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|
-- wagon.lua
-- Holds all logic related to wagons
-- From now on, wagons are, just like trains, just entries in a table
-- All data that is static is stored in the entity prototype (self).
-- A copy of the entity prototype is always available inside wagon_prototypes
-- All dynamic data is stored in the (new) wagons table
-- An entity is ONLY spawned by update_trainpart_properties when it finds it useful.
-- Only data that are only important to the entity itself are stored in the luaentity
-- TP delay when getting off wagon
local GETOFF_TP_DELAY = 0.5
local IGNORE_WORLD = advtrains.IGNORE_WORLD
advtrains.wagons = {}
advtrains.wagon_alias = {}
advtrains.wagon_prototypes = setmetatable({}, {
__index = function(t, k)
local _, proto = advtrains.resolve_wagon_alias(k)
return proto
end
})
advtrains.wagon_objects = {}
local unload_wgn_range = advtrains.wagon_load_range + 32
function advtrains.wagon_outside_range(pos) -- returns true if the object is outside of unload_wgn_range of any player
return not advtrains.position_in_range(pos, unload_wgn_range)
end
local setting_show_ids = minetest.settings:get_bool("advtrains_show_ids")
--
function advtrains.create_wagon(wtype, owner)
local new_id=advtrains.random_id()
while advtrains.wagons[new_id] do new_id=advtrains.random_id() end
local wgn = {}
wgn.type = wtype
wgn.seatp = {}
wgn.owner = owner
wgn.id = new_id
---wgn.train_id = train_id --- will get this via update_trainpart_properties
advtrains.wagons[new_id] = wgn
--atdebug("Created new wagon:",wgn)
return new_id
end
local function make_inv_name(uid)
return "detached:advtrains_wgn_"..uid
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=1, y=1},
textures = {"black.png"},
is_wagon=true,
wagon_span=1,--how many index units of space does this wagon consume
wagon_width=3, -- Wagon width in meters
has_inventory=false,
static_save=false,
}
function wagon:train()
local data = advtrains.wagons[self.id]
return advtrains.trains[data.train_id]
end
function wagon:on_activate(sd_uid, dtime_s)
if sd_uid~="" then
--destroy when loaded from static block.
self.object:remove()
return
end
self.object:set_armor_groups({immortal=1})
end
local function invcallback(id, pname, rtallow, rtfail)
local data = advtrains.wagons[id]
if data and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
return rtallow
end
return rtfail
end
function wagon:set_id(wid)
self.id = wid
self.initialized = true
local data = advtrains.wagons[self.id]
advtrains.wagon_objects[self.id] = self.object
--atdebug("Created wagon entity:",self.name," w_id",wid," t_id",data.train_id)
if self.has_inventory then
--to be used later
local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.id})
-- create inventory, if not yet created
if not inv then
inv=minetest.create_detached_inventory("advtrains_wgn_"..self.id, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return invcallback(wid, player:get_player_name(), count, 0)
end,
allow_put = function(inv, listname, index, stack, player)
return invcallback(wid, player:get_player_name(), stack:get_count(), 0)
end,
allow_take = function(inv, listname, index, stack, player)
return invcallback(wid, player:get_player_name(), stack:get_count(), 0)
end
})
if data.ser_inv then
advtrains.deserialize_inventory(data.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
self.door_anim_timer=0
self.door_state=0
minetest.after(0.2, function() self:reattach_all() end)
if self.set_textures then
self:set_textures(data)
end
if self.custom_on_activate then
self:custom_on_activate()
end
end
function wagon:get_staticdata()
return "STATIC"
end
function wagon:ensure_init()
-- Note: A wagon entity won't exist when there's no train, because the train is
-- the thing that actually creates the entity
-- Train not being set just means that this will happen as soon as the train calls update_trainpart_properties.
if self.initialized and self.id then
local data = advtrains.wagons[self.id]
if data and data.train_id and self:train() then
if self.noninitticks then self.noninitticks=nil end
return true
end
end
if not self.noninitticks then
atwarn("wagon",self.id,"uninitialized init=",self.initialized)
self.noninitticks=0
end
self.noninitticks=self.noninitticks+1
if self.noninitticks>20 then
atwarn("wagon",self.id,"uninitialized, removing")
self:destroy()
else
self.object:set_velocity({x=0,y=0,z=0})
end
return false
end
function wagon:train()
local data = advtrains.wagons[self.id]
return advtrains.trains[data.train_id]
end
-- Remove the wagon
function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if not self:ensure_init() then return end
local data = advtrains.wagons[self.id]
if not puncher or not puncher:is_player() then
return
end
if data.owner and puncher:get_player_name()~=data.owner and (not minetest.check_player_privs(puncher, {train_admin = true })) then
minetest.chat_send_player(puncher:get_player_name(), attrans("This wagon is owned by @1, you can't destroy it.", data.owner));
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
local itemstack = puncher:get_wielded_item()
-- WARNING: This part of the API is guaranteed to change! DO NOT USE!
if self.set_livery and itemstack:get_name() == "bike:painter" then
self:set_livery(puncher, itemstack, data)
return
end
-- check whether wagon has an inventory. Is is empty?
if self.has_inventory then
local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.id})
if not inv then -- inventory is not initialized when wagon was never loaded - should never happen
atwarn("Destroying wagon with inventory, but inventory is not found? Shouldn't happen!")
return
end
for listname, _ in pairs(inv:get_lists()) do
if not inv:is_empty(listname) then
minetest.chat_send_player(puncher:get_player_name(), attrans("The wagon's inventory is not empty."));
return
end
end
end
if #(self:train().trainparts)>1 then
minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it."));
return
end
local pc=puncher:get_player_control()
if not pc.sneak then
minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, hold Sneak and left-click 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
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
if self.id then
local data = advtrains.wagons[self.id]
if not data then
atwarn("wagon:destroy(): data is not set!")
