Make boats go super fast on ice and slightly faster on land
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@ -7,9 +7,17 @@ local boat_y_offset_ground = boat_y_offset + 0.6
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local boat_side_offset = 1.001
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local boat_side_offset = 1.001
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local boat_max_hp = 4
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local boat_max_hp = 4
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local function is_water(pos)
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local function is_group(pos, group)
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local nn = minetest.get_node(pos).name
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, "water") ~= 0
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return minetest.get_item_group(nn, group) ~= 0
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end
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local function is_water(pos)
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return is_group(pos, "water")
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end
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local function is_ice(pos)
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return is_group(pos, "ice")
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end
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end
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local function get_sign(i)
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local function get_sign(i)
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@ -181,16 +189,23 @@ end
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function boat.on_step(self, dtime, moveresult)
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function boat.on_step(self, dtime, moveresult)
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self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
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self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
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local on_water = true
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local in_water = false
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local v_factor = 1
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local v_factor = 1
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local v_slowdown = 0.02
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local v_slowdown = 0.02
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local p = self.object:get_pos()
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local p = self.object:get_pos()
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if (not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z})) then
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local on_water = true
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local on_ice = false
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local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
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local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
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if not is_water(waterp) then
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on_water = false
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on_water = false
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v_factor = 0.5
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if not in_water and is_ice(waterp) then
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on_ice = true
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else
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v_slowdown = 0.04
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v_slowdown = 0.04
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elseif (is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})) then
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end
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v_factor = 0.5
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elseif in_water then
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on_water = false
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on_water = false
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in_water = true
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in_water = true
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v_factor = 0.75
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v_factor = 0.75
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@ -300,9 +315,9 @@ function boat.on_step(self, dtime, moveresult)
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end
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end
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end
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end
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local s = get_sign(self._v)
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local s = get_sign(self._v)
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if not on_water and not in_water and math.abs(self._v) > 1.0 then
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if not on_ice and not on_water and not in_water and math.abs(self._v) > 2.0 then
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v_slowdown = math.min(math.abs(self._v) - 1.0, v_slowdown * 5)
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v_slowdown = math.min(math.abs(self._v) - 2.0, v_slowdown * 5)
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elseif in_water and math.abs(self._v) > 1.5 then
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elseif not on_ice and in_water and math.abs(self._v) > 1.5 then
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v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5)
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v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5)
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end
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end
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self._v = self._v - v_slowdown * s
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self._v = self._v - v_slowdown * s
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@ -313,7 +328,7 @@ function boat.on_step(self, dtime, moveresult)
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p.y = p.y - boat_y_offset
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p.y = p.y - boat_y_offset
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local new_velo
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local new_velo
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local new_acce = {x = 0, y = 0, z = 0}
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local new_acce = {x = 0, y = 0, z = 0}
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if not is_water(p) then
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if not is_water(p) and not on_ice then
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-- Not on water or inside water: Free fall
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-- Not on water or inside water: Free fall
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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new_acce = {x = 0, y = -9.8, z = 0}
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new_acce = {x = 0, y = -9.8, z = 0}
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@ -343,9 +358,10 @@ function boat.on_step(self, dtime, moveresult)
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end
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end
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-- Terminal velocity: 8 m/s per axis of travel
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-- Terminal velocity: 8 m/s per axis of travel
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local terminal_velocity = on_ice and 57.1 or 8.0
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for _,axis in pairs({"z","y","x"}) do
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for _,axis in pairs({"z","y","x"}) do
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if math.abs(new_velo[axis]) > 8 then
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if math.abs(new_velo[axis]) > terminal_velocity then
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new_velo[axis] = 8 * get_sign(new_velo[axis])
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new_velo[axis] = terminal_velocity * get_sign(new_velo[axis])
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end
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end
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end
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end
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