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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include <fstream>
#include "environment.h"
#include "collision.h"
#include "raycast.h"
#include "serverobject.h"
#include "scripting_server.h"
#include "server.h"
#include "daynightratio.h"
#include "emerge.h"


Environment::Environment(IGameDef *gamedef):
	m_time_of_day_speed(0.0f),
	m_day_count(0),
	m_gamedef(gamedef)
{
	m_cache_enable_shaders = g_settings->getBool("enable_shaders");
	m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
	m_cache_abm_interval = g_settings->getFloat("abm_interval");
	m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");

	m_time_of_day = g_settings->getU32("world_start_time");
	m_time_of_day_f = (float)m_time_of_day / 24000.0f;
}

u32 Environment::getDayNightRatio()
{
	MutexAutoLock lock(this->m_time_lock);
	if (m_enable_day_night_ratio_override)
		return m_day_night_ratio_override;
	return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
}

void Environment::setTimeOfDaySpeed(float speed)
{
	m_time_of_day_speed = speed;
}

void Environment::setDayNightRatioOverride(bool enable, u32 value)
{
	MutexAutoLock lock(this->m_time_lock);
	m_enable_day_night_ratio_override = enable;
	m_day_night_ratio_override = value;
}

void Environment::setTimeOfDay(u32 time)
{
	MutexAutoLock lock(this->m_time_lock);
	if (m_time_of_day > time)
		++m_day_count;
	m_time_of_day = time;
	m_time_of_day_f = (float)time / 24000.0;
}

u32 Environment::getTimeOfDay()
{
	MutexAutoLock lock(this->m_time_lock);
	return m_time_of_day;
}

float Environment::getTimeOfDayF()
{
	MutexAutoLock lock(this->m_time_lock);
	return m_time_of_day_f;
}

/*
	Check if a node is pointable
*/
inline static bool isPointableNode(const MapNode &n,
	const NodeDefManager *nodedef , bool liquids_pointable)
{
	const ContentFeatures &features = nodedef->get(n);
	return features.pointable ||
	       (liquids_pointable && features.isLiquid());
}

void Environment::continueRaycast(RaycastState *state, PointedThing *result)
{
	const NodeDefManager *nodedef = getMap().getNodeDefManager();
	if (state->m_initialization_needed) {
		// Add objects
		if (state->m_objects_pointable) {
			std::vector<PointedThing> found;
			getSelectedActiveObjects(state->m_shootline, found);
			for (const PointedThing &pointed : found) {
				state->m_found.push(pointed);
			}
		}
		// Set search range
		core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
		state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
		state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
		// Setting is done
		state->m_initialization_needed = false;
	}

	// The index of the first pointed thing that was not returned
	// before. The last index which needs to be tested.
	s16 lastIndex = state->m_iterator.m_last_index;
	if (!state->m_found.empty()) {
		lastIndex = state->m_iterator.getIndex(
			floatToInt(state->m_found.top().intersection_point, BS));
	}

	Map &map = getMap();
	// If a node is found, this is the center of the
	// first nodebox the shootline meets.
	v3f found_boxcenter(0, 0, 0);
	// The untested nodes are in this range.
	core::aabbox3d<s16> new_nodes;
	while (state->m_iterator.m_current_index <= lastIndex) {
		// Test the nodes around the current node in search_range.
		new_nodes = state->m_search_range;
		new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
		new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;

		// Only check new nodes
		v3s16 delta = state->m_iterator.m_current_node_pos
			- state->m_previous_node;
		if (delta.X > 0) {
			new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
		} else if (delta.X < 0) {
			new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
		} else if (delta.Y > 0) {
			new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
		} else if (delta.Y < 0) {
			new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
		} else if (delta.Z > 0) {
			new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
		} else if (delta.Z < 0) {
			new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
		}

		// For each untested node
		for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
		for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
		for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
			MapNode n;
			v3s16 np(x, y, z);
			bool is_valid_position;

			n = map.getNodeNoEx(np, &is_valid_position);
			if (!(is_valid_position && isPointableNode(n, nodedef,
					state->m_liquids_pointable))) {
				continue;
			}

