1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
|
--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
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
--
-- Boat entity
--
local boat = {
physical = true,
-- 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, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "boats_boat.obj",
textures = {"default_wood.png"},
driver = nil,
v = 0,
last_v = 0,
removed = false
}
function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:setpos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
if not self.selfdriving then
minetest.chat_send_player(name,"Press E to save path and enter automatic mode")
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
clicker:set_look_horizontal(self.object:getyaw())
end
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
local data = {}
if staticdata then
data = minetest.deserialize(staticdata)
if not data then
return
end
self.v = data.v
self.instructions = data.instr
self.selfdriving = data.sdr
self.dnext = data.dn
self.current = data.cur
end
self.last_v = self.v
end
function boat.get_staticdata(self)
data = {v = self.v, instr = self.instructions, cur = self.current, sdr = self.selfdriving, dn = self.dnext}
return minetest.serialize(data)
end
function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "advboats:boat") then
local leftover = inv:add_item("main", "advboats:boat")
-- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
end
end
minetest.register_entity("advboats:mark", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"areas_pos1.png", "areas_pos1.png",
"areas_pos1.png", "areas_pos1.png",
"areas_pos1.png", "areas_pos1.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
},
on_punch = function(self, hitter)
self.object:remove()
end,
})
function boat.round_pos(self)
-- Round boat's position to the nearest integer location
local pos = self.object:getpos()
pos.x = math.floor(pos.x+0.5)
pos.z = math.floor(pos.z+0.5)
self.object:setpos(pos)
-- minetest.add_entity(pos, "advboats:mark")
end
boat.get_instr_pos = function (instruction)
return {x=instruction[1], y=instruction[2], z=instruction[3]}
end
function boat.save_pos(self)
local pos = self.object:getpos()
local o = math.floor(self.object:getyaw()*4/math.pi+0.5)%8
local s = self.v
-- minetest.chat_send_all(pos.x.." "..pos.y.." "..pos.z.." "..o.." "..s)
if not self.instructions then
self.instructions = {}
end
local last = self.instructions[#self.instructions]
self.instructions[#self.instructions+1] = {pos.x, pos.y, pos.z, o, s}
if not last then
return
end
local lastpos = self.get_instr_pos(last)
-- minetest.chat_send_all("Last position:"..lastpos.x..","..lastpos.y..","..lastpos.z..", Distance to last position: "..vector.distance(pos,lastpos))
end
-- Instruction format:
-- {x, y, z, o, s}
-- x,y,z : Coords (int)
-- o: orientation in multiples of pi/4 (0 to 7)
-- s: target speed in m/s
function boat.selfdriving_step(self, dtime)
if not self.instructions or #self.instructions == 1 then
return
end
if not self.current then
self.current = 1
local instr = self.instructions[1]
local curpos = self.get_instr_pos(instr)
self.object:setpos(curpos)
local nextpos = self.instructions[self.current+1]
nextpos = self.get_instr_pos(nextpos)
self.object:setpos(curpos)
self.object:setyaw(core.dir_to_yaw(vector.direction(curpos,nextpos)))
self.v = instr[5]
self.dnext = vector.distance(curpos,nextpos)
end
if self.dnext < 0 then
self.current = self.current + 1
if self.current == #self.instructions then
local instr = self.instructions[self.current]
self.current = 0
local nextpos = self.instructions[1]
nextpos = self.get_instr_pos(nextpos)
local curpos = self.get_instr_pos(instr)
self.object:setyaw(core.dir_to_yaw(vector.direction(curpos,nextpos)))
self.dnext = vector.distance(curpos,nextpos)
return
end
local instr = self.instructions[self.current]
local curpos = self.get_instr_pos(instr)
local nextpos = self.instructions[self.current+1]
if not nextpos then
nextpos = self.instructions[1]
end
nextpos = self.get_instr_pos(nextpos)
self.object:setpos(curpos)
self.object:setyaw(math.pi/4*instr[4])
self.v = instr[5]
self.dnext = vector.distance(curpos,nextpos)
end
self.dnext = self.dnext - math.abs(self.v*dtime)
-- minetest.chat_send_all(self.dnext)
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver and not self.selfdriving then
local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
if ctrl.aux1 then
self.selfdriving = true
-- minetest.chat_send_all("Boat is now selfdriving")
end
if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
if ctrl.left and not self.pressed then
self.pressed = true
if self.v < 0 then
self.object:setyaw(yaw-math.pi/4)
else
self.object:setyaw(yaw+math.pi/4)
end
self:round_pos()
self:save_pos()
elseif ctrl.right and not self.pressed then
self.pressed = true
if self.v < 0 then
self.object:setyaw(yaw+math.pi/4)
else
self.object:setyaw(yaw-math.pi/4)
end
self:round_pos()
self:save_pos()
elseif not ctrl.right and not ctrl.left then
self.pressed = false
end
end
if self.selfdriving then
self:selfdriving_step(dtime)
end
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self.v)
-- self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0
new_acce = {x = 0, y = 1, z = 0}
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
minetest.register_entity("advboats:boat", boat)
minetest.register_craftitem("advboats:boat", {
description = "Advanced Boat",
inventory_image = "advboats_inventory.png",
wield_image = "advboats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
groups = {flammable = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
if not is_water(pointed_thing.under) then
return itemstack
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
boat = minetest.add_entity(pointed_thing.under, "advboats:boat")
if boat then
-- boat:setyaw(placer:get_look_horizontal())
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item()
end
end
return itemstack
end,
})
minetest.register_craft({
output = "advboats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
type = "fuel",
recipe = "advboats:boat",
burntime = 20,
})
|