--trainlogic.lua --controls train entities stuff about connecting/disconnecting/colliding trains and other things local setting_overrun_mode = minetest.settings:get("advtrains_overrun_mode") 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, [11] = -2, -- calculation base for LZB [2] = -0.5, [4] = 0.5, } --acceleration per engine local t_accel_eng={ [0] = 0, [1] = 0, [11] = 0, [2] = 0, [4] = 1.5, } local VLEVER_EMERG = 0 local VLEVER_BRAKE = 1 local VLEVER_LZBCALC = 11 local VLEVER_ROLL = 2 local VLEVER_HOLD = 3 local VLEVER_ACCEL = 4 -- How far in front of a whole index with LZB 0 restriction the train should come to a halt -- value must be between 0 and 0.5, exclusively local LZB_ZERO_APPROACH_DIST = 0.1 -- Speed the train temporarily approaches the stop point with local LZB_ZERO_APPROACH_SPEED = 0.2 tp_player_tmr = 0 advtrains.mainloop_trainlogic=function(dtime, stepno) --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:get_pos())) advtrains.playersbypts[ptspos]=player end end if tp_player_tmr<=0 then -- teleport players to their train every 2 seconds for _, player in pairs(minetest.get_connected_players()) do advtrains.tp_player_to_train(player) end tp_player_tmr = 2 else tp_player_tmr = tp_player_tmr - dtime 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=k --atprint("=== Step",stepno,"===") advtrains.train_ensure_init(k, v) end advtrains.lock_path_inval = true for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=k advtrains.train_step_b(k, v, dtime) end for k,v in pairs(advtrains.trains) do advtrains.atprint_context_tid=k advtrains.train_step_c(k, v, dtime) end advtrains.lock_path_inval = false advtrains.atprint_context_tid=nil atprintbm("trainsteps", t) endstep() end function advtrains.tp_player_to_train(player) 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:set_pos(train.last_pos) end end minetest.register_on_joinplayer(function(player) advtrains.hud[player:get_player_name()] = nil advtrains.hhud[player:get_player_name()] = nil --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() local pname = player:get_player_name() local id=advtrains.player_to_train_mapping[pname] if id then for _, wagon in advtrains.wagon_entity_pairs_in_train(id) do wagon:reattach_all() end end end) minetest.register_on_dieplayer(function(player) 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 advtrains.wagon_entity_pairs_in_train(id) do --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 -- just in case no wagon felt responsible for this player: clear train mapping advtrains.player_to_train_mapping[pname] = nil 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 function advtrains.get_acceleration(train, lever) local acc_all = t_accel_all[lever] if not acc_all then return 0 end local acc_eng = t_accel_eng[lever] local nwagons = #train.trainparts if nwagons == 0 then -- empty train! avoid division through zero return -1 end local acc = acc_all + (acc_eng*train.locomotives_in_train)/nwagons return acc 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 -- signature is advtrains.te_register_on_(function(id, train) ... end) local function mkcallback(name) local callt = {} advtrains["te_register_on_"..name] = function(func) assertt(func, "function") table.insert(callt, func) end return callt, function(id, train, param1, param2, param3) for _,f in ipairs(callt) do f(id, train, param1, param2, param3) end end end local callbacks_new_path, run_callbacks_new_path = mkcallback("new_path") local callbacks_invahead callbacks_invahead, advtrains.run_callbacks_invahead = mkcallback("invalidate_ahead") -- (id, train, start_idx) local callbacks_update, run_callbacks_update = mkcallback("update") local callbacks_create, run_callbacks_create = mkcallback("create") local callbacks_remove, run_callbacks_remove = mkcallback("remove") -- required to call from couple.lua function advtrains.update_train_start_and_end(train) recalc_end_index(train) run_callbacks_update(train.id, train) end -- train_ensure_init: 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_init(id, train) if not train then atwarn("train_ensure_init: Called with id =",id,"but a nil train!") atwarn(debug.traceback()) return nil end if not train.staticdata then train.staticdata = {} end train.dirty = true if train.no_step then --atprint("in ensure_init: no_step set, train step ignored!") return nil 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 --atprint("in ensure_init: missing properties, updating!") advtrains.update_trainpart_properties(id) end --restore path if not train.path then --atprint("in ensure_init: Needs restoring path...") if not train.last_pos then atlog("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 nil end if not train.last_connid then atwarn("Train",id,": Restoring path: no last_connid set! Will assume 1") train.last_connid = 1 --[[ Why this fix was necessary: Issue: Migration problems on Grand Theft Auto Minetest 1. Run of this code, warning printed. 