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--trainhud.lua: holds all the code for train controlling
advtrains.hud = {}
minetest.register_on_leaveplayer(function(player)
advtrains.hud[player:get_player_name()] = nil
end)
local mletter={[1]="F", [-1]="R", [0]="N"}
local doorstr={[-1]="|<>| >|<", [0]=">|< >|<", [1]=">|< |<>|"}
function advtrains.on_control_change(pc, train, flip)
local maxspeed = train.max_speed or 10
if pc.sneak then
if pc.up then
train.tarvelocity = maxspeed
end
if pc.down then
train.tarvelocity = 0
end
if pc.left then
train.tarvelocity = 4
end
if pc.right then
train.tarvelocity = 8
end
if pc.jump then
train.brake = true
--0: released, 1: brake and pressed, 2: released and brake, 3: pressed and brake
if not train.brake_hold_state or train.brake_hold_state==0 then
train.brake_hold_state = 1
elseif train.brake_hold_state==2 then
train.brake_hold_state = 3
end
elseif train.brake_hold_state==1 then
train.brake_hold_state = 2
elseif train.brake_hold_state==3 then
train.brake = false
train.brake_hold_state = 0
end
--shift+use:see wagons.lua
else
if pc.up then
train.tarvelocity = math.min(train.tarvelocity + 1, maxspeed)
end
if pc.down then
if train.velocity>0 then
train.tarvelocity = math.max(train.tarvelocity - 1, 0)
else
train.movedir = -train.movedir
end
end
if pc.left then
if train.door_open ~= 0 then
train.door_open = 0
else
train.door_open = -train.movedir
end
end
if pc.right then
if train.door_open ~= 0 then
train.door_open = 0
else
train.door_open = train.movedir
end
end
if train.brake_hold_state~=2 then
train.brake = false
end
if pc.jump then
train.brake = true
end
if pc.aux1 then
--horn
end
end
end
function advtrains.update_driver_hud(pname, train, flip)
local inside=train.text_inside or ""
advtrains.set_trainhud(pname, inside.."\n"..advtrains.hud_train_format(train, flip))
end
function advtrains.clear_driver_hud(pname)
advtrains.set_trainhud(pname, "")
end
function advtrains.set_trainhud(name, text)
local hud = advtrains.hud[name]
local player=minetest.get_player_by_name(name)
if not player then
return
end
if not hud then
hud = {}
advtrains.hud[name] = hud
hud.id = player:hud_add({
hud_elem_type = "text",
name = "ADVTRAINS",
number = 0xFFFFFF,
position = {x=0.5, y=0.7},
offset = {x=0, y=0},
text = text,
scale = {x=200, y=60},
alignment = {x=0, y=0},
})
hud.oldText=text
return
elseif hud.oldText ~= text then
player:hud_change(hud.id, "text", text)
hud.oldText=text
end
end
function advtrains.hud_train_format(train, flip)
local fct=flip and -1 or 1
if not train then return "" end
local max=train.max_speed or 10
local vel=advtrains.abs_ceil(train.velocity)
local tvel=advtrains.abs_ceil(train.tarvelocity)
local vel_kmh=advtrains.abs_ceil(advtrains.ms_to_kmh(train.velocity))
local tvel_kmh=advtrains.abs_ceil(advtrains.ms_to_kmh(train.tarvelocity))
local topLine, firstLine, secondLine
topLine=" ["..mletter[fct*train.movedir].."] "..doorstr[(train.door_open or 0) * train.movedir].." "..(train.brake and "="..( train.brake_hold_state==2 and "^" or "" ).."B=" or "")
firstLine=attrans("Speed:").." |"..string.rep("+", vel)..string.rep("_", max-vel).."> "..vel_kmh.." km/h"
secondLine=attrans("Target:").." |"..string.rep("+", tvel)..string.rep("_", max-tvel).."> "..tvel_kmh.." km/h"
return topLine.."\n"..firstLine.."\n"..secondLine
end
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