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Boats: Add cruise mode (boat autoforward)
Document controls in README.txt. Optimise 'get yaw' and 'set yaw' code.
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@ -13,3 +13,19 @@ Textures: Zeg9 (CC BY-SA 3.0)
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Model: thetoon and Zeg9 (CC BY-SA 3.0),
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modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
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modified by sofar (CC BY-SA 3.0)
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Controls
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--------
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Right mouse button = Enter or exit boat when pointing at boat.
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Forward = Speed up.
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Slow down when moving backwards.
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Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
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speed and remain at that speed without needing to hold the
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forward key.
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Backward = Slow down.
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Speed up when moving backwards.
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Disable cruise mode.
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Left = Turn to the left.
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Turn to the right when moving backwards.
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Right = Turn to the right.
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Turn to the left when moving backwards.
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@ -44,7 +44,8 @@ local boat = {
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false
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removed = false,
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auto = false
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}
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@ -55,6 +56,7 @@ function boat.on_rightclick(self, clicker)
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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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self.auto = false
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clicker:set_detach()
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player_api.player_attached[name] = false
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player_api.set_animation(clicker, "stand" , 30)
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@ -130,24 +132,35 @@ end
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function boat.on_step(self, dtime)
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self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
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if self.driver then
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local driver_name = self.driver:get_player_name()
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local ctrl = self.driver:get_player_control()
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local yaw = self.object:get_yaw()
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if ctrl.up then
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self.v = self.v + 0.1
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if ctrl.up and ctrl.down then
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if not self.auto then
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self.auto = true
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minetest.chat_send_player(driver_name,
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"[boats] Cruise on")
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end
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elseif ctrl.down then
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self.v = self.v - 0.1
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if self.auto then
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self.auto = false
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minetest.chat_send_player(driver_name,
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"[boats] Cruise off")
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end
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elseif ctrl.up or self.auto then
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self.v = self.v + 0.1
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end
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if ctrl.left then
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if self.v < 0 then
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self.object:set_yaw(yaw - (1 + dtime) * 0.03)
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self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03)
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else
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self.object:set_yaw(yaw + (1 + dtime) * 0.03)
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self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03)
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end
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elseif ctrl.right then
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if self.v < 0 then
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self.object:set_yaw(yaw + (1 + dtime) * 0.03)
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self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03)
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else
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self.object:set_yaw(yaw - (1 + dtime) * 0.03)
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self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03)
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end
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end
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end
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