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--couple.lua
--defines couple entities.
--advtrains:discouple
--set into existing trains to split them when punched.
--they are attached to the wagons.
--[[fields
wagon
wagons keep their couple entity minetest-internal id inside the field discouple_id. if it refers to nowhere, they will spawn a new one if player is near
]]
local couple_max_dist=3
minetest.register_entity("advtrains:discouple", {
visual="sprite",
textures = {"advtrains_discouple.png"},
collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3},
visual_size = {x=0.7, y=0.7},
initial_sprite_basepos = {x=0, y=0},
is_discouple=true,
on_activate=function(self, staticdata)
if staticdata=="DISCOUPLE" then
--couple entities have no right to exist further...
atprint("Discouple loaded from staticdata, destroying")
self.object:remove()
return
end
self.object:set_armor_groups({immortal=1})
end,
get_staticdata=function() return "DISCOUPLE" end,
on_punch=function(self, player)
return advtrains.pcall(function()
local pname = player:get_player_name()
if pname and pname~="" and self.wagon then
if advtrains.safe_decouple_wagon(self.wagon.id, pname) then
self.object:remove()
else
minetest.add_entity(self.object:getpos(), "advtrains:lockmarker")
end
end
end)
end,
on_step=function(self, dtime)
return advtrains.pcall(function()
if not self.wagon then
self.object:remove()
return
end
--getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not.
if not self.wagon.object:getyaw() then
self.object:remove()
return
end
if not self.wagon:train() or self.wagon:train().velocity > 0 then
self.object:remove()
return
end
end)
end,
})
-- advtrains:couple
-- Couple entity
local function lockmarker(obj)
minetest.spawn_entity(obj:get_pos(), "advtrains.lockmarker")
obj:remove()
end
minetest.register_entity("advtrains:couple", {
visual="sprite",
textures = {"advtrains_couple.png"},
collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3},
visual_size = {x=0.7, y=0.7},
initial_sprite_basepos = {x=0, y=0},
is_couple=true,
on_activate=function(self, staticdata)
return advtrains.pcall(function()
if staticdata=="COUPLE" then
--couple entities have no right to exist further...
atprint("Couple loaded from staticdata, destroying")
self.object:remove()
return
end
self.object:set_armor_groups({immmortal=1})
end)
end,
get_staticdata=function(self) return "COUPLE" end,
on_rightclick=function(self, clicker)
return advtrains.pcall(function()
if not self.train_id_1 or not self.train_id_2 then return end
local pname=clicker
if type(clicker)~="string" then pname=clicker:get_player_name() end
if not minetest.check_player_privs(pname, "train_operator") then return end
local train1=advtrains.trains[self.train_id_1]
local train2=advtrains.trains[self.train_id_2]
advtrains.train_ensure_init(self.train_id_1, train1)
advtrains.train_ensure_init(self.train_id_2, train2)
local id1, id2=self.train_id_1, self.train_id_2
local bp1, bp2 = self.t1_is_front, self.t2_is_front
if bp1 then
if train1.couple_lock_front then
lockmarker(self.object)
return
end
if bp2 then
if train2.couple_lock_front then
lockmarker(self.object)
return
end
advtrains.invert_train(id1)
advtrains.do_connect_trains(id1, id2, clicker)
else
if train2.couple_lock_back then
lockmarker(self.object)
return
end
advtrains.do_connect_trains(id2, id1, clicker)
end
else
if train1.couple_lock_back then
lockmarker(self.object)
return
end
if bp2 then
if train2.couple_lock_front then
lockmarker(self.object)
return
end
advtrains.do_connect_trains(id1, id2, clicker)
else
if train2.couple_lock_back then
lockmarker(self.object)
return
end
advtrains.invert_train(id2)
advtrains.do_connect_trains(id1, id2, clicker)
end
end
atprint("Coupled trains", id1, id2)
self.object:remove()
end)
end,
on_step=function(self, dtime)
return advtrains.pcall(function()
advtrains.atprint_context_tid=self.train_id_1
if not self.train_id_1 or not self.train_id_2 then atprint("Couple: train ids not set!") self.object:remove() return end
local train1=advtrains.trains[self.train_id_1]
local train2=advtrains.trains[self.train_id_2]
if not train1 or not train2 then
atprint("Couple: trains missing, destroying")
self.object:remove()
return
end
advtrains.train_ensure_init(self.train_id_1, train1)
advtrains.train_ensure_init(self.train_id_2, train2)
if train1.velocity>0 or train2.velocity>0 then
if not self.position_set then --ensures that train stands a single time before check fires. Using flag below
return
end
atprint("Couple: train is moving, destroying")
self.object:remove()
return
end
if not self.position_set then
local tp1
if self.t1_is_front then
tp1=advtrains.path_get_interpolated(train1, train1.index)
else
tp1=advtrains.path_get_interpolated(train1, train1.end_index)
end
local tp2
if self.t2_is_front then
tp2=advtrains.path_get_interpolated(train2, train2.index)
else
tp2=advtrains.path_get_interpolated(train2, train2.end_index)
end
local pos_median=advtrains.pos_median(tp1, tp2)
if not vector.equals(pos_median, self.object:getpos()) then
self.object:setpos(pos_median)
end
self.position_set=true
end
atprintbm("couple step", t)
advtrains.atprint_context_tid=nil
end)
end,
})
minetest.register_entity("advtrains:lockmarker", {
visual="sprite",
textures = {"advtrains_cpl_lock.png"},
collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3},
visual_size = {x=0.7, y=0.7},
initial_sprite_basepos = {x=0, y=0},
is_lockmarker=true,
on_activate=function(self, staticdata)
return advtrains.pcall(function()
if staticdata=="COUPLE" then
--couple entities have no right to exist further...
atprint("Couple loaded from staticdata, destroying")
self.object:remove()
return
end
self.object:set_armor_groups({immmortal=1})
self.life=5
end)
end,
get_staticdata=function(self) return "COUPLE" end,
on_step=function(self, dtime)
self.life=(self.life or 5)-dtime
if self.life<0 then
self.object:remove()
end
end,
})
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