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local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s,a,...)a={a,...}return s:gsub("@(%d+)",function(n)return a[tonumber(n)]end)end
end
function round_down(pos)
return {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
end
function round_new(vec)
return {x=math.floor(vec.x+0.5), y=math.floor(vec.y+0.3), z=math.floor(vec.z+0.5)}
end
advtrains.register_wagon("construction_train", {
mesh="advtrains_subway_wagon.b3d",
textures = {"advtrains_subway_wagon.png"},
drives_on={default=true},
max_speed=2,
seats = {
{
name="Driver stand",
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=0, z=0},
group="dstand",
},
{
name="1",
attach_offset={x=-4, y=8, z=8},
view_offset={x=0, y=0, z=0},
group="pass",
},
{
name="2",
attach_offset={x=4, y=8, z=8},
view_offset={x=0, y=0, z=0},
group="pass",
},
{
name="3",
attach_offset={x=-4, y=8, z=-8},
view_offset={x=0, y=0, z=0},
group="pass",
},
{
name="4",
attach_offset={x=4, y=8, z=-8},
view_offset={x=0, y=0, z=0},
group="pass",
},
},
seat_groups = {
dstand={
name = "Driver Stand",
access_to = {"pass"},
require_doors_open=true,
driving_ctrl_access=true,
},
pass={
name = "Passenger area",
access_to = {"dstand"},
require_doors_open=true,
},
},
assign_to_seat_group = {"pass", "dstand"},
doors={
open={
[-1]={frames={x=0, y=20}, time=1},
[1]={frames={x=40, y=60}, time=1},
sound = "advtrains_subway_dopen",
},
close={
[-1]={frames={x=20, y=40}, time=1},
[1]={frames={x=60, y=80}, time=1},
sound = "advtrains_subway_dclose",
}
},
door_entry={-1, 1},
visual_size = {x=1, y=1},
wagon_span=2,
--collisionbox = {-1.0,-0.5,-1.8, 1.0,2.5,1.8},
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
is_locomotive=true,
drops={"default:steelblock 4"},
horn_sound = "advtrains_subway_horn",
custom_on_step = function (self, dtime )
if self:train().velocity == 0 then
return
end
local rpos = round_new(self.object:getpos())
rpos.y = rpos.y -1
-- Find train tracks, if we find train tracks, we will only replace blocking nodes
local tracks_below = false
for y =-1,0 do
for x = -2,2 do
for z = -2,2 do
local ps = {x=rpos.x+x, y=rpos.y+y, z=rpos.z+z}
if minetest.get_item_group(minetest.get_node(ps).name, "advtrains_track") > 0 then
tracks_below = true
break
end
end
end
end
for x = -1,1 do
for z = -1,1 do
local ps = {x=rpos.x+x, y=rpos.y, z=rpos.z+z}
local name = minetest.get_node(ps).name
if (not tracks_below) or (minetest.get_item_group(name, "not_blocking_trains") == 0 and minetest.registered_nodes[name].walkable ) then
minetest.set_node(ps, {name = "default:gravel"})
ps.y = ps.y-1
if not minetest.registered_nodes[minetest.get_node(ps).name].walkable then
minetest.set_node(ps, {name = "default:cobble"})
end
end
end
end
end,
custom_on_velocity_change = function(self, velocity, old_velocity, dtime)
if not velocity or not old_velocity then return end
if old_velocity == 0 and velocity > 0 then
minetest.sound_play("advtrains_subway_depart", {object = self.object})
end
if velocity < 2 and (old_velocity >= 2 or old_velocity == velocity) and not self.sound_arrive_handle then
self.sound_arrive_handle = minetest.sound_play("advtrains_subway_arrive", {object = self.object})
elseif (velocity > old_velocity) and self.sound_arrive_handle then
minetest.sound_stop(self.sound_arrive_handle)
self.sound_arrive_handle = nil
end
if velocity > 0 and (self.sound_loop_tmr or 0)<=0 then
self.sound_loop_handle = minetest.sound_play({name="advtrains_subway_loop", gain=0.3}, {object = self.object})
self.sound_loop_tmr=3
elseif velocity>0 then
self.sound_loop_tmr = self.sound_loop_tmr - dtime
elseif velocity==0 then
if self.sound_loop_handle then
minetest.sound_stop(self.sound_loop_handle)
self.sound_loop_handle = nil
end
self.sound_loop_tmr=0
end
end,
}, S("Construction train"), "advtrains_subway_wagon_inv.png")
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