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|
--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<train.path_trk_b
local pprint
if front_off_track then
tarvel_cap=0
end
if back_off_track then -- eventually overrides front_off_track restriction
tarvel_cap=1
end
--interpret ATC command and apply auto-lever control when not actively controlled
local trainvelocity = train.velocity
if not train.lever then train.lever=3 end
if train.active_control then
advtrains.atc.train_reset_command(id)
else
if train.atc_brake_target and train.atc_brake_target>=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.tarvelocity<trainvelocity then
if (train.atc_brake_target and train.atc_brake_target<trainvelocity) then
train.lever=1
else
train.lever=2
end
end
end
if tarvel_cap and tarvel_cap<train.tarvelocity then
train.tarvelocity=tarvel_cap
end
local tmp_lever = train.lever
if tarvel_cap and trainvelocity>tarvel_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)
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