2. path_create failed with result==nil (there was an unloaded node, wait_for_path set) 3. in consequence, the supposed call to path_setrestore does not happen 4. train.last_connid is still unset 5. next step, warning is printed again Result: log flood. ]] end local result = advtrains.path_create(train, train.last_pos, train.last_connid or 1, train.last_frac or 0) --atprint("in ensure_init: path_create result ",result) if result==false then atlog("Train",id,": Restoring path failed, node at",train.last_pos,"is gone! Train will be disabled. You can try to place a rail at this position and restart the server.") train.no_step = true return nil elseif result==nil then if not train.wait_for_path then atlog("Train",id,": Can't initialize: Waiting for the (yet unloaded) node at",train.last_pos," to be loaded.") end train.wait_for_path = true return false 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! return true end local function v_target_apply(v_targets, lever, vel) v_targets[lever] = v_targets[lever] and math.min(v_targets[lever], vel) or vel end function advtrains.train_step_b(id, train, dtime) if train.no_step or train.wait_for_path or not train.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)) -- run pre-move hooks -- TODO: if more pre-move hooks are added, make a separate callback hook advtrains.lzb_look_ahead(id, train) --[[ again, new velocity control: There are two heterogenous means of control: -> set a fixed acceleration and ignore speed (user) -> steer towards a target speed, distance doesn't matter -> needs to specify the maximum acceleration/deceleration values they are willing to accelerate/brake with -> Reach a target speed after a certain distance (LZB, handled specially) ]]-- --- 3. handle velocity influences --- local v0 = train.velocity local sit_v_cap = train.max_speed -- Maximum speed in current situation (multiple limit factors) -- The desired speed change issued by the active control (user or atc) local ctrl_v_tar -- desired speed which should not be crossed by braking or accelerating local ctrl_accelerating = false -- whether the train should accelerate local ctrl_braking = false -- whether the train should brake local ctrl_lever -- the lever value to use to calculate the acceleration -- the final speed change after applying LZB local v_cap -- absolute maximum speed local v_tar -- desired speed which should not be crossed by braking or accelerating local accelerating = false-- whether the train should accelerate local braking = false -- whether the train should brake local lever -- the lever value to use to calculate the acceleration local train_moves = (v0 > 0) if train.recently_collided_with_env then if not train_moves then train.recently_collided_with_env=nil--reset status when stopped end --atprint("in train_step_b: applying collided_with_env") sit_v_cap = 0 elseif train.locomotives_in_train==0 then --atprint("in train_step_b: applying no_locomotives") sit_v_cap = 0 -- interlocking speed restriction elseif train.speed_restriction then --atprint("in train_step_b: applying interlocking speed restriction",train.speed_restriction) sit_v_cap = math.min(sit_v_cap or math.huge, train.speed_restriction) end --apply off-track handling: local front_off_track = train.index>train.path_trk_f local back_off_track=train.end_index 1) then --atprint("in train_step_b: applying back_off_track") sit_v_cap = 1 elseif front_off_track then --atprint("in train_step_b: applying front_off_track") sit_v_cap = 0 end --interpret ATC command and apply auto-lever control when not actively controlled local userc = train.ctrl_user if userc then --atprint("in train_step_b: ctrl_user active",userc) advtrains.atc.train_reset_command(train) if userc >= VLEVER_ACCEL then ctrl_accelerating = true else ctrl_braking = true end ctrl_lever = userc else if train.atc_command then if (not train.atc_delay or train.atc_delay<=0) and not train.atc_wait_finish and not train.atc_wait_autocouple then advtrains.atc.execute_atc_command(id, train) elseif train.atc_delay and train.atc_delay > 0 then train.atc_delay=train.atc_delay-dtime end elseif train.atc_delay then train.atc_delay = nil end local braketar = train.atc_brake_target local emerg = false -- atc_brake_target==-1 