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* Add a subway train (and fix spelling mistake resulting in collision not workingorwell962016-08-28
* Add a platform node, make some nodes (esp. fences) not blocking trains, imple...orwell962016-08-28
* Fixing inventory and inventory imagesorwell962016-08-28
* Making everything visible in creative inventory, since the code that should d...orwell962016-08-28
* Re-implement collision in a less resource-intensive way that I should have us...orwell962016-08-27
* Creating new switches, and adding lbms to finally abandon old railsorwell962016-08-26
* Tidy up the workspaceorwell962016-08-25
* Fix shadow bug on some rail modelsorwell962016-08-23
* finally fix train collisions (please work now)orwell962016-08-22
* tidying up the tracks and trackworker/placer code and making rail registratio...orwell962016-08-22
* repairing the trackworkerorwell962016-08-21
* add new-style vertical tracksorwell962016-08-21
* fix error in real train index calculationorwell962016-08-21
* removing unused debug itemsorwell962016-08-21
* Extending to 30deg rails, creating and adding the modelsorwell962016-08-21
* integrating the new rails (currently no verticals and switches) (fix mistake)orwell962016-07-04
* integrating the new rails (currently no verticals and switches)orwell962016-07-04
* adding some dummy textures (dtrack) for new anglesorwell962016-07-04
* Screwing everything up in order to extend to 16 possible directions with 1/8 ...orwell962016-07-04
* delete a commentorwell962016-07-04
* Hopefully fix collision finally (fix mistake)orwell962016-07-04
* Hopefully fix collision finallyorwell962016-07-04
* Merge pull request #2 from NaruTrey/masterorwell962016-06-09
|\
| * Unlimited rails in creative modeAndrey K2016-06-09
* | re-attach players to train when they left the game or the server was shut downorwell962016-06-09
* | check for object load via the getyaw trick and not by checking the object tableorwell962016-06-09
* | remove horizontal view offset on engine and try to fix damage when sitting in...orwell962016-06-09
* | fix discouple appearing on wrong side on flipped wagons, and show discouples ...orwell962016-06-09
* | add new texturesorwell962016-06-09
|/
* update readme with the latest contents of the forum postorwell962016-06-09
* Fix train collision and coupling on opposing trains, and try to implement ani...orwell962016-06-09
* use real pos-in-train calculation also for trainlen calculation, fix bugs and...orwell962016-06-02
* re-implement train collisionsorwell962016-06-01
* added discouple entityorwell962016-06-01
* removed useless file couple.pngorwell962016-05-31
* added couple entity, removed debug outputs and fixed codeorwell962016-05-31
* added license documentsorwell962016-05-30
* removed debug messagesorwell962016-05-30
* fixed even more lua errors and made stableorwell962016-05-30
* fixed lua errors and code mistakesorwell962016-05-29
* removed backup filesorwell962016-05-29
* added trackdb and unloaded wagons handlingorwell962016-05-29
* created git repositoryorwell962016-05-29
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--advtrains by orwell96, see readme.txt

local dir_trans_tbl={
	[0]={x=0, z=1, y=0},
	[1]={x=1, z=2, y=0},
	[2]={x=1, z=1, y=0},
	[3]={x=2, z=1, y=0},
	[4]={x=1, z=0, y=0},
	[5]={x=2, z=-1, y=0},
	[6]={x=1, z=-1, y=0},
	[7]={x=1, z=-2, y=0},
	[8]={x=0, z=-1, y=0},
	[9]={x=-1, z=-2, y=0},
	[10]={x=-1, z=-1, y=0},
	[11]={x=-2, z=-1, y=0},
	[12]={x=-1, z=0, y=0},
	[13]={x=-2, z=1, y=0},
	[14]={x=-1, z=1, y=0},
	[15]={x=-1, z=2, y=0},
}

local dir_angle_tbl={}
for d,v in pairs(dir_trans_tbl) do
	local uvec = vector.normalize(v)
	dir_angle_tbl[d] = math.atan2(-uvec.x, uvec.z)
end


function advtrains.dir_to_angle(dir)
	return dir_angle_tbl[dir] or error("advtrains: in helpers.lua/dir_to_angle() given dir="..(dir or "nil"))
end

function advtrains.dirCoordSet(coord, dir)
	return vector.add(coord, advtrains.dirToCoord(dir))
end
advtrains.pos_add_dir = advtrains.dirCoordSet

function advtrains.pos_add_angle(pos, ang)
	-- 0 is +Z -> meaning of sin/cos swapped
	return vector.add(pos, {x = -math.sin(ang), y = 0, z = math.cos(ang)})
end

function advtrains.dirToCoord(dir)
	return dir_trans_tbl[dir] or error("advtrains: in helpers.lua/dir_to_vector() given dir="..(dir or "nil"))
end
advtrains.dir_to_vector = advtrains.dirToCoord

function advtrains.maxN(list, expectstart)
	local n=expectstart or 0
	while list[n] do
		n=n+1
	end
	return n-1
end

function advtrains.minN(list, expectstart)
	local n=expectstart or 0
	while list[n] do
		n=n-1
	end
	return n+1
end

function atround(number)
	return math.floor(number+0.5)
end
atfloor = math.floor


function advtrains.round_vector_floor_y(vec)
	return {x=math.floor(vec.x+0.5), y=math.floor(vec.y), z=math.floor(vec.z+0.5)}
end