return
end
if self.custom_on_destroy then
self.custom_on_destroy(self)
end
for seat,_ in pairs(data.seatp) do
self:get_off(seat)
end
if data.train_id and self:train() then
advtrains.remove_train(data.train_id)
advtrains.wagons[self.id]=nil
if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
end
end
--atdebug("[wagon ", self.id, "]: destroying")
self.object:remove()
return true
end
function wagon:is_driver_stand(seat)
if self.seat_groups then
return (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access)
else
return seat.driving_ctrl_access
end
end
function wagon:on_step(dtime)
if not self:ensure_init() then return end
if advtrains.is_no_action() then
self.object:remove()
return
end
local t=os.clock()
local pos = self.object:get_pos()
local data = advtrains.wagons[self.id]
if not pos then
--atdebug("["..self.id.."][fatal] missing position (object:get_pos() returned nil)")
return
end
if not data.seatp then
data.seatp={}
end
if not self.seatpc then
self.seatpc={}
end
local train=self:train()
local is_in_loaded_area = advtrains.is_node_loaded(pos)
--custom on_step function
if self.custom_on_step then
self:custom_on_step(dtime, data, train)
end
--driver control
for seatno, seat in ipairs(self.seats) do
local pname=data.seatp[seatno]
local driver=pname and minetest.get_player_by_name(pname)
local has_driverstand = pname and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist)
has_driverstand = has_driverstand and self:is_driver_stand(seat)
if has_driverstand and driver then
advtrains.update_driver_hud(driver:get_player_name(), self:train(), data.wagon_flipped)
elseif driver then
--only show the inside text
local inside=self:train().text_inside or ""
advtrains.set_trainhud(driver:get_player_name(), inside)
end
if driver and driver:get_player_control_bits()~=self.seatpc[seatno] then
local pc=driver:get_player_control()
self.seatpc[seatno]=driver:get_player_control_bits()
if has_driverstand then
--regular driver stand controls
advtrains.on_control_change(pc, self:train(), data.wagon_flipped)
--bordcom
if pc.sneak and pc.jump then
self:show_bordcom(data.seatp[seatno])
end
--sound horn when required
if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then
self.horn_handle = minetest.sound_play(self.horn_sound, {
object = self.object,
gain = 1.0, -- default
max_hear_distance = 128, -- default, uses an euclidean metric
loop = true,
})
elseif not pc.aux1 and self.horn_handle then
minetest.sound_stop(self.horn_handle)
self.horn_handle = nil
end
else
-- If on a passenger seat and doors are open, get off when W or D pressed.
local pass = data.seatp[seatno] and minetest.get_player_by_name(data.seatp[seatno])
if pass and self:train().door_open~=0 then
local pc=pass:get_player_control()
if pc.up or pc.down then
self:get_off(seatno)
end
end
end
if pc.aux1 and pc.sneak then
self:get_off(seatno)
end
end
end
--check infotext
local outside=train.text_outside or ""
if setting_show_ids then
outside = outside .. "\nT:" .. data.train_id .. " W:" .. self.id .. " O:" .. data.owner
end
--show off-track information in outside text instead of notifying the whole server about this
if train.off_track then
outside = outside .."\n!!! Train off track !!!"
end
-- liquid container: display liquid contents in infotext
if self.techage_liquid_capacity then
if data.techage_liquid and data.techage_liquid.name then
outside = outside .."\nLiquid: "..data.techage_liquid.name..", "..data.techage_liquid.amount.." units"
else
outside = outside .."\nLiquid: empty"
end
end
if self.infotext_cache~=outside then
self.object:set_properties({infotext=outside})
self.infotext_cache=outside
end
local fct=data.wagon_flipped and -1 or 1
--door animation
if self.doors then
if (self.door_anim_timer or 0)<=0 then
local dstate = (train.door_open or 0) * fct
if dstate ~= self.door_state then
local at
--meaning of the train.door_open field:
-- -1: left doors (rel. to train orientation)
-- 0: closed
-- 1: right doors
--this code produces the following behavior:
-- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close.
-- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open.
if self.door_state == 0 then
if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end
at=self.doors.open[dstate]
self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
self.door_state = dstate
else
if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end
at=self.doors.close[self.door_state or 1]--in case it has not been set yet
self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
self.door_state = 0
end
self.door_anim_timer = at.time
end
else
self.door_anim_timer = (self.door_anim_timer or 0) - dtime
end
end
--for path to be available. if not, skip step
if not train.path or train.no_step then
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
return
end
if not data.pos_in_train then
return
end
-- Calculate new position, yaw and direction vector
-- note: "index" is needed to be the center index, required by door code
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
local pos, yaw, npos, npos2, vdir
-- use new position logic?
if self.wheel_positions then
-- request two positions, calculate difference and yaw from this
-- depending on flipstate, need to invert wheel pos indices -> wheelpos * fct
local index1 = advtrains.path_get_index_by_offset(train, index, self.wheel_positions[1] * fct)
local index2 = advtrains.path_get_index_by_offset(train, index, self.wheel_positions[2] * fct)
local pos1 = advtrains.path_get_interpolated(train, index1)
local pos2 = advtrains.path_get_interpolated(train, index2)
npos = advtrains.path_get(train, atfloor(index)) -- need npos just for node loaded check
-- calculate center of 2 positions and vdir vector
-- if wheel positions are asymmetric, needs to weight by the difference!
