--advtrains by orwell96 --signals.lua local mrules_wallsignal = advtrains.meseconrules local function can_dig_func(pos, player) if advtrains.interlocking then return advtrains.interlocking.signal.can_dig(pos, player) end return true end local function after_dig_func(pos, oldnode, oldmetadata, digger) if advtrains.interlocking then return advtrains.interlocking.signal.after_dig(pos, oldnode, oldmetadata, digger) end return true end local function aspect(b) return { main = b and -1 or 0, shunt = false, proceed_as_main = true, dst = false, info = {} } end local main_aspects = { { name = "free", description = "Free" } } local function simple_apply_aspect(offname, onname) return function(pos, node, main_aspect, rem_aspect, rem_aspinfo) if main_aspect.halt then advtrains.ndb.swap_node(pos, {name = offname, param2 = node.param2}) else advtrains.ndb.swap_node(pos, {name = onname, param2 = node.param2}) end end end for r,f in pairs({on={as="off", ls="green", als="red"}, off={as="on", ls="red", als="green"}}) do for rotid, rotation in ipairs({"", "_30", "_45", "_60"}) do local crea=1 if rotid==1 and r=="off" then crea=0 end minetest.register_node("advtrains:retrosignal_"..r..rotation, { drawtype = "mesh", paramtype="light", paramtype2="facedir", walkable = false, selection_box = { type = "fixed", fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4}, }, mesh = "advtrains_retrosignal_"..r..rotation..".b3d", tiles = {"advtrains_retrosignal.png"}, inventory_image="advtrains_retrosignal_inv.png", drop="advtrains:retrosignal_off", description=attrans("Lampless Signal"), sunlight_propagates=true, groups = { cracky=3, not_blocking_trains=1, not_in_creative_inventory=crea, save_in_at_nodedb=1, advtrains_signal = 2, }, mesecons = {effector = { rules=advtrains.meseconrules, ["action_"..f.as] = function (pos, node) advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true) if advtrains.interlocking then -- forcefully clears any set aspect, so that aspect system doesnt override it again advtrains.interlocking.signal.unregister_aspect(pos) -- notify trains advtrains.interlocking.signal.notify_trains(pos) end end }}, on_rightclick=function(pos, node, player) local pname = player:get_player_name() local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos) if sigd then advtrains.interlocking.show_signalling_form(sigd, pname) elseif advtrains.interlocking and player:get_player_control().aux1 then advtrains.interlocking.show_ip_form(pos, pname) elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true) if advtrains.interlocking then -- forcefully clears any set aspect, so that aspect system doesnt override it again advtrains.interlocking.signal.unregister_aspect(pos) -- notify trains advtrains.interlocking.signal.notify_trains(pos) end end end, -- very new signal API advtrains = { main_aspects = main_aspects, apply_aspect = simple_apply_aspect("advtrains:retrosignal_off"..rotation, "advtrains:retrosignal_on"..rotation), get_aspect_info = function() return aspect(r=="on") end, }, can_dig = can_dig_func, after_dig_node = after_dig_func, --TODO add rotation using trackworker }) minetest.register_node("advtrains:signal_"..r..rotation, { drawtype = "mesh", paramtype="light", paramtype2="facedir", walkable = false, selection_box = { type = "fixed", fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4}, }, mesh = "advtrains_signal"..rotation..".b3d", tiles = {"advtrains_signal_"..r..".png"}, inventory_image="advtrains_signal_inv.png", drop="advtrains:signal_off", description=attrans("Signal"), groups = { cracky=3, not_blocking_trains=1, not_in_creative_inventory=crea, save_in_at_nodedb=1, advtrains_signal = 2, }, light_source = 1, sunlight_propagates=true, mesecons = {effector = { rules=advtrains.meseconrules, ["action_"..f.as] = function (pos, node) advtrains.setstate(pos, f.als, node) end }}, on_rightclick=function(pos, node, player) local pname = player:get_player_name() local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos) if sigd then advtrains.interlocking.show_signalling_form(sigd, pname) elseif advtrains.interlocking and player:get_player_control().aux1 then advtrains.interlocking.show_ip_form(pos, pname) elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then advtrains.setstate(pos, f.als, node) end end, -- very new signal API advtrains = { main_aspects = main_aspects, apply_aspect = simple_apply_aspect("advtrains:signal_off"..rotation, "advtrains:signal_on"..rotation), get_aspect_info = function() return aspect(r=="on") end, node_state = f.ls, node_state_map = { red = "advtrains:signal_off"..rotation, green = "advtrains:signal_on"..rotation}, node_on_switch_state = function(pos, new_node, old_state, new_state) if advtrains.interlocking then -- forcefully clears any set aspect, so that aspect system doesnt override it again advtrains.interlocking.signal.unregister_aspect(pos) -- notify trains advtrains.interlocking.signal.notify_trains(pos) end end, }, can_dig = can_dig_func, after_dig_node = after_dig_func, --TODO add rotation using trackworker }) end local crea=1 if r=="off" then crea=0 end --tunnel signals. no rotations. local swdesc = { -- needed for xgettext l = attrans("Wallmounted Signal (left)"), r = attrans("Wallmounted Signal (right)"), t = attrans("Wallmounted Signal (top)"), } for loc, sbox in pairs({l={-1/2, -1/2, -1/4, 0, 1/2, 1/4}, r={0, -1/2, -1/4, 1/2, 1/2, 1/4}, t={-1/2, 0, -1/4, 1/2, 1/2, 1/4}}) do minetest.register_node("advtrains:signal_wall_"..loc.."