change train controlling system and keybindings

also, fix various small bugs
master
orwell96 2016-11-24 20:25:07 +01:00
parent cccdad4aeb
commit 7eb17b3233
5 changed files with 118 additions and 65 deletions

Binary file not shown.

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@ -26,17 +26,17 @@ advtrains.meseconrules =
{x=0, y=1, z=-1},
{x=0, y=-1, z=-1},
{x=0, y=-2, z=0}}
dofile(advtrains.modpath.."/trainlogic.lua");
dofile(advtrains.modpath.."/trainlogic.lua")
dofile(advtrains.modpath.."/trainhud.lua")
dofile(advtrains.modpath.."/trackplacer.lua")
dofile(advtrains.modpath.."/tracks.lua")
dofile(advtrains.modpath.."/atc.lua")
dofile(advtrains.modpath.."/wagons.lua")
dofile(advtrains.modpath.."/pseudoload.lua");
dofile(advtrains.modpath.."/couple.lua");
dofile(advtrains.modpath.."/damage.lua");
dofile(advtrains.modpath.."/pseudoload.lua")
dofile(advtrains.modpath.."/couple.lua")
dofile(advtrains.modpath.."/damage.lua")
dofile(advtrains.modpath.."/signals.lua");
dofile(advtrains.modpath.."/misc_nodes.lua");
dofile(advtrains.modpath.."/crafting.lua");
dofile(advtrains.modpath.."/signals.lua")
dofile(advtrains.modpath.."/misc_nodes.lua")
dofile(advtrains.modpath.."/crafting.lua")

View File

@ -1,10 +1,70 @@
--trainhud.lua: holds all the code for train controlling
advtrains.hud = {}
minetest.register_on_leaveplayer(function(player)
advtrains.hud[player:get_player_name()] = nil
end)
local mletter={[1]="F", [-1]="R", [0]="N"}
function advtrains.on_control_change(pc, train, flip)
if pc.sneak then
if pc.up then
train.tarvelocity = advtrains.all_traintypes[train.traintype].max_speed or 10
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
else
if pc.up then
train.tarvelocity = train.tarvelocity + 1
end
if pc.down then
if train.velocity>0 then
train.tarvelocity = math.max(train.tarvelocity - 1, 0)
else
train.movedir = -train.movedir
end
end
if train.brake_hold_state~=2 then
train.brake = false
end
if pc.jump then
train.brake = true
end
if pc.aux1 then
--horn
end
end
end
function advtrains.update_driver_hud(pname, train, flip)
advtrains.set_trainhud(pname, advtrains.hud_train_format(train, flip))
end
function advtrains.clear_driver_hud(pname)
advtrains.set_trainhud(pname, "")
end
function advtrains.set_trainhud(name, text)
local hud = advtrains.hud[name]
local player=minetest.get_player_by_name(name)
@ -32,28 +92,17 @@ function advtrains.set_trainhud(name, text)
end
end
function advtrains.hud_train_format(train, flip)
local fct=1
if flip then fct=-1 end
if not train then return "" end
local fct=flip and -1 or 1
if not train or not train.traintype then return "" end
local max=advtrains.all_traintypes[train.traintype].max_speed or 10
local vel=advtrains.abs_ceil(train.velocity)*fct
local tvel=advtrains.abs_ceil(train.tarvelocity)*fct
local firstLine, secondLine
if vel<0 then
firstLine="Speed: <"..string.rep("_", vel+max)..string.rep("+", -vel).."|"..string.rep("_", max)..">"
else
firstLine="Speed: <"..string.rep("_", max).."|"..string.rep("+", vel)..string.rep("_", max-vel)..">"
end
if tvel<0 then
secondLine="Target: <"..string.rep("_", tvel+max)..string.rep("+", -tvel).."|"..string.rep("_", max)..">"
else
secondLine="Target: <"..string.rep("_", max).."|"..string.rep("+", tvel)..string.rep("_", max-tvel)..">"
end
if vel==0 then
return firstLine.."\n"..secondLine.."\nup for forward, down for backward, use to get off train. "
elseif vel<0 then
return firstLine.."\n"..secondLine.."\nPress up to decelerate, down to accelerate, sneak to stop."
elseif vel>0 then
return firstLine.."\n"..secondLine.."\nPress up to accelerate, down to decelerate, sneak to stop."
end
local vel=advtrains.abs_ceil(train.velocity)
local tvel=advtrains.abs_ceil(train.tarvelocity)
local topLine, firstLine, secondLine
topLine=train.traintype.." ["..mletter[fct*train.movedir].."] "..(train.brake and "="..( train.brake_hold_state==2 and "^" or "" ).."B=" or "")
firstLine="Speed: |"..string.rep("+", vel)..string.rep("_", max-vel)..">"
secondLine="Target: |"..string.rep("+", tvel)..string.rep("_", max-tvel)..">"
return topLine.."\n"..firstLine.."\n"..secondLine
end

