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path: root/advtrains/couple.lua
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* On-Track Collision system: Fix train teleportation when using ↵orwell962021-11-04
| | | | | | split_at_index() from LuaATC Issue was that train thought it would collide with the newly added back portion although it was already long past this train. Added additional check that current train index is not further than the collision point.
* Coupler types: Better output when there are no couplers on a wagonorwell962021-10-25
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* Coupling: Add concept of coupler types, allow coupling only when coupler ↵orwell962021-10-25
| | | | types match
* Train Coupling: Change behavior so that train direction of initiating train ↵orwell962021-10-25
| | | | is kept, add ATC Cpl command
* Rework train same-track collision system and deterministic couplingorwell962021-07-07
| | | | | | | - Adds a separate collision system for trains sharing a path - Moved some coupling-related code to couple.lua and refactor it - Handle coupling in a way that the initiating train always keeps its ID - As a side effect, engine has its direction reversed after coupling
* Fix undeclared globals warnings (#176)orwell962021-04-25
| | | | Reported by Vanessa Dannenberg
* Replace deprecated object:getxxx()/setxxx() by get_xxx()/set_xxx()orwell962021-02-10
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* Remove pcall wrappers completely, add command to disable advtrains mainlooporwell962021-02-10
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* Discard get_node_or_nil() for area-loaded check and use either a ↵orwell962021-02-03
| | | | | | distance-based approach or minetest.is_block_active() if available See also https://github.com/minetest/minetest/pull/10897
* Remove couple entities when out of range from playersGabriel Pérez-Cerezo2020-10-12
| | | | | Work around the entity flood bug caused by improper engine handling of static_save=false
* Remove "couple locks" and apply protection to the actual coupling process, ↵orwell962018-11-10
| | | | and fix permissions on that
* No static_save for discouple entitiesorwell962018-10-30
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* Handle the case that a train is not initialized (train_ensure_init returns ↵orwell962018-10-29
| | | | | | nil/false) Fixes H#72
* Fix final bugs and to-do's (u.a.save/load system)orwell962018-06-14
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* Mainly make collisions and coupling workorwell962018-06-14
| | | | Missing: ATC stuff, yaw problems
* Implement collisions. (does not work yet, still code errors)orwell962018-06-14
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* Correct discouple positionorwell962018-01-22
| | | | | Discouple entity was falsely placed at the position of the wagon instead of at its end
* Fix crashorwell962018-01-17
| | | IDK why this happens, but it's not important.
* Add bord computer to trainsorwell962018-01-09
| | | | | | | | Features: - couple/decouple trains from a driver stand - new couple lock system (owner based, overridable by 'train_remove' privilege) - all train operators can now change the inside/outside text, allows for multilines Accessible via right-click menu or by pressing Sneak+Jump keys
* Add modifiable wagon extentsorwell962017-11-23
| | | | This will be required for advcarts
* Fix occasional crash in discouple on_punchorwell962017-11-14
| | | I think the issue is caused by the new animal damage code...
* Fix coupling and collisions in certain casesorwell962017-10-25
| | | | | | If a train moved towards another train, and the other train's step was executed after the first one's, the trains did eventually not collide. Fix by moving the enter_node and collision check to step_b Also change some couple behavior
* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* fix discouple not disappearing and a logical mistake with ownersorwell962017-01-02
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* Do not duplicate definitions of 'print' in every fileorwell962017-01-02
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* spawn couple on train collisionorwell962016-12-31
| | | | also fix empty trains hanging around for too long
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20