--atan2 counts angles clockwise, minetest does counterclockwise minetest.register_privilege("train_place", { description = "Player can place trains on tracks not owned by player", give_to_singleplayer= false, }); minetest.register_privilege("train_remove", { description = "Player can remove trains not owned by player", give_to_singleplayer= false, }); local wagon={ collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, --physical = true, visual = "mesh", mesh = "wagon.b3d", visual_size = {x=3, y=3}, textures = {"black.png"}, is_wagon=true, wagon_span=1,--how many index units of space does this wagon consume has_inventory=false, } function wagon:train() return advtrains.trains[self.train_id] end --[[about 'initalized': when initialized is false, the entity hasn't got any data yet and should wait for these to be set before doing anything when loading an existing object (with staticdata), it will be set when instanciating a new object via add_entity, it is not set at the time on_activate is called. then, wagon:initialize() will be called wagon will save only uid in staticdata, no serialized table ]] function wagon:on_activate(sd_uid, dtime_s) if sd_uid~="" then --destroy when loaded from static block. self.object:remove() return end self.object:set_armor_groups({immortal=1}) self.entity_name=self.name end function wagon:get_staticdata() if not self:ensure_init() then return end atprint("[wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: saving to wagon_save") --serialize inventory, if it has one if self.has_inventory then local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.unique_id}) self.ser_inv=advtrains.serialize_inventory(inv) end --save to table before being unloaded advtrains.wagon_save[self.unique_id]=advtrains.merge_tables(self) advtrains.wagon_save[self.unique_id].entity_name=self.name advtrains.wagon_save[self.unique_id].name=nil advtrains.wagon_save[self.unique_id].object=nil return self.unique_id end --returns: uid of wagon function wagon:init_new_instance(train_id, properties) self.unique_id=os.time()..os.clock() self.train_id=train_id for k,v in pairs(properties) do if k~="name" and k~="object" then self[k]=v end end self:init_shared() self.initialized=true atprint("init_new_instance "..self.unique_id.." ("..self.train_id..")") return self.unique_id end function wagon:init_from_wagon_save(uid) if not advtrains.wagon_save[uid] then self.object:remove() return end self.unique_id=uid for k,v in pairs(advtrains.wagon_save[uid]) do if k~="name" and k~="object" then self[k]=v end end if not self.train_id or not self:train() then self.object:remove() return end self:init_shared() self.initialized=true minetest.after(0.2, function() self:reattach_all() end) atprint("init_from_wagon_save "..self.unique_id.." ("..self.train_id..")") end function wagon:init_shared() if self.has_inventory then local uid_noptr=self.unique_id.."" --to be used later local inv=minetest.create_detached_inventory("advtrains_wgn_"..self.unique_id, { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return count end, allow_put = function(inv, listname, index, stack, player) return stack:get_count() end, allow_take = function(inv, listname, index, stack, player) return stack:get_count() end }) if self.ser_inv then advtrains.deserialize_inventory(self.ser_inv, inv) end if self.inventory_list_sizes then for lst, siz in pairs(self.inventory_list_sizes) do inv:set_size(lst, siz) end end end if self.doors then self.door_anim_timer=0 self.door_state=0 end if self.custom_on_activate then self:custom_on_activate(dtime_s) end end function wagon:ensure_init() if self.initialized then if self.noninitticks then self.noninitticks=nil end return true end if not self.noninitticks then self.noninitticks=0 end self.noninitticks=self.noninitticks+1 if self.noninitticks>20 then self.object:remove() else self.object:setvelocity({x=0,y=0,z=0}) end return false end -- Remove the wagon function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) if not self:ensure_init() then return end if not puncher or not puncher:is_player() then return end if self.owner and puncher:get_player_name()~=self.owner and (not minetest.check_player_privs(puncher, {train_remove = true })) then minetest.chat_send_player(puncher:get_player_name(), attrans("This wagon is owned by @1, you can't destroy it.", self.owner)); return end if minetest.setting_getbool("creative_mode") then if not self:destroy() then return end local inv = puncher:get_inventory() if not inv:contains_item("main", self.name) then