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|
-- wagon.lua
-- Holds all logic related to wagons
-- From now on, wagons are, just like trains, just entries in a table
-- All data that is static is stored in the entity prototype (self).
-- A copy of the entity prototype is always available inside wagon_prototypes
-- All dynamic data is stored in the (new) wagons table
-- An entity is ONLY spawned by update_trainpart_properties when it finds it useful.
-- Only data that are only important to the entity itself are stored in the luaentity
-- TP delay when getting off wagon
local GETOFF_TP_DELAY = 0.5
advtrains.wagons = {}
advtrains.wagon_prototypes = {}
advtrains.wagon_objects = {}
local setting_show_ids = minetest.settings:get_bool("advtrains_show_ids")
--
function advtrains.create_wagon(wtype, owner)
local new_id=advtrains.random_id()
while advtrains.wagons[new_id] do new_id=advtrains.random_id() end
local wgn = {}
wgn.type = wtype
wgn.seatp = {}
wgn.owner = owner
wgn.id = new_id
---wgn.train_id = train_id --- will get this via update_trainpart_properties
advtrains.wagons[new_id] = wgn
--atdebug("Created new wagon:",wgn)
return new_id
end
local function make_inv_name(uid)
return "detached:advtrains_wgn_"..uid
end
local wagon={
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
--physical = true,
visual = "mesh",
mesh = "wagon.b3d",
visual_size = {x=1, y=1},
textures = {"black.png"},
is_wagon=true,
wagon_span=1,--how many index units of space does this wagon consume
has_inventory=false,
static_save=false,
}
function wagon:train()
local data = advtrains.wagons[self.id]
return advtrains.trains[data.train_id]
end
function wagon:on_activate(sd_uid, dtime_s)
if sd_uid~="" then
--destroy when loaded from static block.
self.object:remove()
return
end
self.object:set_armor_groups({immortal=1})
end
local function invcallback(id, pname, rtallow, rtfail)
local data = advtrains.wagons[id]
if data and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
return rtallow
end
return rtfail
end
function wagon:set_id(wid)
self.id = wid
self.initialized = true
local data = advtrains.wagons[self.id]
advtrains.wagon_objects[self.id] = self.object
--atdebug("Created wagon entity:",self.name," w_id",wid," t_id",data.train_id)
if self.has_inventory then
--to be used later
local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.id})
-- create inventory, if not yet created
if not inv then
inv=minetest.create_detached_inventory("advtrains_wgn_"..self.id, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return invcallback(wid, player:get_player_name(), count, 0)
end,
allow_put = function(inv, listname, index, stack, player)
return invcallback(wid, player:get_player_name(), stack:get_count(), 0)
end,
allow_take = function(inv, listname, index, stack, player)
return invcallback(wid, player:get_player_name(), stack:get_count(), 0)
end
})
if data.ser_inv then
advtrains.deserialize_inventory(data.ser_inv, inv)
end
if self.inventory_list_sizes then
for lst, siz in pairs(self.inventory_list_sizes) do
inv:set_size(lst, siz)
end
end
end
end
self.door_anim_timer=0
self.door_state=0
minetest.after(0.2, function() self:reattach_all() end)
if self.custom_on_activate then
self:custom_on_activate()
end
end
function wagon:get_staticdata()
return "STATIC"
end
function wagon:ensure_init()
-- Note: A wagon entity won't exist when there's no train, because the train is
-- the thing that actually creates the entity
-- Train not being set just means that this will happen as soon as the train calls update_trainpart_properties.
if self.initialized and self.id then
local data = advtrains.wagons[self.id]
if data and data.train_id and self:train() then
if self.noninitticks then self.noninitticks=nil end
return true
end
end
if not self.noninitticks then
atwarn("wagon",self.id,"uninitialized init=",self.initialized)
self.noninitticks=0
end
self.noninitticks=self.noninitticks+1
if self.noninitticks>20 then
atwarn("wagon",self.id,"uninitialized, removing")
self:destroy()
else
self.object:setvelocity({x=0,y=0,z=0})
end
return false
end
function wagon:train()
local data = advtrains.wagons[self.id]
return advtrains.trains[data.train_id]
end
-- Remove the wagon
function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
return advtrains.pcall(function()
if not self:ensure_init() then return end
local data = advtrains.wagons[self.id]
if not puncher or not puncher:is_player() then
return
end
if data.owner and puncher:get_player_name()~=data.owner and (not minetest.check_player_privs(puncher, {train_admin = true })) then
minetest.chat_send_player(puncher:get_player_name(), attrans("This wagon is owned by @1, you can't destroy it.", data.owner));
return
end
if #(self:train().trainparts)>1 then
minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it."));
return
end
local pc=puncher:get_player_control()
if not pc.sneak then
minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, hold Sneak and left-click the wagon."))
