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--atan2 counts angles clockwise, minetest does counterclockwise
local print=function(t) minetest.log("action", t) minetest.chat_send_all(t) 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=3, y=3},
textures = {"black.png"},
is_wagon=true,
wagon_span=1,--how many index units of space does this wagon consume
attach_offset={x=0, y=0, z=0},
view_offset={x=0, y=0, z=0},
}
function wagon:on_rightclick(clicker)
--print("[advtrains] wagon rightclick")
if not clicker or not clicker:is_player() then
return
end
if not self.initialized then
print("[advtrains] not initiaalized")
return
end
if clicker:get_player_control().sneak then
advtrains.split_train_at_wagon(self)
return
end
if clicker:get_player_control().aux1 then
--advtrains.dumppath(self:train().path)
--minetest.chat_send_all("at index "..(self:train().index or "nil"))
--advtrains.invert_train(self.train_id)
minetest.chat_send_all(dump(self:train()))
return
end
if self.driver and clicker == self.driver then
advtrains.player_to_wagon_mapping[self.driver:get_player_name()]=nil
advtrains.set_trainhud(self.driver:get_player_name(), "")
self.driver = nil
self.driver_name = nil
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
elseif not self.driver then
self.driver = clicker
advtrains.player_to_wagon_mapping[clicker:get_player_name()]=self
clicker:set_attach(self.object, "", self.attach_offset, {x=0,y=0,z=0})
clicker:set_eye_offset(self.view_offset, self.view_offset)
end
end
function wagon:train()
return advtrains.trains[self.train_id]
end
function wagon:on_activate(staticdata, dtime_s)
--print("[advtrains][wagon "..(self.unique_id or "no-id").."] activated")
self.object:set_armor_groups({immortal=1})
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp then
self.unique_id=tmp.unique_id
self.train_id=tmp.train_id
self.wagon_flipped=tmp.wagon_flipped
self.owner=tmp.owner
end
end
self.old_pos = self.object:getpos()
self.old_velocity = self.velocity
self.initialized_pre=true
self.entity_name=self.name
--same code is in on_step
--does this object already have an ID?
if not self.unique_id then
self.unique_id=os.time()..os.clock()--should be random enough.
else
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.unique_id==self.unique_id then--i am a duplicate!
self.object:remove()
return
end
end
end
--is my train still here
if not self.train_id or not self:train() then
if self.initialized then
print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying")
self.object:remove()
return
end
print("[advtrains][wagon "..self.unique_id.."] missing train_id, but not yet initialized, returning")
return
elseif not self.initialized then
self.initialized=true
end
advtrains.update_trainpart_properties(self.train_id)
end
function wagon:get_staticdata()
--save to table before being unloaded
advtrains.wagon_save[self.unique_id]=advtrains.merge_tables(self)
return minetest.serialize({
unique_id=self.unique_id,
train_id=self.train_id,
wagon_flipped=self.wagon_flipped,
owner=self.owner,
})
end
-- Remove the wagon
function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if not puncher or not puncher:is_player() then
return
end
if self.owner and puncher:get_player_name()~=self.owner then
minetest.chat_send_player(puncher:get_player_name(), "This wagon is owned by "..self.owner..", you can't destroy it.")
return
end
if minetest.setting_getbool("creative_mode") then
self:destroy()
local inv = puncher:get_inventory()
if not inv:contains_item("main", self.name) then
inv:add_item("main", self.name)
end
else
local pc=puncher:get_player_control()
if not pc.sneak then
minetest.chat_send_player(puncher:get_player_name(), "Warning: If you destroy this wagon, you only get some steel back! If you are sure, shift-leftclick the wagon.")
return
end
self:destroy()
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.driver then return false 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 self.custom_on_destroy then
self.custom_on_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction)
end
self.object:remove()
if not self.initialized then return end
table.remove(self:train().trainparts, self.pos_in_trainparts)
advtrains.update_trainpart_properties(self.train_id)
advtrains.wagon_save[self.unique_id]=nil
if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
return
end
function wagon:on_step(dtime)
local t=os.clock()
local pos = self.object:getpos()
if not self.initialized_pre then
print("[advtrains] wagon stepping while not yet initialized_pre, returning")
self.object:setvelocity({x=0,y=0,z=0})
return
end
self.entity_name=self.name
--does this object already have an ID?
if not self.unique_id then
self.unique_id=os.time()..os.clock()--should be random enough.
