--atan2 counts angles clockwise, minetest does counterclockwise --local print=function(t) minetest.log("action", t) minetest.chat_send_all(t) end local print=function() 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 has_inventory=false, } 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) minetest.chat_send_all(dump(self:train())) return end local no=self:get_seatno(clicker:get_player_name()) if no then self:get_off(no) else self:show_get_on_form(clicker:get_player_name()) end end 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) print("[advtrains][wagon "..((sd_uid and sd_uid~="" and sd_uid) or "no-id").."] activated") self.object:set_armor_groups({immortal=1}) if sd_uid and sd_uid~="" then --legacy --expect this to be a serialized table and handle if minetest.deserialize(sd_uid) then self:init_from_wagon_save(minetest.deserialize(sd_uid).unique_id) else self:init_from_wagon_save(sd_uid) end end self.entity_name=self.name --duplicates? for ao_id,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.unique_id==self.unique_id and wagon~=self then--i am a duplicate! print("[advtrains][wagon "..((sd_uid and sd_uid~="" and sd_uid) or "no-id").."] duplicate found(ao_id:"..ao_id.."), removing") self.object:remove() minetest.after(0.5, function() advtrains.update_trainpart_properties(self.train_id) end) return end end if self.custom_on_activate then self:custom_on_activate(staticdata_table, dtime_s) end end function wagon:get_staticdata() if not self:ensure_init() then return end print("[advtrains][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 print("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(1, function() self:reattach_all() end) print("init_from_wagon_save "..self.unique_id.." ("..self.train_id..")") advtrains.update_trainpart_properties(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 end function wagon:ensure_init() if self.initialized then return true end self.object:setvelocity({x=0,y=0,z=0}) 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 then minetest.chat_send_player(puncher:get_player_name(), "This wagon is owned by "..self.owner..", you can't destroy it.") 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(), "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 print("[advtrains][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 print("["..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 print("[advtrains][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() --DisCouple if self.pos_in_trainparts and self.pos_in_trainparts>1 then if gp.velocity==0 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 print("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 advtrains.get_or_create_path(self.train_id, gp) 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) --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 (advtrains.train_collides(node)) 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 --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 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 wagon:get_on(clicker, seatno) if not self.seatp then self.seatp={} end if not self.seats[seatno] then return end if self.seatp[seatno] and self.seatp[seatno]~=clicker:get_player_name() then self:get_off(seatno) end self.seatp[seatno] = clicker:get_player_name() advtrains.player_to_wagon_mapping[clicker:get_player_name()]={wagon=self, seatno=seatno} 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 ipairs(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_wagon_mapping[pname]=nil advtrains.clear_driver_hud(pname) if clicker then 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()) end return end local form, comma="size[5,8]label[0.5,0.5;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;Show Inventory]" end minetest.show_formspec(pname, "advtrains_geton_"..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()) end elseif fields.seat then local val=minetest.explode_textlist_event(fields.seat) if val and val.type~="INV" 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 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, traintype, 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.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 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), traintype) local ob=minetest.env:add_entity(pointed_thing.under, "advtrains:"..sysname) if not ob then print("[advtrains]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 advtrains.register_train_type("steam", {"regular", "default"}) --[[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="advtrains_engine_steam.b3d", textures = {"advtrains_newlocomotive.png"}, is_locomotive=true, seats = { { name="Driver Stand (left)", attach_offset={x=-5, y=10, z=-10}, view_offset={x=0, y=6, z=0}, driving_ctrl_access=true, }, { name="Driver Stand (right)", attach_offset={x=5, y=10, z=-10}, view_offset={x=0, y=6, z=0}, driving_ctrl_access=true, }, }, 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}, 