418 lines
14 KiB
Lua
418 lines
14 KiB
Lua
--atan2 counts angles clockwise, minetest does counterclockwise
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local print=function(t) minetest.log("action", t) minetest.chat_send_all(t) end
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local wagon={
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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--physical = true,
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visual = "mesh",
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mesh = "wagon.b3d",
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visual_size = {x=3, y=3},
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textures = {"black.png"},
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is_wagon=true,
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wagon_span=1,--how many index units of space does this wagon consume
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attach_offset={x=0, y=0, z=0},
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view_offset={x=0, y=0, z=0},
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}
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function wagon:on_rightclick(clicker)
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print("[advtrains] wagon rightclick")
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if not clicker or not clicker:is_player() then
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return
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end
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if not self.initialized then
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print("[advtrains] not initiaalized")
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return
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end
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if clicker:get_player_control().sneak then
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advtrains.split_train_at_wagon(self)
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return
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end
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if clicker:get_player_control().aux1 then
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--advtrains.dumppath(self:train().path)
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--minetest.chat_send_all("at index "..(self:train().index or "nil"))
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--advtrains.invert_train(self.train_id)
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minetest.chat_send_all(dump(self:train()))
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return
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end
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if self.driver and clicker == self.driver then
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advtrains.player_to_wagon_mapping[self.driver:get_player_name()]=nil
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advtrains.set_trainhud(self.driver:get_player_name(), "")
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self.driver = nil
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self.driver_name = nil
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clicker:set_detach()
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clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
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elseif not self.driver then
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self.driver = clicker
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advtrains.player_to_wagon_mapping[clicker:get_player_name()]=self
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clicker:set_attach(self.object, "", self.attach_offset, {x=0,y=0,z=0})
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clicker:set_eye_offset(self.view_offset, self.view_offset)
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end
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end
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function wagon:train()
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return advtrains.trains[self.train_id]
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end
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function wagon:on_activate(staticdata, dtime_s)
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--print("[advtrains][wagon "..(self.unique_id or "no-id").."] activated")
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self.object:set_armor_groups({immortal=1})
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if staticdata then
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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self.unique_id=tmp.unique_id
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self.train_id=tmp.train_id
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self.wagon_flipped=tmp.wagon_flipped
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end
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end
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self.old_pos = self.object:getpos()
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self.old_velocity = self.velocity
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self.initialized_pre=true
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self.entity_name=self.name
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--same code is in on_step
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--does this object already have an ID?
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if not self.unique_id then
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self.unique_id=os.time()..os.clock()--should be random enough.
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else
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for _,wagon in pairs(minetest.luaentities) do
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if wagon.is_wagon and wagon.initialized and wagon.unique_id==self.unique_id then--i am a duplicate!
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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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end
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--is my train still here
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if not self.train_id or not self:train() then
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if self.initialized then
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print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying")
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self.object:remove()
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return
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end
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print("[advtrains][wagon "..self.unique_id.."] missing train_id, but not yet initialized, returning")
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return
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elseif not self.initialized then
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self.initialized=true
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end
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advtrains.update_trainpart_properties(self.train_id)
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end
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function wagon:get_staticdata()
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--save to table before being unloaded
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advtrains.wagon_save[self.unique_id]=advtrains.merge_tables(self)
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return minetest.serialize({
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unique_id=self.unique_id,
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train_id=self.train_id,
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wagon_flipped=self.wagon_flipped,
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})
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end
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-- Remove the wagon
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function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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if not puncher or not puncher:is_player() then
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return
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end
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self.object:remove()
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if not self.initialized then return end
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local inv = puncher:get_inventory()
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if minetest.setting_getbool("creative_mode") then
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if not inv:contains_item("main", self.name) then
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inv:add_item("main", self.name)
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end
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else
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inv:add_item("main", self.name)
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end
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table.remove(self:train().trainparts, self.pos_in_trainparts)
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advtrains.update_trainpart_properties(self.train_id)
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advtrains.wagon_save[self.unique_id]=nil
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if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
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return
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end
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function wagon:on_step(dtime)
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local t=os.clock()
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local pos = self.object:getpos()
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if not self.initialized_pre then
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print("[advtrains] wagon stepping while not yet initialized_pre, returning")
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self.object:setvelocity({x=0,y=0,z=0})
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return
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end
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self.entity_name=self.name
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--does this object already have an ID?
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if not self.unique_id then
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self.unique_id=os.time()..os.clock()--should be random enough.
