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authororwell96 <mono96.mml@gmail.com>2016-12-13 19:28:10 +0100
committerorwell96 <mono96.mml@gmail.com>2016-12-13 19:28:10 +0100
commit1f66cab1695fdc92a586d28805a5acfba6662983 (patch)
tree98bc2f6f468bc7a8e5bc41abad6b4428d0313e34 /textures
parent0e185b9fb80285a4ca9f1a0ba15897b152632a67 (diff)
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Implement better slope placement system
Only look in the desired direction and place slope node on lowest slope part. will automatically adjust slope to next higher node.
Diffstat (limited to 'textures')
-rw-r--r--textures/advtrains_dtrack_slopeplacer.pngbin0 -> 2415 bytes
1 files changed, 0 insertions, 0 deletions
diff --git a/textures/advtrains_dtrack_slopeplacer.png b/textures/advtrains_dtrack_slopeplacer.png
new file mode 100644
index 0000000..1d456b0
--- /dev/null
+++ b/textures/advtrains_dtrack_slopeplacer.png
Binary files differ
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--couple.lua
--defines couple entities.

--advtrains:discouple
--set into existing trains to split them when punched.
--they are attached to the wagons.
--[[fields
wagon

wagons keep their couple entity minetest-internal id inside the field discouple_id. if it refers to nowhere, they will spawn a new one if player is near
]]

local couple_max_dist=3

minetest.register_entity("advtrains:discouple", {
	visual="sprite",
	textures = {"advtrains_discouple.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},
	
	is_discouple=true,
	on_activate=function(self, staticdata) 
		if staticdata=="DISCOUPLE" then
			--couple entities have no right to exist further...
			atprint("Discouple loaded from staticdata, destroying")
			self.object:remove()
			return
		end
		self.object:set_armor_groups({immortal=1})
	end,
	get_staticdata=function() return "DISCOUPLE" end,
	on_punch=function(self, player)
		return advtrains.pcall(function()
			local pname = player:get_player_name()
			if pname and pname~="" and self.wagon then
				if advtrains.safe_decouple_wagon(self.wagon.id, pname) then
					self.object:remove()
				else
					minetest.add_entity(self.object:getpos(), "advtrains:lockmarker")
				end
			end
		end)
	end,
	on_step=function(self, dtime)
		return advtrains.pcall(function()
			if not self.wagon then
				self.object:remove()
				return
			end
			--getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not.
			if not self.wagon.object:getyaw() then
				self.object:remove()
				return
			end
			if not self.wagon:train() or self.wagon:train().velocity > 0 then
				self.object:remove()
				return
			end
		end)
	end,
})

-- advtrains:couple
-- Couple entity 
local function lockmarker(obj)
	minetest.spawn_entity(obj:get_pos(), "advtrains.lockmarker")
	obj:remove()
end

minetest.register_entity("advtrains:couple", {
	visual="sprite",
	textures = {"advtrains_couple.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},
	
	is_couple=true,
	on_activate=function(self, staticdata)
		return advtrains.pcall(function()
			if staticdata=="COUPLE" then
				--couple entities have no right to exist further...
				atprint("Couple loaded from staticdata, destroying")
				self.object:remove()
				return
			end
			self.object:set_armor_groups({immmortal=1})
		end)
	end,
	get_staticdata=function(self) return "COUPLE" end,
	on_rightclick=function(self, clicker)
		return advtrains.pcall(function()
			if not self.train_id_1 or not self.train_id_2 then return end
			
			local pname=clicker
			if type(clicker)~="string" then pname=clicker:get_player_name() end
			if not minetest.check_player_privs(pname, "train_operator") then return end
			
			local train1=advtrains.trains[self.train_id_1]
			local train2=advtrains.trains[self.train_id_2]
			advtrains.train_ensure_init(self.train_id_1, train1)
			advtrains.train_ensure_init(self.train_id_2, train2)
			
			local id1, id2=self.train_id_1, self.train_id_2
			local bp1, bp2 = self.t1_is_front, self.t2_is_front
			if bp1 then
				if train1.couple_lock_front then
					lockmarker(self.object)
					return
				end
				if bp2 then
					if train2.couple_lock_front then
						lockmarker(self.object)
						return
					end
					advtrains.invert_train(id1)
					advtrains.do_connect_trains(id1, id2, clicker)
				else
					if train2.couple_lock_back then
						lockmarker(self.object)
						return
					end
					advtrains.do_connect_trains(id2, id1, clicker)
				end
			else
				if train1.couple_lock_back then
					lockmarker(self.object)
					return
				end
				if bp2 then
					if train2.couple_lock_front then
						lockmarker(self.object)
						return
					end
					advtrains.do_connect_trains(id1, id2, clicker)
				else
					if train2.couple_lock_back then
						lockmarker(self.object)
						return
					end
					advtrains.invert_train(id2)
				advtrains.do_connect_trains(id1, id2, clicker)
				end
			end
			
			atprint("Coupled trains", id1, id2)