local fact = self.wheel_positions[1] / (self.wheel_positions[1]-self.wheel_positions[2])
pos = {x=pos1.x-(pos1.x-pos2.x)*fact, y=pos1.y-(pos1.y-pos2.y)*fact, z=pos1.z-(pos1.z-pos2.z)*fact}
if data.wagon_flipped then
vdir = vector.normalize(vector.subtract(pos2, pos1))
else
vdir = vector.normalize(vector.subtract(pos1, pos2))
end
yaw = math.atan2(-vdir.x, vdir.z)
else
--old position logic (for small wagons): use center index and just get position
pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
vdir = vector.normalize(vector.subtract(npos2, npos))
end
--automatic get_on
--needs to know index and path
if train.velocity==0 and self.door_entry and train.door_open and train.door_open~=0 then
--using the mapping created by the trainlogic globalstep
for i, ino in ipairs(self.door_entry) do
--fct is the flipstate flag from door animation above
local aci = advtrains.path_get_index_by_offset(train, index, ino*fct)
local ix1, ix2 = advtrains.path_get_adjacent(train, aci)
-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
-- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141)
local add = { x = (ix2.z-ix1.z)*train.door_open, y = 0, z = (ix1.x-ix2.x)*train.door_open }
local pts1=vector.round(vector.add(ix1, add))
local pts2=vector.round(vector.add(ix2, add))
if minetest.get_item_group(minetest.get_node(pts1).name, "platform")>0 then
local ckpts={
pts1,
pts2,
vector.add(pts1, {x=0, y=1, z=0}),
vector.add(pts2, {x=0, y=1, z=0}),
}
for _,ckpos in ipairs(ckpts) do
local cpp=minetest.pos_to_string(ckpos)
if advtrains.playersbypts[cpp] then
self:on_rightclick(advtrains.playersbypts[cpp])
end
end
end
end
end
--checking for environment collisions(a 3x3 cube around the center)
if not IGNORE_WORLD and is_in_loaded_area and not train.recently_collided_with_env then
local collides=false
local exh = self.extent_h or 1
local exv = self.extent_v or 2
for x=-exh,exh do
for y=0,exv do
for z=-exh,exh do
local node=minetest.get_node_or_nil(vector.add(npos, {x=x, y=y, z=z}))
if (advtrains.train_collides(node)) then
collides=true
end
end
end
end
if collides then
-- screw collision mercy
train.recently_collided_with_env=true
train.velocity=0
advtrains.atc.train_reset_command(train)
end
end
-- Spawn discouple object when train stands, in all other cases remove it.
-- FIX: Need to do this after the yaw calculation
if train.velocity==0 and is_in_loaded_area and data.pos_in_trainparts and data.pos_in_trainparts>1 then
if not self.discouple or not self.discouple.object:get_yaw() then
atprint(self.id,"trying to spawn discouple")
local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span})
local object=minetest.add_entity(dcpl_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
end
end
else
if self.discouple and self.discouple.object:get_yaw() then
self.discouple.object:remove()
atprint(self.id," removing discouple")
end
end
-- object yaw (corrected by flipstate)
local oyaw = yaw
if data.wagon_flipped then
oyaw = yaw + math.pi
end
--FIX: use index of the wagon, not of the train.
local velocity = train.velocity * advtrains.global_slowdown
local acceleration = (train.acceleration or 0) * (advtrains.global_slowdown*advtrains.global_slowdown)
local velocityvec = vector.multiply(vdir, velocity)
local accelerationvec = vector.multiply(vdir, acceleration)
-- this timer runs off every 2 seconds.
self.updatepct_timer=(self.updatepct_timer or 0)-dtime
local updatepct_timer_elapsed = self.updatepct_timer<=0
if updatepct_timer_elapsed then
--restart timer
self.updatepct_timer=2
-- perform checks that are not frequently needed
-- unload entity if out of range (because relevant pr won't be merged in engine)
-- This is a WORKAROUND!
local players_in = false
for sno,pname in pairs(data.seatp) do
if minetest.get_player_by_name(pname) then
-- Fix: If the RTT is too high, a wagon might be recognized out of range even if a player sits in it
-- (client updates position not fast enough)
players_in = true
break
end
end
if not players_in then
if advtrains.wagon_outside_range(pos) then
--atdebug("wagon",self.id,"unloading (too far away)")
-- Workaround until minetest engine deletes attached sounds
if self.sound_loop_handle then
minetest.sound_stop(self.sound_loop_handle)
end
self.object:remove()
end
end
end
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~=oyaw
or updatepct_timer_elapsed then--only send update packet if something changed
self.object:set_pos(pos)
self.object:set_velocity(velocityvec)
self.object:set_acceleration(accelerationvec)
if #self.seats > 0 and self.old_yaw ~= oyaw then
if not self.player_yaw then
self.player_yaw = {}
end
if not self.old_yaw then
self.old_yaw=oyaw
end
for _,name in pairs(data.seatp) do
local p = minetest.get_player_by_name(name)
if p then
if not self.turning then
-- save player looking direction offset
self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw
end
-- set player looking direction using calculated offset
p:set_look_horizontal((self.player_yaw[name] or 0)+oyaw)
end
end
self.turning = true
elseif self.old_yaw == oyaw then
-- train is no longer turning
self.turning = false
end
if self.object.set_rotation then
local pitch = math.atan2(vdir.y, math.hypot(vdir.x, vdir.z))
if data.wagon_flipped then
pitch = -pitch
end
self.object:set_rotation({x=pitch, y=oyaw, z=0})
else
self.object:set_yaw(oyaw)
end
if self.update_animation then
self:update_animation(train.velocity, self.old_velocity)
end
if self.custom_on_velocity_change then
self:custom_on_velocity_change(train.velocity, self.old_velocity or 0, dtime)
end
-- remove discouple object, because it will be in a wrong location
if not updatepct_timer_elapsed and self.discouple then
self.discouple.object:remove()
end
end
self.old_velocity_vector=velocityvec
self.old_velocity = train.velocity
self.old_acceleration_vector=accelerationvec
self.old_yaw=oyaw
atprintbm("wagon step", t)
end
function wagon:on_rightclick(clicker)
if not self:ensure_init() then return end
if not clicker or not clicker:is_player() then
return
end
local data = advtrains.wagons[self.id]
local pname=clicker:get_player_name()
local no=self:get_seatno(pname)
if no then
if self.seat_groups then
local poss={}
local sgr=self.seats[no].group
for _,access in ipairs(self.seat_groups[sgr].access_to) do
if self:check_seat_group_access(pname, access) then
poss[#poss+1]={name=self.seat_groups[access].name, key="sgr_"..access}
end
end
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
poss[#poss+1]={name=attrans("Show Inventory"), key="inv"}
end
if self.seat_groups[sgr].driving_ctrl_access and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
poss[#poss+1]={name=attrans("Onboard Computer"), key="bordcom"}
end
if data.owner==pname then
poss[#poss+1]={name=attrans("Wagon properties"), key="prop"}
end
if not self.seat_groups[sgr].require_doors_open or self:train().door_open~=0 then
poss[#poss+1]={name=attrans("Get off"), key="off"}
else
if clicker:get_player_control().sneak then
poss[#poss+1]={name=attrans("Get off (forced)"), key="off"}
else
poss[#poss+1]={name=attrans("(Doors closed)"), key="dcwarn"}
end
end
if #poss==0 then
--can't do anything.
