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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
		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,
	})
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

		self.object:remove()
		if not self.initialized then return end
		
		local inv = puncher:get_inventory()
		if minetest.setting_getbool("creative_mode") then
			if not inv:contains_item("main", "advtrains:locomotive") then
				inv:add_item("main", "advtrains:locomotive")
			end
		else
			inv:add_item("main", "advtrains:locomotive")
		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
	
	--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