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path: root/src/script/lua_api/l_particles.cpp
Commit message (Expand)AuthorAge
* Implement spawning particles with node texture appearancesfan52020-05-23
* Cleanup of particle & particlespawner structures and code (#9893)sfan52020-05-22
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
* Particles: Make collision with objects optional (#7682)Paramat2018-09-08
* Modernize lua read (part 2 & 3): C++ templating assurance (#7410)Loïc Blot2018-06-30
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
* Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations...sfan52017-01-24
* Add particle animation, glowsfan52017-01-18
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
* Attached particle spawnersraymoo2016-10-13
* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
* SAPI: Mark all Lua API functions requiring envlockkwolekr2015-10-25
* Cleanup server addparticle(spawner) by merge two identical functions.Loic Blot2015-07-25
* Refactor particle code to remove the while loopsTeTpaAka2015-07-18
* Make acc and vel deprecated in add_particle and search for acceleration and v...TeTpaAka2015-07-18
* Add proper lua api deprecated handlingsapier2014-04-29
* Allow vertical axis particle rotation constraintkhonkhortisan2014-01-13
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
f='#n206'>206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299
--trainhud.lua: holds all the code for train controlling

local T = advtrains.texture

advtrains.hud = {}
advtrains.hhud = {}

minetest.register_on_leaveplayer(function(player)
advtrains.hud[player:get_player_name()] = nil
advtrains.hhud[player:get_player_name()] = nil
end)

local mletter={[1]="F", [-1]="R", [0]="N"}

function advtrains.on_control_change(pc, train, flip)
   	local maxspeed = train.max_speed or 10
	if pc.sneak then
		if pc.up then
			train.tarvelocity = maxspeed
		end
		if pc.down then
			train.tarvelocity = 0
		end
		if pc.left then
			train.tarvelocity = 4
		end
		if pc.right then
			train.tarvelocity = 8
		end
		--[[if pc.jump then
			train.brake = true
			--0: released, 1: brake and pressed, 2: released and brake, 3: pressed and brake
			if not train.brake_hold_state or train.brake_hold_state==0 then
				train.brake_hold_state = 1
			elseif train.brake_hold_state==2 then
				train.brake_hold_state = 3
			end
		elseif train.brake_hold_state==1 then
			train.brake_hold_state = 2
		elseif train.brake_hold_state==3 then
			train.brake = false
			train.brake_hold_state = 0
		end]]
		--shift+use:see wagons.lua
	else
		local act=false
		if pc.jump then
			train.ctrl_user = 1
			act=true
		end
		-- If atc command set, only "Jump" key can clear command. To prevent accidental control.
		if train.tarvelocity or train.atc_command then
			return
		end
		if pc.up then
		   train.ctrl_user=4
		   act=true
		end
		if pc.down then
			if train.velocity>0 then
				if pc.jump then
					train.ctrl_user = 0
				else
					train.ctrl_user = 2
				end
				act=true
			else
				advtrains.invert_train(train.id)
				advtrains.atc.train_reset_command(train)
			end
		end
		if pc.left then
			if train.door_open ~= 0 then
				train.door_open = 0
			else
				train.door_open = -1
			end
		end
		if pc.right then
			if train.door_open ~= 0 then
				train.door_open = 0
			else
				train.door_open = 1
			end
		end
		if not act then
			train.ctrl_user = nil
		end
	end
end
function advtrains.update_driver_hud(pname, train, flip)
	local inside=train.text_inside or ""
	local ft, ht = advtrains.hud_train_format(train, flip)
	advtrains.set_trainhud(pname, inside.."\n"..ft, ht)
end
function advtrains.clear_driver_hud(pname)
	advtrains.set_trainhud(pname, "")
end