			PointedThing result;

			std::vector<aabb3f> boxes;
			n.getSelectionBoxes(nodedef, &boxes,
				n.getNeighbors(np, &map));

			// Is there a collision with a selection box?
			bool is_colliding = false;
			// Minimal distance of all collisions
			float min_distance_sq = 10000000;
			// ID of the current box (loop counter)
			u16 id = 0;

			v3f npf = intToFloat(np, BS);
			// This loop translates the boxes to their in-world place.
			for (aabb3f &box : boxes) {
				box.MinEdge += npf;
				box.MaxEdge += npf;

				v3f intersection_point;
				v3s16 intersection_normal;
				if (!boxLineCollision(box, state->m_shootline.start,
						state->m_shootline.getVector(), &intersection_point,
						&intersection_normal)) {
					++id;
					continue;
				}

				f32 distanceSq = (intersection_point
					- state->m_shootline.start).getLengthSQ();
				// If this is the nearest collision, save it
				if (min_distance_sq > distanceSq) {
					min_distance_sq = distanceSq;
					result.intersection_point = intersection_point;
					result.intersection_normal = intersection_normal;
					result.box_id = id;
					found_boxcenter = box.getCenter();
					is_colliding = true;
				}
				++id;
			}
			// If there wasn't a collision, stop
			if (!is_colliding) {
				continue;
			}
			result.type = POINTEDTHING_NODE;
			result.node_undersurface = np;
			result.distanceSq = min_distance_sq;
			// Set undersurface and abovesurface nodes
			f32 d = 0.002 * BS;
			v3f fake_intersection = result.intersection_point;
			// Move intersection towards its source block.
			if (fake_intersection.X < found_boxcenter.X) {
				fake_intersection.X += d;
			} else {
				fake_intersection.X -= d;
			}
			if (fake_intersection.Y < found_boxcenter.Y) {
				fake_intersection.Y += d;
			} else {
				fake_intersection.Y -= d;
			}
			if (fake_intersection.Z < found_boxcenter.Z) {
				fake_intersection.Z += d;
			} else {
				fake_intersection.Z -= d;
			}
			result.node_real_undersurface = floatToInt(
				fake_intersection, BS);
			result.node_abovesurface = result.node_real_undersurface
				+ result.intersection_normal;
			// Push found PointedThing
			state->m_found.push(result);
			// If this is nearer than the old nearest object,
			// the search can be shorter
			s16 newIndex = state->m_iterator.getIndex(
				result.node_real_undersurface);
			if (newIndex < lastIndex) {
				lastIndex = newIndex;
			}
		}
		// Next node
		state->m_previous_node = state->m_iterator.m_current_node_pos;
		state->m_iterator.next();
	}
	// Return empty PointedThing if nothing left on the ray
	if (state->m_found.empty()) {
		result->type = POINTEDTHING_NOTHING;
	} else {
		*result = state->m_found.top();
		state->m_found.pop();
	}
}

void Environment::stepTimeOfDay(float dtime)
{
	MutexAutoLock lock(this->m_time_lock);

	// Cached in order to prevent the two reads we do to give
	// different results (can be written by code not under the lock)
	f32 cached_time_of_day_speed = m_time_of_day_speed;

	f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
	m_time_conversion_skew += dtime;
	u32 units = (u32)(m_time_conversion_skew * speed);
	bool sync_f = false;
	if (units > 0) {
		// Sync at overflow
		if (m_time_of_day + units >= 24000) {
			sync_f = true;
			++m_day_count;
		}
		m_time_of_day = (m_time_of_day + units) % 24000;
		if (sync_f)
			m_time_of_day_f = (float)m_time_of_day / 24000.0;
	}
	if (speed > 0) {
		m_time_conversion_skew -= (f32)units / speed;
	}
	if (!sync_f) {
		m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
		if (m_time_of_day_f > 1.0)
			m_time_of_day_f -= 1.0;
		if (m_time_of_day_f < 0.0)
			m_time_of_day_f += 1.0;
	}
}

