--trainlogic.lua --controls train entities stuff about connecting/disconnecting/colliding trains and other things -- TODO: what should happen when a train has no trainparts anymore? local benchmark=false local bm={} local bmlt=0 local bmsteps=0 local bmstepint=200 atprintbm=function(action, ta) if not benchmark then return end local t=(os.clock()-ta)*1000 if not bm[action] then bm[action]=t else bm[action]=bm[action]+t end bmlt=bmlt+t end function endstep() if not benchmark then return end bmsteps=bmsteps-1 if bmsteps<=0 then bmsteps=bmstepint for key, value in pairs(bm) do minetest.chat_send_all(key.." "..(value/bmstepint).." ms avg.") end minetest.chat_send_all("Total time consumed by all advtrains actions per step: "..(bmlt/bmstepint).." ms avg.") bm={} bmlt=0 end end --acceleration for lever modes (trainhud.lua), per wagon local t_accel_all={ [0] = -10, [1] = -3, [2] = -0.5, [4] = 0.5, } --acceleration per engine local t_accel_eng={ [0] = 0, [1] = 0, [2] = 0, [4] = 1.5, } advtrains.mainloop_trainlogic=function(dtime) --build a table of all players indexed by pts. used by damage and door system. advtrains.playersbypts={} for _, player in pairs(minetest.get_connected_players()) do if not advtrains.player_to_train_mapping[player:get_player_name()] then --players in train are not subject to damage local ptspos=minetest.pos_to_string(vector.round(player:getpos())) advtrains.playersbypts[ptspos]=player end end --regular train step --[[ structure: 1. make trains calculate their occupation windows when needed (a) 2. when occupation tells us so, restore the occupation tables (a) 4. make trains move and update their new occupation windows and write changes to occupation tables (b) 5. make trains do other stuff (c) ]]-- local t=os.clock() for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=sid(k) advtrains.atprint_context_tid_full=k train_ensure_clean(k, v, dtime) end for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=sid(k) advtrains.atprint_context_tid_full=k train_step_b(k, v, dtime) end for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=sid(k) advtrains.atprint_context_tid_full=k train_step_c(k, v, dtime) end advtrains.atprint_context_tid=nil advtrains.atprint_context_tid_full=nil atprintbm("trainsteps", t) endstep() end minetest.register_on_joinplayer(function(player) return advtrains.pcall(function() local pname=player:get_player_name() local id=advtrains.player_to_train_mapping[pname] if id then local train=advtrains.trains[id] if not train then advtrains.player_to_train_mapping[pname]=nil return end --set the player to the train position. --minetest will emerge the area and load the objects, which then will call reattach_all(). --because player is in mapping, it will not be subject to dying. player:setpos(train.last_pos_prev) --independent of this, cause all wagons of the train which are loaded to reattach their players --needed because already loaded wagons won't call reattach_all() for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.train_id==id then wagon:reattach_all() end end end end) end) minetest.register_on_dieplayer(function(player) return advtrains.pcall(function() local pname=player:get_player_name() local id=advtrains.player_to_train_mapping[pname] if id then local train=advtrains.trains[id] if not train then advtrains.player_to_train_mapping[pname]=nil return end for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.train_id==id then --when player dies, detach him from the train --call get_off_plr on every wagon since we don't know which one he's on. wagon:get_off_plr(pname) end end end end) end) --[[ The occupation window system. Each train occupies certain nodes as certain occupation types. See occupation.lua for a graphic and an ID listing. There's an occwindows table in the train table. This is clearable, such