function advtrains.set_trainhud(name, text, driver)
	local hud = advtrains.hud[name]
	local player=minetest.get_player_by_name(name)
	if not player then
	   return
	end
	local drivertext = driver or ""
	local driverhud = {
		hud_elem_type = "image",
		name = "ADVTRAINS_DRIVER",
		position = {x=0.5, y=1},
		offset = {x=0,y=-170},
		text = drivertext,
		alignment = {x=0,y=-1},
		scale = {x=1,y=1},
	}
	if not hud then
		hud = {}
		advtrains.hud[name] = hud
		hud.id = player:hud_add {
			hud_elem_type = "text",
			name = "ADVTRAINS",
			number = 0xFFFFFF,
			position = {x=0.5, y=1},
			offset = {x=0, y=-300},
			text = text,
			scale = {x=200, y=60},
			alignment = {x=0, y=-1},
		}
		hud.driver = player:hud_add(driverhud)
		hud.oldText = text
		hud.oldDriver = drivertext
	else
		if hud.oldText ~= text then
			player:hud_change(hud.id, "text", text)
			hud.oldText=text
		end
		if hud.driver then
			if hud.oldDriver ~= drivertext then
				player:hud_change(hud.driver, "text", drivertext)
				hud.oldDriver = drivertext
			end
		elseif driver then
			hud.driver = player:hud_add(driverhud)
			hud.oldDriver = drivertext
		end
	end
end

function advtrains.set_help_hud(name, text)
	local hud = advtrains.hhud[name]
	local player=minetest.get_player_by_name(name)
	if not player then
	   return
	end
	if not hud then
		hud = {}
		advtrains.hhud[name] = hud
		hud.id = player:hud_add({
			hud_elem_type = "text",
			name = "ADVTRAINS_HELP",
			number = 0xFFFFFF,
			position = {x=1, y=0.3},
			offset = {x=0, y=0},
			text = text,
			scale = {x=200, y=60},
			alignment = {x=1, y=0},
		})
		hud.oldText=text
		return
	elseif hud.oldText ~= text then
		player:hud_change(hud.id, "text", text)
		hud.oldText=text
	end
end

--train.lever:
--Speed control lever in train, for new train control system.
--[[
Value	Disp	Control	Meaning
0		BB		S+Space	Emergency Brake
1		B		Space	Normal Brake
2		-		S		Roll
3		o		<none>	Stay at speed
4		+		W		Accelerate
]]

function advtrains.hud_train_format(train, flip)
	if not train then return "","" end
	local sformat = string.format -- this appears to be faster than (...):format
	
	local max = train.max_speed or 10
	local res = train.speed_restriction
	local vel = advtrains.abs_ceil(train.velocity)
	local vel_kmh=advtrains.abs_ceil(advtrains.ms_to_kmh(train.velocity))
	
	local tlev=train.lever or 3
	if train.velocity==0 and not train.active_control then tlev=1 end
	if train.hud_lzb_effect_tmr then
		tlev=1
	end
	
	local hud = T.combine(440, 110, "black")
	local st = {}
	if train.debug then st = {train.debug} end
	
