Boats: Use driver name string instead of objectref

This commit is contained in:
Paramat 2018-07-15 21:50:07 +01:00 committed by GitHub
parent 57db3f748c
commit ee72bc722c
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GPG Key ID: 4AEE18F83AFDEB23

@ -54,7 +54,7 @@ function boat.on_rightclick(self, clicker)
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
if self.driver and name == self.driver then
self.driver = nil
self.auto = false
clicker:set_detach()
@ -74,7 +74,7 @@ function boat.on_rightclick(self, clicker)
end
clicker:set_detach()
end
self.driver = clicker
self.driver = name
clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
@ -86,6 +86,13 @@ function boat.on_rightclick(self, clicker)
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
@ -104,16 +111,18 @@ 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
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
puncher:set_detach()
player_api.player_attached[puncher:get_player_name()] = false
player_api.player_attached[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()))
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
@ -132,35 +141,35 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then
local driver_name = self.driver:get_player_name()
local ctrl = self.driver:get_player_control()
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(driver_name,
"[boats] Cruise on")
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, "[boats] Cruise on")
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, "[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(driver_name,
"[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
end
if ctrl.left then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
if ctrl.left then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end
end
end