--atan2 counts angles clockwise, minetest does counterclockwise local print=function(t) minetest.log("action", t) minetest.chat_send_all(t) end 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 attach_offset={x=0, y=0, z=0}, view_offset={x=0, y=0, z=0}, } function wagon:on_rightclick(clicker) print("[advtrains] wagon rightclick") if not clicker or not clicker:is_player() then return end if not self.initialized then print("[advtrains] not initiaalized") return end if clicker:get_player_control().sneak then advtrains.split_train_at_wagon(self) 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) minetest.chat_send_all(dump(self:train())) return end if self.driver and clicker == self.driver then advtrains.set_trainhud(self.driver:get_player_name(), "") self.driver = nil clicker:set_detach() clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) elseif not self.driver then self.driver = clicker clicker:set_attach(self.object, "", self.attach_offset, {x=0,y=0,z=0}) clicker:set_eye_offset(self.view_offset, self.view_offset) end end function wagon:train() return advtrains.trains[self.train_id] end function wagon:on_activate(staticdata, dtime_s) --print("[advtrains][wagon "..(self.unique_id or "no-id").."] activated") self.object:set_armor_groups({immortal=1}) if staticdata then local tmp = minetest.deserialize(staticdata) if tmp then self.unique_id=tmp.unique_id self.train_id=tmp.train_id self.wagon_flipped=tmp.wagon_flipped end end self.old_pos = self.object:getpos() self.old_velocity = self.velocity self.initialized_pre=true self.entity_name=self.name --same code is in on_step --does this object already have an ID? if not self.unique_id then self.unique_id=os.time()..os.clock()--should be random enough. else for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.unique_id==self.unique_id then--i am a duplicate! self.object:remove() return end end end --is my train still here if not self.train_id or not self:train() then if self.initialized then print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying") self.object:remove() return end print("[advtrains][wagon "..self.unique_id.."] missing train_id, but not yet initialized, returning") return elseif not self.initialized then self.initialized=true end advtrains.update_trainpart_properties(self.train_id) end function wagon:get_staticdata() --save to table before being unloaded advtrains.wagon_save[self.unique_id]=advtrains.merge_tables(self) return minetest.serialize({ unique_id=self.unique_id, train_id=self.train_id, wagon_flipped=self.wagon_flipped, }) end -- Remove the wagon function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) if not puncher or not puncher:is_player() then return end self.object:remove() if not self.initialized then return end local inv = puncher:get_inventory() if minetest.setting_getbool("creative_mode") then if not inv:contains_item("main", "advtrains:locomotive") then inv:add_item("main", "advtrains:locomotive") end else inv:add_item("main", "advtrains:locomotive") end 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_id and minetest.object_refs[self.discouple_id] then minetest.object_refs[self.discouple_id]:remove() end return end function wagon:on_step(dtime) local t=os.clock() local pos = self.object:getpos() if not self.initialized_pre then print("[advtrains] wagon stepping while not yet initialized_pre, returning") self.object:setvelocity({x=0,y=0,z=0}) return end self.entity_name=self.name --does this object already have an ID? if not self.unique_id then self.unique_id=os.time()..os.clock()--should be random enough. end --is my train still here if not self.train_id or not self:train() then print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying") self.object:remove() return elseif not self.initialized then self.initialized=true end --DisCouple if self.pos_in_trainparts and self.pos_in_trainparts>1 then if not self.discouple_id or not minetest.luaentities[self.discouple_id] then local object=minetest.add_entity(pos, "advtrains:discouple") if object then print("spawning discouple") 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}) --find in object_refs for aoi, compare in pairs(minetest.object_refs) do if compare==object then self.discouple_id=aoi end end else print("Couldn't spawn DisCouple") end end end --driver control if self.driver and self.is_locomotive then if self.driver:get_player_control_bits()~=self.old_player_control_bits then local pc=self.driver:get_player_control() if pc.sneak then --stop self:train().tarvelocity=0 elseif (not self.wagon_flipped and pc.up) or (self.wagon_flipped and pc.down) then --faster