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end
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--is my train still here
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if not self.train_id or not self:train() then
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print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying")
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self.object:remove()
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return
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elseif not self.initialized then
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self.initialized=true
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end
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--re-attach driver if he got lost
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if not self.driver and self.driver_name then
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local clicker=minetest.get_player_by_name(self.driver_name)
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if clicker then
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self.driver = clicker
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advtrains.player_to_wagon_mapping[clicker:get_player_name()]=self
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clicker:set_attach(self.object, "", self.attach_offset, {x=0,y=0,z=0})
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clicker:set_eye_offset(self.view_offset, self.view_offset)
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end
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end
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--driver control
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if self.driver and self.is_locomotive then
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if self.driver:get_player_control_bits()~=self.old_player_control_bits then
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local pc=self.driver:get_player_control()
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if pc.sneak then --stop
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self:train().tarvelocity=0
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elseif (not self.wagon_flipped and pc.up) or (self.wagon_flipped and pc.down) then --faster
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self:train().tarvelocity=math.min(self:train().tarvelocity+1, advtrains.all_traintypes[self:train().traintype].max_speed or 10)
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elseif (not self.wagon_flipped and pc.down) or (self.wagon_flipped and pc.up) then --slower
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self:train().tarvelocity=math.max(self:train().tarvelocity-1, -(advtrains.all_traintypes[self:train().traintype].max_speed or 10))
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elseif pc.aux1 then --slower
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if true or math.abs(self:train().velocity)<=3 then--TODO debug
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advtrains.player_to_wagon_mapping[self.driver:get_player_name()]=nil
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self.driver:set_detach()
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self.driver:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
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advtrains.set_trainhud(self.driver:get_player_name(), "")
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self.driver = nil
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self.driver_name = nil
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return--(don't let it crash because of statement below)
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else
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minetest.chat_send_player(self.driver:get_player_name(), "Can't get off driving train!")
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end
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end
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self.old_player_control_bits=self.driver:get_player_control_bits()
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end
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advtrains.set_trainhud(self.driver:get_player_name(), advtrains.hud_train_format(self:train(), self.wagon_flipped))
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end
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local gp=self:train()
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--DisCouple
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if self.pos_in_trainparts and self.pos_in_trainparts>1 then
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if gp.velocity==0 then
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if not self.discouple or not self.discouple.object:getyaw() then
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local object=minetest.add_entity(pos, "advtrains:discouple")
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if object then
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local le=object:get_luaentity()
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le.wagon=self
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--box is hidden when attached, so unuseful.
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--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
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self.discouple=le
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else
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print("Couldn't spawn DisCouple")
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end
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end
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else
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if self.discouple and self.discouple.object:getyaw() then
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self.discouple.object:remove()
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end
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end
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end
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--for path to be available. if not, skip step
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if not advtrains.get_or_create_path(self.train_id, gp) then
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self.object:setvelocity({x=0, y=0, z=0})
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return
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end
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local index=advtrains.get_real_path_index(self:train(), self.pos_in_train)
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--print("trainindex "..gp.index.." wagonindex "..index)
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--position recalculation
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local first_pos=gp.path[math.floor(index)]
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local second_pos=gp.path[math.floor(index)+1]
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if not first_pos or not second_pos then
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--print("[advtrains] object "..self.unique_id.." path end reached!")
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self.object:setvelocity({x=0,y=0,z=0})
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return
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end
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--checking for environment collisions(a 3x3 cube around the center)
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if not gp.recently_collided_with_env then
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local collides=false
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for x=-1,1 do
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for y=0,2 do
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for z=-1,1 do
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local node=minetest.get_node_or_nil(vector.add(first_pos, {x=x, y=y, z=z}))
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if (advtrains.train_collides(node)) then
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collides=true
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end
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end
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end
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end
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if collides then
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gp.recently_collided_with_env=true
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gp.velocity=-0.5*gp.velocity
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gp.tarvelocity=0
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end
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end
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local velocity=gp.velocity/(gp.path_dist[math.floor(gp.index)] or 1)
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local factor=index-math.floor(index)
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local actual_pos={x=first_pos.x-(first_pos.x-second_pos.x)*factor, y=first_pos.y-(first_pos.y-second_pos.y)*factor, z=first_pos.z-(first_pos.z-second_pos.z)*factor,}
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local velocityvec={x=(first_pos.x-second_pos.x)*velocity*-1, z=(first_pos.z-second_pos.z)*velocity*-1, y=(first_pos.y-second_pos.y)*velocity*-1}
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--some additional positions to determine orientation
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local aposfwd=gp.path[math.floor(index+2)]
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local aposbwd=gp.path[math.floor(index-1)]
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local yaw
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if aposfwd and aposbwd then
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yaw=advtrains.get_wagon_yaw(aposfwd, second_pos, first_pos, aposbwd, factor)+math.pi--TODO remove when cleaning up
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else
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yaw=math.atan2((first_pos.x-second_pos.x), (second_pos.z-first_pos.z))
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end
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if self.wagon_flipped then
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yaw=yaw+math.pi
