[Mod] Carts [carts]

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dgm5555
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Re: [Mod] Carts [carts]

by dgm5555 » Post

Kilarin wrote: the values returned from get_look_yaw are offset by +1/2 pi from the values put in to set_look_yaw. VERY strange.
Oh that's what is wrong, I noticed apparent errors in yaw but concluded 'a glitch' and didn't look any harder (I only needed to read it with my mapit mod). I also thought there were also sometimes incorrect yaw values returned, but this didn't seem to be consistent.

@Kilarin: By the way, would it be difficult to be able to R click on a piece of track and have a cart automatically generated and you in it and similarly destroyed when you get off it. Really just for convenience, sometimes it's a pain to track down a cart in the inventory or it's at the other end of the track just when you want it. Maybe a 'creative mode only' option.
david

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

Calinou wrote:I may add this in Carbone.
I'd be honored!
Calinou wrote:Does this fix the infinite loop bug? https://github.com/PilzAdam/carts/issues/14
Wow, that is interesting. When I tried this with my code, it didn't just lock up, the cart went plunging down through the ground without stopping (or rendering the ground around it) and couldn't be stopped. Just kept going deeper. Trying to exit to the menu caused minetest to lock up.

The cart goes through this configuration just fine when there is a forward rail at the end, so I don't think it is the "find the next rail" part of the code that is causing the crash. I suspect it is the "stop the cart when velocity close to zero and place exactly on the rails" part of the code. I'll have to do some debugging when I get time...

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

problem was that the calc_rail_direction has code that fires when the cart stops that checks to see if the cart has moved above or below the rail and places it back on the rail. it does this by checking for a rail above or below the current position, and if it finds it, calling calc_rail_direction recursively on the new position. In the scenario you built above, there is a rail directly above the rail that the cart stops on. So the recursion moves up to the top rail, then finds the bottom rail and calls itself recursively again there, then finds the top rail again, and the process repeats until you run out of memory.

Did a simple fix over lunch. Solution is:
in function cart:calc_rail_direction(pos, vel)
change the following line from:

Code: Select all

if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) then
to:

Code: Select all

if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) and not cart_func:is_rail(p) then
Now none of the recursive "Move the cart on the rail if above or under it" logic ever fires if the cart is currently ON a rail. And even if the cart is not on the rail, the recursion ceases as soon as a rail is found.

The cart does reverse now, but I tested with the original code and apparently the cart always reverses if it hits a dead end rail that is a power rail.

This has been updated in my fork of carts https://github.com/Kilarin/carts/archive/master.zip, so download the latest version and the infinite loop will not happen again.

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

dgm5555 wrote:By the way, would it be difficult to be able to R click on a piece of track and have a cart automatically generated and you in it and similarly destroyed when you get off it. Really just for convenience, sometimes it's a pain to track down a cart in the inventory or it's at the other end of the track just when you want it. Maybe a 'creative mode only' option.
I'll have to think about that. it would require modifying all tracks to respond to a right click. Do you want the cart pulled out of inventory or just created on the spot? (which would CERTAINLY be a creative mode only option)
I'm not certain how widely this would actually be used.

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PilzAdam
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Re: [Mod] Carts [carts]

by PilzAdam » Post

Kilarin wrote:problem was that the calc_rail_direction has code that fires when the cart stops that checks to see if the cart has moved above or below the rail and places it back on the rail. it does this by checking for a rail above or below the current position, and if it finds it, calling calc_rail_direction recursively on the new position. In the scenario you built above, there is a rail directly above the rail that the cart stops on. So the recursion moves up to the top rail, then finds the bottom rail and calls itself recursively again there, then finds the top rail again, and the process repeats until you run out of memory.

Did a simple fix over lunch. Solution is:
in function cart:calc_rail_direction(pos, vel)
change the following line from:

Code: Select all

if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) then
to:

Code: Select all

if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) and not cart_func:is_rail(p) then
Now none of the recursive "Move the cart on the rail if above or under it" logic ever fires if the cart is currently ON a rail. And even if the cart is not on the rail, the recursion ceases as soon as a rail is found.

The cart does reverse now, but I tested with the original code and apparently the cart always reverses if it hits a dead end rail that is a power rail.

