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path: root/src/light.cpp
Commit message (Expand)AuthorAge
* Light curve: Simplify and improve code, fix darkened daytime sky (#7693)Vitaliy2018-09-16
* Update light decoding table size (#6696)Vitaliy2017-12-12
* Light curve: Add and tune mid boost gaussianparamat2017-11-27
* Modernize various files (src/k*, src/l*)Loic Blot2017-08-18
* New lighting curve (#5279)Vitaliy2017-08-17
* Redo light.cpp.Auke Kok2016-12-28
* Change lower limit of display_gamma to 1.0 (linear light)Craig Robbins2015-05-11
* Add display_gamma option for clientCraig Robbins2014-12-31
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Unrelated, but anyway: tune light levels againPerttu Ahola2012-03-27
* Modify light values to work a bit better with non-smooth lightingPerttu Ahola2012-02-05
* Set better visual light levelsPerttu Ahola2012-02-02
* tested out and commented out some new stuff for the terrain generator, to be ...Perttu Ahola2011-04-26
* random code cleaning, shouldn't affect anythingPerttu Ahola2011-02-18
* all kinds of tweaking and fixingPerttu Ahola2011-02-04
* some tweakingPerttu Ahola2011-02-02
* day/night working client sidePerttu Ahola2010-12-19
* before daynight mesh cachePerttu Ahola2010-12-18
* before adding day/night lightingPerttu Ahola2010-12-18
* working nicelyPerttu Ahola2010-12-13
* license stuffPerttu Ahola2010-11-29
* Initial filesPerttu Ahola2010-11-27
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--advtrains by orwell96
--signals.lua

local mrules_wallsignal = advtrains.meseconrules

local function can_dig_func(pos)
	if advtrains.interlocking then
		return advtrains.interlocking.signal_can_dig(pos)
	end
	return true
end

local function aspect(b)
return {
	main = (not b) and 0, -- b ? false : 0
	shunt = false,
	proceed_as_main = true,
	dst = false,
	info = {}
}
end

local suppasp = {
		main = {0, false},
		dst = {false},
		shunt = nil,
		proceed_as_main = true,
		info = {
			call_on = false,
			dead_end = false,
			w_speed = nil,
		}
}

for r,f in pairs({on={as="off", ls="green", als="red"}, off={as="on", ls="red", als="green"}}) do

	advtrains.trackplacer.register_tracktype("advtrains:retrosignal", "")
	advtrains.trackplacer.register_tracktype("advtrains:signal", "")

	for rotid, rotation in ipairs({"", "_30", "_45", "_60"}) do
		local crea=1
		if rotid==1 and r=="off" then crea=0 end
		
		minetest.register_node("advtrains:retrosignal_"..r..rotation, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4},
			},
			mesh = "advtrains_retrosignal_"..r..rotation..".b3d",
			tiles = {"advtrains_retrosignal.png"},
			inventory_image="advtrains_retrosignal_inv.png",
			drop="advtrains:retrosignal_off",
			description=attrans("Lampless Signal (@1)", attrans(r..rotation)),
			sunlight_propagates=true,
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			mesecons = {effector = {
				rules=advtrains.meseconrules,
				["action_"..f.as] = function (pos, node)
					advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true)
					advtrains.interlocking.signal_on_aspect_changed(pos)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true)
					advtrains.interlocking.signal_on_aspect_changed(pos)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main ~= 0 then
						advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_on"..rotation, param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_off"..rotation, param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end,
				supported_aspects = suppasp,
			},
			can_dig = can_dig_func,
		})
		advtrains.trackplacer.add_worked("advtrains:retrosignal", r, rotation, nil)
		
		minetest.register_node("advtrains:signal_"..r..rotation, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4},
			},
			mesh = "advtrains_signal"..rotation..".b3d",
			tiles = {"advtrains_signal_"..r..".png"},
			inventory_image="advtrains_signal_inv.png",
			drop="advtrains:signal_off",
			description=attrans("Signal (@1)", attrans(r..rotation)),
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			light_source = 1,
			sunlight_propagates=true,
			mesecons = {effector = {
				rules=advtrains.meseconrules,
				["action_"..f.as] = function (pos, node)
					advtrains.setstate(pos, f.als, node)
					advtrains.interlocking.signal_on_aspect_changed(pos)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.setstate(pos, f.als, node)
					advtrains.interlocking.signal_on_aspect_changed(pos)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main ~= 0 then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_on"..rotation, param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_off"..rotation, param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end,
				supported_aspects = suppasp,
				getstate = f.ls,
				setstate = function(pos, node, newstate)
					if newstate == f.als then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_"..f.as..rotation, param2 = node.param2}, true)
					end
				end,
			},
			can_dig = can_dig_func,
		})
		advtrains.trackplacer.add_worked("advtrains:signal", r, rotation, nil)
	end
	
