Make boats regenerate health and shake when damaged
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@ -52,6 +52,7 @@ local boat = {
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textures = {"mcl_boats_texture_oak_boat.png"},
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textures = {"mcl_boats_texture_oak_boat.png"},
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visual_size = boat_visual_size,
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visual_size = boat_visual_size,
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hp_max = boat_max_hp,
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hp_max = boat_max_hp,
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damage_texture_modifier = "^[colorize:white:0",
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_driver = nil, -- Attached driver (player) or nil if none
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_driver = nil, -- Attached driver (player) or nil if none
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_passenger = nil,
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_passenger = nil,
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@ -60,6 +61,8 @@ local boat = {
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_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
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_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
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_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
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_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
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_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
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_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
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_regen_timer = 0,
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_damage_anim = 0,
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}
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}
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local function detach_player(player, change_pos)
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local function detach_player(player, change_pos)
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@ -130,13 +133,13 @@ end
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function boat.on_activate(self, staticdata, dtime_s)
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function boat.on_activate(self, staticdata, dtime_s)
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--self.object:set_armor_groups({immortal = 1})
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self.object:set_armor_groups({fleshy = 100})
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local data = minetest.deserialize(staticdata)
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local data = minetest.deserialize(staticdata)
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if type(data) == "table" then
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if type(data) == "table" then
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self._v = data.v
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self._v = data.v
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self._last_v = self._v
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self._last_v = self._v
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self._itemstring = data.itemstring
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self._itemstring = data.itemstring
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self.object:set_properties({textures = data.textures, damage_texture_modifier = ""})
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self.object:set_properties({textures = data.textures})
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end
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end
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end
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end
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@ -169,6 +172,12 @@ function boat.on_death(self, killer)
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self._passenger = nil
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self._passenger = nil
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end
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end
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function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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if damage > 0 then
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self._regen_timer = 0
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end
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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 on_water = true
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@ -187,11 +196,16 @@ function boat.on_step(self, dtime, moveresult)
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v_slowdown = 0.05
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v_slowdown = 0.05
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end
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end
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--local yaw = self.object:get_yaw()
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local hp = self.object:get_hp()
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--local hp = math.min(self.object:get_hp() + 2 * dtime, boat_max_hp)
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local regen_timer = self._regen_timer + dtime
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--self.object:set_rotation(vector.new((boat_max_hp - hp) / boat_max_hp, 0, 0))
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if hp >= boat_max_hp then
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self.object:set_hp(self.object:get_hp() + 2 * dtime)
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regen_timer = 0
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--self.object:set_yaw(yaw)
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elseif regen_timer >= 0.5 then
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hp = hp + 1
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self.object:set_hp(hp)
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regen_timer = 0
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end
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self._regen_timer = regen_timer
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if moveresult and moveresult.collides then
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if moveresult and moveresult.collides then
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for _, collision in ipairs(moveresult.collisions) do
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for _, collision in ipairs(moveresult.collisions) do
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@ -326,6 +340,10 @@ 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 yaw = self.object:get_yaw()
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local anim = (boat_max_hp - hp - regen_timer * 2) / boat_max_hp * math.pi / 4
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self.object:set_rotation(vector.new(anim, yaw, anim))
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self.object:set_velocity(new_velo)
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self.object:set_velocity(new_velo)
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self.object:set_acceleration(new_acce)
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self.object:set_acceleration(new_acce)
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end
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end
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