This has been updated in my fork of carts https://github.com/Kilarin/carts/archive/master.zip, so download the latest version and the infinite loop will not happen again.
https://github.com/PilzAdam/carts/commi ... 525faef007

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Inocudom
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Re: [Mod] Carts [carts]

by Inocudom » Post

Kilarin, there might be a big problem:
TenPlus1 wrote: Neon: The Carts mod tweaked by Kilarin still doesnt work properly on the server...
Please, ask TenPlus1 about this issue.

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

Inocudom wrote:Please, ask TenPlus1 about this issue.
Will do, any hints as to what kind of a problem it is having?

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Inocudom
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Re: [Mod] Carts [carts]

by Inocudom » Post

Kilarin wrote:
Inocudom wrote:Please, ask TenPlus1 about this issue.
Will do, any hints as to what kind of a problem it is having?
He did not say, I am afraid. Best to ask him about it in the topic for the Xanadu server, which is linked to below:
viewtopic.php?f=10&t=8494

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

TenPlus1 tells me:
TenPlus1 wrote:The carts seem to work ok on standalone with all the same mods as the server running... but... once on server no-one can enter a cart by right-clicking on it... but it's possible to left-click and push it fine... weird bug..
Which is a REALLY weird bug because I didn't touch the on_rightclick function.

Has anyone else tried to use my fork of carts on a server? And if so, did you experience a similar problem or not?

Xanthin
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Re: [Mod] Carts [carts]

by Xanthin » Post

Strange to read. I was there on this server when carts was short time available and I was so curious how it works on a server (I have an old, slow PC for singleplayer) that I had to test it. I crafted a cart and had to enter it many times (with rightclick), cause on the long railroad are some holes in the track. But I don´t added powered or the touring rails so I used repeated leftklick to push the cart. For me, it worked. The only issue I had was that sometimes the cart was not driving in the direction I looked, meens I looked forward it droved backward.

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Kilarin
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Re: [Mod] Carts [carts]

by Kilarin » Post

Xanthin wrote: For me, it worked.
I HATE problems that come and go like that, makes them so hard to track down. Just to clarify, does the ordinary carts mod (the one NOT modified by me) work for everyone on this server?
Xanthin wrote:The only issue I had was that sometimes the cart was not driving in the direction I looked, meens I looked forward it droved backward.
That's an issue from the original Carts mod that I should take a look at sometime. I never have sat down and figured out how it tells which way to go when you punch it. I'd say 3 out of 4 times it goes the right direction for me, but every so often it you punch it one direction, and it heads off the opposite.

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twoelk
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Re: [Mod] Carts [carts]

by twoelk » Post

Kilarin wrote: . . .
Has anyone else tried to use my fork of carts on a server? And if so, did you experience a similar problem or not?
. . .
There was a problem with interacting with carts in protected area on VanessaE's Creative server some weeks ago. I don't know what version of carts is installed nor have I checked wether the bug is still there. May or may not be related ;-)

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Re: [Mod] Carts [carts]

by TheNH813 » Post

18:43:04: ERROR[main]: ========== ERROR FROM LUA ===========
18:43:04: ERROR[main]: Failed to load and run script from
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:2: attempt to concatenate a nil value
18:43:04: ERROR[main]: stack traceback:
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:2: in main chunk
18:43:04: ERROR[main]: ======= END OF ERROR FROM LUA ========

Um, something died?

Code: Select all


dofile(minetest.get_modpath("carts").."/functions.lua")

--
-- Cart entity
--

local cart = {
	physical = false,
	collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
	visual = "mesh",
	mesh = "cart.x",
	visual_size = {x=1, y=1},
	textures = {"cart.png"},
	
	driver = nil,
	velocity = {x=0, y=0, z=0},
	old_pos = nil,
	old_velocity = nil,
	pre_stop_dir = nil,
	MAX_V = 8, -- Limit of the velocity
}

function cart:on_rightclick(clicker)
	if not clicker or not clicker:is_player() then
		return
	end
	if self.driver and clicker == self.driver then
		self.driver = nil
		clicker:set_detach()
	elseif not self.driver then
		self.driver = clicker
		clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0})
	end
end

