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-rw-r--r--advtrains/wagons.lua44
1 files changed, 20 insertions, 24 deletions
diff --git a/advtrains/wagons.lua b/advtrains/wagons.lua
index bf128d9..38c551e 100644
--- a/advtrains/wagons.lua
+++ b/advtrains/wagons.lua
@@ -196,8 +196,6 @@ function wagon:destroy()
self.object:remove()
end
-local pihalf = math.pi/2
-
function wagon:on_step(dtime)
return advtrains.pcall(function()
if not self:ensure_init() then return end
@@ -296,12 +294,12 @@ function wagon:on_step(dtime)
local fct=data.wagon_flipped and -1 or 1
--set line number
if self.name == "advtrains:subway_wagon" and train.line and train.line~=self.line_cache then
- local new_line_tex="advtrains_subway_wagon.png^advtrains_subway_wagon_line"..gp.line..".png"
+ local new_line_tex="advtrains_subway_wagon.png^advtrains_subway_wagon_line"..train.line..".png"
self.object:set_properties({
textures={new_line_tex},
})
self.line_cache=train.line
- elseif self.line_cache~=nil and gp.line==nil then
+ elseif self.line_cache~=nil and train.line==nil then
self.object:set_properties({
textures=self.textures,
})
@@ -366,8 +364,9 @@ function wagon:on_step(dtime)
end
end
--for path to be available. if not, skip step
- if not train.path then
+ if not train.path or train.no_step then
self.object:setvelocity({x=0, y=0, z=0})
+ self.object:setacceleration({x=0, y=0, z=0})
return
end
if not data.pos_in_train then
@@ -376,11 +375,9 @@ function wagon:on_step(dtime)
-- Calculate new position, yaw and direction vector
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
- local pos, tyaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
+ local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
local vdir = vector.normalize(vector.subtract(npos2, npos))
- local yaw = tyaw - pihalf
-
--automatic get_on
--needs to know index and path
if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 then
@@ -391,7 +388,7 @@ function wagon:on_step(dtime)
local ix1, ix2 = advtrains.path_get_adjacent(train, aci)
-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
-- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141)
- local add = { x = (ix2.z-ix1.z)*gp.door_open, y = 0, z = (ix1.x-ix2.x)*gp.door_open }
+ local add = { x = (ix2.z-ix1.z)*train.door_open, y = 0, z = (ix1.x-ix2.x)*train.door_open }
local pts1=vector.round(vector.add(ix1, add))
local pts2=vector.round(vector.add(ix2, add))
if minetest.get_item_group(minetest.get_node(pts1).name, "platform")>0 then
@@ -420,10 +417,9 @@ function wagon:on_step(dtime)
for y=0,exv do
for z=-exh,exh do
local node=minetest.get_node_or_nil(vector.add(npos, {x=x, y=y, z=z}))
- -- TODO
- --if (advtrains.train_collides(node)) then
- -- collides=true
- --end
+ if (advtrains.train_collides(node)) then
+ collides=true
+ end
end
end
end
@@ -431,13 +427,13 @@ function wagon:on_step(dtime)
if self.collision_count and self.collision_count>10 then
--enable collision mercy to get trains stuck in walls out of walls
--actually do nothing except limiting the velocity to 1
- gp.velocity=math.min(gp.velocity, 1)
- gp.tarvelocity=math.min(gp.tarvelocity, 1)
+ train.velocity=math.min(train.velocity, 1)
+ train.tarvelocity=math.min(train.tarvelocity, 1)
else
- gp.recently_collided_with_env=true
- gp.velocity=2*gp.velocity
- gp.movedir=-gp.movedir
- gp.tarvelocity=0
+ train.recently_collided_with_env=true
+ train.velocity=0
+ -- TODO what should happen when a train collides?
+ train.tarvelocity=0
self.collision_count=(self.collision_count or 0)+1
end
else
@@ -481,7 +477,7 @@ function wagon:on_step(dtime)
self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw
end
-- set player looking direction using calculated offset
- --TODO p:set_look_horizontal((self.player_yaw[name] or 0)+yaw)
+ p:set_look_horizontal((self.player_yaw[name] or 0)+yaw)
end
end
self.turning = true
@@ -493,7 +489,7 @@ function wagon:on_step(dtime)
self.object:setyaw(yaw)
self.updatepct_timer=2
if self.update_animation then
- self:update_animation(gp.velocity, self.old_velocity)
+ self:update_animation(train.velocity, self.old_velocity)
end
if self.custom_on_velocity_change then
self:custom_on_velocity_change(train.velocity, self.old_velocity or 0, dtime)
@@ -664,13 +660,13 @@ function wagon:get_off(seatno)
if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 and train.index and train.path then
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
for i, ino in ipairs(self.door_entry) do
- --fct is the flipstate flag from door animation above
+ local fct=data.wagon_flipped and -1 or 1
local aci = advtrains.path_get_index_by_offset(train, index, ino*fct)
local ix1, ix2 = advtrains.path_get_adjacent(train, aci)
-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
-- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141)
- local add = { x = (ix2.z-ix1.z)*gp.door_open, y = 0, z = (ix1.x-ix2.x)*gp.door_open }
- local oadd = { x = (ix2.z-ix1.z)*gp.door_open*2, y = 1, z = (ix1.x-ix2.x)*gp.door_open*2}
+ local add = { x = (ix2.z-ix1.z)*train.door_open, y = 0, z = (ix1.x-ix2.x)*train.door_open }
+ local oadd = { x = (ix2.z-ix1.z)*train.door_open*2, y = 1, z = (ix1.x-ix2.x)*train.door_open*2}
local platpos=vector.round(vector.add(ix1, add))
local offpos=vector.round(vector.add(ix1, oadd))
atprint("platpos:", platpos, "offpos:", offpos)