{"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)
+ else
+ print("nothing")
+ 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"},
+ },
+})
\ No newline at end of file