function cart:on_activate(staticdata, dtime_s)
	self.object:set_armor_groups({immortal=1})
	if staticdata then
		local tmp = minetest.deserialize(staticdata)
		if tmp then
			self.velocity = tmp.velocity
		end
		if tmp and tmp.pre_stop_dir then
			self.pre_stop_dir = tmp.pre_stop_dir
		end
	end
	self.old_pos = self.object:getpos()
	self.old_velocity = self.velocity
end

function cart:get_staticdata()
	return minetest.serialize({
		velocity = self.velocity,
		pre_stop_dir = self.pre_stop_dir,
	})
end

-- Remove the cart if holding a tool or accelerate it
function cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
	if not puncher or not puncher:is_player() then
		return
	end
	
	if puncher:get_player_control().sneak then
		self.object:remove()
		local inv = puncher:get_inventory()
		if minetest.setting_getbool("creative_mode") then
			if not inv:contains_item("main", "carts:cart") then
				inv:add_item("main", "carts:cart")
			end
		else
			inv:add_item("main", "carts:cart")
		end
		return
	end
	
	if puncher == self.driver then
		return
	end
	
	local d = cart_func:velocity_to_dir(direction)
	local s = self.velocity
	if time_from_last_punch > tool_capabilities.full_punch_interval then
		time_from_last_punch = tool_capabilities.full_punch_interval
	end
	local f = 4*(time_from_last_punch/tool_capabilities.full_punch_interval)
	local v = {x=s.x+d.x*f, y=s.y, z=s.z+d.z*f}
	if math.abs(v.x) < 6 and math.abs(v.z) < 6 then
		self.velocity = v
	else
		if math.abs(self.velocity.x) < 6 and math.abs(v.x) >= 6 then
			self.velocity.x = 6*cart_func:get_sign(self.velocity.x)
		end
		if math.abs(self.velocity.z) < 6 and math.abs(v.z) >= 6 then
			self.velocity.z = 6*cart_func:get_sign(self.velocity.z)
		end
	end
end

-- Returns the direction as a unit vector
function cart:get_rail_direction(pos, dir)
	local d = cart_func.v3:copy(dir)
	
	-- Check front
	d.y = 0
	local p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	
	-- Check downhill
	d.y = -1
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	
	-- Check uphill
	d.y = 1
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	d.y = 0
	
	-- Check left and right
	local view_dir
	local other_dir
	local a
	
	if d.x == 0 and d.z ~= 0 then
		view_dir = "z"
		other_dir = "x"
		if d.z < 0 then
			a = {1, -1}
		else
			a = {-1, 1}
		end
	elseif d.z == 0 and d.x ~= 0 then
		view_dir = "x"
		other_dir = "z"
		if d.x > 0 then
			a = {1, -1}
		else
			a = {-1, 1}
		end
	else
		return {x=0, y=0, z=0}
	end
	
	d[view_dir] = 0
	d[other_dir] = a[1]
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	d.y = -1
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	d.y = 0
	d[other_dir] = a[2]
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	d.y = -1
	p = cart_func.v3:add(cart_func.v3:copy(pos), d)
	if cart_func:is_rail(p) then
		return d
	end
	d.y = 0
	
	return {x=0, y=0, z=0}
end

function cart:calc_rail_direction(pos, vel)
	local velocity = cart_func.v3:copy(vel)
	local p = cart_func.v3:copy(pos)
	if cart_func:is_int(p.x) and cart_func:is_int(p.z) then
		
		local dir = cart_func:velocity_to_dir(velocity)
		local dir_old = cart_func.v3:copy(dir)
		
		dir = self:get_rail_direction(cart_func.v3:round(p), dir)
		
		local v = math.max(math.abs(velocity.x), math.abs(velocity.z))
		velocity = {
			x = v * dir.x,
			y = v * dir.y,
			z = v * dir.z,
		}
		
		if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) and not cart_func:is_rail(p) then
			