return
end
if self.custom_may_destroy then
if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then
return
end
end
if not self:destroy() then return end
local inv = puncher:get_inventory()
for _,item in ipairs(self.drops or {self.name}) do
inv:add_item("main", item)
end
end)
end
function wagon:destroy()
--some rules:
-- you get only some items back
-- single left-click shows warning
-- shift leftclick destroys
-- not when a driver is inside
if self.id then
local data = advtrains.wagons[self.id]
if not data then
atwarn("wagon:destroy(): data is not set!")
return
end
if self.custom_on_destroy then
self.custom_on_destroy(self)
end
for seat,_ in pairs(data.seatp) do
self:get_off(seat)
end
if data.train_id and self:train() then
advtrains.remove_train(data.train_id)
advtrains.wagons[self.id]=nil
if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
end
end
--atdebug("[wagon ", self.id, "]: destroying")
self.object:remove()
return true
end
function wagon:on_step(dtime)
return advtrains.pcall(function()
if not self:ensure_init() then return end
local t=os.clock()
local pos = self.object:getpos()
local data = advtrains.wagons[self.id]
if not pos then
--atdebug("["..self.id.."][fatal] missing position (object:getpos() returned nil)")
return
end
if not data.seatp then
data.seatp={}
end
if not self.seatpc then
self.seatpc={}
end
local train=self:train()
--custom on_step function
if self.custom_on_step then
self:custom_on_step(dtime, data, train)
end
--driver control
for seatno, seat in ipairs(self.seats) do
local pname=data.seatp[seatno]
local driver=pname and minetest.get_player_by_name(pname)
local has_driverstand = pname and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist)
if self.seat_groups then
has_driverstand = has_driverstand and (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access)
else
has_driverstand = has_driverstand and (seat.driving_ctrl_access)
end
if has_driverstand and driver then
advtrains.update_driver_hud(driver:get_player_name(), self:train(), data.wagon_flipped)
elseif driver then
--only show the inside text
local inside=self:train().text_inside or ""
advtrains.set_trainhud(driver:get_player_name(), inside)
end
if driver and driver:get_player_control_bits()~=self.seatpc[seatno] then
local pc=driver:get_player_control()
self.seatpc[seatno]=driver:get_player_control_bits()
if has_driverstand then
--regular driver stand controls
advtrains.on_control_change(pc, self:train(), data.wagon_flipped)
--bordcom
if pc.sneak and pc.jump then
self:show_bordcom(data.seatp[seatno])
end
--sound horn when required
if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then
self.horn_handle = minetest.sound_play(self.horn_sound, {
object = self.object,
gain = 1.0, -- default
max_hear_distance = 128, -- default, uses an euclidean metric
loop = true,
})
elseif not pc.aux1 and self.horn_handle then
minetest.sound_stop(self.horn_handle)
self.horn_handle = nil
end
else
-- If on a passenger seat and doors are open, get off when W or D pressed.
local pass = data.seatp[seatno] and minetest.get_player_by_name(data.seatp[seatno])
if pass and self:train().door_open~=0 then
local pc=pass:get_player_control()
if pc.up or pc.down then
self:get_off(seatno)
end
end
end
if pc.aux1 and pc.sneak then
self:get_off(seatno)
end
end
end
--check infotext
local outside=train.text_outside or ""
if setting_show_ids then
outside = outside .. "\nT:" .. data.train_id .. " W:" .. self.id .. " O:" .. data.owner
end
--show off-track information in outside text instead of notifying the whole server about this
if train.off_track then
outside = outside .."\n!!! Train off track !!!"
end
if self.infotext_cache~=outside then
self.object:set_properties({infotext=outside})
self.infotext_cache=outside
end
local fct=data.wagon_flipped and -1 or 1
--door animation
if self.doors then
if (self.door_anim_timer or 0)<=0 then
local dstate = (train.door_open or 0) * fct
if dstate ~= self.door_state then
local at
--meaning of the train.door_open field:
-- -1: left doors (rel. to train orientation)
-- 0: closed
-- 1: right doors
--this code produces the following behavior:
-- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close.
-- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open.
if self.door_state == 0 then
if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end
at=self.doors.open[dstate]
self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
self.door_state = dstate
else
if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end
at=self.doors.close[self.door_state or 1]--in case it has not been set yet
self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
self.door_state = 0
end
self.door_anim_timer = at.time
end
else
self.door_anim_timer = (self.door_anim_timer or 0) - dtime
end
end
--for path to be available. if not, skip step
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
return
end
-- Calculate new position, yaw and direction vector
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
local vdir = vector.normalize(vector.subtract(npos2, npos))
--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
--using the mapping created by the trainlogic globalstep
for i, ino in ipairs(self.door_entry) do
--fct is the flipstate flag from door animation above
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)*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
local ckpts={
pts1,
pts2,
vector.add(pts1, {x=0, y=1, z=0}),
vector.add(pts2, {x=0, y=1, z=0}),
}
for _,ckpos in ipairs(ckpts) do
local cpp=minetest.pos_to_string(ckpos)
if advtrains.playersbypts[cpp] then
self:on_rightclick(advtrains.playersbypts[cpp])
end
end
end
end
end
--checking for environment collisions(a 3x3 cube around the center)
if not train.recently_collided_with_env then
local collides=false
local exh = self.extent_h or 1
local exv = self.extent_v or 2
for x=-exh,exh do
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}))
if (advtrains.train_collides(node)) then
collides=true
end
end
end
end
if collides then
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
train.velocity=math.min(train.velocity, 1)
else
train.recently_collided_with_env=true
train.velocity=0
self.collision_count=(self.collision_count or 0)+1
end
else
self.collision_count=nil
end
end
--DisCouple
-- FIX: Need to do this after the yaw calculation
if data.pos_in_trainparts and data.pos_in_trainparts>1 then
if train.velocity==0 then
if not self.discouple or not self.discouple.object:getyaw() then
atprint(self.id,"trying to spawn discouple")
local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span})
local object=minetest.add_entity(dcpl_pos, "advtrains:discouple")
if object then
local le=object:get_luaentity()
le.wagon=self
--box is hidden when attached, so unuseful.
--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
self.discouple=le
end
end
else
if self.discouple and self.discouple.object:getyaw() then
self.discouple.object:remove()
atprint(self.id," removing discouple")
end
end
end
--FIX: use index of the wagon, not of the train.
local velocity = train.velocity
local acceleration = (train.acceleration or 0)
local velocityvec = vector.multiply(vdir, velocity)
local accelerationvec = vector.multiply(vdir, acceleration)
if data.wagon_flipped then
yaw=yaw+math.pi
end
self.updatepct_timer=(self.updatepct_timer or 0)-dtime
local updatepct_timer_elapsed = self.updatepct_timer<=0
if not self.old_velocity_vector
or not vector.equals(velocityvec, self.old_velocity_vector)
or not self.old_acceleration_vector
or not vector.equals(accelerationvec, self.old_acceleration_vector)
or self.old_yaw~=yaw
or updatepct_timer_elapsed then--only send update packet if something changed
self.object:setpos(pos)
self.object:setvelocity(velocityvec)
self.object:setacceleration(accelerationvec)
if #self.seats > 0 and self.old_yaw ~= yaw then
if not self.player_yaw then
self.player_yaw = {}
end
if not self.old_yaw then
self.old_yaw=yaw
end
for _,name in pairs(data.seatp) do
local p = minetest.get_player_by_name(name)
if p then
if not self.turning then
-- save player looking direction offset
self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw
end
-- set player looking direction using calculated offset
p:set_look_horizontal((self.player_yaw[name] or 0)+yaw)
end
end
self.turning = true
elseif self.old_yaw == yaw then
-- train is no longer turning
