--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 printbm=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=30 advtrains.trains={} advtrains.wagon_save={} --load initially advtrains.fpath=minetest.get_worldpath().."/advtrains" local file, err = io.open(advtrains.fpath, "r") if not file then local er=err or "Unknown Error" print("[advtrains]Failed loading advtrains save file "..er) else local tbl = minetest.deserialize(file:read("*a")) if type(tbl) == "table" then advtrains.trains=tbl end file:close() end advtrains.fpath_ws=minetest.get_worldpath().."/advtrains_wagon_save" local file, err = io.open(advtrains.fpath_ws, "r") if not file then local er=err or "Unknown Error" print("[advtrains]Failed loading advtrains save file "..er) else local tbl = minetest.deserialize(file:read("*a")) if type(tbl) == "table" then advtrains.wagon_save=tbl end file:close() end advtrains.save = function() --print("[advtrains]saving") advtrains.invalidate_all_paths() local datastr = minetest.serialize(advtrains.trains) if not datastr then minetest.log("error", "[advtrains] Failed to serialize train data!") return end local file, err = io.open(advtrains.fpath, "w") if err then return err end file:write(datastr) file:close() -- update wagon saves for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized then wagon:get_staticdata() end end --cross out userdata for w_id, data in pairs(advtrains.wagon_save) do data.name=nil data.object=nil if data.driver then data.driver_name=data.driver:get_player_name() data.driver=nil else data.driver_name=nil end if data.discouple then data.discouple.object:remove() data.discouple=nil end end --print(dump(advtrains.wagon_save)) datastr = minetest.serialize(advtrains.wagon_save) if not datastr then minetest.log("error", "[advtrains] Failed to serialize train data!") return end file, err = io.open(advtrains.fpath_ws, "w") if err then return err end file:write(datastr) file:close() advtrains.save_trackdb() advtrains.atc.save() end minetest.register_on_shutdown(advtrains.save) advtrains.save_and_audit_timer=advtrains.audit_interval minetest.register_globalstep(function(dtime) 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 printbm("saving", t) end --regular train step local t=os.clock() for k,v in pairs(advtrains.trains) do advtrains.train_step(k, v, dtime) end --see tracks.lua if advtrains.detector.clean_step_before then advtrains.detector.finalize_restore() end printbm("trainsteps", t) endstep() end) function advtrains.train_step(id, train, dtime) --Legacy: set drives_on and max_speed 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 --very unimportant thing: check if couple is here if train.couple_eid_front and (not minetest.luaentities[train.couple_eid_front] or not minetest.luaentities[train.couple_eid_front].is_couple) then train.couple_eid_front=nil end if train.couple_eid_back and (not minetest.luaentities[train.couple_eid_back] or not minetest.luaentities[train.couple_eid_back].is_couple) then train.couple_eid_back=nil end --skip certain things (esp. collision) when not moving local train_moves=(train.velocity~=0) --if not train.last_pos then advtrains.trains[id]=nil return end if not advtrains.pathpredict(id, train) then print("pathpredict failed(returned false)") train.velocity=0 train.tarvelocity=0 return end local path=advtrains.get_or_create_path(id, train) if not path then train.velocity=0 train.tarvelocity=0 print("train has no path for whatever reason") return end local train_end_index=advtrains.get_train_end_index(train) --apply off-track handling: 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_index1 then train.tarvelocity=1 end elseif front_off_track then--allow movement only backward if train.movedir==1 and train.tarvelocity>0 then train.tarvelocity=0 end if train.movedir==-1 and train.tarvelocity>1 then train.tarvelocity=1 end elseif back_off_track then--allow movement only forward if train.movedir==-1 and train.tarvelocity>0 then train.tarvelocity=0 end if train.movedir==1 and train.tarvelocity>1 then train.tarvelocity=1 end end --update advtrains.detector if not train.detector_old_index then train.detector_old_index = math.floor(train_end_index) train.detector_old_end_index = math.floor(train_end_index) end local ifo, ifn, ibo, ibn = train.detector_old_index, math.floor(train.index), train.detector_old_end_index, math.floor(train_end_index) if ifn>ifo then for i=ifo, ifn do if path[i] then advtrains.detector.enter_node(path[i], id) end