
- local pos = self.object:getpos()
+ local pos = self.object:get_pos()
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.object:set_acceleration(vector.new(0,0,0))
self.swimming = true
- local vel = self.object:getvelocity()
- local goal = 3
+ local vel = self.object:get_velocity()
+ local goal = 9
local acceleration = vector.new(0,goal-vel.y,0)
+ acceleration = vector.multiply(acceleration, 0.01)
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
+ --self.object:set_acceleration(vector.new(0,0,0))
+ else
+ self.object:set_acceleration(vector.new(0,-10,0))
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)
+ local vel = self.object:get_velocity()
+ local acceleration = vector.new(-vel.x,0,-vel.z)
+ local deceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(deceleration)
end
end,
+ lag_correction = function(self,dtime)
+ local pos = self.object:get_pos()
+ local velocity = self.object:get_velocity()
+ if self.lag_check then
+ local chugent = minetest.get_us_time()/1000000 - self.lag_check
+
+ --print("lag = "..chugent.." ms")
+ if chugent > 1 and self.old_pos and self.old_velocity then
+ self.object:move_to(self.old_pos)
+ self.object:set_velocity(self.old_velocity)
+ end
+ end
+ self.old_pos = pos
+ self.old_velocity = velocity
+ self.lag_check = minetest.get_us_time()/1000000
+ end,
+
+ flow = function(self)
+ local flow_dir = flow(self.object:get_pos())
+ if flow_dir then
+ flow_dir = vector.multiply(flow_dir,10)
+ local vel = self.object:get_velocity()
+ local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
+ acceleration = vector.multiply(acceleration, 0.01)
+ self.object:add_velocity(acceleration)
+ end
+ end,
+
on_step = function(self, dtime)
self.check_if_on_land(self)
self.push(self)
self.float(self)
self.flow(self)
self.slowdown(self)
+ self.lag_correction(self,dtime)
end,
})
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
+ minetest.add_entity(pointed_thing.above, "boat:boat")
itemstack:take_item()
},
})
+----------------------------------
-
-
-
-
-
-
-
-
-
---minetest.get_node_level(pos)
minetest.register_entity("boat:iron_boat", {
initial_properties = {
hp_max = 1,
},
rider = nil,
-
+ iron_boat = true,
get_staticdata = function(self)
return minetest.serialize({
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})
+ self.object:set_acceleration({x = 0, y = 0, 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")
+ local pos = self.object:get_pos()
+ minetest.add_item(pos, "boat:iron_boat")
self.object:remove()
end,
if self.rider and player_name == self.rider then
clicker:set_detach()
+ local pos = self.object:get_pos()
+ pos.y = pos.y + 1
+ clicker:move_to(pos)
+ clicker:add_player_velocity(vector.new(0,11,0))
self.rider = nil
+
+ player_is_attached(clicker,false)
+ force_update_animation(clicker)
+
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
+ clicker:set_attach(self.object, "", {x=0, y=2, z=0}, {x=0, y=0, z=0})
- --player_api.set_animation(clicker, "stand")
+ set_player_animation(clicker,"sit",0)
+ player_is_attached(clicker,true)
end
end,
+ --check if the boat is stuck on land
+ check_if_on_land = function(self)
+ local pos = self.object:get_pos()
+ pos.y = pos.y - 0.37
+ local bottom_node = minetest.get_node(pos).name
+ if (bottom_node == "nether:lava" or bottom_node == "nether:lavaflow" or bottom_node == "air") then
+ self.on_land = false
+ else
+ self.on_land = true
+ end
+
+ end,
--players drive the baot
drive = function(self)
local move = rider:get_player_control().up
self.moving = nil
if move then
- local currentvel = self.object:getvelocity()
+ local currentvel = self.object:get_velocity()
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)
+ acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
self.moving = true
end
--players push boat
push = function(self)
- local pos = self.object:getpos()
+ local pos = self.object:get_pos()
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()
+ local player_pos = object:get_pos()
pos.y = 0
player_pos.y = 0
- local currentvel = self.object:getvelocity()
+ local currentvel = self.object:get_velocity()
local vel = vector.subtract(pos, player_pos)
vel = vector.normalize(vel)
local distance = vector.distance(pos,player_pos)
--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
+ local pos = self.object:get_pos()
+ local node = minetest.get_node(pos).name
+ self.swimming = false
+
+ --flow normally if floating else don't
+ if node == "nether:lava" or node =="nether:lavaflow" then
self.swimming = true
- local vel = self.object:getvelocity()
- local goal = 3
+ local vel = self.object:get_velocity()
+ local goal = 9
local acceleration = vector.new(0,goal-vel.y,0)
+ acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
+ --self.object:set_acceleration(vector.new(0,0,0))
else
- print("nothing")
+ local vel = self.object:get_velocity()
+ local goal = -9.81
+ local acceleration = vector.new(0,goal-vel.y,0)
+ acceleration = vector.multiply(acceleration, 0.01)
+ self.object:add_velocity(acceleration)
+ --self.object:set_acceleration(vector.new(0,0,0))
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)
+ local vel = self.object:get_velocity()
+ local acceleration = vector.new(-vel.x,0,-vel.z)
+ local deceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(deceleration)
end
end,
+ lag_correction = function(self,dtime)
+ local pos = self.object:get_pos()
+ local velocity = self.object:get_velocity()
+ if self.lag_check then
+ local chugent = minetest.get_us_time()/1000000- self.lag_check
+
+ --print("lag = "..chugent.." ms")
+ if chugent > 70 and self.old_pos and self.old_velocity then
+ self.object:move_to(self.old_pos)
+ self.object:set_velocity(self.old_velocity)
+ end
+ end
+ self.old_pos = pos
+ self.old_velocity = velocity
+ self.lag_check = minetest.get_us_time()/1000000
+ end,
+
on_step = function(self, dtime)
+ self.check_if_on_land(self)
self.push(self)
self.drive(self)
self.float(self)
+ lavaflow(self)
self.slowdown(self)
+ self.lag_correction(self,dtime)
end,
})
minetest.register_craftitem("boat:iron_boat", {
- description = "Iron Boat",
+ description = "Nether Iron Boat",
inventory_image = "iron_boatitem.png",
wield_image = "iron_boatitem.png",
liquids_pointable = true,
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
+ minetest.add_entity(pointed_thing.above, "boat:iron_boat")
itemstack:take_item()
{"main:iron", "main:coal", "main:iron"},
{"main:iron", "main:iron", "main:iron"},
},
-})
\ No newline at end of file
+})