as the path, and therefore needs to be exactly reconstructible. During runtime, the extents (in meters) of the zones are determined. the occwindows table holds the assigned fractional path indices. After the train moves, the occupation windows are re-calculated, and all differences are written to the occupation tables. Zone diagram of a train (copy from occupation.lua!): |___| |___| --> Direction of travel oo oo+oo oo =|=======|===|===========|===|=======|===================|========|=== |SafetyB|CpB| Train |CpF|SafetyF| Brake |Aware | [1] [2] [3] [4] [5] [6] [7] [8] This mapping from indices in occwindows to zone ids is contained in WINDOW_ZONE_IDS occwindows = { [n] = (index of the position determined in the graphic above, where floor(i) belongs to the left zone and floor(i+1) belongs to the right. } ]]-- -- unless otherwise stated, in meters. local SAFETY_ZONE = 10 local COUPLE_ZONE = 2 --value in index positions! local BRAKE_SPACE = 10 local AWARE_ZONE = 10 local WINDOW_ZONE_IDS = { 2, -- 1 - SafetyB 4, -- 2 - CpB 1, -- 3 - Train 5, -- 4 - CpF 3, -- 5 - SafetyF 6, -- 6 - Brake 7, -- 7 - Aware } -- If a variable does not exist in the table, it is assigned the default value local function assertdef(tbl, var, def) if not tbl[var] then tbl[var] = def end end -- Calculates the indices where the window borders of the occupation windows are. local function calc_occwindows(id, train) local end_index = advtrains.path_get_index_by_offset(train, train.index, -train.trainlen) train.end_index = end_index local cpl_b = end_index - COUPLE_ZONE local safety_b = advtrains.path_get_index_by_offset(train, cpl_b, -SAFETY_ZONE) local cpl_f = end_index + COUPLE_ZONE local safety_f = advtrains.path_get_index_by_offset(train, cpl_f, SAFETY_ZONE) -- calculate brake distance local acc_all = t_accel_all[1] local acc_eng = t_accel_eng[1] local nwagons = #train.trainparts local acc = acc_all + (acc_eng*train.locomotives_in_train)/nwagons local vel = train.velocity local brakedst = (vel*vel) / (2*acc) local brake_i = math.max(advtrains.path_get_index_by_offset(train, train.index, brakedst + BRAKE_SPACE), safety_f) local aware_i = advtrains.path_get_index_by_offset(train, brake_i, AWARE_ZONE) return { safety_b, cpl_b, end_index, train.index, cpl_f, safety_f, brake_i, aware_i, } end -- this function either inits (no write_mode), sets(1) or clears(2) the occupations for train local function write_occupation(win, train_id, train, write_mode) local n_window = 2 local c_index = math.ceil(win[1]) while win[n_window] do local winix = win[n_window] local oid = WINDOW_ZONE_IDS[n_windows - 1] while winix > c_index do local pos = advtrains.path_get(train, c_index) if write_mode == 1 then advtrains.occ.set_occupation(train_id, pos, oid) elseif write_mode == 2 then advtrains.occ.clear_occupation(train_id, pos) else advtrains.occ.init_occupation(train_id, pos, oid) end c_index = c_index + 1 end c_index = math.ceil(winix) n_window = n_window + 1 end end local function apply_occupation_changes(old, new, train_id, train) -- TODO end -- train_ensure_clean: responsible for creating a state that we can work on, after one of the following events has happened: -- - the train's path got cleared -- - the occupation table got cleared -- Additionally, this gets called outside the step cycle to initialize and/or remove a train, then occ_write_mode is set. local function train_ensure_clean(id, train, dtime, report_occupations, occ_write_mode) train.dirty = true if train.no_step then return end assertdef(train, "velocity", 0) assertdef(train, "tarvelocity", 0) assertdef(train, "acceleration", 0) if not train.drives_on or not train.max_speed then advtrains.update_trainpart_properties(id) end --restore path if not train.path then if not train.last_pos then atwarn("Train",id": Restoring path failed, no last_pos