end elseif ifnibo then for i=ibo, ibn do if path[i] then advtrains.detector.leave_node(path[i], id) end end end train.detector_old_index = math.floor(train.index) train.detector_old_end_index = math.floor(train_end_index) --remove? if #train.trainparts==0 then print("[advtrains][train "..sid(id).."] has empty trainparts, removing.") advtrains.detector.leave_node(path[train.detector_old_index], id) advtrains.trains[id]=nil return end if train_moves then --check for collisions by finding objects --heh, new collision again. --this time, based on NODES and the advtrains.detector.on_node table. local collpos local coll_grace=1 if train.movedir==1 then collpos=advtrains.get_real_index_position(path, train.index-coll_grace) else collpos=advtrains.get_real_index_position(path, train_end_index+coll_grace) end if collpos then local rcollpos=advtrains.round_vector_floor_y(collpos) for x=-1,1 do for z=-1,1 do local testpos=vector.add(rcollpos, {x=x, y=0, z=z}) local testpts=minetest.pos_to_string(testpos) if advtrains.detector.on_node[testpts] and advtrains.detector.on_node[testpts]~=id then --collides advtrains.spawn_couple_on_collide(id, testpos, advtrains.detector.on_node[testpts], train.movedir==-1) train.recently_collided_with_env=true train.velocity=0.5*train.velocity train.movedir=train.movedir*-1 train.tarvelocity=0 end end end end end --check for any trainpart entities if they have been unloaded. do this only if train is near a player, to not spawn entities into unloaded areas --todo function will be taken by update_trainpart_properties train.check_trainpartload=(train.check_trainpartload or 0)-dtime local node_range=(math.max((minetest.setting_get("active_block_range") or 0),1)*16) if train.check_trainpartload<=0 then local ori_pos=advtrains.get_real_index_position(path, train.index) --not much to calculate --print("[advtrains][train "..id.."] at "..minetest.pos_to_string(vector.round(ori_pos))) local should_check=false for _,p in ipairs(minetest.get_connected_players()) do should_check=should_check or ((vector.distance(ori_pos, p:getpos())=train.velocity 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 --make brake adjust the tarvelocity if necessary if train.brake and (math.ceil(train.velocity)-1)0 then--accelerating, force will be brought on only by locomotives. --print("accelerating with default force") applydiff=(math.min((advtrains.train_accel_force*train.locomotives_in_train*dtime)/mass, math.abs(diff))) else--decelerating if front_off_track or back_off_track or train.recently_collided_with_env then --every wagon has a brake, so not divided by mass. --print("braking with emergency force") applydiff= -(math.min((advtrains.train_emerg_force*dtime), math.abs(diff))) elseif train.brake or (train.atc_brake_target and train.atc_brake_target0 then if train.movedir>0 then pregen_front=2+math.ceil(train.velocity*0.15) --assumes server step of 0.1 seconds, +50% tolerance else pregen_back=2+math.ceil(train.velocity*0.15) end end local maxn=advtrains.maxN(train.path) while (maxn-train.index) < pregen_front do--pregenerate --print("[advtrains]maxn conway for ",maxn,minetest.pos_to_string(path[maxn]),maxn-1,minetest.pos_to_string(path[maxn-1])) local conway=advtrains.conway(train.path[maxn], train.path[maxn-1], train.drives_on) if conway then train.path[maxn+1]=conway train.max_index_on_track=maxn else --do as if nothing has happened and preceed with path --but do not update max_index_on_track --print("over-generating path max to index "..maxn+1) train.path[maxn+1]=vector.add(train.path[maxn], vector.subtract(train.path[maxn], train.path[maxn-1])) end train.path_dist[maxn]=vector.distance(train.path[maxn+1], train.path[maxn]) maxn=advtrains.maxN(train.path) end local minn=advtrains.minN(train.path) while (train.index-minn) < (train.trainlen or 0) + pregen_back do --post_generate. has to be at least trainlen. (we let go of the exact calculation here since this would be unuseful here) --print("[advtrains]minn conway for ",minn,minetest.pos_to_string(path[minn]),minn+1,minetest.pos_to_string(path[minn+1])) local conway=advtrains.conway(train.path[minn], train.path[minn+1], train.drives_on) if conway then train.path[minn-1]=conway train.min_index_on_track=minn else --do as if nothing has happened and preceed with path --but do not update min_index_on_track --print("over-generating path min to index "..minn-1) train.path[minn-1]=vector.add(train.path[minn], vector.subtract(train.path[minn], train.path[minn+1])) end