self.turning = false
end
self.object:setyaw(yaw)
self.updatepct_timer=2
if self.update_animation then
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)
end
-- remove discouple object, because it will be in a wrong location
if not updatepct_timer_elapsed and self.discouple then
self.discouple.object:remove()
end
end
self.old_velocity_vector=velocityvec
self.old_velocity = train.velocity
self.old_acceleration_vector=accelerationvec
self.old_yaw=yaw
atprintbm("wagon step", t)
end)
end
function wagon:on_rightclick(clicker)
return advtrains.pcall(function()
if not self:ensure_init() then return end
if not clicker or not clicker:is_player() then
return
end
local data = advtrains.wagons[self.id]
local pname=clicker:get_player_name()
local no=self:get_seatno(pname)
if no then
if self.seat_groups then
local poss={}
local sgr=self.seats[no].group
for _,access in ipairs(self.seat_groups[sgr].access_to) do
if self:check_seat_group_access(pname, access) then
poss[#poss+1]={name=self.seat_groups[access].name, key="sgr_"..access}
end
end
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
poss[#poss+1]={name=attrans("Show Inventory"), key="inv"}
end
if self.seat_groups[sgr].driving_ctrl_access and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
poss[#poss+1]={name=attrans("Onboard Computer"), key="bordcom"}
end
if data.owner==pname then
poss[#poss+1]={name=attrans("Wagon properties"), key="prop"}
end
if not self.seat_groups[sgr].require_doors_open or self:train().door_open~=0 then
poss[#poss+1]={name=attrans("Get off"), key="off"}
else
if clicker:get_player_control().sneak then
poss[#poss+1]={name=attrans("Get off (forced)"), key="off"}
else
poss[#poss+1]={name=attrans("(Doors closed)"), key="dcwarn"}
end
end
if #poss==0 then
--can't do anything.
elseif #poss==1 then
self:seating_from_key_helper(pname, {[poss[1].key]=true}, no)
else
local form = "size[5,"..1+(#poss).."]"
for pos,ent in ipairs(poss) do
form = form .. "button_exit[0.5,"..(pos-0.5)..";4,1;"..ent.key..";"..ent.name.."]"
end
minetest.show_formspec(pname, "advtrains_seating_"..self.id, form)
end
else
self:get_off(no)
end
else
--do not attach if already on a train
if advtrains.player_to_train_mapping[pname] then return end
if self.seat_groups then
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id)))
end
return
end
local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak
local allow, rsn=false, "Wagon has no seats!"
for _,sgr in ipairs(self.assign_to_seat_group) do
allow, rsn = self:check_seat_group_access(pname, sgr)
if allow then
for seatid, seatdef in ipairs(self.seats) do
if seatdef.group==sgr then
if (not self.seat_groups[sgr].require_doors_open or doors_open) then
if not data.seatp[seatid] then
self:get_on(clicker, seatid)
return
else
rsn="Wagon is full."
end
else
rsn="Doors are closed! (try holding sneak key!)"
end
end
end
end
end
minetest.chat_send_player(pname, attrans("Can't get on: "..rsn))
else
self:show_get_on_form(pname)
end
end
end)
end
function wagon:get_on(clicker, seatno)
local data = advtrains.wagons[self.id]
if not data.seatp then data.seatp={}end
if not self.seatpc then self.seatpc={}end--player controls in driver stands
if not self.seats[seatno] then return end
local oldno=self:get_seatno(clicker:get_player_name())
if oldno then
atprint("get_on: clearing oldno",seatno)
advtrains.player_to_train_mapping[clicker:get_player_name()]=nil
advtrains.clear_driver_hud(clicker:get_player_name())
data.seatp[oldno]=nil
end
if data.seatp[seatno] and data.seatp[seatno]~=clicker:get_player_name() then
atprint("get_on: throwing off",data.seatp[seatno],"from seat",seatno)
self:get_off(seatno)
end
atprint("get_on: attaching",clicker:get_player_name())
data.seatp[seatno] = clicker:get_player_name()
self.seatpc[seatno] = clicker:get_player_control_bits()
advtrains.player_to_train_mapping[clicker:get_player_name()]=data.train_id
clicker:set_attach(self.object, "", self.seats[seatno].attach_offset, {x=0,y=0,z=0})
clicker:set_eye_offset(self.seats[seatno].view_offset, self.seats[seatno].view_offset)
end
function wagon:get_off_plr(pname)
local no=self:get_seatno(pname)
if no then
self:get_off(no)