	-- lever
	hud:add_multicolor_fill_topdown(275, 10, 5, 90, 1, "cyan", 1, "white", 2, "orange", 1, "red")
	hud:add_lever_topdown(280, 10, 30, 90, 18, 6, (4-tlev)/4, "gray", "darkslategray")
	-- reverser
	hud:add(245, 10, T"advtrains_hud_arrow.png":transform"FY":multiply(flip and "gray" or "cyan"))
	hud:add(245, 85, T"advtrains_hud_arrow.png":multiply(flip and "orange" or "gray"))
	hud:add_lever_topdown(240, 30, 25, 50, 15, 5, flip and 1 or 0, "gray", "darkslategray")
	-- train control/safety indication
	hud:add(10, 10, T"advtrains_hud_atc.png":resize(30, 30):multiply((train.tarvelocity or train.atc_command) and "cyan" or "darkslategray"))
	hud:add(50, 10, T"advtrains_hud_lzb.png":resize(30, 30):multiply(train.hud_lzb_effect_tmr and "red" or "darkslategray"))
	hud:add(90, 10, T"advtrains_hud_shunt.png":resize(30, 30):multiply(train.is_shunt and "orange" or "darkslategray"))
	-- door
	hud:add_fill(187, 10, 26, 30, "white"):add_fill(189, 12, 22, 11, "black")
	hud:add_fill(170, 10, 15, 30, train.door_open==-1 and "white" or "darkslategray"):add_fill(172, 12, 11, 11, "black")
	hud:add_fill(215, 10, 15, 30, train.door_open==1 and "white" or "darkslategray"):add_fill(217, 12, 11, 11, "black")
	-- speed indication(s)
	hud:add_n7seg(320, 10, 110, 90, vel, 2, "red")
	hud:add_segmentbar_leftright(10, 65, 217, 20, 3, 20, max, 20, "darkslategray", 0, vel, "white")
	if res and res > 0 then
		hud:add_fill(7+res*11, 60, 3, 30, "red")
	end
	if train.tarvelocity then
		hud:add(1+train.tarvelocity*11, 85, T"advtrains_hud_arrow.png":transform"FY":multiply"cyan")
	end
	local lzbdisp
	local lzb = train.lzb
	if lzb and lzb.checkpoints then
		local oc = lzb.checkpoints
		for i = 1, #oc do
			if advtrains.interlocking then
				local udata = oc[i].udata
				if udata and udata.signal_pos then
					local sigd = advtrains.interlocking.db.get_sigd_for_signal(udata.signal_pos)
					if sigd then
						local tcbs = advtrains.interlocking.db.get_tcbs(sigd) or {}
						if tcbs.route_rsn then
							table.insert(st, ("%s: %s"):format(minetest.pos_to_string(sigd.p), tcbs.route_rsn))
						end
					end
				end
			end
			local spd = oc[i].speed
			spd = advtrains.speed.min(spd, train.speed_restriction)
			if spd == -1 then spd = nil end
			local c = not spd and "lime" or (type(spd) == "number" and (spd == 0) and "red" or "orange") or nil
			if c then
				if spd and spd~=0 then
					hud:add(1+spd*11, 50, T"advtrains_hud_arrow.png":multiply"red")
				end
				local dist = math.floor(((oc[i].index or train.index)-train.index))
				dist = math.max(0, math.min(999, dist))
				lzbdisp = {c = c, d = dist}
				break
			end
		end
	end
	if not lzbdisp then
		lzbdisp = {c = "darkslategray", d = 888}
	end
	hud:add_fill(130, 10, 30, 5, lzbdisp.c)
	hud:add_fill(130, 35, 30, 5, lzbdisp.c)
	hud:add_n7seg(131, 18, 28, 14, lzbdisp.d, 3, lzbdisp.c)
	
	if res and res == 0 then
		table.insert(st, attrans("OVERRUN RED SIGNAL! Examine situation and reverse train to move again."))
	end
	
	if train.atc_command then
		table.insert(st, ("ATC: %s%s"):format(train.atc_delay and advtrains.abs_ceil(train.atc_delay).."s " or "", train.atc_command or ""))
	end
	
	return table.concat(st,"\n"), tostring(hud)
end

local _, texture = advtrains.hud_train_format { -- dummy train object to demonstrate the train hud
	max_speed = 15, speed_restriction = 15, velocity = 15, tarvelocity = 12,
	active_control = true, lever = 3, ctrl = {lzb = true}, is_shunt = true,
	door_open = 1, lzb = {checkpoints = {{speed=6, index=125.7}}}, index = 100,
}

minetest.register_node("advtrains:hud_demo",{
	description = "Train HUD demonstration",
	tiles = {texture},
	groups = {cracky = 3, not_in_creative_inventory = 1}
})

minetest.register_craft {
	output = "advtrains:hud_demo",
	recipe = {
		{"default:paper", "default:paper", "default:paper"},
		{"default:paper", "advtrains:trackworker", "default:paper"},
		{"default:paper", "default:paper", "default:paper"},
	}
}