train.path_dist[minn-1]=vector.distance(train.path[minn], train.path[minn-1]) minn=advtrains.minN(train.path) end if not train.min_index_on_track then train.min_index_on_track=0 end if not train.max_index_on_track then train.max_index_on_track=0 end --make pos/yaw available for possible recover calls if train.max_index_on_tracktrain.index then --whoops, train went even more far. same behavior train.savedpos_off_track_index_offset=train.index-train.min_index_on_track train.last_pos=train.path[train.min_index_on_track+1] train.last_pos_prev=train.path[train.min_index_on_track] --print("train is off-track (back), last positions kept at "..minetest.pos_to_string(train.last_pos).." / "..minetest.pos_to_string(train.last_pos_prev)) else --regular case train.savedpos_off_track_index_offset=nil train.last_pos=train.path[math.floor(train.index+0.5)] train.last_pos_prev=train.path[math.floor(train.index-0.5)] end return train.path end function advtrains.get_train_end_index(train) return advtrains.get_real_path_index(train, train.trainlen or 2)--this function can be found inside wagons.lua since it's more related to wagons. we just set trainlen as pos_in_train end function advtrains.get_or_create_path(id, train) if not train.path then return advtrains.pathpredict(id, train) end return train.path end function advtrains.add_wagon_to_train(wagon, train_id, index) local train=advtrains.trains[train_id] if index then table.insert(train.trainparts, index, wagon.unique_id) else table.insert(train.trainparts, wagon.unique_id) end --this is not the usual case!!! --we may set initialized because the wagon has no chance to step() wagon.initialized=true --TODO is this art or can we throw it away? advtrains.update_trainpart_properties(train_id) end function advtrains.update_trainpart_properties(train_id, invert_flipstate) local train=advtrains.trains[train_id] train.drives_on=advtrains.all_tracktypes train.max_speed=100 local rel_pos=0 local count_l=0 for i, w_id in ipairs(train.trainparts) do local wagon=nil for _,iwagon in pairs(minetest.luaentities) do if iwagon.is_wagon and iwagon.initialized and iwagon.unique_id==w_id then if wagon then --duplicate iwagon.object:remove() else wagon=iwagon end end end if not wagon then if advtrains.wagon_save[w_id] then --spawn a new and initialize it with the properties from wagon_save wagon=minetest.env:add_entity(train.last_pos, advtrains.wagon_save[w_id].entity_name):get_luaentity() wagon:init_from_wagon_save(w_id) end end if wagon then rel_pos=rel_pos+wagon.wagon_span wagon.train_id=train_id wagon.pos_in_train=rel_pos wagon.pos_in_trainparts=i wagon.old_velocity_vector=nil if wagon.is_locomotive then count_l=count_l+1 end if invert_flipstate then wagon.wagon_flipped = not wagon.wagon_flipped end rel_pos=rel_pos+wagon.wagon_span any_loaded=true 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) else print(w_id.." not loaded and no save available") --what the hell... table.remove(train.trainparts, pit) end end train.trainlen=rel_pos train.locomotives_in_train=count_l end function advtrains.split_train_at_wagon(wagon) --get train local train=advtrains.trains[wagon.train_id] local real_pos_in_train=advtrains.get_real_path_index(train, wagon.pos_in_train) local pos_for_new_train=advtrains.get_or_create_path(wagon.train_id, train)[math.floor(real_pos_in_train+wagon.wagon_span)] local pos_for_new_train_prev=advtrains.get_or_create_path(wagon.train_id, train)[math.floor(real_pos_in_train-1+wagon.wagon_span)] --before doing anything, check if both are rails. else do not allow if not pos_for_new_train then print("split_train: pos_for_new_train not set") return false end local node_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(pos_for_new_train), train.drives_on) if not node_ok then print("split_train: pos_for_new_train "..minetest.pos_to_string(advtrains.round_vector_floor_y(pos_for_new_train_prev)).." not loaded or is not a rail") return false end if not train.last_pos_prev then print("split_train: pos_for_new_train_prev not set") return false end local prevnode_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(pos_for_new_train), train.drives_on) if not prevnode_ok then print("split_train: pos_for_new_train_prev "..minetest.pos_to_string(advtrains.round_vector_floor_y(pos_for_new_train_prev)).." not loaded or is not a rail") return false end --create subtrain local newtrain_id=advtrains.create_new_train_at(pos_for_new_train, pos_for_new_train_prev) local