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local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s,a,...)a={a,...}return s:gsub("@(%d+)",function(n)return a[tonumber(n)]end)end
end
-- length of the steam engine loop sound
local SND_LOOP_LEN = 5
advtrains.register_wagon("steam_train", {
mesh="moretrains_steam_train.b3d",
textures = {"moretrains_steam_train.png"},
is_locomotive=true,
drives_on={default=true},
max_speed=16,
seats = {
{
name=S("Driver Stand (left)"),
attach_offset={x=-5, y=0, z=-15},
view_offset={x=0, y=6, z=0},
group = "dstand",
},
{
name=S("Driver Stand (right)"),
attach_offset={x=5, y=0, z=-15},
view_offset={x=0, y=6, z=0},
group = "dstand",
},
},
seat_groups = {
dstand={
name = "Driver Stand",
driving_ctrl_access=true,
access_to = {},
},
},
assign_to_seat_group = {"dstand"},
visual_size = {x=1, y=1},
wagon_span=2.565,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
custom_on_velocity_change=function(self, velocity)
if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*22, 0, true)
self.old_anim_velocity=advtrains.abs_ceil(velocity)
end
end,
custom_on_step=function(self, dtime)
if self:train().velocity > 0 then -- First make sure that the train isn't standing
if not self.sound_loop_tmr or self.sound_loop_tmr <= 0 then
-- start the sound if it was never started or has expired
self.sound_loop_handle = minetest.sound_play({name="advtrains_steam_loop", gain=2}, {object=self.object})
self.sound_loop_tmr = SND_LOOP_LEN
end
--decrease the sound timer
self.sound_loop_tmr = self.sound_loop_tmr - dtime
else
-- If the train is standing, the sound will be stopped in some time. We do not need to interfere with it.
self.sound_loop_tmr = nil
end
end,
custom_on_activate = function(self, staticdata_table, dtime_s)
minetest.add_particlespawner({
amount = 10,
time = 0,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
minpos = {x=0, y=2.15, z=1.95},
maxpos = {x=0, y=2.2, z=1.9},
minvel = {x=-0.2, y=1.8, z=-0.2},
maxvel = {x=0.2, y=2, z=0.2},
minacc = {x=0, y=-0.1, z=0},
maxacc = {x=0, y=-0.3, z=0},
minexptime = 2,
maxexptime = 4,
minsize = 1,
maxsize = 5,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
collisiondetection = true,
-- ^ collisiondetection: if true uses collision detection
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "smoke_puff.png",
-- ^ Uses texture (string)
attached = self.object,
})
end,
drops={"default:steelblock 1"},
horn_sound = "advtrains_steam_whistle",
}, S("Steam Train #1"), "moretrains_steam_train_inv.png")
advtrains.register_wagon("tender", {
mesh="moretrains_steam_tender.obj",
textures = {"moretrains_steam_tender.png"},
drives_on={default=true},
max_speed=30,
seats = {},
visual_size = {x=1, y=1},
wagon_span=1.665,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 1"},
has_inventory = true,
get_inventory_formspec = function(self, pname, invname)
return "size[8,11]"..
"list["..invname..";box;0,0;8,3;]"..
"list[current_player;main;0,5;8,4;]"..
"listring[]"
end,
inventory_list_sizes = {
box=8*3,
},
}, S("Tender #1"), "moretrains_steam_tender_inv.png")
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