u32 Environment::getDayCount()
{
	// Atomic<u32> counter
	return m_day_count;
}
1,--how many index units of space does this wagon consume 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.custom_on_activate then self:custom_on_activate(dtime_s) 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:setvelocity({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) return advtrains.pcall(function() 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: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 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 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 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() end function wagon:on_step(dtime) return advtrains.pcall(function() if not self:ensure_init() then return end local t=os.clock() local pos = self.object:getpos() local data = advtrains.wagons[self.id] if not pos then --atdebug("["..self.id.."][fatal] missing position (object:getpos() returned nil)") return end if not data.seatp then data.seatp={} end if not self.seatpc then self.seatpc={} 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 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) if self.seat_groups then has_driverstand = has_driverstand and (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access) else has_driverstand = has_driverstand and (seat.driving_ctrl_access) end 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=self:train().text_outside or "" if setting_show_ids then outside = outside .. "\nT:" .. data.train_id .. " W:" .. self.id end local train=self:train() --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 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 --set line number if self.name == "advtrains:subway_wagon" and train.line and train.line~=self.line_cache then local new_line_tex="advtrains_subway_wagon.png^advtrains_subway_wagon_line"..train.line..".png" self.object:set_properties({ textures={new_line_tex}, }) self.line_cache=train.line elseif self.line_cache~=nil and train.line==nil then self.object:set_properties({ textures=self.textures, }) self.line_cache=nil end --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 --DisCouple if data.pos_in_trainparts and data.pos_in_trainparts>1 then if train.velocity==0 and not data.dcpl_lock then if not self.discouple or not self.discouple.object:getyaw() then atprint(self.id,"trying to spawn discouple") local yaw = self.object:getyaw() local flipsign=data.wagon_flipped and -1 or 1 local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span*flipsign, z=math.cos(yaw)*self.wagon_span*flipsign}) 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 atprint(self.id,"success") else atprint("Couldn't spawn DisCouple") end end else if self.discouple and self.discouple.object:getyaw() then self.discouple.object:remove() atprint(self.id," removing discouple") end end end --for path to be available. if not, skip step if not train.path or train.no_step then self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0}) return end if not data.pos_in_train then return end -- Calculate new position, yaw and direction vector local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index) local vdir = vector.normalize(vector.subtract(npos2, npos)) --automatic get_on --needs to know index and path if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==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 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 if self.collision_count and self.collision_count>10 then --enable collision mercy to get trains stuck in walls out of walls --actually do nothing except limiting the velocity to 1 train.velocity=math.min(train.velocity, 1) train.tarvelocity=math.min(train.tarvelocity, 1) else train.recently_collided_with_env=true train.velocity=0 train.tarvelocity=0 self.collision_count=(self.collision_count or 0)+1 end else self.collision_count=nil end end --FIX: use index of the wagon, not of the train. local velocity = train.velocity local acceleration = (train.acceleration or 0) local velocityvec = vector.multiply(vdir, velocity) local accelerationvec = vector.multiply(vdir, acceleration) if data.