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* tweak wagon_span values and model sizes/positionsorwell962016-11-10
| | | | Together with the rewritten collision system it should work for now.
* integrate mbb's new train modelsorwell962016-11-06
| | | | | and correct some wagon_spans, wagon/engine scalings and file names issue with collisions needs to be fixed.
* Revert "remove all .blend and additional files that are not part of the mod ↵Gabriel Pérez-Cerezo2016-10-23
| | | | | | from the repository" This reverts commit 7c53f1692217ca0f6f10babe99054bf443171a16.
* remove all .blend and additional files that are not part of the mod from the ↵orwell962016-10-22
| | | | repository
* add japanese wagon and engineorwell962016-10-06
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* add more crafting recipes and a manualorwell962016-09-17
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* various improvements on signals and bumpersorwell962016-09-13
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* add electric signal and rotate signals for better placementorwell962016-09-13
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* adding a signal.orwell962016-09-12
| | | | it is controllable by mesecons and by right click. it does not influence trains
* add bumpersorwell962016-09-12
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--trainlogic.lua
--controls train entities stuff about connecting/disconnecting/colliding trains and other things


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

advtrains.train_accel_force=2--per second and divided by number of wagons
advtrains.train_brake_force=3--per second, not divided by number of wagons
advtrains.train_roll_force=0.5--per second, not divided by number of wagons, acceleration when rolling without brake
advtrains.train_emerg_force=10--for emergency brakes(when going off track)

advtrains.audit_interval=10


advtrains.save_and_audit_timer=advtrains.audit_interval
minetest.register_globalstep(function(dtime_mt)
	--limit dtime: if trains move too far in one step, automation may cause stuck and wrongly braking trains
	local dtime=dtime_mt
	if dtime>0.2 then
		atprint("Limiting dtime to 0.2!")
		dtime=0.2
	end

	advtrains.save_and_audit_timer=advtrains.save_and_audit_timer-dtime
	if advtrains.save_and_audit_timer<=0 then
		local t=os.clock()
		--save
		advtrains.save()
		advtrains.save_and_audit_timer=advtrains.audit_interval
		atprintbm("saving", t)
	end
	--regular train step
	-- do in two steps: 
	--  a: predict path and add all nodes to the advtrains.detector.on_node table
	--  b: check for collisions based on these data
	--  (and more)
	local t=os.clock()
	advtrains.detector.on_node={}
	for k,v in pairs(advtrains.trains) do
		advtrains.train_step_a(k, v, dtime)
	end
	for k,v in pairs(advtrains.trains) do
		advtrains.train_step_b(k, v, dtime)
	end
	
	atprintbm("trainsteps", t)
	endstep()
end)

--[[
train step structure:


- legacy stuff
- preparing the initial path and creating index
- setting node coverage old indices
- handle velocity influences:
	- off-track
	- atc
	- player controls
	- environment collision
- update index = move
- create path
- update node coverage
- do less important stuff such as checking trainpartload or removing

-- break --
- handle train collisions

]]

function advtrains.train_step_a(id, train, dtime)
	--- 1. LEGACY STUFF ---
	if not train.drives_on or not train.max_speed then
		advtrains.update_trainpart_properties(id)
	end
	--TODO check for all vars to be present
	if not train.velocity then
		train.velocity=0
	end
	if not train.movedir or (train.movedir~=1 and train.movedir~=-1) then
		train.movedir=1
	end
	--- 2. prepare initial path and index if needed ---
	if not train.index then train.index=0 end
	if not train.path or #train.path<2 then
		if not train.last_pos then
			--no chance to recover
			atprint("train hasn't saved last-pos, removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		local node_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(train.last_pos), train.drives_on)
		
		if node_ok==nil then
			--block not loaded, do nothing
			atprint("last_pos not available")
			return nil
		elseif node_ok==false then
			atprint("no track here, (fail) removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		if not train.last_pos_prev then
			--no chance to recover
			atprint("train hasn't saved last-pos_prev, removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		local prevnode_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(train.last_pos_prev), train.drives_on)
		
		if prevnode_ok==nil then
			--block not loaded, do nothing
			atprint("prev not available")
			return nil
		elseif prevnode_ok==false then
			atprint("no track at prev, (fail) removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		train.index=(train.restore_add_index or 0)+(train.savedpos_off_track_index_offset or 0)
		--restore_add_index is set by save() to prevent trains hopping to next round index. should be between -0.5 and 0.5
		--savedpos_off_track_index_offset is set if train went off track. see below.
		train.path={}
		train.path_dist={}
		train.path[0]=train.last_pos
		train.path[-1]=train.last_pos_prev
		train.path_dist[-1]=vector.distance(train.last_pos, train.last_pos_prev)
		train.path_extent_min=-1
		train.path_extent_max=0
	end
	
	--- 2a. set train.end_index which is required in different places, IF IT IS NOT SET YET by STMT afterwards. ---
	---   table entry to avoid triple recalculation ---
	if not train.end_index then
		train.end_index=advtrains.get_train_end_index(train)
	end
	
	--- 2b. set node coverage old indices ---
	
	train.detector_old_index = math.floor(train.index)
	train.detector_old_end_index = math.floor(train.end_index)
	
	--- 3. handle velocity influences ---
	local train_moves=(train.velocity~=0)
	
	if train.recently_collided_with_env then
		train.tarvelocity=0
		if not train_moves then
			train.recently_collided_with_env=false--reset status when stopped
		end
	end
	if train.locomotives_in_train==0 then
		train.tarvelocity=0
	end
	
	--apply off-track handling:
	--won't take any effect immediately after path reset because index_on_track not set, but that's not severe.
	local front_off_track=train.max_index_on_track and train.index>train.max_index_on_track
	local back_off_track=train.min_index_on_track and train.end_index<train.min_index_on_track