newtrain=advtrains.trains[newtrain_id] --insert all wagons to new train for k,v in ipairs(train.trainparts) do if k>=wagon.pos_in_trainparts then table.insert(newtrain.trainparts, v) train.trainparts[k]=nil end end --update train parts advtrains.update_trainpart_properties(wagon.train_id)--atm it still is the desierd id. advtrains.update_trainpart_properties(newtrain_id) train.tarvelocity=0 newtrain.velocity=train.velocity newtrain.tarvelocity=0 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. function advtrains.trains_facing(train1, train2) local sr_pos=train1.path[math.floor(train1.index)] local sr_pos_p=train1.path[math.floor(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.spawn_couple_on_collide(id1, pos, id2, t1_is_backpos) print("COLLISION: "..sid(id1).." and "..sid(id2).." at "..minetest.pos_to_string(pos)..", t1_is_backpos="..(t1_is_backpos and "true" or "false")) --TODO: local train1=advtrains.trains[id1] local train2=advtrains.trains[id2] 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 print("Err: pos not in path") return end local frontpos2=train2.path[math.floor(train2.detector_old_index)] local backpos2=train2.path[math.floor(train2.detector_old_end_index)] local t2_is_backpos print("End positions: "..minetest.pos_to_string(frontpos2)..minetest.pos_to_string(backpos2)) if vector.equals(frontpos2, pos) then t2_is_backpos=false elseif vector.equals(backpos2, pos) then t2_is_backpos=true else print("Err: not a endpos") return --the collision position is not the end position. end print("t2_is_backpos="..(t2_is_backpos and "true" or "false")) local t1_has_couple if t1_is_backpos then t1_has_couple=train1.couple_eid_back else t1_has_couple=train1.couple_eid_front end local t2_has_couple if t2_is_backpos then t2_has_couple=train2.couple_eid_back else t2_has_couple=train2.couple_eid_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 local obj=minetest.add_entity(pos, "advtrains:couple") if not obj then print("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 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 end end print("Couple entity:"..dump(le)) --also TODO: integrate check_trainpartload into update_trainpart_properties. 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) local first_wagoncnt=#advtrains.trains[first_id].trainparts local second_wagoncnt=#advtrains.trains[second_id].trainparts for _,v in ipairs(advtrains.trains[second_id].trainparts) do table.insert(advtrains.trains[first_id].trainparts, v) end --kick it like physics (with mass being #wagons) local new_velocity=((advtrains.trains[first_id].velocity*first_wagoncnt)+(advtrains.trains[second_id].velocity*second_wagoncnt))/(first_wagoncnt+second_wagoncnt) advtrains.trains[second_id]=nil advtrains.update_trainpart_properties(first_id) advtrains.trains[first_id].velocity=new_velocity advtrains.trains[first_id].tarvelocity=0 end function advtrains.invert_train(train_id) local train=advtrains.trains[train_id] local old_path=advtrains.get_or_create_path(train_id, train) train.path={} train.index= - advtrains.get_train_end_index(train) train.velocity=-train.velocity train.tarvelocity=-train.tarvelocity for k,v in pairs(old_path) do train.path[-k]=v 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.is_train_at_pos(pos) --print("istrainat: pos "..minetest.pos_to_string(pos)) local checked_trains={} local objrefs=minetest.get_objects_inside_radius(pos, 2) for _,v in pairs(objrefs) do local le=v:get_luaentity() if le and le.is_wagon and le.initialized and le.train_id and not checked_trains[le.train_id] then --print("istrainat: checking "..le.train_id) checked_trains[le.train_id]=true local path=advtrains.get_or_create_path(le.train_id, le:train()) if path then --print("has path") for i=math.floor(advtrains.get_train_end_index(le:train())+0.5),math.floor(le:train().index+0.5) do if path[i] then --print("has pathitem "..i.." "..minetest.pos_to_string(path[i])) if vector.equals(advtrains.round_vector_floor_y(path[i]), pos) then return true end end end end end end return false end function advtrains.invalidate_all_paths() --print("invalidating all paths") for k,v in pairs(advtrains.trains) do if v.index then v.restore_add_index=v.index-math.floor(v.index+0.5) end v.path=nil v.path_dist=nil v.index=nil v.min_index_on_track=nil v.max_index_on_track=nil advtrains.detector.setup_restore() v.detector_old_index=nil v.detector_old_end_index=nil end 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)