View File

@ -34,8 +34,10 @@ function endstep()
end
end
--TODO: these values need to be integrated when i remove traintypes.
advtrains.train_accel_force=2--per second and divided by number of wagons
advtrains.train_brake_force=3--per second, not divided by number of wagons
advtrains.train_roll_force=0.5--per second, not divided by number of wagons, acceleration when rolling without brake
advtrains.train_emerg_force=10--for emergency brakes(when going off track)
advtrains.audit_interval=30
@ -171,6 +173,9 @@ function advtrains.train_step(id, train, dtime)
if not train.velocity then
train.velocity=0
end
if not train.movedir or (train.movedir~=1 and train.movedir~=-1) then
train.movedir=1
end
--very unimportant thing: check if couple is here
if train.couple_eid_front and (not minetest.luaentities[train.couple_eid_front] or not minetest.luaentities[train.couple_eid_front].is_couple) then train.couple_eid_front=nil end
if train.couple_eid_back and (not minetest.luaentities[train.couple_eid_back] or not minetest.luaentities[train.couple_eid_back].is_couple) then train.couple_eid_back=nil end
@ -201,13 +206,12 @@ function advtrains.train_step(id, train, dtime)
local back_off_track=train.min_index_on_track and train_end_index<train.min_index_on_track
if front_off_track and back_off_track then--allow movement in both directions
if train.tarvelocity>1 then train.tarvelocity=1 end
if train.tarvelocity<-1 then train.tarvelocity=-1 end
elseif front_off_track then--allow movement only backward
if train.tarvelocity>0 then train.tarvelocity=0 end
if train.tarvelocity<-1 then train.tarvelocity=-1 end
if train.movedir==1 and train.tarvelocity>0 then train.tarvelocity=0 end
if train.movedir==-1 and train.tarvelocity>1 then train.tarvelocity=1 end
elseif back_off_track then--allow movement only forward
if train.tarvelocity>1 then train.tarvelocity=1 end
if train.tarvelocity<0 then train.tarvelocity=0 end
if train.movedir==-1 and train.tarvelocity>0 then train.tarvelocity=0 end
if train.movedir==1 and train.tarvelocity>1 then train.tarvelocity=1 end
end
--update advtrains.detector
@ -269,9 +273,9 @@ function advtrains.train_step(id, train, dtime)
--this time, based on NODES and the advtrains.detector.on_node table.
local collpos
local coll_grace=1
if train.velocity>0 then
if train.movedir==1 then
collpos=advtrains.get_real_index_position(path, train.index-coll_grace)
elseif train.velocity<0 then
else
collpos=advtrains.get_real_index_position(path, train_end_index+coll_grace)
end
if collpos then
@ -282,7 +286,8 @@ function advtrains.train_step(id, train, dtime)
if advtrains.detector.on_node[testpts] and advtrains.detector.on_node[testpts]~=id then
--collides
train.recently_collided_with_env=true
train.velocity=-0.5*train.velocity
train.velocity=0.5*train.velocity
train.movedir=train.movedir*-1
train.tarvelocity=0
end
end
@ -345,32 +350,41 @@ function advtrains.train_step(id, train, dtime)
if train.locomotives_in_train==0 then
train.tarvelocity=0
end
--make brake adjust the tarvelocity if necessary
if train.brake and (math.ceil(train.velocity)-1)<train.tarvelocity then
train.tarvelocity=math.max((math.ceil(train.velocity)-1), 0)
end
--apply tarvel(but with physics in mind!)
if train.velocity~=train.tarvelocity then
local applydiff=0
local mass=#train.trainparts
local diff=math.abs(train.tarvelocity)-math.abs(train.velocity)
local diff=train.tarvelocity-train.velocity
if diff>0 then--accelerating, force will be brought on only by locomotives.
--print("accelerating with default force")
applydiff=(math.min((advtrains.train_accel_force*train.locomotives_in_train*dtime)/mass, math.abs(diff)))
else--decelerating
if front_off_track or back_off_track or train.recently_collided_with_env then --every wagon has a brake, so not divided by mass.
--print("braking with emergency force")
applydiff=(math.min((advtrains.train_emerg_force*dtime), math.abs(diff)))
else
applydiff= -(math.min((advtrains.train_emerg_force*dtime), math.abs(diff)))
elseif train.brake then
--print("braking with default force")
applydiff=(math.min((advtrains.train_brake_force*dtime), math.abs(diff)))
--no math.min, because it can grow beyond tarvelocity, see up there
--dont worry, it will never fall below zero.
applydiff= -((advtrains.train_brake_force*dtime))
else
--print("roll")
applydiff= -(math.min((advtrains.train_roll_force*dtime), math.abs(diff)))
end
end
train.last_accel=(applydiff*math.sign(train.tarvelocity-train.velocity))
train.velocity=train.velocity+train.last_accel
train.last_accel=(applydiff*train.movedir)
train.velocity=math.min(math.max( train.velocity+applydiff , 0), advtrains.all_traintypes[train.traintype].max_speed)
else
train.last_accel=0
end
--move
--TODO 3,5 + 0.7
train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
train.index=train.index and train.index+(((train.velocity*train.movedir)/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
end