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end
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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.old_yaw~=yaw or self.updatepct_timer<=0 then--only send update packet if something changed
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self.object:setpos(actual_pos)
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self.object:setvelocity(velocityvec)
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self.object:setyaw(yaw)
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self.updatepct_timer=2
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if self.update_animation then
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self:update_animation(gp.velocity)
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end
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end
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self.old_velocity_vector=velocityvec
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self.old_yaw=yaw
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printbm("wagon step", t)
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end
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function advtrains.get_real_path_index(train, pit)
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local pos_in_train_left=pit
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local index=train.index
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if pos_in_train_left>(index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) then
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pos_in_train_left=pos_in_train_left - (index-math.floor(index))*(train.path_dist[math.floor(index)] or 1)
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index=math.floor(index)
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while pos_in_train_left>(train.path_dist[index-1] or 1) do
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pos_in_train_left=pos_in_train_left - (train.path_dist[index-1] or 1)
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index=index-1
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end
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index=index-(pos_in_train_left/(train.path_dist[index-1] or 1))
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else
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index=index-(pos_in_train_left/(train.path_dist[math.floor(index-1)] or 1))
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end
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return index
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end
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function advtrains.register_wagon(sysname, traintype, prototype, desc, inv_img)
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setmetatable(prototype, {__index=wagon})
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minetest.register_entity("advtrains:"..sysname,prototype)
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minetest.register_craftitem("advtrains:"..sysname, {
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description = desc,
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inventory_image = inv_img,
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wield_image = inv_img,
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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing.type == "node" then
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return
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end
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local le=minetest.env:add_entity(pointed_thing.under, "advtrains:"..sysname):get_luaentity()
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local node=minetest.env:get_node_or_nil(pointed_thing.under)
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if not node then print("[advtrains]Ignore at placer position") return itemstack end
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local nodename=node.name
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if(not advtrains.is_track_and_drives_on(nodename, advtrains.all_traintypes[traintype].drives_on)) then
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print("[advtrains]no trck here, not placing.")
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return itemstack
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end
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local conn1=advtrains.get_track_connections(node.name, node.param2)
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local id=advtrains.create_new_train_at(pointed_thing.under, advtrains.dirCoordSet(pointed_thing.under, conn1), traintype)
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advtrains.add_wagon_to_train(le, id)
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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end
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advtrains.register_train_type("steam", {"regular", "default"})
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--[[advtrains.register_wagon("blackwagon", "steam",{textures = {"black.png"}})
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advtrains.register_wagon("bluewagon", "steam",{textures = {"blue.png"}})
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advtrains.register_wagon("greenwagon", "steam",{textures = {"green.png"}})
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advtrains.register_wagon("redwagon", "steam",{textures = {"red.png"}})
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advtrains.register_wagon("yellowwagon", "steam",{textures = {"yellow.png"}})
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]]
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--[[
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wagons can define update_animation(self, velocity) if they have a speed-dependent animation
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this function will be called when the velocity vector changes or every 2 seconds.
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]]
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advtrains.register_wagon("newlocomotive", "steam",{
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mesh="newlocomotive.b3d",
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textures = {"advtrains_newlocomotive.png"},
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is_locomotive=true,
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attach_offset={x=5, y=10, z=-10},
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view_offset={x=0, y=6, z=0},
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visual_size = {x=1, y=1},
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wagon_span=1.85,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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update_animation=function(self, velocity)
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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self.object:set_animation({x=1,y=60}, math.floor(velocity))
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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end
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end
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}, "Steam Engine", "advtrains_newlocomotive_inv.png")
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advtrains.register_wagon("wagon_default", "steam",{
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mesh="wagon.b3d",
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textures = {"advtrains_wagon.png"},
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attach_offset={x=0, y=10, z=0},
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view_offset={x=0, y=6, z=0},
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visual_size = {x=1, y=1},
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wagon_span=1.8,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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}, "Passenger Wagon", "advtrains_wagon_inv.png")
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advtrains.register_train_type("subway", {"regular", "default"})
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advtrains.register_wagon("subway_wagon", "subway",{
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mesh="advtrains_subway_train.b3d",
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textures = {"advtrains_subway_train.png"},
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attach_offset={x=0, y=10, z=0},
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view_offset={x=0, y=6, z=0},
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visual_size = {x=1, y=1},
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wagon_span=1.8,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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is_locomotive=true,
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}, "Subway Passenger Wagon", "advtrains_subway_train_inv.png")
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--[[
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advtrains.register_wagon("wagontype1",{on_rightclick=function(self, clicker)
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if clicker:get_player_control().sneak then
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advtrains.disconnect_train_before_wagon(self)
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return
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end
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--just debugging. look for first active wagon and attach to it.
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for _,v in pairs(minetest.luaentities) do
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if v.is_wagon and v.unique_id and v.unique_id~=self.unique_id then
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self.train_id=v.unique_id
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end
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end
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if not self.train_id then minetest.chat_send_all("not found") return end
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minetest.chat_send_all(self.train_id.." found and attached.")
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end})
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]]
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