end
--is my train still here
if not self.train_id or not self:train() then
print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying")
self.object:remove()
return
elseif not self.initialized then
self.initialized=true
end
--re-attach driver if he got lost
if not self.driver and self.driver_name then
local clicker=minetest.get_player_by_name(self.driver_name)
if clicker then
self.driver = clicker
advtrains.player_to_wagon_mapping[clicker:get_player_name()]=self
clicker:set_attach(self.object, "", self.attach_offset, {x=0,y=0,z=0})
clicker:set_eye_offset(self.view_offset, self.view_offset)
end
end
--custom on_step function
if self.custom_on_step then
self.custom_on_step(self, dtime)
end
--driver control
if self.driver and self.is_locomotive then
if self.driver:get_player_control_bits()~=self.old_player_control_bits then
local pc=self.driver:get_player_control()
if pc.sneak then --stop
self:train().tarvelocity=0
elseif (not self.wagon_flipped and pc.up) or (self.wagon_flipped and pc.down) then --faster
self:train().tarvelocity=math.min(self:train().tarvelocity+1, advtrains.all_traintypes[self:train().traintype].max_speed or 10)
elseif (not self.wagon_flipped and pc.down) or (self.wagon_flipped and pc.up) then --slower
self:train().tarvelocity=math.max(self:train().tarvelocity-1, -(advtrains.all_traintypes[self:train().traintype].max_speed or 10))
elseif pc.aux1 then --slower
if true or math.abs(self:train().velocity)<=3 then--TODO debug
advtrains.player_to_wagon_mapping[self.driver:get_player_name()]=nil
self.driver:set_detach()
self.driver:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
advtrains.set_trainhud(self.driver:get_player_name(), "")
self.driver = nil
self.driver_name = nil
return--(don't let it crash because of statement below)
else
minetest.chat_send_player(self.driver:get_player_name(), "Can't get off driving train!")
end
end
self.old_player_control_bits=self.driver:get_player_control_bits()
end
advtrains.set_trainhud(self.driver:get_player_name(), advtrains.hud_train_format(self:train(), self.wagon_flipped))
end
local gp=self:train()
--DisCouple
if self.pos_in_trainparts and self.pos_in_trainparts>1 then
if gp.velocity==0 then
if not self.discouple or not self.discouple.object:getyaw() then
local object=minetest.add_entity(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
else
print("Couldn't spawn DisCouple")
end
end
else
if self.discouple and self.discouple.object:getyaw() then
self.discouple.object:remove()
end
end
end
--for path to be available. if not, skip step
if not advtrains.get_or_create_path(self.train_id, gp) then
self.object:setvelocity({x=0, y=0, z=0})
return
end
local index=advtrains.get_real_path_index(self:train(), self.pos_in_train)
--print("trainindex "..gp.index.." wagonindex "..index)
--position recalculation
local first_pos=gp.path[math.floor(index)]
local second_pos=gp.path[math.floor(index)+1]
if not first_pos or not second_pos then
--print("[advtrains] object "..self.unique_id.." path end reached!")
self.object:setvelocity({x=0,y=0,z=0})
return
end
--checking for environment collisions(a 3x3 cube around the center)
if not gp.recently_collided_with_env then
local collides=false
for x=-1,1 do
for y=0,2 do
for z=-1,1 do
local node=minetest.get_node_or_nil(vector.add(first_pos, {x=x, y=y, z=z}))
if (advtrains.train_collides(node)) then
collides=true
end
end
end
end
if collides then
gp.recently_collided_with_env=true
gp.velocity=-0.5*gp.velocity
gp.tarvelocity=0
end
end
--FIX: use index of the wagon, not of the train.
local velocity=gp.velocity/(gp.path_dist[math.floor(index)] or 1)
local acceleration=(gp.last_accel or 0)/(gp.path_dist[math.floor(index)] or 1)
local factor=index-math.floor(index)
local actual_pos={x=first_pos.x-(first_pos.x-second_pos.x)*factor, y=first_pos.y-(first_pos.y-second_pos.y)*factor, z=first_pos.z-(first_pos.z-second_pos.z)*factor,}
local velocityvec={x=(first_pos.x-second_pos.x)*velocity*-1, z=(first_pos.z-second_pos.z)*velocity*-1, y=(first_pos.y-second_pos.y)*velocity*-1}
local accelerationvec={x=(first_pos.x-second_pos.x)*acceleration*-1, z=(first_pos.z-second_pos.z)*acceleration*-1, y=(first_pos.y-second_pos.y)*acceleration*-1}
--some additional positions to determine orientation
local aposfwd=gp.path[math.floor(index+2)]
local aposbwd=gp.path[math.floor(index-1)]
local yaw
if aposfwd and aposbwd then
yaw=advtrains.get_wagon_yaw(aposfwd, second_pos, first_pos, aposbwd, factor)+math.pi--TODO remove when cleaning up
else
yaw=math.atan2((first_pos.x-second_pos.x), (second_pos.z-first_pos.z))
end
if self.wagon_flipped then
yaw=yaw+math.pi
end
self.updatepct_timer=(self.updatepct_timer or 0)-dtime
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 self.updatepct_timer<=0 then--only send update packet if something changed
self.object:setpos(actual_pos)
self.object:setvelocity(velocityvec)
self.object:setacceleration(accelerationvec)
self.object:setyaw(yaw)
self.updatepct_timer=2
if self.update_animation then
self:update_animation(gp.velocity)
end
end
self.old_velocity_vector=velocityvec
self.old_acceleration_vector=accelerationvec
self.old_yaw=yaw
printbm("wagon step", t)
end
function advtrains.get_real_path_index(train, pit)
local pos_in_train_left=pit
local index=train.index
if pos_in_train_left>(index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) then
pos_in_train_left=pos_in_train_left - (index-math.floor(index))*(train.path_dist[math.floor(index)] or 1)
index=math.floor(index)
while pos_in_train_left>(train.path_dist[index-1] or 1) do
pos_in_train_left=pos_in_train_left - (train.path_dist[index-1] or 1)
index=index-1
end
index=index-(pos_in_train_left/(train.path_dist[index-1] or 1))
else
index=index-(pos_in_train_left/(train.path_dist[math.floor(index-1)] or 1))
end
return index
end
function advtrains.register_wagon(sysname, traintype, prototype, desc, inv_img)
setmetatable(prototype, {__index=wagon})
minetest.register_entity("advtrains:"..sysname,prototype)
minetest.register_craftitem("advtrains:"..sysname, {
description = desc,
inventory_image = inv_img,
wield_image = inv_img,
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.type == "node" then
return
end
local ob=minetest.env:add_entity(pointed_thing.under, "advtrains:"..sysname)
if not ob then
print("[advtrains]couldn't add_entity, aborting")
end
local le=ob:get_luaentity()
le.owner=placer:get_player_name()
le.infotext=desc..", owned by "..placer:get_player_name()
local node=minetest.env:get_node_or_nil(pointed_thing.under)
if not node then print("[advtrains]Ignore at placer position") return itemstack end
local nodename=node.name
if(not advtrains.is_track_and_drives_on(nodename, advtrains.all_traintypes[traintype].drives_on)) then
print("[advtrains]no trck here, not placing.")