100)--math.floor(velocity)) --self.old_anim_velocity=advtrains.abs_ceil(velocity) --end end, custom_on_activate = function(self, staticdata_table, dtime_s) minetest.add_particlespawner({ amount = 10, time = 0, -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base minpos = {x=0, y=2, z=1.2}, maxpos = {x=0, y=2, z=1.2}, minvel = {x=-0.2, y=1.8, z=-0.2}, maxvel = {x=0.2, y=2, z=0.2}, minacc = {x=0, y=-0.1, z=0}, maxacc = {x=0, y=-0.3, z=0}, minexptime = 2, maxexptime = 4, minsize = 1, maxsize = 5, -- ^ The particle's properties are random values in between the bounds: -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration), -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime) collisiondetection = true, -- ^ collisiondetection: if true uses collision detection vertical = false, -- ^ vertical: if true faces player using y axis only texture = "smoke_puff.png", -- ^ Uses texture (string) attached = self.object, }) end, drops={"default:steelblock 4"}, }, "Steam Engine", "advtrains_newlocomotive_inv.png") advtrains.register_wagon("wagon_default", "steam",{ mesh="advtrains_wagon.b3d", textures = {"advtrains_wagon.png"}, seats = { { name="Default Seat", 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}, drops={"default:steelblock 4"}, }, "Passenger Wagon", "advtrains_wagon_inv.png") advtrains.register_wagon("wagon_box", "steam",{ mesh="advtrains_wagon.b3d", textures = {"advtrains_wagon_box.png"}, seats = {}, visual_size = {x=1, y=1}, wagon_span=1.8, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, has_inventory = true, get_inventory_formspec = function(self) return "size[8,11]".. "list[detached:advtrains_wgn_"..self.unique_id..";box;0,0;8,6;]".. "list[current_player;main;0,7;8,4;]".. "listring[]" end, inventory_list_sizes = { box=8*6, }, }, "Box Wagon", "advtrains_wagon_box_inv.png") advtrains.register_train_type("electric", {"regular", "default"}, 20) advtrains.register_wagon("engine_japan", "electric",{ mesh="advtrains_engine_japan.b3d", textures = {"advtrains_engine_japan.png"}, seats = { { name="Default Seat (driver stand)", attach_offset={x=0, y=10, z=0}, view_offset={x=0, y=6, z=0}, driving_ctrl_access=true, }, }, visual_size = {x=1, y=1}, wagon_span=2.5, is_locomotive=true, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, }, "Japanese Train Engine", "advtrains_engine_japan_inv.png") advtrains.register_wagon("wagon_japan", "electric",{ mesh="advtrains_wagon_japan.b3d", textures = {"advtrains_wagon_japan.png"}, seats = { { name="Default Seat", attach_offset={x=0, y=10, z=0}, view_offset={x=0, y=6, z=0}, }, }, visual_size = {x=1, y=1}, wagon_span=2.3, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, }, "Japanese Train Wagon", "advtrains_wagon_japan_inv.png") advtrains.register_wagon("engine_industrial", "electric",{ mesh="advtrains_engine_industrial.b3d", textures = {"advtrains_engine_industrial.png"}, seats = { { name="Driver Stand (left)", attach_offset={x=-5, y=10, z=-10}, view_offset={x=0, y=10, z=0}, driving_ctrl_access=true, }, { name="Driver Stand (right)", attach_offset={x=5, y=10, z=-10}, view_offset={x=0, y=10, z=0}, driving_ctrl_access=true, }, }, visual_size = {x=1, y=1}, wagon_span=2.6, is_locomotive=true, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, }, "Industrial Train Engine", "advtrains_engine_industrial_inv.png") advtrains.register_wagon("wagon_tank", "electric",{ mesh="advtrains_wagon_tank.b3d", textures = {"advtrains_wagon_tank.png"}, seats = {}, visual_size = {x=1, y=1}, wagon_span=2.2, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, has_inventory = true, get_inventory_formspec = function(self) return "size[8,11]".. "list[detached:advtrains_wgn_"..self.unique_id..";box;0,0;8,6;]".. "list[current_player;main;0,7;8,4;]".. "listring[]" end, inventory_list_sizes = { box=8*6, }, }, "Industrial tank wagon", "advtrains_wagon_tank_inv.png") advtrains.register_wagon("wagon_wood", "electric",{ mesh="advtrains_wagon_wood.b3d", textures = {"advtrains_wagon_wood.png"}, seats = {}, visual_size = {x=1, y=1}, wagon_span=1.8, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, has_inventory = true, get_inventory_formspec = function(self) return "size[8,11]".. "list[detached:advtrains_wgn_"..self.unique_id..";box;0,0;8,6;]".. "list[current_player;main;0,7;8,4;]".. "listring[]" end, inventory_list_sizes = { box=8*6, }, }, "Industrial wood wagon", "advtrains_wagon_wood_inv.png") advtrains.register_train_type("subway", {"default"}, 15) advtrains.register_wagon("subway_wagon", "subway",{ mesh="advtrains_subway_train.b3d", textures = {"advtrains_subway_train.png"}, seats = { { name="Default Seat (driver stand)", attach_offset={x=0, y=10, z=0}, view_offset={x=0, y=6, z=0}, driving_ctrl_access=true, }, }, visual_size = {x=1, y=1}, wagon_span=1.8, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, is_locomotive=true, drops={"default:steelblock 4"}, }, "Subway Passenger Wagon", "advtrains_subway_train_inv.png")