end
end
function wagon:get_seatno(pname)
local data = advtrains.wagons[self.id]
for no, cont in pairs(data.seatp) do
if cont==pname then
return no
end
end
return nil
end
function wagon:get_off(seatno)
local data = advtrains.wagons[self.id]
if not data.seatp[seatno] then return end
local pname = data.seatp[seatno]
local clicker = minetest.get_player_by_name(pname)
advtrains.player_to_train_mapping[pname]=nil
advtrains.clear_driver_hud(pname)
data.seatp[seatno]=nil
self.seatpc[seatno]=nil
if clicker then
atprint("get_off: detaching",clicker:get_player_name())
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
local train=self:train()
--code as in step - automatic get on
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
--atdebug("using door-based",i,ino)
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)*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))
--atdebug("platpos:", platpos, "offpos:", offpos)
if minetest.get_item_group(minetest.get_node(platpos).name, "platform")>0 then
minetest.after(GETOFF_TP_DELAY, function() clicker:setpos(offpos) end)
--atdebug("tp",offpos)
return
end
--atdebug("nope")
end
end
--if not door_entry, or paths missing, fall back to old method
--atdebug("using fallback")
local objpos=advtrains.round_vector_floor_y(self.object:getpos())
local yaw=self.object:getyaw()
local isx=(yaw < math.pi/4) or (yaw > 3*math.pi/4 and yaw < 5*math.pi/4) or (yaw > 7*math.pi/4)
local offp
--abuse helper function
for _,r in ipairs({-1, 1}) do
--atdebug("offset",r)
local p=vector.add({x=isx and r or 0, y=0, z=not isx and r or 0}, objpos)
offp=vector.add({x=isx and r*2 or 0, y=1, z=not isx and r*2 or 0}, objpos)
--atdebug("platpos:", p, "offpos:", offp)
if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then
minetest.after(GETOFF_TP_DELAY, function() clicker:setpos(offp) end)
--atdebug("tp",offp)
return
end
end
--atdebug("nope")
end
end
function wagon:show_get_on_form(pname)
if not self.initialized then return end
local data = advtrains.wagons[self.id]
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id)))
end
return
end
local form, comma="size[5,8]label[0.5,0.5;"..attrans("Select seat:").."]textlist[0.5,1;4,6;seat;", ""
for seatno, seattbl in ipairs(self.seats) do
local addtext, colorcode="", ""
if data.seatp and data.seatp[seatno] then
colorcode="#FF0000"
addtext=" ("..data.seatp[seatno]..")"
end
form=form..comma..colorcode..seattbl.name..addtext
comma=","
end
form=form..";0,false]"
if self.has_inventory and self.get_inventory_formspec then
form=form.."button_exit[1,7;3,1;inv;"..attrans("Show Inventory").."]"
end
minetest.show_formspec(pname, "advtrains_geton_"..self.id, form)
end
function wagon:show_wagon_properties(pname)
--[[
fields:
field: driving/couple whitelist
button: save
]]
local data = advtrains.wagons[self.id]
local form="size[5,5]"
form = form .. "field[0.5,1;4,1;whitelist;Allow these players to drive your wagon:;"..(data.whitelist or "").."]"
--seat groups access lists were here
form=form.."button_exit[0.5,3;4,1;save;"..attrans("Save wagon properties").."]"
minetest.show_formspec(pname, "advtrains_prop_"..self.id, form)
end
--BordCom
local function checkcouple(ent)
if not ent or not ent:getyaw() then
return nil
end
local le = ent:get_luaentity()
if not le or not le.is_couple then
return nil
end
return le
end
local function checklock(pname, own1, own2, wl1, wl2)
return advtrains.check_driving_couple_protection(pname, own1, wl1)
or advtrains.check_driving_couple_protection(pname, own2, wl2)
end
function wagon:show_bordcom(pname)
if not self:train() then return end
local train = self:train()
local data = advtrains.wagons[self.id]
local form = "size[11,9]label[0.5,0;AdvTrains Boardcom v0.1]"
form=form.."textarea[0.5,1.5;7,1;text_outside;"..attrans("Text displayed outside on train")..";"..(train.text_outside or "").."]"
form=form.."textarea[0.5,3;7,1;text_inside;"..attrans("Text displayed inside train")..";"..(train.text_inside or "").."]"
form=form.."field[7.5,1.75;3,1;line;"..attrans("Line")..";"..(train.line or "").."]"
form=form.."field[7.5,3.25;3,1;routingcode;"..attrans("Routingcode")..";"..(train.routingcode or "").."]"