set! Train will be disabled. You can try to fix the issue in the save file.") train.no_step = true return end if not train.last_connid then atwarn("Train",id": Restoring path failed, no last_connid set! Will assume 1") end local result = advtrains.path_create(train, train.last_pos, train.last_connid, train.last_frac or 0) if result==false then atwarn("Train",id": Restoring path failed, node at",train.last_pos,"is gone! Train will be disabled. You can try to fix the issue in the save file.") train.no_step = true return elseif result==nil then if not train.wait_for_path then atwarn("Train",id": Can't initialize: Waiting for the (yet unloaded) node at",train.last_pos," to be loaded.") end train.wait_for_path = true end -- by now, we should have a working initial path train.occwindows = nil advtrains.update_trainpart_properties(id) -- TODO recoverposition?! end --restore occupation windows if not train.occwindows then train.occwindows = calc_occwindows(id, train) end if report_occupations then write_occupation(train.occwindows, train, occ_write_mode) end train.dirty = false -- TODO einbauen! end local function train_step_b(id, train, dtime) if train.no_step or train.wait_for_path then return end -- in this code, we check variables such as path_trk_? and path_dist. We need to ensure that the path is known for the whole 'Train' zone advtrains.path_get(train, train.index + 1) advtrains.path_get(train, train.end_index - 1) --- 3. handle velocity influences --- local train_moves=(train.velocity~=0) local tarvel_cap if train.recently_collided_with_env then tarvel_cap=0 train.active_control=false if not train_moves then train.recently_collided_with_env=nil--reset status when stopped end end if train.locomotives_in_train==0 then tarvel_cap=0 end --- 3a. this can be useful for debugs/warnings and is used for check_trainpartload --- local t_info, train_pos=sid(id), advtrains.path_get(atfloor(train.index)) if train_pos then t_info=t_info.." @"..minetest.pos_to_string(train_pos) --atprint("train_pos:",train_pos) end --apply off-track handling: local front_off_track = train.index>train.path_trk_f local back_off_track=train.end_index=trainvelocity then train.atc_brake_target=nil end if train.atc_wait_finish then if not train.atc_brake_target and train.velocity==train.tarvelocity then train.atc_wait_finish=nil end end if train.atc_command then if train.atc_delay<=0 and not train.atc_wait_finish then advtrains.atc.execute_atc_command(id, train) else train.atc_delay=train.atc_delay-dtime end end train.lever = 3 if train.tarvelocity>trainvelocity then train.lever=4 end if train.tarvelocitytarvel_cap then tmp_lever = 0 end --- 3a. actually calculate new velocity --- if tmp_lever~=3 then local acc_all = t_accel_all[tmp_lever] local acc_eng = t_accel_eng[tmp_lever] local nwagons = #train.trainparts local accel = acc_all + (acc_eng*train.locomotives_in_train)/nwagons local vdiff = accel*dtime if not train.active_control then local tvdiff = train.tarvelocity - trainvelocity if math.abs(vdiff) > math.abs(tvdiff) then --applying this change would cross tarvelocity vdiff=tvdiff end end if tarvel_cap and trainvelocity<=tarvel_cap and trainvelocity+vdiff>tarvel_cap then vdiff = tarvel_cap - train.velocity end if trainvelocity+vdiff < 0 then vdiff = - trainvelocity end local mspeed = (train.max_speed or 10) if trainvelocity+vdiff > mspeed then vdiff = mspeed - trainvelocity end train.acceleration=vdiff train.velocity=train.velocity+vdiff if train.active_control then train.tarvelocity = train.velocity end else train.last_accel = 0 end --- 4. move train --- train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0 end local function train_recalc_occupation() local new_occwindows = calc_occwindows(id, train) apply_occupation_changes(train.occwindows, new_occwindows, id) train.occwindows = new_occwindows end local function train_step_c(id, train, dtime) if train.no_step or train.wait_for_path then return end -- all location/extent-critical actions have been done. -- calculate the new occupation window train_recalc_occupation(id, train) advtrains.path_clear_unused(train) -- Set our path restoration position local fli = atfloor(train.index) train.last_pos = advtrains.path_get(fli) train.last_connid = train.path_cn[fli] train.last_frac = train.index - fli -- less important stuff train.check_trainpartload=(train.check_trainpartload or 0)-dtime if train.check_trainpartload<=0 then advtrains.spawn_wagons(id) train.check_trainpartload=2 end --- 8. check for collisions with other trains and damage players --- local train_moves=(train.velocity~=0) if train_moves then local collpos local coll_grace=1 collpos=advtrains.path_get_index_by_offset(train, train.index-coll_grace) if collpos then local rcollpos=advtrains.round_vector_floor_y(collpos) for x=-train.extent_h,train.extent_h do for z=-train.extent_h,train.extent_h do local testpos=vector.add(rcollpos, {x=x, y=0, z=z}) --- 8a Check collision --- if advtrains.occ.check_collision(testpos, id) then --collides --advtrains.collide_and_spawn_couple(id, testpos, advtrains.detector.get(testpos, id), train.movedir==-1) train.velocity = 0 train.tarvelocity = 0 atwarn("Train",id,"collided!") end --- 8b damage players --- if not minetest.settings:get_bool("creative_mode") then local testpts = minetest.pos_to_string(testpos) local player=advtrains.playersbypts[testpts] if player and not minetest.check_player_privs(player, "creative") and train.velocity>3 then --instantly kill player --drop inventory contents first, to not to spawn bones local player_inv=player:get_inventory() for i=1,player_inv:get_size("main") do minetest.add_item(testpos, player_inv:get_stack("main", i)) end for i=1,player_inv:get_size("craft") do minetest.add_item(testpos, player_inv:get_stack("craft", i)) end -- empty lists main and craft player_inv:set_list("main", {}) player_inv:set_list("craft", {}) player:set_hp(0) end end end end --- 8c damage other objects --- local objs = minetest.get_objects_inside_radius(rcollpos, 2) for _,obj in ipairs(objs) do if not obj:is_player() and obj:get_armor_groups().fleshy and obj:get_armor_groups().fleshy > 0 and obj:get_luaentity() and obj:get_luaentity().name~="signs:text" then obj:punch(obj, 1, { full_punch_interval = 1.0, damage_groups = {fleshy = 1000}, }, nil) end end end end end --TODO: Collisions! --returns new id function advtrains.create_new_train_at(pos, connid, ioff, trainparts) local new_id=advtrains.random_id() while advtrains.trains[new_id] do new_id=advtrains.random_id() end--ensure uniqueness t={} t.id = newtrain_id t.last_pos=pos t.last_connid=connid t.last_frac=ioff t.tarvelocity=0 t.velocity=0 t.trainparts=trainparts advtrains.trains[new_id] = t advtrains.update_trainpart_properties(new_id) train_ensure_clean(new_id, advtrains.trains[new_id], 0, true, 1) return newtrain_id end function advtrains.remove_train(id) local train = advtrains.trains[id] advtrains.update_trainpart_properties(id) train_ensure_clean(id, train, 0, true, 2) local tp = train.trainparts advtrains.trains[id] = nil return tp end function advtrains.add_wagon_to_train(wagon_id, train_id, index) local train=advtrains.trains[train_id] train_ensure_clean(train_id, train) if index then table.insert(train.trainparts, index, wagon_id) else table.insert(train.trainparts, wagon_id) end advtrains.update_trainpart_properties(train_id) train_recalc_occupation(train_id, train) end -- this function sets wagon's pos_in_train(parts) properties and train's max_speed and drives_on (and more) function advtrains.update_trainpart_properties(train_id, invert_flipstate) local train=advtrains.trains[train_id] train.drives_on=advtrains.merge_tables(advtrains.all_tracktypes) --FIX: deep-copy the table!!! train.max_speed=20 train.extent_h = 0; local rel_pos=0 local count_l=0 local shift_dcpl_lock=false for i, w_id in ipairs(train.trainparts) do local data = advtrains.wagons[w_id] -- 1st: update wagon data (pos_in_train a.s.o) if data then local wagon = minetest.registered_luaentites[data.type] if not wagon then atwarn("Wagon '",data.type,"' couldn't be found. Please check that all required modules are loaded!") wagon = minetest.registered_luaentites["advtrains:wagon_placeholder"] end rel_pos=rel_pos+wagon.wagon_span data.train_id=train_id data.pos_in_train=rel_pos data.pos_in_trainparts=i if wagon.is_locomotive then count_l=count_l+1 end if invert_flipstate then data.wagon_flipped = not data.wagon_flipped shift_dcpl_lock, data.dcpl_lock = data.dcpl_lock, shift_dcpl_lock end rel_pos=rel_pos+wagon.wagon_span if wagon.drives_on then for k,_ in pairs(train.drives_on) do if not wagon.drives_on[k] then train.drives_on[k]=nil end end end train.max_speed=math.min(train.max_speed, wagon.max_speed) train.extent_h = math.max(train.extent_h, wagon.extent_h or 1); end end end -- This function checks whether entities need to be spawned for certain wagons, and spawns them. function advtrains.spawn_wagons(train_id) local train = advtrains.trains[train_id] for i, w_id in ipairs(train.trainparts) do local data = advtrains.wagons[w_id] if data then if not data.object or not data.object:getyaw() then -- eventually need to spawn new object. check if position is loaded. local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) local pos = advtrains.path_get(train, atfloor(index)) if minetest.get_node_or_nil(pos) then local wt = advtrains.get_wagon_prototype(data) wagon=minetest.add_entity(pos, wt):get_luaentity() wagon:set_id(w_id) end end end end end function advtrains.split_train_at_wagon(wagon_id) --get train local data = advtrains.wagons[wagon_id] local train=advtrains.trains[data.train_id] local _, wagon = advtrains.get_wagon_prototype(data) train_ensure_clean(data.train_id, train) local index=advtrains.path_get_index_by_offset(train, train.index, -(data.pos_in_train + wagon.wagon_span)) if index < train.path_trk_b or index > train.path_trk_f then atprint("split_train: pos_for_new_train is off-track") -- TODO function for finding initial positions from a path return false end local pos, _, frac = advtrains.path_get_adjacent(train, index) local nconn = train.path_cn[atfloor(index)] --before doing anything, check if both are rails. else do not allow if not pos then atprint("split_train: pos_for_new_train not set") return false end local npos = advtrains.round_vector_floor_y(pos) local node_ok=advtrains.get_rail_info_at(npos, train.drives_on) if not node_ok then atprint("split_train: pos_for_new_train ",advtrains.round_vector_floor_y(pos_for_new_train_prev)," not loaded or is not a rail") return false end -- build trainparts table, passing it directly to the train constructor local tp = {} for k,v in ipairs(train.trainparts) do if k>=wagon.pos_in_trainparts then table.insert(tp, v) train.trainparts[k]=nil end end --create subtrain local newtrain_id=advtrains.create_new_train_at(npos, nconn, frac, tp) local newtrain=advtrains.trains[newtrain_id] --update train parts advtrains.update_trainpart_properties(data.train_id)--atm it still is the desierd id. train.tarvelocity=0 newtrain.velocity=train.velocity newtrain.tarvelocity=0 newtrain.couple_lck_back=train.couple_lck_back newtrain.couple_lck_front=false train.couple_lck_back=false end --there are 4 cases: --1/2. F<->R F<->R regular, put second train behind first --->frontpos of first train will match backpos of second --3. F<->R R<->F flip one of these trains, take the other as new train --->backpos's will match --4. R<->F F<->R flip one of these