means emergency brake (BB command) if braketar == -1 then braketar = 0 emerg = true end --atprint("in train_step_b: ATC: brake state braketar=",braketar,"emerg=",emerg) if braketar and braketar>=v0 then --atprint("in train_step_b: ATC: brake target cleared") train.atc_brake_target=nil braketar = nil end --if train.tarvelocity and train.velocity==train.tarvelocity then -- train.tarvelocity = nil --end if train.atc_wait_finish then if not train.atc_brake_target and (not train.tarvelocity or train.velocity==train.tarvelocity) then train.atc_wait_finish=nil end end if train.tarvelocity and train.tarvelocity>v0 then --atprint("in train_step_b: applying ATC ACCEL", train.tarvelocity) ctrl_accelerating = true ctrl_lever = VLEVER_ACCEL elseif train.tarvelocity and train.tarvelocity new_index_curr_tv then break end i = i + 1 end if lzb_next_zero_barrier and train.index < lzb_next_zero_barrier then lzb_v_cap = LZB_ZERO_APPROACH_SPEED end --atprint("in train_step_b: LZB calculation yields newindex=",new_index_curr_tv,"lzbtarget=",lzb_v_cap,"zero_barr=",lzb_next_zero_barrier,"") -- LZB HUD: decrement timer and delete when 0 if train.hud_lzb_effect_tmr then if train.hud_lzb_effect_tmr <=0 then train.hud_lzb_effect_tmr = nil else train.hud_lzb_effect_tmr = train.hud_lzb_effect_tmr - 1 end end -- We now need to bring ctrl_*, sit_v_cap and lzb_v_cap together to determine the final controls. local v_cap = sit_v_cap -- always defined, by default train.max_speed if lzb_v_cap and lzb_v_cap < v_cap then v_cap = lzb_v_cap lever = VLEVER_BRAKE -- actually irrelevant, acceleration is not considered anyway unless v_tar is also set. -- display LZB control override in the HUD if lzb_v_cap <= v0 then train.hud_lzb_effect_tmr = 1 -- This is to signal the HUD that LZB is active. This works as a timer to avoid HUD blinking end end v_tar = ctrl_v_tar -- if v_cap is smaller than the current speed, we need to brake in all cases. if v_cap < v0 then braking = true lever = VLEVER_BRAKE -- set v_tar to v_cap to not slow down any further than required. -- unless control wants us to brake too, then we use control's v_tar. if not ctrl_v_tar or ctrl_v_tar > v_cap then v_tar = v_cap end else -- else, use what the ctrl says braking = ctrl_braking accelerating = ctrl_accelerating and not braking lever = ctrl_lever end train.lever = lever --atprint("in train_step_b: final control: accelerating",accelerating,"braking",braking,"lever", lever, "target", v_tar) -- reset train acceleration when holding speed if not braking and not accelerating then train.acceleration = 0 end --- 3b. if braking, modify the velocity BEFORE the movement if braking then local dv = advtrains.get_acceleration(train, lever) * dtime local v1 = v0 + dv if v_tar and v1 < v_tar then --atprint("in train_step_b: Braking: Hit v_tar!") v1 = v_tar end if v1 > v_cap then --atprint("in train_step_b: Braking: Hit v_cap!") v1 = v_cap end if v1 < 0 then --atprint("in train_step_b: Braking: Hit 0!") v1 = 0 end train.acceleration = (v1 - v0) / dtime train.velocity = v1 --atprint("in train_step_b: Braking: New velocity",v1," (yields acceleration",train.acceleration,")") -- make saved new_index_curr_tv invalid because speed has changed new_index_curr_tv = nil end --- 4. move train --- -- if we have calculated the new end index before, don't do that again if not new_index_curr_tv then local dst_curr_v = train.velocity * dtime new_index_curr_tv = advtrains.path_get_index_by_offset(train, train.index, dst_curr_v) --atprint("in train_step_b: movement calculation (re)done, yields newindex=",new_index_curr_tv) else --atprint("in train_step_b: movement calculation reusing from LZB newindex=",new_index_curr_tv) end -- if the zeroappr mechanism has hit, go no further than zeroappr index if lzb_next_zero_barrier and new_index_curr_tv > lzb_next_zero_barrier then --atprint("in train_step_b: Zero barrier hit, clipping to newidx_tv=",new_index_curr_tv, "zb_idx=",lzb_next_zero_barrier) new_index_curr_tv = lzb_next_zero_barrier end -- New same-track collision system - check for any other trains within the range we're going to move -- do the checks if we either are moving or about to start moving if new_index_curr_tv > train.index or accelerating then -- only if train is actually advancing -- Note: duplicate code from path_project() because of subtle differences: no frac processing and scanning all occupations --[[train.debug = "" local atdebug = function(t, ...) local text=advtrains.print_concat_table({t, ...}) train.debug = train.debug..text.."