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authorRealBadAngel <maciej.kasatkin@o2.pl>2015-12-09 23:08:55 +0100
committerest31 <MTest31@outlook.com>2015-12-10 18:24:11 +0100
commita64d78a37e95b99f32c29c8dec2e0cdae85a8b41 (patch)
tree513bb8f6660132f71acc246597db5923d151d344 /src/network
parent696148e29889b2923f926b27f76979454676506d (diff)
Speed up and make more accurate relief mapping
using linear + binary search.
Diffstat (limited to 'src/network')
0 files changed, 0 insertions, 0 deletions
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--couple.lua
--defines couple entities.

--advtrains:discouple
--set into existing trains to split them when punched.
--they are attached to the wagons.
--[[fields
wagon

wagons keep their couple entity minetest-internal id inside the field discouple_id. if it refers to nowhere, they will spawn a new one if player is near
]]
local print=function(t, ...) minetest.log("action", table.concat({t, ...}, " ")) minetest.chat_send_all(table.concat({t, ...}, " ")) end


minetest.register_entity("advtrains:discouple", {
	visual="sprite",
	textures = {"advtrains_discouple.png"},
	collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
	visual_size = {x=1, y=1},
	initial_sprite_basepos = {x=0, y=0},
	
	is_discouple=true,
	on_activate=function(self, staticdata) 
		if staticdata=="DISCOUPLE" then
			--couple entities have no right to exist further...
			self.object:remove()
			return
		end
	end,
	get_staticdata=function() return "DISCOUPLE" end,
	on_punch=function(self)
		advtrains.split_train_at_wagon(self.wagon)--found in trainlogic.lua
	end,
	on_step=function(self, dtime)
		local t=os.clock()
		if not self.wagon then
			self.object:remove()
		end
		--getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not.
		if not self.wagon.object:getyaw() then
			self.object:remove()
		end
		local velocityvec=self.wagon.object:getvelocity()
		self.updatepct_timer=(self.updatepct_timer or 0)-dtime
		if not self.old_velocity_vector or not vector.equals(velocityvec, self.old_velocity_vector) or self.updatepct_timer<=0 then--only send update packet if something changed
			local flipsign=self.wagon.wagon_flipped and -1 or 1
			self.object:setpos(vector.add(self.wagon.object:getpos(), {y=0, x=-math.sin(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign, z=math.cos(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign}))
			self.object:setvelocity(velocityvec)
			self.updatepct_timer=2
		end
		printbm("discouple_step", t)
	end,
})

--advtrains:couple
--when two trains overlap with their end-positions, this entity will be spawned and both trains set its id into appropiate fields for them to know when to free them again. The entity will destroy automatically when it recognizes that any of the trains left the common position. 
--[[fields
train_id_1
train_id_2
train1_is_backpos
train2_is_backpos
]]


minetest.register_entity("advtrains:couple", {
	visual="sprite",
	textures = {"advtrains_couple.png"},
	collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
	visual_size = {x=1, y=1},
	initial_sprite_basepos = {x=0, y=0},
	
	is_couple=true,
	on_activate=function(self, staticdata) 
		if staticdata=="COUPLE" then
			--couple entities have no right to exist further...
			self.object:remove()
			return
		end
	end,
	get_staticdata=function(self) return "COUPLE" end,
	on_rightclick=function(self)
		if not self.train_id_1 or not self.train_id_2 then return end
		
		local id1, id2=self.train_id_1, self.train_id_2
		
		if self.train1_is_backpos and not self.train2_is_backpos then
			advtrains.do_connect_trains(id1, id2)
			--case 2 (second train is front)
		elseif self.train2_is_backpos and not self.train1_is_backpos then
			advtrains.do_connect_trains(id2, id1)
			--case 3 
		elseif self.train1_is_backpos and self.train2_is_backpos then