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(pos) self.object:setvelocity(velocityvec) self.object:setacceleration(accelerationvec) if #self.seats > 0 and self.old_yaw ~= yaw then if not self.player_yaw then self.player_yaw = {} end if not self.old_yaw then self.old_yaw=yaw 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)+yaw) end end self.turning = true elseif self.old_yaw == yaw then -- train is no longer turning self.turning = false end self.object:setyaw(yaw) self.updatepct_timer=2 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 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=yaw atprintbm("wagon step", t) end) end function wagon:on_rightclick(clicker) return advtrains.pcall(function() 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)) end return end local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak local allow, rsn=false, "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="Wagon is full." end else rsn="Doors are closed! (try holding sneak key!)" end end end end end minetest.chat_send_player(pname, attrans("Can't get on: "..rsn)) else self:show_get_on_form(pname) end 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()]=self.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 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) -- 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 oadd = { x = (ix2.z-ix1.z)*train.door_open*2, y = 1, z = (ix1.x-ix2.x)*train.door_open*2} local platpos=vector.round(vector.add(ix1, add)) local offpos=vector.round(vector.add(ix1, oadd)) atprint("platpos:", platpos, "offpos:", offpos) if minetest.get_item_group(minetest.get_node(platpos).name, "platform")>0 then minetest.after(0.2, function() clicker:setpos(offpos) end) return end end else--if not door_entry, or paths missing, fall back to old method 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) local offp=vector.add({x=isx and r*2 or 0, y=1, z=not isx and r*2 or 0}, objpos) if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then minetest.after(0.2, function() clicker:setpos(offp) end) return end end end 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)) 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 .. "field[0.5,1;4,1;whitelist;Allow these players to drive your wagon:;"..(data.whitelist or "").."]" --seat groups access lists were here form=form.."button_exit[0.5,3;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:getyaw() 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 function wagon:show_bordcom(pname) if not self:train() then return end local train = self:train() local data = advtrains.wagons[self.id] local form = "size[11,9]label[0.5,0;AdvTrains Boardcom v0.1]" form=form.."textarea[0.5,1.5;7,1;text_outside;"..attrans("Text displayed outside on train")..";"..(train.text_outside or "").."]" form=form.."textarea[0.5,3;7,1;text_inside;"..attrans("Text displayed inside train")..";"..(train.text_inside or "").."]" --row 5 : train overview and autocoupling if train.velocity==0 then form=form.."label[0.5,4.5;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 ename = ent.type form = form .. "item_image["..i..","..linhei..";1,1;"..ename.."]" if i~=1 then if not ent.dcpl_lock then form = form .. "image_button["..(i-0.5)..","..(linhei+1)..";1,1;advtrains_discouple.png;dcpl_"..i..";]" if checklock(pname, ent.owner, pre_own, ent.whitelist, pre_wl) then form = form .. "image_button["..(i-0.5)..","..(linhei+2)..";1,1;advtrains_cpl_unlock.png;dcpl_lck_"..i..";]" end else form = form .. "image_button["..(i-0.5)..","..(linhei+2)..";1,1;advtrains_cpl_lock.png;dcpl_ulck_"..i..";]" end end if i == data.pos_in_trainparts then form = form .. "box["..(i-0.1)..","..(linhei-0.1)..";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 if owns_any then if train.couple_lck_front then form = form .. "image_button[0.5,"..(linhei+2)..";1,1;advtrains_cpl_lock.png;cpl_ulck_f;]" else form = form .. "image_button[0.5,"..(linhei+2)..";1,1;advtrains_cpl_unlock.png;cpl_lck_f;]" end if train.couple_lck_back then form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+2)..";1,1;advtrains_cpl_lock.png;cpl_ulck_b;]" else form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+2)..";1,1;advtrains_cpl_unlock.png;cpl_lck_b;]" end 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.oncoming > 0 then local i=1 while train.lzb.oncoming[i] do local oci = train.lzb.oncoming[i] if oci.pos then if advtrains.interlocking.db.get_sigd_for_signal(oci.pos) then form = form .. "button[4.5,8;5,1;ilrs;Remote Routesetting]" break end end i=i+1 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, self.owner, self.