\n" end]] local base_idx = atfloor(new_index_curr_tv + 1) local base_pos = advtrains.path_get(train, base_idx) local base_cn = train.path_cn[base_idx] --atdebug(id,"Begin Checking for on-track collisions new_idx=",new_index_curr_tv,"base_idx=",base_idx,"base_pos=",base_pos,"base_cn=",base_cn) -- query occupation local occ = advtrains.occ.reverse_lookup_sel(base_pos, "close_proximity") -- iterate other trains for otid, ob_idx in pairs(occ) do if otid ~= id then --atdebug(id,"Found other train",otid," with matching index ",ob_idx) -- Phase 1 - determine if trains are facing and which is the relefant stpo index local otrn = advtrains.trains[otid] -- retrieve other train's cn and cp local ocn = otrn.path_cn[ob_idx] local ocp = otrn.path_cp[ob_idx] local target_is_inside, ref_index, facing if base_cn == ocn then -- same direction ref_index = otrn.end_index same_dir = true target_is_inside = (ob_idx >= ref_index) --atdebug("Same direction: ref_index",ref_index,"inside=",target_is_inside) elseif base_cn == ocp then -- facing trains - subtract index frac ref_index = otrn.index same_dir = false target_is_inside = (ob_idx <= ref_index) --atdebug("Facing direction: ref_index",ref_index,"inside=",target_is_inside) end -- Phase 2 - project ref_index back onto our path and check again (necessary because there might be a turnout on the way and we are driving into the flank if target_is_inside then local our_index = advtrains.path_project(otrn, ref_index, id, "before_end") --atdebug("Backprojected our_index",our_index) if our_index and our_index <= new_index_curr_tv and our_index >= train.index then --FIX: If train was already past the collision point in the previous step, there is no collision! Fixes bug with split_at_index -- ON_TRACK COLLISION IS HAPPENING -- the actual collision is handled in train_step_c, so set appropriate signal variables train.ontrack_collision_info = { otid = otid, same_dir = same_dir, } -- clip newindex --atdebug("-- Collision detected!") new_index_curr_tv = our_index end end end end end -- ## Movement happens here ## train.index = new_index_curr_tv recalc_end_index(train) --atprint("in train_step_b: New index",train.index,"end",train.end_index,"vel",train.velocity) --- 4a. if accelerating, modify the velocity AFTER the movement if accelerating then local dv = advtrains.get_acceleration(train, lever) * dtime local v1 = v0 + dv if v_tar and v1 > v_tar then --atprint("in train_step_b: Accelerating: Hit v_tar!") v1 = v_tar end if v1 > v_cap then --atprint("in train_step_b: Accelerating: Hit v_cap!") v1 = v_cap end train.acceleration = (v1 - v0) / dtime train.velocity = v1 --atprint("in train_step_b: Accelerating: New velocity",v1," (yields acceleration",train.acceleration,")") end end function advtrains.train_step_c(id, train, dtime) if train.no_step or train.wait_for_path or not train.path then return end -- all location/extent-critical actions have been done. -- calculate the new occupation window run_callbacks_update(id, train) -- Return if something(TM) damaged the path if train.no_step or train.wait_for_path or not train.path then return end 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 local train_moves=(train.velocity~=0) local very_short_train = train.trainlen < 3 --- On-track collision handling - detected in train_step_b, but handled here so all other train movements have already happened. if train.ontrack_collision_info then train.velocity = 0 train.acceleration = 0 --advtrains.atc.train_reset_command(train) will occur in couple_initiate_with if required local otrn = advtrains.trains[train.ontrack_collision_info.otid] if otrn.velocity == 0 then -- other train must be standing, else don't initiate coupling advtrains.couple_initiate_with(train, otrn, not train.ontrack_collision_info.same_dir) else -- other collision - stop any ATC control advtrains.atc.train_reset_command(train) end train.ontrack_collision_info = nil train.couples_up_to_date = true end -- handle couples if on_track collision handling did not fire if train_moves then train.couples_up_to_date = nil elseif not train.couples_up_to_date then if not very_short_train then -- old coupling system is buggy for short trains advtrains.train_check_couples(train) -- no guarantee for train order here end train.couples_up_to_date = true end --- 8. check for collisions with other trains and damage players --- if train_moves then -- Note: this code handles collisions with trains that are not on the same path as the current train -- The same-track collisions and coupling handling is found in couple.lua and handled from train_step_b() and code 2 blocks above. local collided = false