Make boats unsinkable in river water
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2d97817991
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@ -13,6 +13,12 @@ local function is_group(pos, group)
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end
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local is_water = flowlib.is_water
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local function is_river_water(p)
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local n = minetest.get_node(p).name
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if n == "mclx_core:river_water_source" or n == "mclx_core:river_water_flowing" then
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return true
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end
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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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@ -204,6 +210,7 @@ function boat.on_step(self, dtime, moveresult)
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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 in_river_water = is_river_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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@ -213,7 +220,7 @@ function boat.on_step(self, dtime, moveresult)
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v_slowdown = 0.04
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v_factor = 0.5
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end
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elseif in_water then
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elseif in_water and not in_river_water then
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on_water = false
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in_water = true
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v_factor = 0.75
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@ -345,7 +352,18 @@ function boat.on_step(self, dtime, moveresult)
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else
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p.y = p.y + 1
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local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
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if is_water(p) or is_obsidian_boat then
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if is_river_water(p) then
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local y = self.object:get_velocity().y
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if y >= 5 then
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y = 5
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elseif y < 0 then
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new_acce = {x = 0, y = 10, z = 0}
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else
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new_acce = {x = 0, y = 2, z = 0}
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end
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new_velo = get_velocity(self._v, self.object:get_yaw(), y)
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self.object:set_pos(self.object:get_pos())
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elseif is_water(p) and not is_river_water(p) or is_obsidian_boat then
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-- Inside water: Slowly sink
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local y = self.object:get_velocity().y
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y = y - 0.01
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