_"..r, { drawtype = "mesh", paramtype="light", paramtype2="facedir", walkable = false, selection_box = { type = "fixed", fixed = sbox, }, mesh = "advtrains_signal_wall_"..loc..".b3d", tiles = {"advtrains_signal_wall_"..r..".png"}, drop="advtrains:signal_wall_"..loc.."_off", description=swdesc[loc], groups = { cracky=3, not_blocking_trains=1, not_in_creative_inventory=crea, save_in_at_nodedb=1, advtrains_signal = 2, }, light_source = 1, sunlight_propagates=true, mesecons = {effector = { rules = mrules_wallsignal, ["action_"..f.as] = function (pos, node) advtrains.setstate(pos, f.als, node) end }}, on_rightclick=function(pos, node, player) local pname = player:get_player_name() local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos) if sigd then advtrains.interlocking.show_signalling_form(sigd, pname) elseif advtrains.interlocking and player:get_player_control().aux1 then advtrains.interlocking.show_ip_form(pos, pname) elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then advtrains.setstate(pos, f.als, node) end end, -- very new signal API advtrains = { main_aspects = main_aspects, apply_aspect = simple_apply_aspect("advtrains:signal_wall_"..loc.."_off", "advtrains:signal_wall_"..loc.."_on"), get_aspect_info = function() return aspect(r=="on") end, node_state = f.ls, node_state_map = { red = "advtrains:signal_wall_"..loc.."_off", green = "advtrains:signal_wall_"..loc.."_on" }, node_on_switch_state = function(pos, new_node, old_state, new_state) if advtrains.interlocking then -- forcefully clears any set aspect, so that aspect system doesnt override it again advtrains.interlocking.signal.unregister_aspect(pos) -- notify trains advtrains.interlocking.signal.notify_trains(pos) end end, }, can_dig = can_dig_func, after_dig_node = after_dig_func, }) end end -- level crossing -- german version (Andrew's Cross) minetest.register_node("advtrains:across_off", { drawtype = "mesh", paramtype="light", paramtype2="facedir", walkable = false, selection_box = { type = "fixed", fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0}, }, mesh = "advtrains_across.obj", tiles = {"advtrains_across.png"}, drop="advtrains:across_off", description=attrans("Andrew's Cross"), groups = { cracky=3, not_blocking_trains=1, save_in_at_nodedb=1, not_in_creative_inventory=nil, }, light_source = 1, sunlight_propagates=true, mesecons = {effector = { rules = advtrains.meseconrules, action_on = function (pos, node) advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true) end }}, advtrains = { node_state = "off", node_state_map = { on = "advtrains:across_on", off = "advtrains:across_off" }, }, on_rightclick=function(pos, node, player) if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true) end end, }) minetest.register_node("advtrains:across_on", { drawtype = "mesh", paramtype="light", paramtype2="facedir", walkable = false, selection_box = { type = "fixed", fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0}, }, mesh = "advtrains_across.obj", tiles = {{name="advtrains_across_anim.png", animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=1.0}}}, drop="advtrains:across_off", description=attrans("Andrew's Cross"), groups = { cracky=3, not_blocking_trains=1, save_in_at_nodedb=1, not_in_creative_inventory=1, }, light_source = 1, sunlight_propagates=true, mesecons = {effector = { rules = advtrains.meseconrules, action_off = function (pos, node) advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true) end }}, advtrains = { node_state = "on", node_state_map = { on = "advtrains:across_on", off = "advtrains:across_off" }, node_fallback_state = "off", }, on_rightclick=function(pos, node, player) if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true) end end, }) minetest.register_abm( { label = "Sound for Level Crossing", nodenames = {"advtrains:across_on"}, interval = 3, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) minetest.sound_play("advtrains_crossing_bell", { pos = pos, gain = 1.0, -- default max_hear_distance = 16, -- default, uses an euclidean metric }) end, } )