local coll_grace=2 local collindex = advtrains.path_get_index_by_offset(train, train.index, -coll_grace) local collpos = advtrains.path_get(train, atround(collindex)) if collpos then local rcollpos=advtrains.round_vector_floor_y(collpos) local is_loaded_area = advtrains.is_node_loaded(rcollpos) 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 not collided then if not very_short_train then -- position collision system is buggy for short trains local col_tr = advtrains.occ.check_collision(testpos, id) if col_tr then train.velocity = 0 train.acceleration = 0 advtrains.atc.train_reset_command(train) collided = true end end --- 8b damage players --- if is_loaded_area and train.velocity > 3 and (setting_overrun_mode=="drop" or setting_overrun_mode=="normal") then local testpts = minetest.pos_to_string(testpos) local player=advtrains.playersbypts[testpts] if player and player:get_hp()>0 and advtrains.is_damage_enabled(player:get_player_name()) then --atdebug("damage found",player:get_player_name()) if setting_overrun_mode=="drop" 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", {}) end player:set_hp(0) end end end end end --- 8c damage other objects --- if is_loaded_area then local objs = minetest.get_objects_inside_radius(rcollpos, 2) for _,obj in ipairs(objs) do if not obj:is_player() then local armor = obj:get_armor_groups() local luaentity = obj:get_luaentity() if armor.fleshy and armor.fleshy > 0 and luaentity and luaentity.name ~= "signs_lib:text" then obj:punch(obj, 1, { full_punch_interval = 1.0, damage_groups = {fleshy = 1000}, }, nil) end end 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 mknodecallback(name) local callt = {} advtrains["tnc_register_on_"..name] = function(func, prio) assertt(func, "function") if prio then table.insert(callt, 1, func) else table.insert(callt, func) end end return callt, function(pos, id, train, index, paramx1, paramx2, paramx3) for _,f in ipairs(callt) do f(pos, id, train, index, paramx1, paramx2, paramx3) end end end -- enter/leave-node callbacks -- signature is advtrains.tnc_register_on_enter/leave(function(pos, id, train, index) ... end) local callbacks_enter_node, run_callbacks_enter_node = mknodecallback("enter") local callbacks_leave_node, run_callbacks_leave_node = mknodecallback("leave") -- Node callback for approaching -- Might be called multiple times, whenever path is recalculated. Also called for the first node the train is standing on, then has_entered is true. -- signature is function(pos, id, train, index, has_entered, lzbdata) -- has_entered: true if the "enter" callback has already been executed for this train in this location -- lzbdata: arbitrary data (shared between all callbacks), deleted when LZB is restarted. -- These callbacks are called in order of distance as train progresses along tracks, so lzbdata can be used to -- keep track of a train's state once it passes this point local callbacks_approach_node, run_callbacks_approach_node = mknodecallback("approach") local function tnc_call_enter_callback(pos, train_id, train, index) --atdebug("tnc enter",pos,train_id) 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, train, index) end -- call other registered callbacks run_callbacks_enter_node(pos, train_id, train, index) -- check for split points if mregnode and mregnode.at_conns and #mregnode.at_conns == 3 and train.path_cp[index] == 3 then -- train came from connection 3 of a switch, so it split points. if not train.points_split then train.points_split = {} end train.points_split[advtrains.encode_pos(pos)] = true --atdebug(train_id,"split points at",pos) end end local function tnc_call_leave_callback(pos, train_id, train, index) --atdebug("tnc leave",pos,train_id) 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, train, index) end -- call other registered callbacks run_callbacks_leave_node(pos, train_id, train, index) -- split points do not matter anymore. clear them if train.points_split then if train.points_split[advtrains.encode_pos(pos)] then train.points_split[advtrains.encode_pos(pos)] = nil --atdebug(train_id,"has passed split points at",pos) end -- any entries left? for _,_ in pairs(train.points_split) do return end train.points_split = nil end -- WARNING possibly unreachable place! end function advtrains.tnc_call_approach_callback(pos, train_id, train, index, lzbdata) --atdebug("tnc approach",pos,train_id, lzbdata) local has_entered = atround(train.index) == index 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_approach then mregnode.advtrains.on_train_approach(pos, train_id, train, index, has_entered, lzbdata) end -- call other registered callbacks run_callbacks_approach_node(pos, train_id, train, index, has_entered, lzbdata) end -- === te callback definition for tnc node callbacks === advtrains.te_register_on_new_path(function(id, train) train.tnc = { old_index = atround(train.index), old_end_index = atround(train.end_index), } --atdebug(id,"tnc init",train.index,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(train,old_index)) tnc_call_enter_callback(pos, id, train, old_index) end while old_end_index < new_end_index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,old_end_index)) tnc_call_leave_callback(pos, id, train, old_end_index) old_end_index = old_end_index + 1 end train.tnc.old_index = new_index train.tnc.old_end_index = new_end_index end) advtrains.te_register_on_create(function(id, train) local index = atround(train.index) local end_index = atround(train.end_index) while end_index <= index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index)) tnc_call_enter_callback(pos, id, train, end_index) end_index = end_index + 1 end --atdebug(id,"tnc create",train.index,train.end_index) end) advtrains.te_register_on_remove(function(id, train) local index = atround(train.index) local end_index = atround(train.end_index) while end_index <= index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index)) tnc_call_leave_callback(pos, id, train, end_index) end_index = end_index + 1 end --atdebug(id,"tnc remove",train.index,train.end_index) end) --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) if not advtrains.train_ensure_init(new_id, advtrains.trains[new_id]) then atwarn("create_new_train_at",pos,connid,"failed! This might lead to temporary bugs.") return end run_callbacks_create(new_id, advtrains.trains[new_id]) return new_id end function advtrains.remove_train(id) local train = advtrains.trains[id] if not advtrains.train_ensure_init(id, train) then atwarn("remove_train",id,"failed! This might lead to temporary bugs.") return end run_callbacks_remove(id, train) advtrains.path_invalidate(train, true) advtrains.couple_invalidate(train) local tp = train.trainparts --atdebug("Removing train",id,"leftover trainparts:",tp) advtrains.trains[id] = nil return tp end function advtrains.add_wagon_to_train(wagon_id, train_id, index) local train=advtrains.trains[train_id] if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end 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 -- Note: safe_decouple_wagon() has been moved to wagons.lua -- 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 or data.entity_name] if not wagon then local ent = advtrains.wagon_objects[w_id] local pdesc if ent then pdesc = "at " .. minetest.pos_to_string(ent:get_pos()) elseif train.last_pos then pdesc = "near " .. minetest.pos_to_string(train.last_pos) else pdesc = "at an unknown location" end atwarn(string.format("Wagon %q %s could not be found. Please check that all required modules are loaded!", data.type, pdesc)) 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 local ablkrng = advtrains.wagon_load_range -- This function checks whether entities need to be spawned for certain wagons, and spawns them. -- Called from train_step_*(), not required to check init. function advtrains.spawn_wagons(train_id) local train = advtrains.trains[train_id] for i = 1, #train.trainparts do local w_id = train.trainparts[i] local data = advtrains.wagons[w_id] if data then if data.train_id ~= train_id then atwarn("Train",train_id,"Wagon #",i,": Saved train ID",data.train_id,"did not match!") data.train_id = train_id end if not advtrains.wagon_objects[w_id] or not advtrains.wagon_objects[w_id]:get_yaw() 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 advtrains.position_in_range(pos, ablkrng) then --atdebug("wagon",w_id,"spawning") local wt = advtrains.get_wagon_prototype(data) local wobj = minetest.add_entity(pos, wt) if not wobj then atwarn("Failed to spawn wagon", w_id, "of type", wt) else local wagon = wobj:get_luaentity() if not wagon then atwarn("Wagon", w_id, "of type", wt, "spawned with nil luaentity") else wagon:set_id(w_id) end end end end else atwarn("Train",train_id,"Wagon #",1,": A wagon with id",w_id,"does not exist! Wagon will be removed from train.") table.remove(train.trainparts, i) i = i - 1 end end end function advtrains.split_train_at_index(train, index) -- this function splits a train at index, creating a new train from the back part of the train. --atdebug("split_train_at_index invoked on",train.id,"index",index) local train_id=train.id if index > #train.trainparts then -- index specified too