From f1a8b4f505313f3b2c37ced2dd3402e2740889fb Mon Sep 17 00:00:00 2001 From: orwell96 Date: Wed, 25 Oct 2017 11:49:34 +0200 Subject: Implement multi-occupation in detector.on_node table to finally fix collisions --- advtrains/trainlogic.lua | 40 +++++++++++++++++----------------------- 1 file changed, 17 insertions(+), 23 deletions(-) (limited to 'advtrains/trainlogic.lua') diff --git a/advtrains/trainlogic.lua b/advtrains/trainlogic.lua index 64b40f1..228c3a0 100644 --- a/advtrains/trainlogic.lua +++ b/advtrains/trainlogic.lua @@ -394,15 +394,12 @@ function advtrains.train_step_a(id, train, dtime) --- 6b. call stay_node to register trains in the location table - actual enter_node stuff is done in step b --- - local ifn, ibn = atround(train.index), atround(train.end_index) + local ifo, ibo = train.detector_old_index, train.detector_old_end_index local path=train.path - for i=ibn, ifn do + for i=ibo, ifo do if path[i] then - local pts=minetest.pos_to_string(path[i]) - if not (advtrains.detector.on_node[pts] and advtrains.detector.on_node[pts]~=id) then - advtrains.detector.stay_node(path[i], id) - end + advtrains.detector.stay_node(path[i], id) end end @@ -519,13 +516,12 @@ function advtrains.train_step_b(id, train, dtime) if ifn>ifo then for i=ifo+1, ifn do if path[i] then - local pts=minetest.pos_to_string(path[i]) - if advtrains.detector.on_node[pts] and advtrains.detector.on_node[pts]~=id then + if advtrains.detector.occupied(path[i], id) then --if another train has signed up for this position first, it won't be recognized in train_step_b. So do collision here. - atprint("Collision detected in enter_node callbacks (front) @",pts,"with",sid(advtrains.detector.on_node[pts])) - advtrains.collide_and_spawn_couple(id, path[i], advtrains.detector.on_node[pts], false) + atprint("Collision detected in enter_node callbacks (front) @",path[i],"with",sid(advtrains.detector.get(path[i], id))) + advtrains.collide_and_spawn_couple(id, path[i], advtrains.detector.get(path[i], id), false) end - atprint("enter_node (front) @index",i,"@",pts,"on_node",sid(advtrains.detector.on_node[pts])) + atprint("enter_node (front) @index",i,"@",path[i],"on_node",sid(advtrains.detector.get(path[i], id))) advtrains.detector.enter_node(path[i], id) end end @@ -540,12 +536,12 @@ function advtrains.train_step_b(id, train, dtime) for i=ibn, ibo-1 do if path[i] then local pts=minetest.pos_to_string(path[i]) - if advtrains.detector.on_node[pts] and advtrains.detector.on_node[pts]~=id then + if advtrains.detector.occupied(path[i], id) then --if another train has signed up for this position first, it won't be recognized in train_step_b. So do collision here. - atprint("Collision detected in enter_node callbacks (back) @",pts,"on_node",sid(advtrains.detector.on_node[pts])) - advtrains.collide_and_spawn_couple(id, path[i], advtrains.detector.on_node[pts], true) + atprint("Collision detected in enter_node callbacks (back) @",path[i],"with",sid(advtrains.detector.get(path[i], id))) + advtrains.collide_and_spawn_couple(id, path[i], advtrains.detector.get(path[i], id), true) end - atprint("enter_node (back) @index",i,"@",pts,"with",sid(advtrains.detector.on_node[pts])) + atprint("enter_node (back) @index",i,"@",path[i],"on_node",sid(advtrains.detector.get(path[i], id))) advtrains.detector.enter_node(path[i], id) end end @@ -576,15 +572,14 @@ function advtrains.train_step_b(id, train, dtime) for z=-1,1 do local testpos=vector.add(rcollpos, {x=x, y=0, z=z}) --- 8a Check collision --- - local testpts=minetest.pos_to_string(testpos) - if advtrains.detector.on_node[testpts] and advtrains.detector.on_node[testpts]~=id then + if advtrains.detector.occupied(testpos, id) then --collides - advtrains.collide_and_spawn_couple(id, testpos, advtrains.detector.on_node[testpts], train.movedir==-1) + advtrains.collide_and_spawn_couple(id, testpos, advtrains.detector.get(testpos, id), train.movedir==-1) end --- 8b damage players --- if not minetest.settings:get_bool("creative_mode") then local player=advtrains.playersbypts[testpts] - if player and train.velocity>3 then + 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() @@ -716,8 +711,8 @@ function advtrains.split_train_at_wagon(wagon) if not train.path then return end local real_pos_in_train=advtrains.get_real_path_index(train, wagon.pos_in_train) - local pos_for_new_train=train.path[math.floor(real_pos_in_train+wagon.wagon_span+1)] - local pos_for_new_train_prev=train.path[math.floor(real_pos_in_train+wagon.wagon_span)] + local pos_for_new_train=train.path[math.floor(real_pos_in_train+wagon.wagon_span)] + local pos_for_new_train_prev=train.path[math.floor(real_pos_in_train+wagon.wagon_span-1)] --before doing anything, check if both are rails. else do not allow if not pos_for_new_train then @@ -930,8 +925,7 @@ function advtrains.invert_train(train_id) end function advtrains.get_train_at_pos(pos) - local ph=minetest.pos_to_string(advtrains.round_vector_floor_y(pos)) - return advtrains.detector.on_node[ph] + return advtrains.detector.get(pos) end function advtrains.invalidate_all_paths(pos) -- cgit v1.2.3