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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 self.wagon:safe_decouple(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()
local t=os.clock()
if not self.wagon then
self.object:remove()
atprint("Discouple: no wagon, destroying")
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
atprint("Discouple: wagon no longer loaded, destroying")
self.object:remove()
return
end
atprintbm("discouple_step", t)
end)
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 = {-0.3,-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 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, clicker)
--case 2 (second train is front)
elseif self.train2_is_backpos and not self.train1_is_backpos then
advtrains.do_connect_trains(id2, id1, clicker)
--case 3
elseif self.train1_is_backpos and self.train2_is_backpos then
advtrains.invert_train(id2)
advtrains.do_connect_trains(id1, id2, clicker)
--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, clicker)
end
atprint("Coupled trains", id1, id2)
self.object:remove()
end)
end,
on_step=function(self, dtime)
return advtrains.pcall(function()
advtrains.atprint_context_tid=sid(self.train_id_1)
advtrains.atprint_context_tid_full=self.train_id_1
local t=os.clock()
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
if not train1.path or not train2.path or not train1.index or not train2.index or not train1.end_index or not train2.end_index then
atprint("Couple: paths or end_index missing. Might happen when paths got cleared")
return
end
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 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, train1.end_index)
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, 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
advtrains.atprint_context_tid_full=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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