136 lines
4.6 KiB
Lua
136 lines
4.6 KiB
Lua
--couple.lua
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--defines couple entities.
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--advtrains:discouple
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--set into existing trains to split them when punched.
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--they are attached to the wagons.
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--[[fields
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wagon
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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
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]]
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local print=function(t, ...) minetest.log("action", table.concat({t, ...}, " ")) minetest.chat_send_all(table.concat({t, ...}, " ")) end
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minetest.register_entity("advtrains:discouple", {
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visual="sprite",
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textures = {"advtrains_discouple.png"},
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual_size = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_discouple=true,
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on_activate=function(self, staticdata)
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if staticdata=="DISCOUPLE" then
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--couple entities have no right to exist further...
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self.object:remove()
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return
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end
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end,
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get_staticdata=function() return "DISCOUPLE" end,
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on_punch=function(self)
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advtrains.split_train_at_wagon(self.wagon)--found in trainlogic.lua
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end,
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on_step=function(self, dtime)
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local t=os.clock()
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if not self.wagon then
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self.object:remove()
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end
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--getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not.
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if not self.wagon.object:getyaw() then
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self.object:remove()
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end
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local velocityvec=self.wagon.object:getvelocity()
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self.updatepct_timer=(self.updatepct_timer or 0)-dtime
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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
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local flipsign=self.wagon.wagon_flipped and -1 or 1
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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}))
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self.object:setvelocity(velocityvec)
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self.updatepct_timer=2
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end
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printbm("discouple_step", t)
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end,
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})
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--advtrains:couple
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--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.
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--[[fields
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train_id_1
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train_id_2
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train1_is_backpos
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train2_is_backpos
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]]
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minetest.register_entity("advtrains:couple", {
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visual="sprite",
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textures = {"advtrains_couple.png"},
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual_size = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_couple=true,
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on_activate=function(self, staticdata)
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if staticdata=="COUPLE" then
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--couple entities have no right to exist further...
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self.object:remove()
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return
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end
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end,
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get_staticdata=function(self) return "COUPLE" end,
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on_rightclick=function(self)
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if not self.train_id_1 or not self.train_id_2 then return end
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local id1, id2=self.train_id_1, self.train_id_2
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if self.train1_is_backpos and not self.train2_is_backpos then
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advtrains.do_connect_trains(id1, id2)
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--case 2 (second train is front)
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elseif self.train2_is_backpos and not self.train1_is_backpos then
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advtrains.do_connect_trains(id2, id1)
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--case 3
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elseif self.train1_is_backpos and self.train2_is_backpos then
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advtrains.invert_train(id2)
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advtrains.do_connect_trains(id1, id2)
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--case 4
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elseif not self.train1_is_backpos and not self.train2_is_backpos then
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advtrains.invert_train(id1)
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advtrains.do_connect_trains(id1, id2)
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end
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self.object:remove()
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end,
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on_step=function(self, dtime)
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local t=os.clock()
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if not self.train_id_1 or not self.train_id_2 then print("wtf no train ids?")return end
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local train1=advtrains.trains[self.train_id_1]
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local train2=advtrains.trains[self.train_id_2]
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if not train1 or not train2 or not train1.path or not train2.path or not train1.index or not train2.index then
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self.object:remove()
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return
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end
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local tp1
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if not self.train1_is_backpos then
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tp1=advtrains.get_real_index_position(train1.path, train1.index)
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else
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tp1=advtrains.get_real_index_position(train1.path, advtrains.get_train_end_index(train1))
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end
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local tp2
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if not self.train2_is_backpos then
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tp2=advtrains.get_real_index_position(train2.path, train2.index)
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else
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tp2=advtrains.get_real_index_position(train2.path, advtrains.get_train_end_index(train2))
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end
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if not tp1 or not tp2 or not (vector.distance(tp1,tp2)<0.5) then
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self.object:remove()
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return
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else
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local pos_median=advtrains.pos_median(tp1, tp2)
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if not vector.equals(pos_median, self.object:getpos()) then
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self.object:setpos(pos_median)
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end
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end
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printbm("couple step", t)
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end,
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})
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