inv:add_item("main", self.name) end else local pc=puncher:get_player_control() if not pc.sneak then minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, shift-leftclick the wagon.")) return end if not self:destroy() then return end local inv = puncher:get_inventory() for _,item in ipairs(self.drops or {self.name}) do inv:add_item("main", item) end end end function wagon:destroy() --some rules: -- you get only some items back -- single left-click shows warning -- shift leftclick destroys -- not when a driver is inside for _,_ in pairs(self.seatp) do return end if self.custom_may_destroy then if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then return end end if self.custom_on_destroy then self.custom_on_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) end atprint("[wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: destroying") self.object:remove() table.remove(self:train().trainparts, self.pos_in_trainparts) advtrains.update_trainpart_properties(self.train_id) advtrains.wagon_save[self.unique_id]=nil if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects return true end function wagon:on_step(dtime) if not self:ensure_init() then return end local t=os.clock() local pos = self.object:getpos() if not pos then atprint("["..self.unique_id.."][fatal] missing position (object:getpos() returned nil)") return end self.entity_name=self.name --is my train still here if not self.train_id or not self:train() then atprint("[wagon "..self.unique_id.."] missing train_id, destroying") self.object:remove() return elseif not self.initialized then self.initialized=true end if not self.seatp then self.seatp={} end --custom on_step function if self.custom_on_step then self:custom_on_step(self, dtime) end --driver control for seatno, seat in ipairs(self.seats) do if seat.driving_ctrl_access then local driver=self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno]) local get_off_pressed=false if driver and driver:get_player_control_bits()~=self.old_player_control_bits then local pc=driver:get_player_control() advtrains.on_control_change(pc, self:train(), self.wagon_flipped) if pc.aux1 and pc.sneak then get_off_pressed=true end self.old_player_control_bits=driver:get_player_control_bits() end if driver then if get_off_pressed then self:get_off(seatno) else advtrains.update_driver_hud(driver:get_player_name(), self:train(), self.wagon_flipped) end end end end local gp=self:train() --door animation if self.doors then if (self.door_anim_timer or 0)<=0 then local fct=self.wagon_flipped and -1 or 1 local dstate = (gp.door_open or 0) * fct if dstate ~= self.door_state then local at --meaning of the train.door_open field: -- -1: left doors (rel. to train orientation) -- 0: closed -- 1: right doors --this code produces the following behavior: -- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close. -- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open. if self.door_state == 0 then at=self.doors.open[dstate] self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = dstate else at=self.doors.close[self.door_state or 1]--in case it has not been set yet self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = 0 end self.door_anim_timer = at.time end else self.door_anim_timer = (self.door_anim_timer or 0) - dtime end end --DisCouple if self.pos_in_trainparts and self.pos_in_trainparts>1 then if gp.velocity==0 and not self.lock_couples then if not self.discouple or not self.discouple.object:getyaw() then local object=minetest.add_entity(pos, "advtrains:discouple") if object then local le=object:get_luaentity() le.wagon=self --box is hidden when attached, so unuseful. --object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0}) self.discouple=le else atprint("Couldn't spawn DisCouple") end end else if self.discouple and self.discouple.object:getyaw() then self.discouple.object:remove() end end end --for path to be available. if not, skip step if not gp.path then self.object:setvelocity({x=0, y=0, z=0}) return end if not self.pos_in_train then --why ever. but better continue next step... advtrains.update_trainpart_properties(self.train_id) return end local index=advtrains.get_real_path_index(self:train(), self.pos_in_train) --atprint("trainindex "..gp.index.." wagonindex "..index) --position recalculation local first_pos=gp.path[math.floor(index)] local second_pos=gp.path[math.floor(index)+1] if not first_pos or not second_pos then --atprint(" object "..self.unique_id.." path end reached!") self.object:setvelocity({x=0,y=0,z=0}) return