--row 5 : train overview and autocoupling
if train.velocity==0 then
form=form.."label[0.5,4.5;Train overview /coupling control:]"
linhei=5
local pre_own, pre_wl, owns_any = nil, nil, minetest.check_player_privs(pname, "train_admin")
for i, tpid in ipairs(train.trainparts) do
local ent = advtrains.wagons[tpid]
if ent then
local ename = ent.type
form = form .. "item_image["..i..","..linhei..";1,1;"..ename.."]"
if i~=1 then
if checklock(pname, ent.owner, pre_own, ent.whitelist, pre_wl) then
form = form .. "image_button["..(i-0.5)..","..(linhei+1)..";1,1;advtrains_discouple.png;dcpl_"..i..";]"
end
end
if i == data.pos_in_trainparts then
form = form .. "box["..(i-0.1)..","..(linhei-0.1)..";1,1;green]"
end
pre_own = ent.owner
pre_wl = ent.whitelist
owns_any = owns_any or (not ent.owner or ent.owner==pname)
end
end
if train.movedir==1 then
form = form .. "label["..(#train.trainparts+1)..","..(linhei)..";-->]"
else
form = form .. "label[0.5,"..(linhei)..";<--]"
end
--check cpl_eid_front and _back of train
local couple_front = checkcouple(train.cpl_front)
local couple_back = checkcouple(train.cpl_back)
if couple_front then
form = form .. "image_button[0.5,"..(linhei+1)..";1,1;advtrains_couple.png;cpl_f;]"
end
if couple_back then
form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+1)..";1,1;advtrains_couple.png;cpl_b;]"
end
else
form=form.."label[0.5,4.5;Train overview / coupling control is only shown when the train stands.]"
end
form = form .. "button[0.5,8;3,1;save;Save]"
-- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect
-- from inside the train
if advtrains.interlocking and train.lzb and #train.lzb.oncoming > 0 then
local i=1
while train.lzb.oncoming[i] do
local oci = train.lzb.oncoming[i]
if oci.pos then
if advtrains.interlocking.db.get_sigd_for_signal(oci.pos) then
form = form .. "button[4.5,8;5,1;ilrs;Remote Routesetting]"
break
end
end
i=i+1
end
end
minetest.show_formspec(pname, "advtrains_bordcom_"..self.id, form)
end
function wagon:handle_bordcom_fields(pname, formname, fields)
local data = advtrains.wagons[self.id]
local seatno=self:get_seatno(pname)
if not seatno or not self.seat_groups[self.seats[seatno].group].driving_ctrl_access or not advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
return
end
local train = self:train()
if not train then return end
if fields.text_outside then
if fields.text_outside~="" then
train.text_outside=fields.text_outside
else
train.text_outside=nil
end
end
if fields.text_inside then
if fields.text_inside~="" then
train.text_inside=fields.text_inside
else
train.text_inside=nil
end
end
if fields.line then
if fields.line~="" then
if fields.line ~= train.line then
train.line=fields.line
if advtrains.interlocking then
advtrains.interlocking.lzb_invalidate(train)
end
end
else
train.line=nil
end
end
if fields.routingcode then
if fields.routingcode~="" then
if fields.routingcode ~= train.routingcode then
train.routingcode=fields.routingcode
if advtrains.interlocking then
advtrains.interlocking.lzb_invalidate(train)
end
end
else
train.routingcode=nil
end
end
for i, tpid in ipairs(train.trainparts) do
if fields["dcpl_"..i] then
advtrains.safe_decouple_wagon(tpid, pname)
end
end
--check cpl_eid_front and _back of train
local couple_front = checkcouple(train.cpl_front)
local couple_back = checkcouple(train.cpl_back)
if fields.cpl_f and couple_front then
couple_front:on_rightclick(pname)
end
if fields.cpl_b and couple_back then
couple_back:on_rightclick(pname)
end
-- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect
-- from inside the train
if fields.ilrs and advtrains.interlocking and train.lzb and #train.lzb.oncoming > 0 then
local i=1
while train.lzb.oncoming[i] do
local oci = train.lzb.oncoming[i]
if oci.pos then
local sigd = advtrains.interlocking.db.get_sigd_for_signal(oci.pos)
if sigd then
advtrains.interlocking.show_signalling_form(sigd, pname)
return
end
end
i=i+1
end
end
if not fields.quit then
self:show_bordcom(pname)
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
return advtrains.pcall(function()
local uid=string.match(formname, "^advtrains_geton_(.+)$")
if uid then
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.id==uid then
local data = advtrains.wagons[wagon.id]
if fields.inv then
if wagon.has_inventory and wagon.get_inventory_formspec then
minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name(), make_inv_name(uid)))
end
elseif fields.seat then
local val=minetest.explode_textlist_event(fields.seat)
if val and val.type~="INV" and not data.seatp[player:get_player_name()] then
--get on
wagon:get_on(player, val.index)
--will work with the new close_formspec functionality. close exactly this formspec.