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 for i, tpid in ipairs(train.trainparts) do if fields["dcpl_"..i] then advtrains.safe_decouple_wagon(tpid, pname) end if i>1 and fields["dcpl_lck_"..i] then local ent = advtrains.wagons[tpid] local pent = advtrains.wagons[train.trainparts[i-1]] if ent and pent then if checklock(pname, ent.owner, pent.owner, ent.whitelist, pent.whitelist) then ent.dcpl_lock = true end end end if i>1 and fields["dcpl_ulck_"..i] then local ent = advtrains.wagons[tpid] local pent = advtrains.wagons[train.trainparts[i-1]] if ent and pent then if checklock(pname, ent.owner, pent.owner, ent.whitelist, pent.whitelist) then ent.dcpl_lock = false end 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 local function chkownsany() local owns_any = minetest.check_player_privs(pname, "train_admin") for i, tpid in ipairs(train.trainparts) do local ent = advtrains.wagons[tpid] if ent then owns_any = owns_any or advtrains.check_driving_couple_protection(pname, ent.owner, ent.whitelist) end end return owns_any end if fields.cpl_lck_f and chkownsany() then train.couple_lck_front=true end if fields.cpl_lck_b and chkownsany() then train.couple_lck_back=true end if fields.cpl_ulck_f and chkownsany() then train.couple_lck_front=false end if fields.cpl_ulck_b and chkownsany() then train.couple_lck_back=false end -- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect -- from inside the train if fields.ilrs and advtrains.interlocking and train.lzb and #train.lzb.oncoming > 0 then local i=1 while train.lzb.oncoming[i] do local oci = train.lzb.oncoming[i] if oci.pos then local sigd = advtrains.interlocking.db.get_sigd_for_signal(oci.pos) if sigd then advtrains.interlocking.show_signalling_form(sigd, pname) return end end i=i+1 end end if not fields.quit then self:show_bordcom(pname) end end minetest.register_on_player_receive_fields(function(player, formname, fields) return advtrains.pcall(function() local uid=string.match(formname, "^advtrains_geton_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==uid then local data = advtrains.wagons[wagon.id] if fields.inv then if wagon.has_inventory and wagon.get_inventory_formspec then minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name())) end elseif fields.seat then local val=minetest.explode_textlist_event(fields.seat) if val and val.type~="INV" and not data.seatp[player:get_player_name()] then --get on wagon:get_on(player, val.index) --will work with the new close_formspec functionality. close exactly this formspec. minetest.show_formspec(player:get_player_name(), formname, "") end end end end end uid=string.match(formname, "^advtrains_seating_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==uid 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 end end uid=string.match(formname, "^advtrains_prop_(.+)$") if uid then local pname=player:get_player_name() local data = advtrains.wagons[uid] if pname~=data.owner and not minetest.check_player_privs(pname, {train_admin = true}) then return true end if fields.save or not fields.quit then if fields.whitelist then data.whitelist = fields.whitelist end end end uid=string.match(formname, "^advtrains_bordcom_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==uid then wagon:handle_bordcom_fields(player:get_player_name(), formname, fields) end end end 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.show_formspec(player:get_player_name(), "advtrains_inv_"..self.id, self:get_inventory_formspec(player:get_player_name())) end if fields.prop and data.owner==pname then 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 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) if self.seat_groups[sgr].driving_ctrl_access and not (advtrains.check_driving_couple_protection(pname, self.owner, self.whitelist)) then return false, "Not allowed to access a driver stand!" end if self.seat_groups[sgr].driving_ctrl_access then advtrains.log("Drive", pname, self.object:getpos(), 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.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 if not wt or not advtrains.wagon_prototypes[wt] then atwarn("Unable to load wagon type",wt,", using placeholder") wt="advtrains:wagon_placeholder" end return wt, advtrains.wagon_prototypes[wt] 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 minetest.register_craftitem(":"..sysname, { description = desc, inventory_image = inv_img, wield_image = inv_img, stack_max = 1, groups = { not_in_creative_inventory = nincreative and 1 or 0}, on_place = function(itemstack, placer, pointed_thing) return advtrains.pcall(function() if not pointed_thing.type == "node" then return end local pname = placer:get_player_name() local node=minetest.get_node_or_nil(pointed_thing.under) if not node 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(pointed_thing.under, 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(pointed_thing.under, 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(pointed_thing.under, plconnid, 0, {wid}) if not advtrains.is_creative(pname) then itemstack:take_item() end return itemstack end) 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)