elseif #poss==1 then
self:seating_from_key_helper(pname, {[poss[1].key]=true}, no)
else
local form = "size[5,"..1+(#poss).."]"
for pos,ent in ipairs(poss) do
form = form .. "button_exit[0.5,"..(pos-0.5)..";4,1;"..ent.key..";"..ent.name.."]"
end
minetest.show_formspec(pname, "advtrains_seating_"..self.id, form)
end
else
self:get_off(no)
end
else
--do not attach if already on a train
if advtrains.player_to_train_mapping[pname] then return end
if self.seat_groups then
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id)))
end
return
end
local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak
local allow, rsn=false, attrans("This wagon has no seats.")
for _,sgr in ipairs(self.assign_to_seat_group) do
allow, rsn = self:check_seat_group_access(pname, sgr)
if allow then
for seatid, seatdef in ipairs(self.seats) do
if seatdef.group==sgr then
if (not self.seat_groups[sgr].require_doors_open or doors_open) then
if not data.seatp[seatid] then
self:get_on(clicker, seatid)
return
else
rsn=attrans("This wagon is full.")
end
else
rsn=attrans("Doors are closed! (Try holding sneak key!)")
end
end
end
end
end
minetest.chat_send_player(pname, rsn or attrans("You can't get on this wagon."))
else
self:show_get_on_form(pname)
end
end
end
function wagon:get_on(clicker, seatno)
local data = advtrains.wagons[self.id]
if not data.seatp then data.seatp={}end
if not self.seatpc then self.seatpc={}end--player controls in driver stands
if not self.seats[seatno] then return end
local oldno=self:get_seatno(clicker:get_player_name())
if oldno then
atprint("get_on: clearing oldno",seatno)
advtrains.player_to_train_mapping[clicker:get_player_name()]=nil
advtrains.clear_driver_hud(clicker:get_player_name())
data.seatp[oldno]=nil
end
if data.seatp[seatno] and data.seatp[seatno]~=clicker:get_player_name() then
atprint("get_on: throwing off",data.seatp[seatno],"from seat",seatno)
self:get_off(seatno)
end
atprint("get_on: attaching",clicker:get_player_name())
data.seatp[seatno] = clicker:get_player_name()
self.seatpc[seatno] = clicker:get_player_control_bits()
advtrains.player_to_train_mapping[clicker:get_player_name()]=data.train_id
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)
local data = advtrains.wagons[self.id]
for no, cont in pairs(data.seatp) do
if cont==pname then
return no
end
end
return nil
end
function wagon:get_off(seatno)
local data = advtrains.wagons[self.id]
if not data.seatp[seatno] then return end
local pname = data.seatp[seatno]
local clicker = minetest.get_player_by_name(pname)
advtrains.player_to_train_mapping[pname]=nil
advtrains.clear_driver_hud(pname)
data.seatp[seatno]=nil
self.seatpc[seatno]=nil
if clicker then
atprint("get_off: detaching",clicker:get_player_name())
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
local train=self:train()
--code as in step - automatic get on
if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 and train.index and train.path then
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
for i, ino in ipairs(self.door_entry) do
--atdebug("using door-based",i,ino)
local fct=data.wagon_flipped and -1 or 1
local aci = advtrains.path_get_index_by_offset(train, index, ino*fct)
local ix1, ix2 = advtrains.path_get_adjacent(train, aci)
local d = train.door_open
if self.wagon_width then
d = d * math.floor(self.wagon_width/2)
end
-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
-- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141)
local add = { x = (ix2.z-ix1.z)*d, y = 0, z = (ix1.x-ix2.x)*d }
local oadd = { x = (ix2.z-ix1.z)*(d+train.door_open), y = 1, z = (ix1.x-ix2.x)*(d+train.door_open)}
local platpos=vector.round(vector.add(ix1, add))
local offpos=vector.round(vector.add(ix1, oadd))
--atdebug("platpos:", platpos, "offpos:", offpos)
if minetest.get_item_group(minetest.get_node(platpos).name, "platform")>0 then
minetest.after(GETOFF_TP_DELAY, function() clicker:set_pos(offpos) end)
--atdebug("tp",offpos)
return
end
--atdebug("nope")
end
end
--if not door_entry, or paths missing, fall back to old method
--atdebug("using fallback")
local objpos=advtrains.round_vector_floor_y(self.object:get_pos())
local yaw=self.object:get_yaw()
local isx=(yaw < math.pi/4) or (yaw > 3*math.pi/4 and yaw < 5*math.pi/4) or (yaw > 7*math.pi/4)
local offp
--abuse helper function
for _,r in ipairs({-1, 1}) do
--atdebug("offset",r)
local p=vector.add({x=isx and r or 0, y=0, z=not isx and r or 0}, objpos)
offp=vector.add({x=isx and r*2 or 0, y=1, z=not isx and r*2 or 0}, objpos)
--atdebug("platpos:", p, "offpos:", offp)
if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then
minetest.after(GETOFF_TP_DELAY, function() clicker:set_pos(offp) end)
--atdebug("tp",offp)
return
end
end
--atdebug("nope")
end
end
function wagon:show_get_on_form(pname)
if not self.initialized then return end
local data = advtrains.wagons[self.id]
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id)))
end
return
end
local form, comma="size[5,8]label[0.5,0.5;"..attrans("Select seat:").."]textlist[0.5,1;4,6;seat;", ""
for seatno, seattbl in ipairs(self.seats) do
local addtext, colorcode="", ""
if data.seatp and data.seatp[seatno] then
colorcode="#FF0000"
addtext=" ("..data.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;"..attrans("Show Inventory").."]"