end --checking for environment collisions(a 3x3 cube around the center) if not gp.recently_collided_with_env then local collides=false for x=-1,1 do for y=0,2 do for z=-1,1 do local node=minetest.get_node_or_nil(vector.add(first_pos, {x=x, y=y, z=z})) if (advtrains.train_collides(node)) then collides=true end end end end if collides then if self.collision_count and self.collision_count>10 then --enable collision mercy to get trains stuck in walls out of walls --actually do nothing except limiting the velocity to 1 gp.velocity=math.min(gp.velocity, 1) gp.tarvelocity=math.min(gp.tarvelocity, 1) else gp.recently_collided_with_env=true gp.velocity=2*gp.velocity gp.movedir=-gp.movedir gp.tarvelocity=0 self.collision_count=(self.collision_count or 0)+1 end else self.collision_count=nil end end --FIX: use index of the wagon, not of the train. local velocity=(gp.velocity*gp.movedir)/(gp.path_dist[math.floor(index)] or 1) local acceleration=(gp.last_accel or 0)/(gp.path_dist[math.floor(index)] or 1) 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,} local velocityvec={x=(first_pos.x-second_pos.x)*velocity*-1, z=(first_pos.z-second_pos.z)*velocity*-1, y=(first_pos.y-second_pos.y)*velocity*-1} local accelerationvec={x=(first_pos.x-second_pos.x)*acceleration*-1, z=(first_pos.z-second_pos.z)*acceleration*-1, y=(first_pos.y-second_pos.y)*acceleration*-1} --some additional positions to determine orientation local aposfwd=gp.path[math.floor(index+2)] local aposbwd=gp.path[math.floor(index-1)] local yaw if aposfwd and aposbwd then yaw=advtrains.get_wagon_yaw(aposfwd, second_pos, first_pos, aposbwd, factor)+math.pi--TODO remove when cleaning up else yaw=math.atan2((first_pos.x-second_pos.x), (second_pos.z-first_pos.z)) end if self.wagon_flipped then yaw=yaw+math.pi end self.updatepct_timer=(self.updatepct_timer or 0)-dtime if not self.old_velocity_vector or not vector.equals(velocityvec, self.old_velocity_vector) or not self.old_acceleration_vector or not vector.equals(accelerationvec, self.old_acceleration_vector) or self.old_yaw~=yaw or self.updatepct_timer<=0 then--only send update packet if something changed self.object:setpos(actual_pos) self.object:setvelocity(velocityvec) self.object:setacceleration(accelerationvec) self.object:setyaw(yaw) self.updatepct_timer=2 if self.update_animation then self:update_animation(gp.velocity) end end self.old_velocity_vector=velocityvec self.old_acceleration_vector=accelerationvec self.old_yaw=yaw atprintbm("wagon step", t) end function advtrains.get_real_path_index(train, pit) local pos_in_train_left=pit local index=train.index if pos_in_train_left>(index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) then pos_in_train_left=pos_in_train_left - (index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) index=math.floor(index) while pos_in_train_left>(train.path_dist[index-1] or 1) do pos_in_train_left=pos_in_train_left - (train.path_dist[index-1] or 1) index=index-1 end index=index-(pos_in_train_left/(train.path_dist[index-1] or 1)) else index=index-(pos_in_train_left/(train.path_dist[math.floor(index-1)] or 1)) end return index end function wagon:on_rightclick(clicker) if not self:ensure_init() then return end if not clicker or not clicker:is_player() then return end if clicker:get_player_control().aux1 then --advtrains.dumppath(self:train().path) --minetest.chat_send_all("at index "..(self:train().index or "nil")) --advtrains.invert_train(self.train_id) atprint(dump(self)) return end local pname=clicker:get_player_name() local no=self:get_seatno(pname) if no then if self.seat_groups then local poss={} local sgr=self.seats[no].group for _,access in ipairs(self.seat_groups[sgr].access_to) do if self:check_seat_group_access(pname, access) then poss[#poss+1]={name=self.seat_groups[access].name, key="sgr_"..access} end end if self.has_inventory and self.get_inventory_formspec then poss[#poss+1]={name=attrans("Show Inventory"), key="inv"} end if self.owner==pname then poss[#poss+1]={name=attrans("Wagon properties"), key="prop"} end if not self.seat_groups[sgr].require_doors_open or self:train().door_open~=0 then poss[#poss+1]={name=attrans("Get off"), key="off"} else if clicker:get_player_control().sneak then poss[#poss+1]={name=attrans("Get off (forced)"), key="off"} else poss[#poss+1]={name=attrans("(Doors closed)"), key="dcwarn"} end end if #poss==0 then --can't do anything. elseif #poss==1 then self:seating_from_key_helper(pname, {[poss[1].key]=true}, no) else local form = "size[5,"..1+(#poss).."]" for pos,ent in ipairs(poss) do form = form .. "button_exit[0.5,"..