minetest.show_formspec(player:get_player_name(), formname, "")
end
end
end
end
end
uid=string.match(formname, "^advtrains_seating_(.+)$")
if uid then
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.id==uid then
local pname=player:get_player_name()
local no=wagon:get_seatno(pname)
if no then
if wagon.seat_groups then
wagon:seating_from_key_helper(pname, fields, no)
end
end
end
end
end
uid=string.match(formname, "^advtrains_prop_(.+)$")
if uid then
local pname=player:get_player_name()
local data = advtrains.wagons[uid]
if pname~=data.owner and not minetest.check_player_privs(pname, {train_admin = true}) then
return true
end
if fields.save or not fields.quit then
if fields.whitelist then
data.whitelist = fields.whitelist
end
end
end
uid=string.match(formname, "^advtrains_bordcom_(.+)$")
if uid then
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.id==uid then
wagon:handle_bordcom_fields(player:get_player_name(), formname, fields)
end
end
end
end)
end)
function wagon:seating_from_key_helper(pname, fields, no)
local data = advtrains.wagons[self.id]
local sgr=self.seats[no].group
for _,access in ipairs(self.seat_groups[sgr].access_to) do
if fields["sgr_"..access] and self:check_seat_group_access(pname, access) then
for seatid, seatdef in ipairs(self.seats) do
if seatdef.group==access and not data.seatp[seatid] then
self:get_on(minetest.get_player_by_name(pname), seatid)
return
end
end
end
end
if fields.inv and self.has_inventory and self.get_inventory_formspec then
minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..self.id, self:get_inventory_formspec(player:get_player_name(), make_inv_name(self.id)))
end
if fields.prop and data.owner==pname then
self:show_wagon_properties(pname)
end
if fields.bordcom and self.seat_groups[sgr].driving_ctrl_access and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
self:show_bordcom(pname)
end
if fields.dcwarn then
minetest.chat_send_player(pname, attrans("Doors are closed! Use Sneak+rightclick to ignore the closed doors and get off!"))
end
if fields.off then
self:get_off(no)
end
end
function wagon:check_seat_group_access(pname, sgr)
local data = advtrains.wagons[self.id]
if self.seat_groups[sgr].driving_ctrl_access and not (advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist)) then
return false, "Not allowed to access a driver stand!"
end
if self.seat_groups[sgr].driving_ctrl_access then
advtrains.log("Drive", pname, self.object:getpos(), self:train().text_outside)
end
return true
end
function wagon:reattach_all()
local data = advtrains.wagons[self.id]
if not data.seatp then data.seatp={} end
for seatno, pname in pairs(data.seatp) do
local p=minetest.get_player_by_name(pname)
if p then
self:get_on(p ,seatno)
end
end
end
local function check_twagon_owner(train, b_first, pname)
local wtp = b_first and 1 or #train.trainparts
local wid = train.trainparts[wtp]
local wdata = advtrains.wagons[wid]
if wdata then
return advtrains.check_driving_couple_protection(pname, wdata.owner, wdata.whitelist)
end
return false
end
function advtrains.safe_couple_trains(id1, id2, t1f, t2f, pname, try_run)
if not minetest.check_player_privs(pname, "train_operator") then
minetest.chat_send_player(pname, "Missing train_operator privilege")
return false
end
local train1=advtrains.trains[id1]
local train2=advtrains.trains[id2]
if not advtrains.train_ensure_init(id1, train1)
or not advtrains.train_ensure_init(id2, train2) then
return false
end
local wck_t1 = check_twagon_owner(train1, t1f, pname)
local wck_t2 = check_twagon_owner(train2, t2f, pname)
if wck_t1 or wck_t2 then
if try_run then
return true
end
if t1f then
if t2f then
advtrains.invert_train(id1)
advtrains.do_connect_trains(id1, id2)
else
advtrains.do_connect_trains(id2, id1)
end
else
if t2f then
advtrains.do_connect_trains(id1, id2)
else
advtrains.invert_train(id2)
advtrains.do_connect_trains(id1, id2)
end
end
return true
else
minetest.chat_send_player(pname, "You must be authorized for at least one wagon.")