end
minetest.show_formspec(pname, "advtrains_geton_"..self.id, form)
end
function wagon:show_wagon_properties(pname)
--[[
fields:
field: driving/couple whitelist
button: save
]]
local data = advtrains.wagons[self.id]
local form="size[5,5]"
form=form.."label[0.2,0;"..attrans("This Wagon ID")..": "..self.id.."]"
form = form .. "field[0.5,1;4.5,1;whitelist;Allow these players to access your wagon:;"..minetest.formspec_escape(data.whitelist or "").."]"
form = form .. "field[0.5,2;4.5,1;roadnumber;Wagon road number:;"..minetest.formspec_escape(data.roadnumber or "").."]"
local fc = ""
if data.fc then
fc = table.concat(data.fc, "!")
end
form = form .. "field[0.5,3;4.5,1;fc;Freight Code:;"..fc.."]"
if data.fc then
if not data.fcind then data.fcind = 1 end
if data.fcind > 1 then
form=form.."button[0.5,3.5;1,1;fcp;prev FC]"
end
form=form.."label[1.5,3.5;Current FC:]"
local cur = data.fc[data.fcind] or ""
form=form.."label[1.5,3.75;"..minetest.formspec_escape(cur).."]"
form=form.."button[3.5,3.5;1,1;fcn;next FC]"
end
form=form.."button_exit[0.5,4.5;4,1;save;"..attrans("Save wagon properties").."]"
minetest.show_formspec(pname, "advtrains_prop_"..self.id, form)
end
--BordCom
local function checkcouple(ent)
if not ent or not ent:get_yaw() then
return nil
end
local le = ent:get_luaentity()
if not le or not le.is_couple then
return nil
end
return le
end
local function checklock(pname, own1, own2, wl1, wl2)
return advtrains.check_driving_couple_protection(pname, own1, wl1)
or advtrains.check_driving_couple_protection(pname, own2, wl2)
end
local function split(str, sep)
local fields = {}
local pattern = string.format("([^%s]+)", sep)
str:gsub(pattern, function(c) fields[#fields+1] = c end)
return fields
end
function wagon.set_fc(data, fcstr)
data.fc = split(fcstr, "!")
if not data.fcind then
data.fcind = 1
elseif data.fcind > #data.fc then
data.fcind = #data.fc
end
end
function wagon.prev_fc(data)
if data.fcind > 1 then
data.fcind = data.fcind -1
end
if data.fcind == 1 and data.fcrev then
data.fcrev = nil
end
end
function wagon.next_fc(data)
if not data.fc then return end
if data.fcrev then
wagon.prev_fc(data)
return
end
if data.fcind < #data.fc then
data.fcind = data.fcind + 1
else
data.fcind = 1
end
if data.fcind == #data.fc and data.fc[data.fcind] == "?" then
data.fcrev = true
wagon.prev_fc(data)
return
end
end
function advtrains.get_cur_fc(data)
if not ( data.fc and data.fcind ) then
return ""
end
return data.fc[data.fcind] or ""
end
function advtrains.step_fc(data)
wagon.next_fc(data)
end
function wagon:show_bordcom(pname)
if not self:train() then return end
local train = self:train()
local data = advtrains.wagons[self.id]
local linhei
local form = "size[11,9]label[0.5,0;AdvTrains Boardcom v0.1]"
form=form.."textarea[7.5,0.05;10,1;;"..attrans("Train ID")..": "..(minetest.formspec_escape(train.id or ""))..";]"
form=form.."textarea[0.5,1.5;7,1;text_outside;"..attrans("Text displayed outside on train")..";"..(minetest.formspec_escape(train.text_outside or "")).."]"
form=form.."textarea[0.5,3;7,1;text_inside;"..attrans("Text displayed inside train")..";"..(minetest.formspec_escape(train.text_inside or "")).."]"
form=form.."field[7.5,1.75;3,1;line;"..attrans("Line")..";"..(minetest.formspec_escape(train.line or "")).."]"
form=form.."field[7.5,3.25;3,1;routingcode;"..attrans("Routingcode")..";"..(minetest.formspec_escape(train.routingcode or "")).."]"
