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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 print=function(t, ...) minetest.log("action", table.concat({t, ...}, " ")) minetest.chat_send_all(table.concat({t, ...}, " ")) end
minetest.register_entity("advtrains:discouple", {
visual="sprite",
textures = {"advtrains_discouple.png"},
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual_size = {x=1, y=1},
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...
self.object:remove()
return
end
self.object:set_armor_groups({immortal=1})
end,
get_staticdata=function() return "DISCOUPLE" end,
on_punch=function(self, player)
--only if player owns at least one wagon next to this
local own=player:get_player_name()
if self.wagon.owner and self.wagon.owner~=own then
local train=advtrains.trains[self.wagon.train_id]
local nextwgn_id=train.trainparts[self.wagon.pos_in_trainparts-1]
for aoi, le in pairs(minetest.luaentities) do
if le and le.is_wagon then
if le.unique_id==nextwgn_id then
if le.owner and le.owner~=own then
minetest.chat_send_player(own, "You need to own at least one neighboring wagon to destroy this couple.")
return
end
end
end
end
end
advtrains.split_train_at_wagon(self.wagon)--found in trainlogic.lua
end,
on_step=function(self, dtime)
local t=os.clock()
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
local velocityvec=self.wagon.object:getvelocity()
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.updatepct_timer<=0 then--only send update packet if something changed
local flipsign=self.wagon.wagon_flipped and -1 or 1
self.object:setpos(vector.add(self.wagon.object:getpos(), {y=0, x=-math.sin(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign, z=math.cos(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign}))
self.object:setvelocity(velocityvec)
self.updatepct_timer=2
end
printbm("discouple_step", t)
end,
})
--advtrains:couple
--when two trains overlap with their end-positions, this entity will be spawned and both trains set its id into appropiate fields for them to know when to free them again. The entity will destroy automatically when it recognizes that any of the trains left the common position.
--[[fields
train_id_1
train_id_2
train1_is_backpos
train2_is_backpos
]]
minetest.register_entity("advtrains:couple", {
visual="sprite",
textures = {"advtrains_couple.png"},
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual_size = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_couple=true,
on_activate=function(self, staticdata)
if staticdata=="COUPLE" then
--couple entities have no right to exist further...
self.object:remove()
return
end
end,
get_staticdata=function(self) return "COUPLE" end,
on_rightclick=function(self)
if not self.train_id_1 or not self.train_id_2 then return end
local id1, id2=self.train_id_1, self.train_id_2
if self.train1_is_backpos and not self.train2_is_backpos then
advtrains.do_connect_trains(id1, id2)
--case 2 (second train is front)
elseif self.train2_is_backpos and not self.train1_is_backpos then
advtrains.do_connect_trains(id2, id1)
--case 3
elseif self.train1_is_backpos and self.train2_is_backpos then
advtrains.invert_train(id2)
advtrains.do_connect_trains(id1, id2)
--case 4
elseif not self.train1_is_backpos and not self.train2_is_backpos then
advtrains.invert_train(id1)
advtrains.do_connect_trains(id1, id2)
end
self.object:remove()
end,
on_step=function(self, dtime)
local t=os.clock()
if not self.train_id_1 or not self.train_id_2 then print("wtf no train ids?")return end
local train1=advtrains.trains[self.train_id_1]
local train2=advtrains.trains[self.train_id_2]
if not train1 or not train2 or not train1.path or not train2.path or not train1.index or not train2.index then
self.object:remove()
return
end
local tp1
if not self.train1_is_backpos then
tp1=advtrains.get_real_index_position(train1.path, train1.index)
else
tp1=advtrains.get_real_index_position(train1.path, advtrains.get_train_end_index(train1))
end
local tp2
if not self.train2_is_backpos then
tp2=advtrains.get_real_index_position(train2.path, train2.index)
else
tp2=advtrains.get_real_index_position(train2.path, advtrains.get_train_end_index(train2))
end
if not tp1 or not tp2 or not (vector.distance(tp1,tp2)<1.5) then
self.object:remove()
return
else
local pos_median=advtrains.pos_median(tp1, tp2)
if not vector.equals(pos_median, self.object:getpos()) then
self.object:setpos(pos_median)
end
end
printbm("couple step", t)
end,
})
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