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authororwell96 <mono96.mml@gmail.com>2016-08-27 01:46:29 +0200
committerorwell96 <mono96.mml@gmail.com>2016-08-27 01:46:29 +0200
commitb89419b129bcac8204c20b3eda99135be1abcae5 (patch)
treedc0aa82837f1a64dc6a2ec61df4e684de8df528c /trainlogic.lua
parentc72d4770b8c8463ac6e3c737d03bf036dda77666 (diff)
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Re-implement collision in a less resource-intensive way that I should have used on from the beginning (ad fix some logical mistakes)
Diffstat (limited to 'trainlogic.lua')
-rw-r--r--trainlogic.lua73
1 files changed, 30 insertions, 43 deletions
diff --git a/trainlogic.lua b/trainlogic.lua
index 0afac7a..c8c4b9d 100644
--- a/trainlogic.lua
+++ b/trainlogic.lua
@@ -170,32 +170,45 @@ function advtrains.train_step(id, train, dtime)
if train.tarvelocity<0 then train.tarvelocity=0 end
end
- --move
if not train.velocity then
train.velocity=0
end
- train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
--check for collisions by finding objects
--front
local search_radius=4
- local posfront=path[math.floor(train.index+1)]
- if posfront then
- local objrefs=minetest.get_objects_inside_radius(posfront, search_radius)
- for _,v in pairs(objrefs) do
- local le=v:get_luaentity()
- if le and le.is_wagon and le.initialized and le.train_id~=id then
- advtrains.try_connect_trains_and_check_collision(id, le.train_id)
+ --coupling
+ local couple_outward=1
+ local posfront=advtrains.get_real_index_position(path, train.index+couple_outward)
+ local posback=advtrains.get_real_index_position(path, train_end_index-couple_outward)
+ for _,pos in ipairs({posfront, posback}) do
+ if pos then
+ local objrefs=minetest.get_objects_inside_radius(pos, search_radius)
+ for _,v in pairs(objrefs) do
+ local le=v:get_luaentity()
+ if le and le.is_wagon and le.initialized and le.train_id~=id then
+ advtrains.try_connect_trains(id, le.train_id)
+ end
end
end
end
- local posback=path[math.floor(train_end_index-1)]
- if posback then
- local objrefs=minetest.get_objects_inside_radius(posback, search_radius)
+ --new train collisions (only search in the direction of the driving train)
+ local coll_search_radius=2
+ local coll_grace=0
+ local collpos
+ if train.velocity>0 then
+ collpos=advtrains.get_real_index_position(path, train.index-coll_grace)
+ elseif train.velocity<0 then
+ collpos=advtrains.get_real_index_position(path, train_end_index+coll_grace)
+ end
+ if collpos then
+ local objrefs=minetest.get_objects_inside_radius(collpos, coll_search_radius)
for _,v in pairs(objrefs) do
local le=v:get_luaentity()
if le and le.is_wagon and le.initialized and le.train_id~=id then
- advtrains.try_connect_trains_and_check_collision(id, le.train_id)
+ train.recently_collided_with_env=true
+ train.velocity=-0.5*train.velocity
+ train.tarvelocity=0
end
end
end
@@ -278,6 +291,9 @@ function advtrains.train_step(id, train, dtime)
train.velocity=train.velocity+(applydiff*math.sign(train.tarvelocity-train.velocity))
end
+ --move
+ train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
+
end
--the 'leader' concept has been overthrown, we won't rely on MT's "buggy object management"
@@ -296,7 +312,6 @@ trains={
path_inv_level
last_pos |
last_dir | for pathpredicting.
- no_connect_for_movements (index way counter for when not to connect again) TODO implement
}
}
--a wagon itself has the following properties:
@@ -540,7 +555,7 @@ end
--->backpos's will match
--4. R<->F F<->R flip one of these trains and take it as new parent
--->frontpos's will match
-function advtrains.try_connect_trains_and_check_collision(id1, id2)
+function advtrains.try_connect_trains(id1, id2)
local train1=advtrains.trains[id1]
local train2=advtrains.trains[id2]
if not train1 or not train2 then return end
@@ -570,34 +585,6 @@ function advtrains.try_connect_trains_and_check_collision(id1, id2)
advtrains.spawn_couple_if_neccessary(frontpos1, frontpos2, id1, id2, false, false)
end
end
- --check if one train invaded another's critical path area...
- if not train1.recently_collided_with_env and not train2.recently_collided_with_env then
- --try to find one of these inside the other train's path
- --iterated start and end numbers are decimal values, since lua should count i up by one each iteration, this should be no problem.
- --0.5: some grace interval, since else the couple entity does not appear
- for i=(advtrains.get_train_end_index(train2)+0.5),train2.index-0.5 do
- local testpos=advtrains.get_real_index_position(train2.path,i)
- if vector.distance(testpos, backpos1) < 0.5 then
- --local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
- --TODO physics
- train1.velocity=1
- train2.velocity=advtrains.trains_facing(train1, train2) and 1 or -1
- train1.recently_collided_with_env=true
- train2.recently_collided_with_env=true
- return
- end
- if vector.distance(testpos, frontpos1) < 0.5 then
- --local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
- train1.velocity=-1
- train2.velocity=advtrains.trains_facing(train1, train2) and -1 or 1
- train1.recently_collided_with_env=true
- train2.recently_collided_with_env=true
- return
- end
-
- end
- end
-
end
--true when trains are facing each other. needed on colliding.
-- check done by iterating paths and checking their direction