--row 5 : train overview and autocoupling
if train.velocity==0 then
form=form.."label[0.5,4;Train overview /coupling control:]"
linhei=5
local pre_own, pre_wl, owns_any = nil, nil, minetest.check_player_privs(pname, "train_admin")
for i, tpid in ipairs(train.trainparts) do
local ent = advtrains.wagons[tpid]
if ent then
local roadnumber = ent.roadnumber or ""
form = form .. string.format("button[%d,%d;%d,%d;%s;%s]", i, linhei, 1, 0.2, "wgprp"..i, roadnumber)
local ename = ent.type
form = form .. "item_image["..i..","..(linhei+0.5)..";1,1;"..ename.."]"
if i~=1 then
if checklock(pname, ent.owner, pre_own, ent.whitelist, pre_wl) then
form = form .. "image_button["..(i-0.5)..","..(linhei+1.5)..";1,1;advtrains_discouple.png;dcpl_"..i..";]"
end
end
if i == data.pos_in_trainparts then
form = form .. "box["..(i-0.1)..","..(linhei+0.4)..";1,1;green]"
end
pre_own = ent.owner
pre_wl = ent.whitelist
owns_any = owns_any or (not ent.owner or ent.owner==pname)
end
end
if train.movedir==1 then
form = form .. "label["..(#train.trainparts+1)..","..(linhei)..";-->]"
else
form = form .. "label[0.5,"..(linhei)..";<--]"
end
--check cpl_eid_front and _back of train
local couple_front = checkcouple(train.cpl_front)
local couple_back = checkcouple(train.cpl_back)
if couple_front then
form = form .. "image_button[0.5,"..(linhei+1)..";1,1;advtrains_couple.png;cpl_f;]"
end
if couple_back then
form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+1)..";1,1;advtrains_couple.png;cpl_b;]"
end
else
form=form.."label[0.5,4.5;Train overview / coupling control is only shown when the train stands.]"
end
form = form .. "button[0.5,8;3,1;save;Save]"
-- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect
-- from inside the train
if advtrains.interlocking and train.lzb and #train.lzb.checkpoints > 0 then
local i=1
while train.lzb.checkpoints[i] do
local oci = train.lzb.checkpoints[i]
if oci.udata and oci.udata.signal_pos then
if advtrains.interlocking.db.get_sigd_for_signal(oci.udata.signal_pos) then
form = form .. "button[4.5,8;5,1;ilrs;Remote Routesetting]"
break
end
end
i=i+1
end
if train.ars_disable then
form = form .. "button[4.5,7;5,1;ilarsenable;Clear 'Disable ARS' flag]"
end
end
minetest.show_formspec(pname, "advtrains_bordcom_"..self.id, form)
end
function wagon:handle_bordcom_fields(pname, formname, fields)
local data = advtrains.wagons[self.id]
local seatno=self:get_seatno(pname)
if not seatno or not self.seat_groups[self.seats[seatno].group].driving_ctrl_access or not advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
return
end
local train = self:train()
if not train then return end
if fields.text_outside then
if fields.text_outside~="" then
train.text_outside=fields.text_outside
else
train.text_outside=nil
end
end
if fields.text_inside then
if fields.text_inside~="" then
train.text_inside=fields.text_inside
else
train.text_inside=nil
end
end
if fields.line then
if fields.line~="" then
if fields.line ~= train.line then
train.line=fields.line
minetest.after(0, advtrains.invalidate_path, train.id)
end
else
train.line=nil
end
end
if fields.routingcode then
if fields.routingcode~="" then
if fields.routingcode ~= train.routingcode then
train.routingcode=fields.routingcode
minetest.after(0, advtrains.invalidate_path, train.id)
end
else
train.routingcode=nil
end
end
for i, tpid in ipairs(train.trainparts) do
if fields["dcpl_"..i] then
advtrains.safe_decouple_wagon(tpid, pname)
elseif fields["wgprp"..i] and data.owner==pname then
local wagon = advtrains.get_wagon_entity(tpid)
if wagon then
wagon:show_wagon_properties(pname)
return
end
end
end
--check cpl_eid_front and _back of train
local couple_front = checkcouple(train.cpl_front)
local couple_back = checkcouple(train.cpl_back)
if fields.cpl_f and couple_front then
couple_front:on_rightclick(pname)
end
if fields.cpl_b and couple_back then
couple_back:on_rightclick(pname)
end
-- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect
-- from inside the train
if advtrains.interlocking then
if fields.ilrs and train.lzb and #train.lzb.checkpoints > 0 then
local i=1
while train.lzb.checkpoints[i] do
local oci = train.lzb.checkpoints[i]
if oci.udata and oci.udata.signal_pos then
local sigd = advtrains.interlocking.db.get_sigd_for_signal(oci.udata.signal_pos)
if sigd then
advtrains.interlocking.show_signalling_form(sigd, pname)
return
end
end
i=i+1
end
end
if fields.ilarsenable then
advtrains.interlocking.ars_set_disable(train, false)
end
end
if not fields.quit then
self:show_bordcom(pname)
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local uid=string.match(formname, "^advtrains_geton_(.+)$")
if uid then
local wagon = advtrains.get_wagon_entity(uid)
if wagon then
local data = advtrains.wagons[wagon.id]
if fields.inv then
if wagon.has_inventory and wagon.get_inventory_formspec then
minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name(), make_inv_name(uid)))
end
elseif fields.seat then
local val=minetest.explode_textlist_event(fields.seat)
if val and val.type~="INV" and not data.seatp[player:get_player_name()] then
--get on
wagon:get_on(player, val.index)
--will work with the new close_formspec functionality. close exactly this formspec.
