Boats: Allow very slow movement on ground

This commit is contained in:
Wuzzy 2019-09-11 11:17:42 +02:00
parent b3bbf38fd7
commit 3cba55703a

@ -34,6 +34,7 @@ local boat_visual_size = {x = 3, y = 3}
local driver_visual_size = { x = 1/boat_visual_size.x, y = 1/boat_visual_size.y } local driver_visual_size = { x = 1/boat_visual_size.x, y = 1/boat_visual_size.y }
local paddling_speed = 22 local paddling_speed = 22
local boat_y_offset = 0.35 local boat_y_offset = 0.35
local boat_y_offset_ground = boat_y_offset + 0.6
-- --
-- Boat entity -- Boat entity
@ -145,12 +146,21 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v) self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local in_water = true
local v_factor = 1
local v_slowdown = 0.02
local p = self.object:get_pos()
if not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z}) then
in_water = false
v_factor = 0.405
v_slowdown = 0.04
end
if self._driver then if self._driver then
local ctrl = self._driver:get_player_control() local ctrl = self._driver:get_player_control()
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
if ctrl.up then if ctrl.up then
-- Forwards -- Forwards
self._v = self._v + 0.1 self._v = self._v + 0.1 * v_factor
-- Paddling animation -- Paddling animation
if self._animation ~= 1 then if self._animation ~= 1 then
@ -159,7 +169,7 @@ function boat.on_step(self, dtime)
end end
elseif ctrl.down then elseif ctrl.down then
-- Backwards -- Backwards
self._v = self._v - 0.1 self._v = self._v - 0.1 * v_factor
-- Paddling animation, reversed -- Paddling animation, reversed
if self._animation ~= -1 then if self._animation ~= -1 then
@ -175,15 +185,15 @@ function boat.on_step(self, dtime)
end end
if ctrl.left then if ctrl.left then
if self._v < 0 then if self._v < 0 then
self.object:set_yaw(yaw - (1 + dtime) * 0.03) self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
else else
self.object:set_yaw(yaw + (1 + dtime) * 0.03) self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
end end
elseif ctrl.right then elseif ctrl.right then
if self._v < 0 then if self._v < 0 then
self.object:set_yaw(yaw + (1 + dtime) * 0.03) self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
else else
self.object:set_yaw(yaw - (1 + dtime) * 0.03) self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
end end
end end
else else
@ -193,13 +203,11 @@ function boat.on_step(self, dtime)
self._animation = 0 self._animation = 0
end end
end end
local velo = self.object:get_velocity()
if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
local s = get_sign(self._v) local s = get_sign(self._v)
self._v = self._v - 0.02 * s if not in_water and math.abs(self._v) > 0.1 then
v_slowdown = v_slowdown * 5
end
self._v = self._v - v_slowdown * s
if s ~= get_sign(self._v) then if s ~= get_sign(self._v) then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
self._v = 0 self._v = 0
@ -209,18 +217,12 @@ function boat.on_step(self, dtime)
self._v = 5 * get_sign(self._v) self._v = 5 * get_sign(self._v)
end end
local p = self.object:get_pos()
p.y = p.y - boat_y_offset p.y = p.y - boat_y_offset
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name] local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then new_acce = {x = 0, y = -9.8, z = 0}
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:get_yaw(), new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y) self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
@ -302,10 +304,11 @@ for b=1, #boat_ids do
end end
end end
if not is_water(pointed_thing.under) then if is_water(pointed_thing.under) then
return pointed_thing.under.y = pointed_thing.under.y + boat_y_offset
else
pointed_thing.under.y = pointed_thing.under.y + boat_y_offset_ground
end end
pointed_thing.under.y = pointed_thing.under.y + boat_y_offset
local boat = minetest.add_entity(pointed_thing.under, "mcl_boats:boat") local boat = minetest.add_entity(pointed_thing.under, "mcl_boats:boat")
boat:get_luaentity()._itemstring = itemstring boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }}) boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})