return itemstack
end
local conn1=advtrains.get_track_connections(node.name, node.param2)
local id=advtrains.create_new_train_at(pointed_thing.under, advtrains.dirCoordSet(pointed_thing.under, conn1), traintype)
advtrains.add_wagon_to_train(le, id)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
end
advtrains.register_train_type("steam", {"regular", "default"})
--[[advtrains.register_wagon("blackwagon", "steam",{textures = {"black.png"}})
advtrains.register_wagon("bluewagon", "steam",{textures = {"blue.png"}})
advtrains.register_wagon("greenwagon", "steam",{textures = {"green.png"}})
advtrains.register_wagon("redwagon", "steam",{textures = {"red.png"}})
advtrains.register_wagon("yellowwagon", "steam",{textures = {"yellow.png"}})
]]
--[[
wagons can define update_animation(self, velocity) if they have a speed-dependent animation
this function will be called when the velocity vector changes or every 2 seconds.
]]
advtrains.register_wagon("newlocomotive", "steam",{
mesh="advtrains_engine_steam.b3d",
textures = {"advtrains_newlocomotive.png"},
is_locomotive=true,
attach_offset={x=5, y=10, z=-10},
view_offset={x=0, y=6, z=0},
visual_size = {x=1, y=1},
wagon_span=1.85,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
update_animation=function(self, velocity)
--if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
self.object:set_animation({x=1,y=60}, 100)--math.floor(velocity))
--self.old_anim_velocity=advtrains.abs_ceil(velocity)
--end
end,
drops={"default:steelblock 4"},
}, "Steam Engine", "advtrains_newlocomotive_inv.png")
advtrains.register_wagon("wagon_default", "steam",{
mesh="wagon.b3d",
textures = {"advtrains_wagon.png"},
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
visual_size = {x=1, y=1},
wagon_span=1.8,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Passenger Wagon", "advtrains_wagon_inv.png")
advtrains.register_train_type("electric", {"regular", "default"}, 20)
advtrains.register_wagon("engine_japan", "electric",{
mesh="advtrains_engine_japan.b3d",
textures = {"advtrains_engine_japan.png"},
attach_offset={x=0, y=10, z=10},
view_offset={x=0, y=6, z=0},
visual_size = {x=1, y=1},
wagon_span=2,
is_locomotive=true,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Japanese Train Engine", "green.png")
advtrains.register_wagon("wagon_japan", "electric",{
mesh="advtrains_wagon_japan.b3d",
textures = {"advtrains_wagon_japan.png"},
attach_offset={x=0, y=10, z=10},
view_offset={x=0, y=6, z=0},
visual_size = {x=1, y=1},
wagon_span=2,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Japanese Train Wagon", "blue.png")
advtrains.register_train_type("subway", {"default"}, 15)
advtrains.register_wagon("subway_wagon", "subway",{
mesh="advtrains_subway_train.b3d",
textures = {"advtrains_subway_train.png"},
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
visual_size = {x=1, y=1},
wagon_span=1.8,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
is_locomotive=true,
drops={"default:steelblock 4"},
}, "Subway Passenger Wagon", "advtrains_subway_train_inv.png")
--[[
advtrains.register_wagon("wagontype1",{on_rightclick=function(self, clicker)
if clicker:get_player_control().sneak then
advtrains.disconnect_train_before_wagon(self)
return
end
--just debugging. look for first active wagon and attach to it.
for _,v in pairs(minetest.luaentities) do
if v.is_wagon and v.unique_id and v.unique_id~=self.unique_id then
self.train_id=v.unique_id
end
end
if not self.train_id then minetest.chat_send_all("not found") return end
minetest.chat_send_all(self.train_id.." found and attached.")
end})
]]
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