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path: root/advtrains_interlocking/routesetting.lua
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* Add "Fallback state" for freed routes, move p_mesecon_iface.lua to coreorwell962020-07-07
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* Fix minetest.after() loop between ↵orwell962020-06-05
| | | | ARS->update_route->update_signal_aspect->invalidate_path
* Fix the "red signals" bug that appeared when clicking a green signalorwell962019-11-21
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* Fix cancelling "Unknown Route" when section is deleted.orwell962019-03-15
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* Fix routesetting when TCBS is missing (H#109)orwell962019-02-12
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* Signalling form auto-updateorwell962019-02-05
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* Prohibit removing/changing of TCBs and sections while routes or signals are setorwell962019-01-22
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* Actual working ARSorwell962019-01-15
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* Permit basic signal aspect settingorwell962018-11-19
| | | | (basically only usable with Ks signals, because they're the only signals supporting slow move and/or shunt move
* Replace "Allow accelereting train towards signal"orwell962018-10-30
| | | | This is a better implementation of the same goal. The last commit caused trains to overrun the IP sometimes. Haven't noticed so far with this approach
* Miscellaneous routesetting fixesorwell962018-10-29
| | | | | | | - Move handling of "route_committed" to the routesetting function - Put aspect in every TCBS on the way - Add "route_origin" to TCBS fields to prevent subroute cancelling - Cancel entire route when another train enters from the wrong TCB
* Display route_rsn when denying routesetting by subroute locked.orwell962018-10-25
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* Improve route programming:orwell962018-10-07
| | | | | | | - Formspec for TCBs instead of unhandy chatcommands - Ability to advance route over the next secction without punching end - Better visualization - Ability to route into dead-end sections
* Add LuaAutomation interface functions for interlocking routesetting and ↵orwell962018-08-24
| | | | | | aspect requesting. This allows to incorporate interlocking to automated systems
* Move passive API to the advtrains coreorwell962018-08-16
| | | | to remove dependency of interlocking on luaautomation
* Fix various bugs found while testingorwell962018-08-13
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* Automatic working (re-set certain route on train pass)orwell962018-08-12
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* Signal aspect handling, make default signals compatible, fix signal diggingorwell962018-08-12
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* Add routesetting callbacks.orwell962018-08-12
| | | | Now, only the signal aspect setting is still missing
* Uncommitted route handling (update_route function)orwell962018-08-03
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* Implement routesettingorwell962018-07-21
| | | | Missing things: signal aspect updating, waiting routes handling, management /info tool
* Change stuff on route programming, begin routesettingorwell962018-07-17
pan class="hl opt">} // Vertical field of view inline f32 getFovY() const { return m_fov_y; } // Get maximum of getFovX() and getFovY() inline f32 getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env); // Render distance feedback loop void updateViewingRange(f32 frametime_in, f32 busytime_in); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } private: // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; WieldMeshSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; IGameDef *m_gamedef; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_added_busytime; s16 m_added_frames; f32 m_range_old; f32 m_busytime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; // Animation when changing wielded item f32 m_wield_change_timer; ItemStack m_wield_item_next; CameraMode m_camera_mode; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; f32 m_cache_wanted_fps; f32 m_cache_fov; bool m_cache_view_bobbing; }; #endif