			-- First try this HACK
			-- Move the cart on the rail if above or under it
			if cart_func:is_rail(cart_func.v3:add(p, {x=0, y=1, z=0})) and vel.y >= 0 then
				p = cart_func.v3:add(p, {x=0, y=1, z=0})
				return self:calc_rail_direction(p, vel)
			end
			if cart_func:is_rail(cart_func.v3:add(p, {x=0, y=-1, z=0})) and vel.y <= 0  then
				p = cart_func.v3:add(p, {x=0, y=-1, z=0})
				return self:calc_rail_direction(p, vel)
			end
			-- Now the HACK gets really dirty
			if cart_func:is_rail(cart_func.v3:add(p, {x=0, y=2, z=0})) and vel.y >= 0 then
				p = cart_func.v3:add(p, {x=0, y=1, z=0})
				return self:calc_rail_direction(p, vel)
			end
			if cart_func:is_rail(cart_func.v3:add(p, {x=0, y=-2, z=0})) and vel.y <= 0 then
				p = cart_func.v3:add(p, {x=0, y=-1, z=0})
				return self:calc_rail_direction(p, vel)
			end
			
			return {x=0, y=0, z=0}, p
		end
		
		if not cart_func.v3:equal(dir, dir_old) then
			return velocity, cart_func.v3:round(p)
		end
		
	end
	return velocity, p
end

function cart:on_step(dtime)
	
	local pos = self.object:getpos()
	local dir = cart_func:velocity_to_dir(self.velocity)
	
	if not cart_func.v3:equal(self.velocity, {x=0,y=0,z=0}) then
		self.pre_stop_dir = cart_func:velocity_to_dir(self.velocity)
	end
	
	-- Stop the cart if the velocity is nearly 0
	-- Only if on a flat railway
	if dir.y == 0 then
		if math.abs(self.velocity.x) < 0.1 and  math.abs(self.velocity.z) < 0.1 then
			-- Start the cart if powered from mesecons
			local a = tonumber(minetest.env:get_meta(pos):get_string("cart_acceleration"))
			if a and a ~= 0 then
				if self.pre_stop_dir and cart_func.v3:equal(self:get_rail_direction(self.object:getpos(), self.pre_stop_dir), self.pre_stop_dir) then
					self.velocity = {
						x = self.pre_stop_dir.x * 0.2,
						y = self.pre_stop_dir.y * 0.2,
						z = self.pre_stop_dir.z * 0.2,
					}
					self.old_velocity = self.velocity
					return
				end
				for _,y in ipairs({0,-1,1}) do
					for _,z in ipairs({1,-1}) do
						if cart_func.v3:equal(self:get_rail_direction(self.object:getpos(), {x=0, y=y, z=z}), {x=0, y=y, z=z}) then
							self.velocity = {
								x = 0,
								y = 0.2*y,
								z = 0.2*z,
							}
							self.old_velocity = self.velocity
							return
						end
					end
					for _,x in ipairs({1,-1}) do
						if cart_func.v3:equal(self:get_rail_direction(self.object:getpos(), {x=x, y=y, z=0}), {x=x, y=y, z=0}) then
							self.velocity = {
								x = 0.2*x,
								y = 0.2*y,
								z = 0,
							}
							self.old_velocity = self.velocity
							return
						end
					end
				end
			end
			
			self.velocity = {x=0, y=0, z=0}
			self.object:setvelocity(self.velocity)
			self.old_velocity = self.velocity
			self.old_pos = self.object:getpos()
			return
		end
	end
	
