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* Fix bugs found while testingorwell962018-06-14
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* Revert assign_to_seat_group order on subway trainorwell962018-01-15
| | | | as train_operator on Linuxworks, it often happens that you accidentally manually drive a subway train. This is more effort to get to the drivers seat, but is how the behavior was for the last 6 months
* Add bord computer to trainsorwell962018-01-09
| | | | | | | | Features: - couple/decouple trains from a driver stand - new couple lock system (owner based, overridable by 'train_remove' privilege) - all train operators can now change the inside/outside text, allows for multilines Accessible via right-click menu or by pressing Sneak+Jump keys
* Move driving_ctrl_access property to seat grouporwell962018-01-09
| | | | | there's now a more strict check for the train_operator privilege Also added custom reasons on getting on a train.
* Don't use looped sounds on subwayorwell962018-01-07
| | | | (causes engine bugs with dangling sound handles)
* Change controls for trains (again)orwell962018-01-07
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* Rewrite rail connection system...orwell962017-12-18
| | | | | | | | | ...to support an arbitrary number of connections for rails, which leads to these new features: - switches now get recognized by the trackworker correctly - ability to add real rail crosses During this, I also rewrote the rail registering system and the conway function (important part of path prediction) Note, developers: the track preset format changed, you might need to rewrite them according to the presets in tracks.lua if you wrote your own (possibly breaks advcarts)
* Try to fix occasional crash when placing wagonsorwell962017-12-17
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* Implement sound api and some soundsorwell962017-12-06
| | | | | | | - Level crossing bell - Horns - Subway train driving and door sounds ...to be continued...
* Fix subway train placerorwell962017-10-25
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* Some workaround fixes for Linuxworks serverorwell962017-10-25
| | | | | Trains no longer get deleted when there's no rail Fast item to create subway train
* Moved default train track to separate mod, for integration with advcarts.Gabriel Pérez-Cerezo2017-10-25
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* Set wagon line numberGabriel Pérez-Cerezo2017-10-23
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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* remove train type concept and calculate train's capabilities based on used ↵orwell962016-12-22
| | | | wagons
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
span> "_max"], current)) return current / max_display * nominal end local function update_builtin_statbars(player) local name = player:get_player_name() if name == "" then return end local flags = player:hud_get_flags() if not hud_ids[name] then hud_ids[name] = {} -- flags are not transmitted to client on connect, we need to make sure -- our current flags are transmitted by sending them actively player:hud_set_flags(flags) end local hud = hud_ids[name] local immortal = player:get_armor_groups().immortal == 1 if flags.healthbar and enable_damage and not immortal then local number = scaleToDefault(player, "hp") if hud.id_healthbar == nil then local hud_def = table.copy(health_bar_definition) hud_def.number = number hud.id_healthbar = player:hud_add(hud_def) else player:hud_change(hud.id_healthbar, "number", number) end elseif hud.id_healthbar then player:hud_remove(hud.id_healthbar) hud.id_healthbar = nil end local show_breathbar = flags.breathbar and enable_damage and not immortal local breath = player:get_breath() local breath_max = player:get_properties().breath_max if show_breathbar and breath <= breath_max then local number = 2 * scaleToDefault(player, "breath") if not hud.id_breathbar and breath < breath_max then local hud_def = table.copy(breath_bar_definition) hud_def.number = number hud.id_breathbar = player:hud_add(hud_def) elseif hud.id_breathbar then player:hud_change(hud.id_breathbar, "number", number) end end if hud.id_breathbar and (not show_breathbar or breath == breath_max) then minetest.after(1, function(player_name, breath_bar) local player = minetest.get_player_by_name(player_name) if player then player:hud_remove(breath_bar) end end, name, hud.id_breathbar) hud.id_breathbar = nil end end local function cleanup_builtin_statbars(player) local name = player:get_player_name() if name == "" then return end hud_ids[name] = nil end local function player_event_handler(player,eventname) assert(player:is_player()) local name = player:get_player_name() if name == "" or not hud_ids[name] then return end if eventname == "health_changed" then update_builtin_statbars(player) if hud_ids[name].id_healthbar then return true end end if eventname == "breath_changed" then update_builtin_statbars(player) if hud_ids[name].id_breathbar then return true end end if eventname == "hud_changed" or eventname == "properties_changed" then update_builtin_statbars(player) return true end return false end function core.hud_replace_builtin(hud_name, definition) if type(definition) ~= "table" or definition.hud_elem_type ~= "statbar" then return false end if hud_name == "health" then health_bar_definition = definition for name, ids in pairs(hud_ids) do local player = core.get_player_by_name(name) if player and ids.id_healthbar then player:hud_remove(ids.id_healthbar) ids.id_healthbar = nil update_builtin_statbars(player) end end return true end if hud_name == "breath" then breath_bar_definition = definition for name, ids in pairs(hud_ids) do local player = core.get_player_by_name(name) if player and ids.id_breathbar then player:hud_remove(ids.id_breathbar) ids.id_breathbar = nil update_builtin_statbars(player) end end return true end return false end -- Append "update_builtin_statbars" as late as possible -- This ensures that the HUD is hidden when the flags are updated in this callback core.register_on_mods_loaded(function() core.register_on_joinplayer(update_builtin_statbars) end) core.register_on_leaveplayer(cleanup_builtin_statbars) core.register_playerevent(player_event_handler)