function advtrains.yawToDirection(yaw, conn1, conn2)
	if not conn1 or not conn2 then
		error("given nil to yawToDirection: conn1="..(conn1 or "nil").." conn2="..(conn1 or "nil"))
	end
	local yaw1 = advtrains.dir_to_angle(conn1)
	local yaw2 = advtrains.dir_to_angle(conn2)
	local adiff1 = advtrains.minAngleDiffRad(yaw, yaw1)
	local adiff2 = advtrains.minAngleDiffRad(yaw, yaw2)
	
	if math.abs(adiff2)<math.abs(adiff1) then
		return conn2
	else
		return conn1
	end
end

function advtrains.yawToAnyDir(yaw)
	local min_conn, min_diff=0, 10
	for conn, vec in pairs(advtrains.dir_trans_tbl) do
		local yaw1 = advtrains.dir_to_angle(conn)
		local diff = math.abs(advtrains.minAngleDiffRad(yaw, yaw1))
		if diff < min_diff then
			min_conn = conn
			min_diff = diff
		end
	end
	return min_conn
end
function advtrains.yawToClosestConn(yaw, conns)
	local min_connid, min_diff=1, 10
	for connid, conn in ipairs(conns) do
		local yaw1 = advtrains.dir_to_angle(conn.c)
		local diff = math.abs(advtrains.minAngleDiffRad(yaw, yaw1))
		if diff < min_diff then
			min_connid = connid
			min_diff = diff
		end
	end
	return min_connid
end

local pi, pi2 = math.pi, 2*math.pi
function advtrains.minAngleDiffRad(r1, r2)
	while r1>pi2 do
		r1=r1-pi2
	end
	while r1<0 do
		r1=r1+pi2
	end
	while r2>pi2 do
		r2=r2-pi2
	end
	while r1<0 do
		r2=r2+pi2
	end
	local try1=r2-r1
	local try2=r2+pi2-r1
	local try3=r2-pi2-r1
	
	local minabs = math.min(math.abs(try1), math.abs(try2), math.abs(try3))
	if minabs==math.abs(try1) then
		return try1
	end
	if minabs==math.abs(try2) then
		return try2
	end
	if minabs==math.abs(try3) then
		return try3
	end
end


-- Takes 2 connections (0...AT_CMAX) as argument
-- Returns the angle median of those 2 positions from the pov
-- of standing on the cdir1 side and looking towards cdir2
-- cdir1 - >NODE> - cdir2
function advtrains.conn_angle_median(cdir1, cdir2)
	local ang1 = advtrains.dir_to_angle(advtrains.oppd(cdir1))
	local ang2 = advtrains.dir_to_angle(cdir2)
	return ang1 + advtrains.minAngleDiffRad(ang1, ang2)/2
end

function advtrains.merge_tables(a, ...)
	local new={}
	for _,t in ipairs({a,...}) do
		for k,v in pairs(t) do new[k]=v end
	end
	return new
end
function advtrains.save_keys(tbl, keys)
	local new={}
	for _,key in ipairs(keys) do
		new[key] = tbl[key]
	end
	return new
end

function advtrains.get_real_index_position(path, index)
	if not path or not index then return end
	
	local first_pos=path[math.floor(index)]
	local second_pos=path[math.floor(index)+1]
	
	if not first_pos or not second_pos then return nil end
	
	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,}
	return actual_pos
end
function advtrains.pos_median(pos1, pos2)
	return {x=pos1.x-(pos1.x-pos2.x)*0.5, y=pos1.y-(pos1.y-pos2.y)*0.5, z=pos1.z-(pos1.z-pos2.z)*0.5}
end
function advtrains.abs_ceil(i)
	return math.ceil(math.abs(i))*math.sign(i)
end

function advtrains.serialize_inventory(inv)
	local ser={}
	local liszts=inv:get_lists()
	for lisztname, liszt in pairs(liszts) do
		ser[lisztname]={}
		for idx, item in ipairs(liszt) do
			local istring=item:to_string()
			if istring~="" then
				ser[lisztname][idx]=istring
			end
		end
	end
	return minetest.serialize(ser)
end
function advtrains.deserialize_inventory(sers, inv)
	local ser=minetest.deserialize(sers)
	if ser then
		inv:set_lists(ser)
		return true
	end
	return false
end

--is_protected wrapper that checks for protection_bypass privilege
function advtrains.is_protected(pos, name)
	if not name then
		error("advtrains.is_protected() called without name parameter!")
	end
	if minetest.check_player_privs(name, {protection_bypass=true}) then
		--player can bypass protection
		return false
	end
	return minetest.is_protected(pos, name)
end

function advtrains.is_creative(name)
	if not name then
		error("advtrains.is_creative() called without name parameter!")
	end
	if minetest.check_player_privs(name, {creative=true}) then
		return true
	end
	return minetest.settings:get_bool("creative_mode")
end

function advtrains.is_damage_enabled(name)
	if not name then
		error("advtrains.is_damage_enabled() called without name parameter!")
	end
	if minetest.check_player_privs(name, "train_admin") then
		return false
	end
	return minetest.settings:get_bool("enable_damage")
end

function advtrains.ms_to_kmh(speed)
	return speed * 3.6
end

-- 4 possible inputs:
-- integer: just do that modulo calculation
-- table with c set: rotate c
-- table with tables: rotate each
-- table with integers: rotate each (probably no use case)
function advtrains.rotate_conn_by(conn, rotate)
	if tonumber(conn) then
		return (conn+rotate)%AT_CMAX
	elseif conn.c then
		return { c = (conn.c+rotate)%AT_CMAX, y = conn.y}
	end
	local tmp={}
	for connid, data in ipairs(conn) do
		tmp[connid]=advtrains.rotate_conn_by(data, rotate)
	end
	return tmp
end