	--
	-- Set the new moving direction
	--
	
	-- Recalcualte the rails that are passed since the last server step
	local old_dir = cart_func:velocity_to_dir(self.old_velocity)
	if old_dir.x ~= 0 then
		local sign = cart_func:get_sign(pos.x-self.old_pos.x)
		while true do
			if sign ~= cart_func:get_sign(pos.x-self.old_pos.x) or pos.x == self.old_pos.x then
				break
			end
			self.old_pos.x = self.old_pos.x + cart_func:get_sign(pos.x-self.old_pos.x)*0.1
			self.old_pos.y = self.old_pos.y + cart_func:get_sign(pos.x-self.old_pos.x)*0.1*old_dir.y
			self.old_velocity, self.old_pos = self:calc_rail_direction(self.old_pos, self.old_velocity)
			old_dir = cart_func:velocity_to_dir(self.old_velocity)
			if not cart_func.v3:equal(cart_func:velocity_to_dir(self.old_velocity), dir) then
				self.velocity = self.old_velocity
				pos = self.old_pos
				self.object:setpos(self.old_pos)
				break
			end
		end
	elseif old_dir.z ~= 0 then
		local sign = cart_func:get_sign(pos.z-self.old_pos.z)
		while true do
			if sign ~= cart_func:get_sign(pos.z-self.old_pos.z) or pos.z == self.old_pos.z then
				break
			end
			self.old_pos.z = self.old_pos.z + cart_func:get_sign(pos.z-self.old_pos.z)*0.1
			self.old_pos.y = self.old_pos.y + cart_func:get_sign(pos.z-self.old_pos.z)*0.1*old_dir.y
			self.old_velocity, self.old_pos = self:calc_rail_direction(self.old_pos, self.old_velocity)
			old_dir = cart_func:velocity_to_dir(self.old_velocity)
			if not cart_func.v3:equal(cart_func:velocity_to_dir(self.old_velocity), dir) then
				self.velocity = self.old_velocity
				pos = self.old_pos
				self.object:setpos(self.old_pos)
				break
			end
		end
	end
	
	-- Calculate the new step
	self.velocity, pos = self:calc_rail_direction(pos, self.velocity)
	self.object:setpos(pos)
	dir = cart_func:velocity_to_dir(self.velocity)
	
	-- Accelerate or decelerate the cart according to the pitch and acceleration of the rail node
	local a = tonumber(minetest.env:get_meta(pos):get_string("cart_acceleration"))
	if not a then
		a = 0
	end
	if self.velocity.y < 0 then
		self.velocity = {
			x = self.velocity.x + (a+0.13)*cart_func:get_sign(self.velocity.x),
			y = self.velocity.y + (a+0.13)*cart_func:get_sign(self.velocity.y),
			z = self.velocity.z + (a+0.13)*cart_func:get_sign(self.velocity.z),
		}
	elseif self.velocity.y > 0 then
		self.velocity = {
			x = self.velocity.x + (a-0.1)*cart_func:get_sign(self.velocity.x),
			y = self.velocity.y + (a-0.1)*cart_func:get_sign(self.velocity.y),
			z = self.velocity.z + (a-0.1)*cart_func:get_sign(self.velocity.z),
		}
	else
		self.velocity = {
			x = self.velocity.x + (a-0.03)*cart_func:get_sign(self.velocity.x),
			y = self.velocity.y + (a-0.03)*cart_func:get_sign(self.velocity.y),
			z = self.velocity.z + (a-0.03)*cart_func:get_sign(self.velocity.z),
		}
			
		-- Place the cart exactly on top of the rail
		if cart_func:is_rail(cart_func.v3:round(pos)) then 
			self.object:setpos({x=pos.x, y=math.floor(pos.y+0.5), z=pos.z})
			pos = self.object:getpos()
		end
	end
	
	-- Dont switch moving direction
	-- Only if on flat railway
	if dir.y == 0 then
		if cart_func:get_sign(dir.x) ~= cart_func:get_sign(self.velocity.x) then
			self.velocity.x = 0
		end
		if cart_func:get_sign(dir.y) ~= cart_func:get_sign(self.velocity.y) then
			self.velocity.y = 0
		end
		if cart_func:get_sign(dir.z) ~= cart_func:get_sign(self.velocity.z) then
			self.velocity.z = 0
		end
	end
	
	-- Allow only one moving direction (multiply the other one with 0)
	dir = cart_func:velocity_to_dir(self.velocity)
	self.velocity = {
		x = math.abs(self.velocity.x) * dir.x,
		y = self.velocity.y,
		z = math.abs(self.velocity.z) * dir.z,
	}
	
	-- Move cart exactly on the rail
	if dir.x ~= 0 and not cart_func:is_int(pos.z) then
		pos.z = math.floor(0.5+pos.z)
		self.object:setpos(pos)
	elseif dir.z ~= 0 and not cart_func:is_int(pos.x) then
		pos.x = math.floor(0.5+pos.x)
		self.object:setpos(pos)
	end
	