(pos-0.5)..";4,1;"..ent.key..";"..ent.name.."]" end minetest.show_formspec(pname, "advtrains_seating_"..self.unique_id, form) end else self:get_off(no) end else if self.seat_groups then if #self.seats==0 then if self.has_inventory and self.get_inventory_formspec then minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec(pname)) end return end local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak for _,sgr in ipairs(self.assign_to_seat_group) do if self:check_seat_group_access(pname, sgr) then for seatid, seatdef in ipairs(self.seats) do if seatdef.group==sgr and not self.seatp[seatid] and (not self.seat_groups[sgr].require_doors_open or doors_open) then self:get_on(clicker, seatid) return end end end end minetest.chat_send_player(pname, attrans("Can't get on: wagon full or doors closed!")) minetest.chat_send_player(pname, attrans("Use shift+click to open doors forcefully!")) else self:show_get_on_form(pname) end end end function wagon:get_on(clicker, seatno) if not self.seatp then self.seatp={} end if not self.seats[seatno] then return end local oldno=self:get_seatno(clicker:get_player_name()) if oldno then atprint("get_on: clearing oldno",seatno) advtrains.player_to_train_mapping[clicker:get_player_name()]=nil advtrains.clear_driver_hud(clicker:get_player_name()) self.seatp[oldno]=nil end if self.seatp[seatno] and self.seatp[seatno]~=clicker:get_player_name() then atprint("get_on: throwing off",self.seatp[seatno],"from seat",seatno) self:get_off(seatno) end atprint("get_on: attaching",clicker:get_player_name()) self.seatp[seatno] = clicker:get_player_name() advtrains.player_to_train_mapping[clicker:get_player_name()]=self.train_id clicker:set_attach(self.object, "", self.seats[seatno].attach_offset, {x=0,y=0,z=0}) clicker:set_eye_offset(self.seats[seatno].view_offset, self.seats[seatno].view_offset) end function wagon:get_off_plr(pname) local no=self:get_seatno(pname) if no then self:get_off(no) end end function wagon:get_seatno(pname) for no, cont in pairs(self.seatp) do if cont==pname then return no end end return nil end function wagon:get_off(seatno) if not self.seatp[seatno] then return end local pname = self.seatp[seatno] local clicker = minetest.get_player_by_name(pname) advtrains.player_to_train_mapping[pname]=nil advtrains.clear_driver_hud(pname) if clicker then atprint("get_off: detaching",clicker:get_player_name()) clicker:set_detach() clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) local objpos=advtrains.round_vector_floor_y(self.object:getpos()) local yaw=self.object:getyaw() local isx=(yaw < math.pi/4) or (yaw > 3*math.pi/4 and yaw < 5*math.pi/4) or (yaw > 7*math.pi/4) --abuse helper function for _,r in ipairs({-1, 1}) do local p=vector.add({x=isx and r or 0, y=0, z=not isx and r or 0}, objpos) if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then minetest.after(0.2, function() clicker:setpos({x=p.x, y=p.y+1, z=p.z}) end) end end end self.seatp[seatno]=nil end function wagon:show_get_on_form(pname) if not self.initialized then return end if #self.seats==0 then if self.has_inventory and self.get_inventory_formspec then minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec(pname)) end return end local form, comma="size[5,8]label[0.5,0.5;"..attrans("Select seat:").."]textlist[0.5,1;4,6;seat;", "" for seatno, seattbl in ipairs(self.seats) do local addtext, colorcode="", "" if self.seatp and self.seatp[seatno] then colorcode="#FF0000" addtext=" ("..self.seatp[seatno]..")" end form=form..comma..colorcode..seattbl.name..addtext comma="," end form=form..";0,false]" if self.has_inventory and self.get_inventory_formspec then form=form.."button_exit[1,7;3,1;inv;"..attrans("Show Inventory").."]" end minetest.show_formspec(pname, "advtrains_geton_"..self.unique_id, form) end function wagon:show_wagon_properties(pname) if not self.seat_groups then return end if not self.seat_access then self.seat_access={} end --[[ fields: seat access: empty: everyone checkbox: lock couples button: save ]] local form="size[5,"..(#self.seat_groups*1.5+5).."]" local at=0 for sgr,sgrdef in pairs(self.seat_groups) do local text = attrans("Access to @1",sgrdef.name) form=form.."field[0.5,"..(0.5+at*1.5)..";4,1;sgr_"..sgr..";"..text..";"..(self.seat_access[sgr] or "").."]" at=at+1 end form=form.."checkbox[0,"..(at*1.5)..";lock_couples;"..attrans("Lock couples")..";"..(self.lock_couples and "true" or "false").."]" form=form.."button_exit[0.5,"..