--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 advtrains.train_ensure_clean(k, v) end for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=sid(k) advtrains.atprint_context_tid_full=k advtrains.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 advtrains.train_step_c(k, v, dtime) end advtrains.atprint_context_tid=nil advtrains.atprint_context_tid_full=nil advtrains.occ.end_step() 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) --[[ 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 The occupation system has been abandoned. The constants will still be used to determine the couple distance (because of the reverse lookup, the couple system simplifies a lot...) ]]-- -- 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. -- TODO adapt this code to new system, probably into a callback 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 -- Small local util function to recalculate train's end index local function recalc_end_index(train) train.end_index = advtrains.path_get_index_by_offset(train, train.index, -train.trainlen) end -- Occupation Callback system -- see occupation.lua local callbacks_new_path = {} local callbacks_update = {} function advtrains.tb_register_on_new_path(func) assertt(func, "function") table.insert(callbacks_new_path, func) end function advtrains.tb_register_on_update(func) assertt(func, "function") table.insert(callbacks_update, func) end local function run_callbacks_new_path(id, train) for _,f in ipairs(callbacks_new_path) do f(id, train) end end local function run_callbacks_update(id, train) for _,f in ipairs(callbacks_new_path) do f(id, train) end 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 -- - save files were loaded -- Additionally, this gets called outside the step cycle to initialize and/or remove a train, then occ_write_mode is set. function advtrains.train_ensure_clean(id, train) train.dirty = true if train.no_step then return end assertdef(train, "velocity", 0) assertdef(train, "tarvelocity", 0) assertdef(train, "acceleration", 0) assertdef(train, "id", id) 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: no last_connid set! Will assume 1") end local result = advtrains.path_create(train, train.last_pos, train.last_connid or 1, 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.wait_for_path = false advtrains.update_trainpart_properties(id) recalc_end_index(train) atdebug("Train",id,": Successfully restored path at",train.last_pos," connid",train.last_connid," frac",train.last_frac) -- run on_new_path callbacks run_callbacks_new_path(id, train) end train.dirty = false -- TODO einbauen! end function advtrains.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, atfloor(train.index + 2)) advtrains.path_get(train, atfloor(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(train, 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 braketar = 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.acceleration = 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 recalc_end_index() end function advtrains.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 run_callbacks_update(id, train) advtrains.path_clear_unused(train) advtrains.path_setrestore(train) -- 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 local collindex = advtrains.path_get_index_by_offset(train, train.index, coll_grace) collpos = advtrains.path_get(train, atround(collindex)) 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 -- Default occupation callbacks for node callbacks -- (remember, train.end_index is set separately because callbacks are -- asserted to rely on this) local function tnc_call_enter_callback(pos, train_id) --atprint("instructed to call enter calback") local node = advtrains.ndb.get_node(pos) --this spares the check if node is nil, it has a name in any case local mregnode=minetest.registered_nodes[node.name] if mregnode and mregnode.advtrains and mregnode.advtrains.on_train_enter then mregnode.advtrains.on_train_enter(pos, train_id) end end local function tnc_call_leave_callback(pos, train_id) --atprint("instructed to call leave calback") local node = advtrains.ndb.get_node(pos) --this spares the check if node is nil, it has a name in any case local mregnode=minetest.registered_nodes[node.name] if mregnode and mregnode.advtrains and mregnode.advtrains.on_train_leave then mregnode.advtrains.on_train_leave(pos, train_id) end end advtrains.te_register_on_new_path(function(id, train) train.tnc = { old_index = atround(train.index) old_end_index = atround(train.end_index) } end) advtrains.te_register_on_update(function(id, train) local new_index = atround(train.index) local new_end_index = atround(train.end_index) local old_index = train.tnc.old_index local old_end_index = train.tnc.old_end_index while old_index < new_index do old_index = old_index + 1 local pos = advtrains.round_vector_floor_y(advtrains.path_get(old_index)) tnc_call_enter_callback(pos, id) end while old_end_index > new_end_index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(old_end_index)) tnc_call_leave_callback(pos, id) old_end_index = old_end_index - 1 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 local t={} t.id = new_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 atdebug("Created new train:",t) advtrains.train_ensure_clean(new_id, advtrains.trains[new_id]) return new_id end function advtrains.remove_train(id) local train = advtrains.trains[id] advtrains.train_ensure_clean(id, train) advtrains.path_invalidate(train) 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] advtrains.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) recalc_end_index(train) run_callbacks_update(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 = advtrains.wagon_prototypes[data.type] if not wagon then atwarn("Wagon '",data.type,"' couldn't be found. Please check that all required modules are loaded!") wagon = advtrains.wagon_prototypes["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 train.trainlen = rel_pos train.locomotives_in_train = count_l 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) local 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 old_id = data.train_id local train=advtrains.trains[old_id] local _, wagon = advtrains.get_wagon_prototype(data) advtrains.train_ensure_clean(old_id, train) local index=advtrains.path_get_index_by_offset(train, train.index, -(data.pos_in_train + wagon.wagon_span)) -- find new initial path position for this train local pos, connid, frac = advtrains.path_getrestore(train, index) -- 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(pos, connid, frac, tp) local newtrain=advtrains.trains[newtrain_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 --update train parts advtrains.update_trainpart_properties(old_id) recalc_end_index(train) run_callbacks_update(old_id, train) 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 Will be changed when implementing coupling. 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 function advtrains.invert_train(train_id) local train=advtrains.trains[train_id] advtrains.train_ensure_clean(train_id, train) advtrains.path_setrestore(train, true) -- rotate some other stuff train.couple_lck_back, train.couple_lck_front = train.couple_lck_front, train.couple_lck_back advtrains.path_invalidate(train) 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 advtrains.path_invalidate(v) v.dirty = true 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)