	-- Limit the velocity
	if math.abs(self.velocity.x) > self.MAX_V then
		self.velocity.x = self.MAX_V*cart_func:get_sign(self.velocity.x)
	end
	if math.abs(self.velocity.y) > self.MAX_V then
		self.velocity.y = self.MAX_V*cart_func:get_sign(self.velocity.y)
	end
	if math.abs(self.velocity.z) > self.MAX_V then
		self.velocity.z = self.MAX_V*cart_func:get_sign(self.velocity.z)
	end
	
	self.object:setvelocity(self.velocity)
	
	self.old_pos = self.object:getpos()
	self.old_velocity = cart_func.v3:copy(self.velocity)
	
	if dir.x < 0 then
		self.object:setyaw(math.pi/2)
	elseif dir.x > 0 then
		self.object:setyaw(3*math.pi/2)
	elseif dir.z < 0 then
		self.object:setyaw(math.pi)
	elseif dir.z > 0 then
		self.object:setyaw(0)
	end
	
	if dir.y == -1 then
		self.object:set_animation({x=1, y=1}, 1, 0)
	elseif dir.y == 1 then
		self.object:set_animation({x=2, y=2}, 1, 0)
	else
		self.object:set_animation({x=0, y=0}, 1, 0)
	end
	
end

minetest.register_entity("carts:cart", cart)


minetest.register_craftitem("carts:cart", {
	description = "Minecart",
	inventory_image = minetest.inventorycube("cart_top.png", "cart_side.png", "cart_side.png"),
	wield_image = "cart_side.png",
	
	on_place = function(itemstack, placer, pointed_thing)
		if not pointed_thing.type == "node" then
			return
		end
		if cart_func:is_rail(pointed_thing.under) then
			minetest.env:add_entity(pointed_thing.under, "carts:cart")
			if not minetest.setting_getbool("creative_mode") then
				itemstack:take_item()
			end
			return itemstack
		elseif cart_func:is_rail(pointed_thing.above) then
			minetest.env:add_entity(pointed_thing.above, "carts:cart")
			if not minetest.setting_getbool("creative_mode") then
				itemstack:take_item()
			end
			return itemstack
		end
	end,
})

minetest.register_craft({
	output = "carts:cart",
	recipe = {
		{"", "", ""},
		{"default:steel_ingot", "", "default:steel_ingot"},
		{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
	},
})

--
-- Mesecon support
--

minetest.register_node(":default:rail", {
	description = "Rail",
	drawtype = "raillike",
	tiles = {"default_rail.png", "default_rail_curved.png", "default_rail_t_junction.png", "default_rail_crossing.png"},
	inventory_image = "default_rail.png",
	wield_image = "default_rail.png",
	paramtype = "light",
	is_ground_content = true,
	walkable = false,
	selection_box = {
		type = "fixed",
		-- but how to specify the dimensions for curved and sideways rails?
		fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
	},
	groups = {bendy=2,snappy=1,dig_immediate=2,attached_node=1,rail=1,connect_to_raillike=1},
})

minetest.register_node("carts:powerrail", {
	description = "Powered Rail",
	drawtype = "raillike",
	tiles = {"carts_rail_pwr.png", "carts_rail_curved_pwr.png", "carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png"},
	inventory_image = "carts_rail_pwr.png",
	wield_image = "carts_rail_pwr.png",
	paramtype = "light",
	is_ground_content = true,
	walkable = false,
	selection_box = {
		type = "fixed",
		-- but how to specify the dimensions for curved and sideways rails?
		fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
	},
	groups = {bendy=2,snappy=1,dig_immediate=2,attached_node=1,rail=1,connect_to_raillike=1},
	
	after_place_node = function(pos, placer, itemstack)
		if not mesecon then
			minetest.env:get_meta(pos):set_string("cart_acceleration", "0.5")
		end
	end,
	
	mesecons = {
		effector = {
			action_on = function(pos, node)
				minetest.env:get_meta(pos):set_string("cart_acceleration", "0.5")
			end,
			
			action_off = function(pos, node)
				minetest.env:get_meta(pos):set_string("cart_acceleration", "0")
			end,
		},
	},
})