	local crea=1
	if r=="off" then crea=0 end
	
	--tunnel signals. no rotations.
	for loc, sbox in pairs({l={-1/2, -1/2, -1/4, 0, 1/2, 1/4}, r={0, -1/2, -1/4, 1/2, 1/2, 1/4}, t={-1/2, 0, -1/4, 1/2, 1/2, 1/4}}) do
		minetest.register_node("advtrains:signal_wall_"..loc.."_"..r, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = sbox,
			},
			mesh = "advtrains_signal_wall_"..loc..".b3d",
			tiles = {"advtrains_signal_wall_"..r..".png"},
			drop="advtrains:signal_wall_"..loc.."_off",
			description=attrans("Wallmounted Signal ("..loc..")"),
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			light_source = 1,
			sunlight_propagates=true,
			mesecons = {effector = {
				rules = mrules_wallsignal,
				["action_"..f.as] = function (pos, node)
					advtrains.setstate(pos, f.als, node)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.setstate(pos, f.als, node)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main ~= 0 then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_on", param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_off", param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end,
				supported_aspects = suppasp,
				getstate = f.ls,
				setstate = function(pos, node, newstate)
					if newstate == f.als then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_"..f.as, param2 = node.param2}, true)
					end
				end,
			},
			can_dig = can_dig_func,
		})
	end
end

-- level crossing
-- german version (Andrew's Cross)
minetest.register_node("advtrains:across_off", {
	drawtype = "mesh",
	paramtype="light",
	paramtype2="facedir",
	walkable = false,
	selection_box = {
		type = "fixed",
		fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0},
	},
	mesh = "advtrains_across.obj",
	tiles = {"advtrains_across.png"},
	drop="advtrains:across_off",
	description=attrans("Andrew's Cross"),
	groups = {
		cracky=3,
		not_blocking_trains=1,
		save_in_at_nodedb=1,
		not_in_creative_inventory=nil,
	},
	light_source = 1,
	sunlight_propagates=true,
	mesecons = {effector = {
		rules = advtrains.meseconrules,
		action_on = function (pos, node)
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
		end
	}},
	advtrains = {
		getstate = "off",
		setstate = function(pos, node, newstate)
			if newstate == "on" then
				advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
			end
		end,
	},
	on_rightclick=function(pos, node, player)
		if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
		end
	end,
})
minetest.register_node("advtrains:across_on", {
	drawtype = "mesh",
	paramtype="light",
	paramtype2="facedir",
	walkable = false,
	selection_box = {
		type = "fixed",
		fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0},
	},
	mesh = "advtrains_across.obj",
	tiles = {{name="advtrains_across_anim.png", animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=1.0}}},
	drop="advtrains:across_off",
	description=attrans("Andrew's Cross (on) (you hacker you)"),
	groups = {
		cracky=3,
		not_blocking_trains=1,
		save_in_at_nodedb=1,
		not_in_creative_inventory=1,
	},
	light_source = 1,
	sunlight_propagates=true,
	mesecons = {effector = {
		rules = advtrains.meseconrules,
		action_off = function (pos, node)
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
		end
	}},
	advtrains = {
		getstate = "on",
		setstate = function(pos, node, newstate)
			if newstate == "off" then
				advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
			end
		end,
		fallback_state = "off",
	},
	on_rightclick=function(pos, node, player)
		if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
		end
	end,
})

minetest.register_abm(
	{
        label = "Sound for Level Crossing",
        nodenames = {"advtrains:across_on"},
        interval = 3,
        chance = 1,
        action = function(pos, node, active_object_count, active_object_count_wider)
			minetest.sound_play("advtrains_crossing_bell", {
				pos = pos,
				gain = 1.0, -- default
				max_hear_distance = 16, -- default, uses an euclidean metric
			})
        end,
    }
)