long return end local w_id = train.trainparts[index] local data = advtrains.wagons[w_id] local _, wagon = advtrains.get_wagon_prototype(data) if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end -- make sure that the train is fully on track before splitting. May cause problems otherwise if train.index > train.path_trk_f or train.end_index < train.path_trk_b then atwarn("Train",train_id,": cannot split train because it is off track!") return end local p_index=advtrains.path_get_index_by_offset(train, train.index, - data.pos_in_train + wagon.wagon_span) local pos, connid, frac = advtrains.path_getrestore(train, p_index) --atdebug("new train position p_index",p_index,"pos",pos,"connid",connid,"frac",frac) local tp = {} for k,v in ipairs(train.trainparts) do if k >= index then table.insert(tp, v) train.trainparts[k] = nil end end advtrains.update_trainpart_properties(train_id) recalc_end_index(train) --atdebug("old train index",train.index,"end_index",train.end_index) run_callbacks_update(train_id, train) --create subtrain local newtrain_id=advtrains.create_new_train_at(pos, connid, frac, tp) local newtrain=advtrains.trains[newtrain_id] --atdebug("new train created with ID",newtrain_id,"index",newtrain.index,"end_index",newtrain.end_index) newtrain.velocity=train.velocity -- copy various properties from the old to the new train newtrain.door_open = train.door_open newtrain.text_outside = train.text_outside newtrain.text_inside = train.text_inside newtrain.line = train.line newtrain.routingcode = train.routingcode newtrain.speed_restriction = train.speed_restriction newtrain.speed_restrictions_t = table.copy(train.speed_restrictions_t or {main=train.speed_restriction}) newtrain.is_shunt = train.is_shunt newtrain.points_split = advtrains.merge_tables(train.points_split) newtrain.autocouple = train.autocouple advtrains.te_run_callbacks_on_decouple(train, newtrain, index) return newtrain_id -- return new train ID, so new train can be manipulated end function advtrains.invert_train(train_id) local train=advtrains.trains[train_id] if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end advtrains.path_setrestore(train, true) -- rotate some other stuff if train.door_open then train.door_open = - train.door_open end if train.atc_command then train.atc_arrow = not train.atc_arrow end advtrains.path_invalidate(train, true) advtrains.couple_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) -- recalculate path -- If interlocking present, check whether this train is in a section and then set as shunt move after reversion if advtrains.interlocking and train.il_sections and #train.il_sections > 0 then train.is_shunt = true advtrains.speed.set_restriction(train, "main", advtrains.SHUNT_SPEED_MAX) else train.is_shunt = false advtrains.speed.set_restriction(train, "main", -1) end end -- returns: train id, index of one of the trains that stand at this position. function advtrains.get_train_at_pos(pos) local t = advtrains.occ.get_trains_at(pos) for tid,idx in pairs(t) do return tid, idx end end -- ehm... I never adapted this function to the new path system ?! function advtrains.invalidate_all_paths(pos) local tab if pos then -- if position given, check occupation system tab = advtrains.occ.reverse_lookup_quick(pos) else tab = advtrains.trains end for id, _ in pairs(tab) do advtrains.invalidate_path(id) end end -- Calls invalidate_path_ahead on all trains occupying (having paths over) this node -- Can be called during train step. function advtrains.invalidate_all_paths_ahead(pos) local tab = advtrains.occ.reverse_lookup_sel(pos, "first_ahead") for id,index in pairs(tab) do local train = advtrains.trains[id] advtrains.path_invalidate_ahead(train, index, true) end end function advtrains.invalidate_path(id) --atdebug("Path invalidate:",id) local v=advtrains.trains[id] if not v then return end advtrains.path_invalidate(v) advtrains.couple_invalidate(v) v.dirty = true end --not blocking trains group if minetest.settings:get_bool("advtrains_forgiving_collision") then function advtrains.train_collides(node) if node and minetest.registered_nodes[node.name] then local ndef = minetest.registered_nodes[node.name] -- if the node is drawtype normal (that is a full cube) then it does collide if ndef.drawtype == "normal" then -- except if it is not_blocking_trains if ndef.groups.not_blocking_trains and ndef.groups.not_blocking_trains ~= 0 then return false end return true end end return false end else 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", "bones:bones", "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) end