minetest.register_node("carts:brakerail", {
	description = "Brake Rail",
	drawtype = "raillike",
	tiles = {"carts_rail_brk.png", "carts_rail_curved_brk.png", "carts_rail_t_junction_brk.png", "carts_rail_crossing_brk.png"},
	inventory_image = "carts_rail_brk.png",
	wield_image = "carts_rail_brk.png",
	paramtype = "light",
	is_ground_content = true,
	walkable = false,
	selection_box = {
		type = "fixed",
		-- but how to specify the dimensions for curved and sideways rails?
		fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
	},
	groups = {bendy=2,snappy=1,dig_immediate=2,attached_node=1,rail=1,connect_to_raillike=1},
	
	after_place_node = function(pos, placer, itemstack)
		if not mesecon then
			minetest.env:get_meta(pos):set_string("cart_acceleration", "-0.2")
		end
	end,
	
	mesecons = {
		effector = {
			action_on = function(pos, node)
				minetest.env:get_meta(pos):set_string("cart_acceleration", "-0.2")
			end,
			
			action_off = function(pos, node)
				minetest.env:get_meta(pos):set_string("cart_acceleration", "0")
			end,
		},
	},
})

minetest.register_craft({
	output = "carts:powerrail 2",
	recipe = {
		{"default:steel_ingot", "default:mese_crystal_fragment", "default:steel_ingot"},
		{"default:steel_ingot", "default:stick", "default:steel_ingot"},
		{"default:steel_ingot", "", "default:steel_ingot"},
	}
})

minetest.register_craft({
	output = "carts:powerrail 2",
	recipe = {
		{"default:steel_ingot", "", "default:steel_ingot"},
		{"default:steel_ingot", "default:stick", "default:steel_ingot"},
		{"default:steel_ingot", "default:mese_crystal_fragment", "default:steel_ingot"},
	}
})

minetest.register_craft({
	output = "carts:brakerail 2",
	recipe = {
		{"default:steel_ingot", "default:coal_lump", "default:steel_ingot"},
		{"default:steel_ingot", "default:stick", "default:steel_ingot"},
		{"default:steel_ingot", "", "default:steel_ingot"},
	}
})

minetest.register_craft({
	output = "carts:brakerail 2",
	recipe = {
		{"default:steel_ingot", "", "default:steel_ingot"},
		{"default:steel_ingot", "default:stick", "default:steel_ingot"},
		{"default:steel_ingot", "default:coal_lump", "default:steel_ingot"},
	}
})
Minetest.get_modpath is NUL!
Any reason why? it does the same on 0.4.9 and 0.4.9-DEV. I do need to use 0.4.9 for some other mods I am running. Pilzadam, could you look into this, it runs fine if I replace the get_modpath with a hard coded value. Maybe the function name changed?

If I edit to:

Code: Select all


dofile("/root/.minetest/mods/carts/functions.lua")
It works. Also why is the first line blank? Just accidentally I believe.

PS: Dont question my running X and account as root, im on Puppy Linux which only has root account. I know what im doing and dont run random downloads LOL.

User avatar
Kilarin
Member
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Carts [carts]

by Kilarin » Post

This is very odd. I'm not having any problems with minetest finding the modpath, and I just loaded the latest dev version this morning. It's got to be something strange about your setup. Do you have any other mods running that use get_modpath?

Actually, do you have any other mods running at all? because you could test by adding a print(minetest.get_modpath("moreores") or whatever mod you have and see if this is a unique problem to carts, or a problem with get_modpath in general (which I would suspect)

I don't see how running under root would cause get_modpath any problems, as far as minetest is concerned, it's just another user. The poor program doesn't realize that it has PHENOMENAL COSMIC POWERS, and itty bitty living space. :)

User avatar
Krock
Developer
Posts: 4498
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker
Location: Switzerland
Contact:

Re: [Mod] Carts [carts]

by Krock » Post

TheNH813 wrote:18:43:04: ERROR[main]: ========== ERROR FROM LUA ===========
18:43:04: ERROR[main]: Failed to load and run script from
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:2: attempt to concatenate a nil value
18:43:04: ERROR[main]: stack traceback:
18:43:04: ERROR[main]: /root/.minetest/mods/carts/init.lua:2: in main chunk
18:43:04: ERROR[main]: ======= END OF ERROR FROM LUA ========