self:train().tarvelocity=math.min(self:train().tarvelocity+1, advtrains.all_traintypes[self:train().traintype].max_speed or 10) elseif (not self.wagon_flipped and pc.down) or (self.wagon_flipped and pc.up) then --slower self:train().tarvelocity=math.max(self:train().tarvelocity-1, -(advtrains.all_traintypes[self:train().traintype].max_speed or 10)) elseif pc.aux1 then --slower if true or math.abs(self:train().velocity)<=3 then--TODO debug self.driver:set_detach() self.driver:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) advtrains.set_trainhud(self.driver:get_player_name(), "") self.driver = nil return--(don't let it crash because of statement below) else minetest.chat_send_player(self.driver:get_player_name(), "Can't get off driving train!") end end self.old_player_control_bits=self.driver:get_player_control_bits() end advtrains.set_trainhud(self.driver:get_player_name(), advtrains.hud_train_format(self:train(), self.wagon_flipped)) end local gp=self:train() --for path to be available. if not, skip step if not advtrains.get_or_create_path(self.train_id, gp) then self.object:setvelocity({x=0, y=0, z=0}) return end local index=advtrains.get_real_path_index(self:train(), self.pos_in_train) --print("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 --print("[advtrains] 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 node and minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].walkable then collides=true end end end end if collides then gp.recently_collided_with_env=true gp.velocity=-0.5*gp.velocity gp.tarvelocity=0 end end local velocity=gp.velocity/(gp.path_dist[math.floor(gp.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} --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 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: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_yaw=yaw printbm("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 advtrains.register_wagon(sysname, traintype, prototype) setmetatable(prototype, {__index=wagon}) minetest.register_entity("advtrains:"..sysname,prototype) minetest.register_craftitem("advtrains:"..sysname, { description = sysname, inventory_image = prototype.textures[1], wield_image = prototype.textures[1], stack_max = 1, on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end local le=minetest.env:add_entity(pointed_thing.under, "advtrains:"..sysname):get_luaentity() local node=minetest.env:get_node_or_nil(pointed_thing.under) if not node then print("[advtrains]Ignore at placer position") return itemstack end local nodename=node.name if(not advtrains.is_track_and_drives_on(nodename, advtrains.all_traintypes[traintype].drives_on)) then print("[advtrains]no trck 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), traintype) advtrains.add_wagon_to_train(le, id) print(dump(advtrains.trains)) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) end advtrains.register_train_type("steam", {"regular"}) --[[advtrains.register_wagon("blackwagon", "steam",{textures = {"black.png"}}) advtrains.register_wagon("bluewagon", "steam",{textures = {"blue.png"}}) advtrains.register_wagon("greenwagon", "steam",{textures = {"green.png"}}) advtrains.register_wagon("redwagon", "steam",{textures = {"red.png"}}) advtrains.register_wagon("yellowwagon", "steam",{textures = {"yellow.png"}}) ]] --[[ 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. ]] advtrains.register_wagon("newlocomotive", "steam",{ mesh="newlocomotive.b3d", textures = {"advtrains_newlocomotive.png"}, is_locomotive=true, attach_offset={x=5, y=10, z=-10}, view_offset={x=0, y=6, z=18}, visual_size = {x=1, y=1}, wagon_span=1.85, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, update_animation=function(self, velocity) if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then self.object:set_animation({x=1,y=60}, math.floor(velocity)) self.old_anim_velocity=advtrains.abs_ceil(velocity) end end }) advtrains.register_wagon("wagon_default", "steam",{ mesh="wagon.b3d", textures = {"advtrains_wagon.png"}, attach_offset={x=0, y=10, z=0}, view_offset={x=0, y=6, z=0}, visual_size = {x=1, y=1}, wagon_span=1.8, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, }) --[[ advtrains.register_wagon("wagontype1",{on_rightclick=function(self, clicker) if clicker:get_player_control().sneak then advtrains.disconnect_train_before_wagon(self) return end --just debugging. look for first active wagon and attach to it. for _,v in pairs(minetest.luaentities) do if v.is_wagon and v.unique_id and v.unique_id~=self.unique_id then self.train_id=v.unique_id end end if not self.train_id then minetest.chat_send_all("not found") return end minetest.chat_send_all(self.train_id.." found and attached.") end}) ]]