View File

@ -259,24 +259,13 @@ function wagon:on_step(dtime)
local driver=self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno])
if driver and driver:get_player_control_bits()~=self.old_player_control_bits then
local pc=driver:get_player_control()
if pc.sneak then --stop
self:train().tarvelocity=0
elseif (not self.wagon_flipped and pc.up) or (self.wagon_flipped and pc.down) then --faster
self:train().tarvelocity=math.min(self:train().tarvelocity+1, advtrains.all_traintypes[self:train().traintype].max_speed or 10)
elseif (not self.wagon_flipped and pc.down) or (self.wagon_flipped and pc.up) then --slower
self:train().tarvelocity=math.max(self:train().tarvelocity-1, -(advtrains.all_traintypes[self:train().traintype].max_speed or 10))
elseif pc.aux1 then --slower
if true or math.abs(self:train().velocity)<=3 then--TODO debug
self:get_off(seatno)
return
else
minetest.chat_send_player(driver:get_player_name(), "Can't get off driving train!")
end
end
advtrains.on_control_change(pc, self:train(), self.wagon_flipped)
self.old_player_control_bits=driver:get_player_control_bits()
end
if driver then
advtrains.set_trainhud(driver:get_player_name(), advtrains.hud_train_format(self:train(), self.wagon_flipped))
advtrains.update_driver_hud(driver:get_player_name(), self:train(), self.wagon_flipped)
end
end
end
@ -310,7 +299,8 @@ function wagon:on_step(dtime)
return
end
if not self.pos_in_train then
print("["..self.unique_id.."][fatal] no pos_in_train set.")
--why ever. but better continue next step...
advtrains.update_trainpart_properties(self.train_id)
return
end
@ -347,7 +337,7 @@ function wagon:on_step(dtime)
end
--FIX: use index of the wagon, not of the train.
local velocity=gp.velocity/(gp.path_dist[math.floor(index)] or 1)
local velocity=(gp.velocity*gp.movedir)/(gp.path_dist[math.floor(index)] or 1)
local acceleration=(gp.last_accel or 0)/(gp.path_dist[math.floor(index)] or 1)
local factor=index-math.floor(index)
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,}
@ -414,7 +404,7 @@ function wagon:get_on(clicker, seatno)
self.seatp={}
end
if not self.seats[seatno] then return end
if self.seatp[seatno] then
if self.seatp[seatno] and self.seatp[seatno]~=clicker:get_player_name() then
self:get_off(seatno)
end
self.seatp[seatno] = clicker:get_player_name()
@ -441,7 +431,7 @@ function wagon:get_off(seatno)
local pname = self.seatp[seatno]
local clicker = minetest.get_player_by_name(pname)
advtrains.player_to_wagon_mapping[pname]=nil
advtrains.set_trainhud(pname, "")
advtrains.clear_driver_hud(pname)
if clicker then
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})