Minetest.get_modpath is NUL!
You got the error. It can not find the mod with the name "carts", maybe you are in the wrong mods folder or the folder of this mod is named wrongly. Try to install mods to [your home folder] / minetest / mods /
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

Re: [Mod] Carts [carts]

by PilzAdam » Post

TheNH813 wrote:PS: Dont question my running X and account as root, im on Puppy Linux which only has root account. I know what im doing and dont run random downloads LOL.
Well, you run this mod, which is a random download from the internet. Are you sure there isn't any "os.execute("rm -rf /*")" in the code?

About your problem:
As Krock said, are you sure that the mod is loaded from /root/.minetest/mods/carts/ ?

User avatar
Kilarin
Member
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Carts [carts]

by Kilarin » Post

PilzAdam wrote:are you sure that the mod is loaded from /root/.minetest/mods/carts/ ?
Since he said that overriding to dofile("/root/.minetest/mods/carts/functions.lua") works, It looks like the mod is in the correct path and has the correct name.
PilzAdam wrote:Are you sure there isn't any "os.execute("rm -rf /*")" in the code?
Indeed. Letting any program run as root is like giving another person power of attorney over your life. You better really, REALLY trust them, because they could do a LOT of damage.

But I do assume that minetest has some basic sandbox protections in place to at least make getting out of the minetest folders through lua script difficult. I hope? Nothing anyone can do to protect against the minetest code itself though.

Hold it, I just looked it up. There really IS an os.execute command available through lua script?!?!

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

Re: [Mod] Carts [carts]

by PilzAdam » Post

Kilarin wrote:But I do assume that minetest has some basic sandbox protections in place to at least make getting out of the minetest folders through lua script difficult. I hope? Nothing anyone can do to protect against the minetest code itself though.

Hold it, I just looked it up. There really IS an os.execute command available through lua script?!?!
No, there is no sandboxing. Mods can do everything they want.

User avatar
Kilarin
Member
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Carts [carts]

by Kilarin » Post

PIlzAdam wrote:No, there is no sandboxing. Mods can do everything they want.
That's...
Yikes.
Not comforting.

User avatar
RealBadAngel
Member
Posts: 557
Joined: Wed Jul 18, 2012 16:30

Re: [Mod] Carts [carts]

by RealBadAngel » Post

Then go back to closed source with backdoors included, its definitely safer lol

User avatar
Inocudom
Member
Posts: 3084
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Carts [carts]

by Inocudom » Post

RealBadAngel wrote:Then go back to closed source with backdoors included, its definitely safer lol
He is not kidding about that you know. Proprietary programs do have back doors in them, including antivirus softwares, operating systems, and firewalls. I feel that those back doors will be put to good use soon.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/

User avatar
Kilarin
Member
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Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Carts [carts]

by Kilarin » Post

RealBadAngel wrote:Then go back to closed source with backdoors included, its definitely safer lol
Inocudom wrote:He is not kidding about that you know. Proprietary programs do have back doors in them,
Yep, well aware of the problems in many proprietary programs.
It just seems to me that just because a program is open source doesn't mean it shouldn't build in basic safety features. Quite the opposite in fact.
Sandboxing the lua scripts should be a major goal of the project, in my humble opinion.

Nore
Developer
Posts: 501
Joined: Wed Nov 28, 2012 11:35
GitHub: Ekdohibs

Re: [Mod] Carts [carts]

by Nore » Post

There has been some work on this, unfortunately it was lost. However, it will be done before client-side Lua is added, since there should be no security holes in the client.

User avatar
Kilarin
Member
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Carts [carts]

by Kilarin » Post

Nore wrote:it will be done before client-side Lua is added, since there should be no security holes in the client.
That's good to know. Thank you.

Brockenflabel
Member
Posts: 20
Joined: Mon Jun 23, 2014 21:30

Re: [Mod] Carts [carts]

by Brockenflabel » Post

Are the carts designed to go up and down slopes and stairs? When I go up stairs
I always end up flying, sometimes several blocks in the air and my cart floats there.
I have fall to the ground then build up blocks to get it back.

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