return false
end
end
function advtrains.safe_decouple_wagon(w_id, pname, try_run)
if not minetest.check_player_privs(pname, "train_operator") then
minetest.chat_send_player(pname, "Missing train_operator privilege")
return false
end
local data = advtrains.wagons[w_id]
local dpt = data.pos_in_trainparts
if not dpt or dpt <= 1 then
return false
end
local train = advtrains.trains[data.train_id]
local owid = train.trainparts[dpt-1]
local owdata = advtrains.wagons[owid]
if not owdata then
return
end
if not checklock(pname, data.owner, owdata.owner, data.whitelist, owdata.whitelist) then
minetest.chat_send_player(pname, "Not allowed to do this.")
return false
end
if try_run then
return true
end
advtrains.log("Discouple", pname, train.last_pos, train.text_outside)
advtrains.split_train_at_wagon(w_id)
return true
end
function advtrains.get_wagon_prototype(data)
local wt = data.type
if not wt then
-- LEGACY: Field was called "entity_name" in previous versions
wt = data.entity_name
data.type = data.entity_name
data.entity_name = nil
end
if not wt or not advtrains.wagon_prototypes[wt] then
atwarn("Unable to load wagon type",wt,", using placeholder")
wt="advtrains:wagon_placeholder"
end
return wt, advtrains.wagon_prototypes[wt]
end
function advtrains.register_wagon(sysname_p, prototype, desc, inv_img, nincreative)
local sysname = sysname_p
if not string.match(sysname, ":") then
sysname = "advtrains:"..sysname_p
end
setmetatable(prototype, {__index=wagon})
minetest.register_entity(":"..sysname,prototype)
advtrains.wagon_prototypes[sysname] = prototype
minetest.register_craftitem(":"..sysname, {
description = desc,
inventory_image = inv_img,
wield_image = inv_img,
stack_max = 1,
groups = { not_in_creative_inventory = nincreative and 1 or 0},
on_place = function(itemstack, placer, pointed_thing)
return advtrains.pcall(function()
if not pointed_thing.type == "node" then
return
end
local pname = placer:get_player_name()
local node=minetest.get_node_or_nil(pointed_thing.under)
if not node then atprint("[advtrains]Ignore at placer position") return itemstack end
local nodename=node.name
if(not advtrains.is_track_and_drives_on(nodename, prototype.drives_on)) then
atprint("no track here, not placing.")
return itemstack
end
if not minetest.check_player_privs(placer, {train_operator = true }) then
minetest.chat_send_player(pname, "You don't have the train_operator privilege.")
return itemstack
end
if not minetest.check_player_privs(placer, {train_admin = true }) and minetest.is_protected(pointed_thing.under, placer:get_player_name()) then
return itemstack
end
local tconns=advtrains.get_track_connections(node.name, node.param2)
local yaw = placer:get_look_horizontal()
local plconnid = advtrains.yawToClosestConn(yaw, tconns)
local prevpos = advtrains.get_adjacent_rail(pointed_thing.under, tconns, plconnid, prototype.drives_on)
if not prevpos then
minetest.chat_send_player(pname, "The track you are trying to place the wagon on is not long enough!")
return
end
local wid = advtrains.create_wagon(sysname, pname)
local id=advtrains.create_new_train_at(pointed_thing.under, plconnid, 0, {wid})
if not advtrains.is_creative(pname) then
itemstack:take_item()
end
return itemstack
end)
end,
})
end
-- Placeholder wagon. Will be spawned whenever a mod is missing
advtrains.register_wagon("advtrains:wagon_placeholder", {
visual="sprite",
textures = {"advtrains_wagon_placeholder.png"},
collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3},
visual_size = {x=0.7, y=0.7},
initial_sprite_basepos = {x=0, y=0},
drives_on = advtrains.all_tracktypes,
max_speed = 5,
seats = {
},
seat_groups = {
},
assign_to_seat_group = {},
wagon_span=1,
drops={},
}, "Wagon placeholder", "advtrains_wagon_placeholder.png", true)
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