minetest.show_formspec(player:get_player_name(), formname, "")
end
end
end
return true
end
uid=string.match(formname, "^advtrains_seating_(.+)$")
if uid then
local wagon = advtrains.get_wagon_entity(uid)
if wagon then
local pname=player:get_player_name()
local no=wagon:get_seatno(pname)
if no then
if wagon.seat_groups then
wagon:seating_from_key_helper(pname, fields, no)
end
end
end
return true
end
uid=string.match(formname, "^advtrains_prop_(.+)$")
if uid then
local pname=player:get_player_name()
local data = advtrains.wagons[uid]
if not data then
return true
elseif pname~=data.owner and not minetest.check_player_privs(pname, {train_admin = true}) then
return true
end
if fields.save or not fields.quit then
if fields.whitelist then
data.whitelist = fields.whitelist
end
if fields.roadnumber then
data.roadnumber = fields.roadnumber
end
if fields.fc then
wagon.set_fc(data, fields.fc)
end
if fields.fcp then
wagon.prev_fc(data)
wagon.show_wagon_properties({id=uid}, pname)
end
if fields.fcn then
advtrains.step_fc(data)
wagon.show_wagon_properties({id=uid}, pname)
end
end
return true
end
uid=string.match(formname, "^advtrains_bordcom_(.+)$")
if uid then
local wagon = advtrains.get_wagon_entity(uid)
if wagon then
wagon:handle_bordcom_fields(player:get_player_name(), formname, fields)
end
return true
end
uid=string.match(formname, "^advtrains_inv_(.+)$")
if uid then
local pname=player:get_player_name()
local data = advtrains.wagons[uid]
if fields.prop and data.owner==pname then
local wagon = advtrains.get_wagon_entity(uid)
if wagon then
wagon:show_wagon_properties(pname)
--wagon:handle_bordcom_fields(player:get_player_name(), formname, fields)
end
end
return true
end
end)
function wagon:seating_from_key_helper(pname, fields, no)
local data = advtrains.wagons[self.id]
local sgr=self.seats[no].group
for _,access in ipairs(self.seat_groups[sgr].access_to) do
if fields["sgr_"..access] and self:check_seat_group_access(pname, access) then
for seatid, seatdef in ipairs(self.seats) do
if seatdef.group==access and not data.seatp[seatid] then
self:get_on(minetest.get_player_by_name(pname), seatid)
return
end
end
end
end
if fields.inv and self.has_inventory and self.get_inventory_formspec then
minetest.close_formspec(pname, "advtrains_seating_"..self.id)
minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id)))
end
if fields.prop and data.owner==pname then
minetest.close_formspec(pname, "advtrains_seating_"..self.id)
self:show_wagon_properties(pname)
end
if fields.bordcom and self.seat_groups[sgr].driving_ctrl_access and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then
minetest.close_formspec(pname, "advtrains_seating_"..self.id)
self:show_bordcom(pname)
end
if fields.dcwarn then
minetest.chat_send_player(pname, attrans("Doors are closed. Use Sneak+rightclick to ignore the closed doors and get off."))
end
if fields.off then
self:get_off(no)
end
end
function wagon:check_seat_group_access(pname, sgr)
local data = advtrains.wagons[self.id]
if self.seat_groups[sgr].driving_ctrl_access and not (advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist)) then
return false, attrans("You are not allowed to access the driver stand.")
end
if self.seat_groups[sgr].driving_ctrl_access then
advtrains.log("Drive", pname, self.object:get_pos(), self:train().text_outside)
end
return true
end
function wagon:reattach_all()
local data = advtrains.wagons[self.id]
if not data.seatp then data.seatp={} end
for seatno, pname in pairs(data.seatp) do
local p=minetest.get_player_by_name(pname)
if p then
self:get_on(p ,seatno)
end
end
end
function advtrains.safe_decouple_wagon(w_id, pname, try_run)
if not minetest.check_player_privs(pname, "train_operator") then
minetest.chat_send_player(pname, "Missing train_operator privilege")
return false
end
local data = advtrains.wagons[w_id]
local dpt = data.pos_in_trainparts
if not dpt or dpt <= 1 then
return false
end
local train = advtrains.trains[data.train_id]
local owid = train.trainparts[dpt-1]
local owdata = advtrains.wagons[owid]
if not owdata then
return
end
if not checklock(pname, data.owner, owdata.owner, data.whitelist, owdata.whitelist) then
minetest.chat_send_player(pname, "Not allowed to do this.")
return false
end
if try_run then
return true
end
advtrains.log("Discouple", pname, train.last_pos, train.text_outside)
advtrains.split_train_at_wagon(w_id)
return true
end
function advtrains.get_wagon_prototype(data)
local wt = data.type
if not wt then
-- LEGACY: Field was called "entity_name" in previous versions
wt = data.entity_name
data.type = data.entity_name
data.entity_name = nil
end
local rt, proto = advtrains.resolve_wagon_alias(wt)
if not rt then
atwarn("Unable to load wagon type",wt,", using placeholder")
rt = "advtrains:wagon_placeholder"
proto = advtrains.wagon_prototypes[rt]
end
return rt, proto
end
function advtrains.register_wagon_alias(src, dst)
advtrains.wagon_alias[src] = dst
end
local function recursive_resolve_alias(name, seen)
local prototype = rawget(advtrains.wagon_prototypes, name)
if prototype then
return name, prototype
end
local resolved = advtrains.wagon_alias[name]
if resolved and not seen[resolved] then
seen[name] = true
return recursive_resolve_alias(resolved, seen)
end
end
function advtrains.resolve_wagon_alias(name)
return recursive_resolve_alias(name, {})
end
function advtrains.standard_inventory_formspec(self, pname, invname)
--[[minetest.chat_send_player(pname, string.format("self=%s, pname=%s, invname=%s", self, pname, invname))
for k,v in pairs(self) do
minetest.chat_send_player(pname, string.format("%s=%s", k,v))
end
minetest.chat_send_player(pname, string.format("***%s***", self.object:get_pos()))--]]
local data = advtrains.wagons[self.id]
local r = "size[8,11]"..
"list["..invname..";box;0,0;8,3;]"
if data.owner==pname then
r = r .. "button_exit[0,9;4,1;prop;"..attrans("Wagon properties").."]"
end
r = r .. "list[current_player;main;0,5;8,4;]"..