(1+at*1.5)..";4,1;save;"..attrans("Save wagon properties").."]" minetest.show_formspec(pname, "advtrains_prop_"..self.unique_id, form) end minetest.register_on_player_receive_fields(function(player, formname, fields) local uid=string.match(formname, "^advtrains_geton_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then if fields.inv then if wagon.has_inventory and wagon.get_inventory_formspec then minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name())) end elseif fields.seat then local val=minetest.explode_textlist_event(fields.seat) if val and val.type~="INV" and not wagon.seatp[player:get_player_name()] then --get on wagon:get_on(player, val.index) --will work with the new close_formspec functionality. close exactly this formspec. minetest.show_formspec(player:get_player_name(), formname, "") end end end end end uid=string.match(formname, "^advtrains_seating_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then local pname=player:get_player_name() local no=wagon:get_seatno(pname) if no then if wagon.seat_groups then wagon:seating_from_key_helper(pname, fields, no) end end end end end uid=string.match(formname, "^advtrains_prop_(.+)$") if uid then atprint(fields) for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then local pname=player:get_player_name() if pname~=wagon.owner then return true end if fields.save or not fields.quit then for sgr,sgrdef in pairs(wagon.seat_groups) do if fields["sgr_"..sgr] then local fcont = fields["sgr_"..sgr] wagon.seat_access[sgr] = fcont~="" and fcont or nil end end wagon.lock_couples = fields.lock_couples == "true" end end end end end) function wagon:seating_from_key_helper(pname, fields, no) local sgr=self.seats[no].group for _,access in ipairs(self.seat_groups[sgr].access_to) do if fields["sgr_"..access] and self:check_seat_group_access(pname, access) then for seatid, seatdef in ipairs(self.seats) do if seatdef.group==access and not self.seatp[seatid] then self:get_on(minetest.get_player_by_name(pname), seatid) return end end end end if fields.inv and self.has_inventory and self.get_inventory_formspec then minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..self.unique_id, wagon:get_inventory_formspec(player:get_player_name())) end if fields.prop and self.owner==pname then self:show_wagon_properties(pname) end if fields.dcwarn then minetest.chat_send_player(pname, attrans("Doors are closed! Use shift-rightclick to open doors with force and get off!")) end if fields.off then self:get_off(no) end end function wagon:check_seat_group_access(pname, sgr) if not self.seat_access then return true end local sae=self.seat_access[sgr] if not sae or sae=="" then return true end for name in string.gmatch(sae, "%S+") do if name==pname then return true end end return false end function wagon:reattach_all() if not self.seatp then self.seatp={} end for seatno, pname in pairs(self.seatp) do local p=minetest.get_player_by_name(pname) if p then self:get_on(p ,seatno) end end end minetest.register_on_joinplayer(function(player) for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized then wagon:reattach_all() end end end) function advtrains.register_wagon(sysname, prototype, desc, inv_img) setmetatable(prototype, {__index=wagon}) minetest.register_entity(":advtrains:"..sysname,prototype) minetest.register_craftitem(":advtrains:"..sysname, { description = desc, inventory_image = inv_img, wield_image = inv_img, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end local node=minetest.get_node_or_nil(pointed_thing.under) if not node then atprint("[advtrains]Ignore at placer position") return itemstack end local nodename=node.name if(not advtrains.is_track_and_drives_on(nodename, prototype.drives_on)) then atprint("no track here, not placing.") return itemstack end local conn1=advtrains.get_track_connections(node.name, node.param2) local id=advtrains.create_new_train_at(pointed_thing.under, advtrains.dirCoordSet(pointed_thing.under, conn1)) local ob=minetest.add_entity(pointed_thing.under, "advtrains:"..sysname) if not ob then atprint("couldn't add_entity, aborting") end local le=ob:get_luaentity() le.owner=placer:get_player_name() le.infotext=desc..", owned by "..placer:get_player_name() local wagon_uid=le:init_new_instance(id, {}) advtrains.add_wagon_to_train(le, id) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) end --[[ wagons can define update_animation(self, velocity) if they have a speed-dependent animation this function will be called when the velocity vector changes or every 2 seconds. ]]