trains and take it as new parent --->frontpos's will match --true when trains are facing each other. needed on colliding. -- check done by iterating paths and checking their direction --returns nil when not on the same track at all OR when required path items are not generated. this distinction may not always be needed. -- TODO do we need to change this behavior, since direct path accesses are now discouraged? function advtrains.trains_facing(train1, train2) local sr_pos=train1.path[atround(train1.index)] local sr_pos_p=train1.path[atround(train1.index)-1] for i=advtrains.minN(train2.path), advtrains.maxN(train2.path) do if vector.equals(sr_pos, train2.path[i]) then if train2.path[i+1] and vector.equals(sr_pos_p, train2.path[i+1]) then return true end if train2.path[i-1] and vector.equals(sr_pos_p, train2.path[i-1]) then return false end return nil end end return nil end function advtrains.collide_and_spawn_couple(id1, pos, id2, t1_is_backpos) if minetest.settings:get_bool("advtrains_disable_collisions") then return end atprint("COLLISION: ",sid(id1)," and ",sid(id2)," at ",pos,", t1_is_backpos=",(t1_is_backpos and "true" or "false")) --TODO: local train1=advtrains.trains[id1] -- do collision train1.recently_collided_with_env=true train1.velocity=0.5*train1.velocity train1.movedir=train1.movedir*-1 train1.tarvelocity=0 local train2=advtrains.trains[id2] if not train1 or not train2 then return end local found for i=advtrains.minN(train1.path), advtrains.maxN(train1.path) do if vector.equals(train1.path[i], pos) then found=true end end if not found then atprint("Err: pos not in path. Not spawning a couple") return end local frontpos2=train2.path[atround(train2.detector_old_index)] local backpos2=train2.path[atround(train2.detector_old_end_index)] local t2_is_backpos atprint("End positions: ",frontpos2,backpos2) t2_is_backpos = vector.distance(backpos2, pos) < vector.distance(frontpos2, pos) atprint("t2_is_backpos="..(t2_is_backpos and "true" or "false")) local t1_has_couple, t1_couple_lck if t1_is_backpos then t1_has_couple=train1.couple_eid_back t1_couple_lck=train1.couple_lck_back else t1_has_couple=train1.couple_eid_front t1_couple_lck=train1.couple_lck_front end local t2_has_couple, t2_couple_lck if t2_is_backpos then t2_has_couple=train2.couple_eid_back t2_couple_lck=train2.couple_lck_back else t2_has_couple=train2.couple_eid_front t2_couple_lck=train2.couple_lck_front end if t1_has_couple then if minetest.object_refs[t1_has_couple] then minetest.object_refs[t1_has_couple]:remove() end end if t2_has_couple then if minetest.object_refs[t2_has_couple] then minetest.object_refs[t2_has_couple]:remove() end end if t1_couple_lck or t2_couple_lck then minetest.add_entity(pos, "advtrains:lockmarker") return end local obj=minetest.add_entity(pos, "advtrains:couple") if not obj then atprint("failed creating object") return end local le=obj:get_luaentity() le.train_id_1=id1 le.train_id_2=id2 le.train1_is_backpos=t1_is_backpos le.train2_is_backpos=t2_is_backpos --find in object_refs local p_aoi for aoi, compare in pairs(minetest.object_refs) do if compare==obj then if t1_is_backpos then train1.couple_eid_back=aoi else train1.couple_eid_front=aoi end if t2_is_backpos then train2.couple_eid_back=aoi else train2.couple_eid_front=aoi end p_aoi=aoi end end atprint("Couple spawned (ActiveObjectID ",p_aoi,")") end --order of trains may be irrelevant in some cases. check opposite cases. TODO does this work? --pos1 and pos2 are just needed to form a median. function advtrains.do_connect_trains(first_id, second_id, player) local first, second=advtrains.trains[first_id], advtrains.trains[second_id] if not first or not second or not first.index or not second.index or not first.end_index or not second.end_index then return false end if first.couple_lck_back or second.couple_lck_front