"listring[]"
return r
end
function advtrains.register_wagon(sysname_p, prototype, desc, inv_img, nincreative)
local sysname = sysname_p
if not string.match(sysname, ":") then
sysname = "advtrains:"..sysname_p
end
setmetatable(prototype, {__index=wagon})
minetest.register_entity(":"..sysname,prototype)
advtrains.wagon_prototypes[sysname] = prototype
--group classification to make recipe searching easier
local wagon_groups = { not_in_creative_inventory = nincreative and 1 or 0}
if prototype.is_locomotive then wagon_groups['at_loco'] = 1 end
if prototype.seat_groups then
if prototype.seat_groups.dstand then wagon_groups['at_control'] = 1 end
if prototype.seat_groups.pass then wagon_groups['at_pax'] = 1 end
end
if prototype.has_inventory then wagon_groups['at_freight'] = 1 end
minetest.register_craftitem(":"..sysname, {
description = desc,
inventory_image = inv_img,
wield_image = inv_img,
stack_max = 1,
groups = wagon_groups,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local pos = pointed_thing.under
local node = minetest.get_node(pos)
local pointed_def = minetest.registered_nodes[node.name]
if pointed_def and pointed_def.on_rightclick then
local controls = placer:get_player_control()
if not controls.sneak then
return pointed_def.on_rightclick(pos, node, placer, itemstack, pointed_thing)
end
end
local pname = placer:get_player_name()
if node.name == "ignore" then atprint("[advtrains]Ignore at placer position") return itemstack end
local nodename=node.name
if(not advtrains.is_track_and_drives_on(nodename, prototype.drives_on)) then
atprint("no track here, not placing.")
return itemstack
end
if not minetest.check_player_privs(placer, {train_operator = true }) then
minetest.chat_send_player(pname, "You don't have the train_operator privilege.")
return itemstack
end
if not minetest.check_player_privs(placer, {train_admin = true }) and minetest.is_protected(pos, placer:get_player_name()) then
return itemstack
end
local tconns=advtrains.get_track_connections(node.name, node.param2)
local yaw = placer:get_look_horizontal()
local plconnid = advtrains.yawToClosestConn(yaw, tconns)
local prevpos = advtrains.get_adjacent_rail(pos, tconns, plconnid, prototype.drives_on)
if not prevpos then
minetest.chat_send_player(pname, "The track you are trying to place the wagon on is not long enough!")
return
end
local wid = advtrains.create_wagon(sysname, pname)
local id=advtrains.create_new_train_at(pos, plconnid, 0, {wid})
if not advtrains.is_creative(pname) then
itemstack:take_item()
end
return itemstack
end,
})
end
-- Placeholder wagon. Will be spawned whenever a mod is missing
advtrains.register_wagon("advtrains:wagon_placeholder", {
visual="sprite",
textures = {"advtrains_wagon_placeholder.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},
drives_on = advtrains.all_tracktypes,
max_speed = 5,
seats = {
},
seat_groups = {
},
assign_to_seat_group = {},
wagon_span=1,
drops={},
}, "Wagon placeholder", "advtrains_wagon_placeholder.png", true)
-- Helper function to retrieve the wagon at a certain position in a train, given its train ID and the desired index within that train's path
--
-- Returns: wagon_num, wagon_id, wagon_data, offset_from_center
-- wagon_num: The n'th wagon in the train (index into "trainparts" table)
-- wagon_id: The wagon ID. Obtain wagon data from advtrains.wagons[wagon_id], and subsequently the wagon prototype via advtrains.get_wagon_prototype(data)
-- offset_from_center: The offset (an absolute distance value) from the center point of the wagon. Positive is towards the end of the train, negative towards the start. (note that this is inverse to the counting direction of the index!)
--
--[[ To get the wagon standing at a certain world position, you first need to retrieve the index via the occupation table, as follows:
local trains = advtrains.occ.get_trains_at(pos)
for train_id, index in pairs(trains) do
local wagon_num, wagon_id, wagon_data, offset_from_center = advtrains.get_wagon_at_index(train_id, index)
if wagon_num then
...
end
end
]]--
function advtrains.get_wagon_at_index(train_id, w_index)
local train = advtrains.trains[train_id]
if not train then error("Passed train id "..train_id.." doesnt exist") end
-- ensure init - always required
advtrains.train_ensure_init(train_id, train)
-- Use path dist to determine the offset from the start of the train
local dstart = advtrains.path_get_path_dist_fractional(train, train.index)
local dtarget = advtrains.path_get_path_dist_fractional(train, w_index)
local dist_from_start = dstart - dtarget -- NOTE: dist_from_start is supposed to be positive, but dtarget will be smaller than dstart
-- if dist_from_start is <0, we are outside of train
if dist_from_start < 0 then
return nil
end
-- scan over wagons to see if dist_from_start falls into its window
local start_pos = 0
local center_pos
local end_pos
local i = 1
while train.trainparts[i] do
local w_id = train.trainparts[i]
-- get wagon prototype to retrieve wagon span
local wdata = advtrains.wagons[w_id]
if wdata then
local wtype, wproto = advtrains.get_wagon_prototype(wdata)
local wagon_span = wproto.wagon_span
-- determine center and end pos
center_pos = start_pos + wagon_span
end_pos = center_pos + wagon_span
if start_pos <= dist_from_start and dist_from_start < end_pos then
-- Found the correct wagon in the train!
local offset_from_center = dist_from_start - center_pos
return i, w_id, wdata, offset_from_center
end
-- go on
start_pos = end_pos
else
error("Wagon "..w_id.." from train "..train_id.." doesnt exist!")
end
i = i + 1
end
-- nothing found, dist must be further back
return nil
end
function advtrains.get_wagon_entity(wagon_id)
if not advtrains.wagons[wagon_id] then return end
local object = advtrains.wagon_objects[wagon_id]
if object then
return object:get_luaentity()
end
end
function advtrains.next_wagon_entity_in_train(train, i)
local wagon_id = train.trainparts[i + 1]
if wagon_id then
local wagon = advtrains.get_wagon_entity(wagon_id)
if wagon then
return i + 1, wagon
end
end
end
function advtrains.wagon_entity_pairs_in_train(train_id)
local train = advtrains.trains[train_id]
if not train then return function() end end
return advtrains.next_wagon_entity_in_train, train, 0
end
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