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 local function reg_salvag(color) local salvag_item_name = "summer:salvag_" .. color .. "_item" local salvag_ent_name = "summer:salvag_" .. color .. "_entity" -- -- Boat entity -- local salvag = { physical = true, collisionbox = { -0.5, -0.35, -0.5, 0.5, 0.3, 0.5 }, visual = "mesh", mesh = "salvagl.obj", textures = { "summer_salvag_" .. color .. ".png" }, driver = nil, v = 0, last_v = 0, removed = false } function salvag.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 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) self.object:setyaw(clicker:get_look_yaw() - math.pi / 2) end end function salvag.on_activate(self, staticdata, dtime_s) self.object:set_armor_groups({ immortal = 1 }) if staticdata then self.v = tonumber(staticdata) end self.last_v = self.v end function salvag.get_staticdata(self) return tostring(self.v) end function salvag.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 -- delay remove to ensure player is detached minetest.after(0.1, function() self.object:remove() end) if not minetest.setting_getbool("creative_mode") then local inv = puncher:get_inventory() if inv:room_for_item("main", "summer:salvag_" .. color .. "_item") then inv:add_item("main", "summer:salvag_" .. color .. "_item") else minetest.add_item(self.object:getpos(), salvag_item_name) end end end end function salvag.on_step(self, dtime) self.v = get_v(self.object:getvelocity()) * get_sign(self.v) if self.driver then local ctrl = self.driver:get_player_control() local yaw = self.object:getyaw() if ctrl.up then self.v = self.v + 0.1 elseif ctrl.down then self.v = self.v - 0.1 end if ctrl.left then if self.v < 0 then self.object:setyaw(yaw - (1 + dtime) * 0.03) else self.object:setyaw(yaw + (1 + dtime) * 0.03) end elseif ctrl.right then if self.v < 0 then self.object:setyaw(yaw + (1 + dtime) * 0.03) else self.object:setyaw(yaw - (1 + dtime) * 0.03) end end 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 = { x = 0, y = 0, z = 0 } 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("summer:salvag_" .. color .. "", salvag) minetest.register_craftitem(salvag_item_name, { description = "salvagente (" .. color .. ")", inventory_image = "summer_salvag_" .. color .. "_inv.png", wield_image = "summer_salvag_" .. color .. "_inv.png", wield_scale = { x = 2, y = 2, z = 1 }, liquids_pointable = true, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return end if not is_water(pointed_thing.under) then return end pointed_thing.under.y = pointed_thing.under.y + 0.5 minetest.add_entity(pointed_thing.under, "summer:salvag_" .. color .. "") if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) minetest.register_craft({ output = salvag_item_name, recipe = { { "", "", "" }, { "group:leaves", "wool:" .. color, "group:leaves" }, { "default:paper", "group:leaves", "default:paper" }, }, }) if minetest.get_modpath("cannabis") then minetest.register_craft({ output = salvag_item_name, recipe = { { "", "", "" }, { "cannabis:canapa_plastic", "wool:" .. color, "cannabis:canapa_plastic" }, { "cannabis:canapa_plastic", "cannabis:canapa_plastic", "cannabis:canapa_plastic" }, }, }) end end colors = { "black", "red", "green", "blue", "yellow", "violet", "orange", } for _, color in ipairs(colors) do reg_salvag(color) end