then -- trains are ordered correctly! if player then minetest.chat_send_player(player:get_player_name(), "Can't couple: couples locked!") end return end local first_wagoncnt=#first.trainparts local second_wagoncnt=#second.trainparts for _,v in ipairs(second.trainparts) do table.insert(first.trainparts, v) end --kick it like physics (with mass being #wagons) local new_velocity=((first.velocity*first_wagoncnt)+(second.velocity*second_wagoncnt))/(first_wagoncnt+second_wagoncnt) local tmp_cpl_lck=second.couple_lck_back advtrains.trains[second_id]=nil advtrains.update_trainpart_properties(first_id) local train1=advtrains.trains[first_id] train1.velocity=new_velocity train1.tarvelocity=0 train1.couple_eid_front=nil train1.couple_eid_back=nil train1.couple_lck_back=tmp_cpl_lck return true end -- TODO function advtrains.invert_train(train_id) local train=advtrains.trains[train_id] local old_path=train.path local old_path_dist=train.path_dist train.path={} train.path_dist={} train.index, train.end_index= -train.end_index, -train.index train.path_extent_min, train.path_extent_max = -train.path_extent_max, -train.path_extent_min train.min_index_on_track, train.max_index_on_track = -train.max_index_on_track, -train.min_index_on_track train.detector_old_index, train.detector_old_end_index = -train.detector_old_end_index, -train.detector_old_index train.couple_lck_back, train.couple_lck_front = train.couple_lck_front, train.couple_lck_back train.velocity=-train.velocity train.tarvelocity=-train.tarvelocity for k,v in pairs(old_path) do train.path[-k]=v train.path_dist[-k-1]=old_path_dist[k] end local old_trainparts=train.trainparts train.trainparts={} for k,v in ipairs(old_trainparts) do table.insert(train.trainparts, 1, v)--notice insertion at first place end advtrains.update_trainpart_properties(train_id, true) end function advtrains.get_train_at_pos(pos) return advtrains.detector.get(pos) end function advtrains.invalidate_all_paths(pos) --if a position is given, only invalidate inside a radius to save performance local inv_radius=50 atprint("invalidating all paths") for k,v in pairs(advtrains.trains) do local exec=true if pos and v.path and v.index and v.end_index then --start and end pos of the train local cmp1=v.path[atround(v.index)] local cmp2=v.path[atround(v.end_index)] if vector.distance(pos, cmp1)>inv_radius and vector.distance(pos, cmp2)>inv_radius then exec=false end end if exec then advtrains.invalidate_path(k) end end end function advtrains.invalidate_path(id) local v=advtrains.trains[id] if not v then return end --TODO duplicate code in init.lua avt_save()! if v.index then v.restore_add_index=v.index-math.floor(v.index+1) end v.path=nil v.path_dist=nil v.index=nil v.end_index=nil v.min_index_on_track=nil v.max_index_on_track=nil v.path_extent_min=nil v.path_extent_max=nil v.detector_old_index=nil v.detector_old_end_index=nil end --not blocking trains group function advtrains.train_collides(node) if node and minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].walkable then if not minetest.registered_nodes[node.name].groups.not_blocking_trains then return true end end return false end local nonblocknodes={ "default:fence_wood", "default:fence_acacia_wood", "default:fence_aspen_wood", "default:fence_pine_wood", "default:fence_junglewood", "default:torch", "default:sign_wall", "signs:sign_wall", "signs:sign_wall_blue", "signs:sign_wall_brown", "signs:sign_wall_orange", "signs:sign_wall_green", "signs:sign_yard", "signs:sign_wall_white_black", "signs:sign_wall_red", "signs:sign_wall_white_red", "signs:sign_wall_yellow", "signs:sign_post", "signs:sign_hanging", } minetest.after(0, function() for _,name in ipairs(nonblocknodes) do if minetest.registered_nodes[name] then minetest.registered_nodes[name].groups.not_blocking_trains=1 end end end)