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path: root/advtrains/occupation.lua
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-- occupation.lua
--[[
Collects and manages positions where trains occupy and/or reserve/require space

It turned out that, especially for the TSS, some more, even overlapping zones are required.
Packing those into a data structure would just become a huge mess!
Instead, this occupation system will store the path indices of positions in the corresponding.
train's paths.
So, the occupation is a reverse lookup of paths.
Then, a callback system will handle changes in those indices, as follows:

Whenever the train generates new path items (path_get/path_create), their counterpart indices will be filled in here.
Whenever a path gets invalidated or path items are deleted, their index counterpart is erased from here.

When a train needs to know whether a position is blocked by another train, it will (and is permitted to)
query the train.index and train.end_index and compare them to the blocked position's index.

Callback system for 3rd-party path checkers:
advtrains.te_register_on_new_path(func(id, train))
-- Called when a train's path is re-initalized, either when it was invalidated
-- or the saves were just loaded
-- It can be assumed that everything is in the state of when the last run
-- of on_update was made, but all indices are shifted by an unknown amount.

advtrains.te_register_on_update(func(id, train))
-- Called each step and after a train moved, its length changed or some other event occured
-- The path is unmodified, and train.index and train.end_index can be reliably
-- queried for the new position and length of the train.
-- note that this function might be called multiple times per step, and this 
-- function being called does not necessarily mean that something has changed.
-- It is ensured that on_new_path callbacks are executed prior to these callbacks whenever
-- an invalidation or a reload occured.

advtrains.te_register_on_create(func(id, train))
-- Called right after a train is created, right after the initial new_path callback
advtrains.te_register_on_remove(func(id, train))
-- Called right before a train is deleted


All callbacks are allowed to save certain values inside the train table, but they must ensure that
those are reinitialized in the on_new_path callback. The on_new_path callback must explicitly
set ALL OF those values to nil or to a new updated value, and must not rely on their existence.

]]--
local o = {}

local occ = {}
local occ_chg = {}


local function occget(p)
	local t = occ[p.y]
	if not t then
		occ[p.y] = {}
		t = occ[p.y]
	end
	local s = t
	t = t[p.x]
	if not t then
		s[p.x] = {}
		t = s[p.x]
	end
	return t[p.z]
end
local function occgetcreate(p)
	local t = occ[p.y]
	if not t then
		occ[p.y] = {}
		t = occ[p.y]
	end
	local s = t
	t = t[p.x]
	if not t then
		s[p.x] = {}
		t = s[p.x]
	end
	s = t
	t = t[p.z]
	if not t then
		s[p.z] = {}
		t = s[p.z]
	end
	return t
end


function o.set_item(train_id, pos, idx)
	local t = occgetcreate(pos)
	local i = 1
	while t[i] do
		if t[i]==train_id then
			break
		end
		i = i + 2
	end
	t[i] = train_id
	t[i+1] = idx
end


function o.clear_item(train_id, pos)
	local t = occget(pos)
	if not t then return end
	local i = 1
	local moving = false
	while t[i] do
		if t[i]==train_id then
			if moving then
				-- if, for some occasion, there should be a duplicate entry, erase this one too
				atwarn("Duplicate occupation entry at",pos,"for train",train_id,":",t)
				i = i - 2
			end
			moving = true
		end
		if moving then
			t[i]   = t[i+2]
			t[i+1] = t[i+3]
		end
		i = i + 2
	end
end

-- Checks whether some other train (apart from train_id) has it's 0 zone here
function o.check_collision(pos, train_id)
	local npos = advtrains.round_vector_floor_y(pos)
	local t = occget(npos)
	if not t then return end
	local i = 1
	while t[i] do
		local ti = t[i]
		if ti~=train_id then
			local idx = t[i+1]
			local train = advtrains.trains[ti]
			
			--atdebug("checking train",t[i],"index",idx,"<>",train.index,train.end_index)
			if train and idx >= train.end_index and idx <= train.index then
				--atdebug("collides.")				
				return train -- return train it collided with so we can couple when shunting is enabled
			end
		end
		i = i + 2
	end
	return false
end

-- Gets a mapping of train id's to indexes of trains that share this path item with this train
-- The train itself will not be included.
-- If the requested index position is off-track, returns {}.
-- returns (table with train_id->index), position
function o.get_occupations(train, index)
	local ppos, ontrack = advtrains.path_get(train, index)
	if not ontrack then
		atlog("Train",train.id,"get_occupations requested off-track",index)
		return {}, ppos
	end
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	local train_id = train.id
	while t[i] do
		if t[i]~=train_id then
			r[t[i]] = t[i+1]
		end
		i = i + 2
	end
	return r, pos
end
-- Gets a mapping of train id's to indexes of trains that stand or drive over
-- returns (table with train_id->index)
function o.get_trains_at(ppos)
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	while t[i] do
		local train = advtrains.trains[t[i]]
		local idx = t[i+1]
		if train.end_index - 0.5 <= idx and idx <= train.index + 0.5 then
			r[t[i]] = idx
		end
		i = i + 2
	end
	return r
end

-- Gets a mapping of train id's to indexes of trains that have a path
-- generated over this node
-- returns (table with train_id->index)
function o.get_trains_over(ppos)
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	while t[i] do
		local idx = t[i+1]
		r[t[i]] = idx
		i = i + 2
	end
	return r
end

advtrains.occ = o
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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

--acceleration for lever modes (trainhud.lua), per wagon
local t_accel_all={
	[0] = -10,
	[1] = -3,
	[2] = -0.5,
	[4] = 0.5,
}
--acceleration per engine
local t_accel_eng={
	[0] = 0,
	[1] = 0,
	[2] = 0,
	[4] = 1.5,
}

tp_player_tmr = 0

advtrains.mainloop_trainlogic=function(dtime)
	--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:getpos()))
			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
		advtrains.train_ensure_init(k, v)
	end
	
	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.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:setpos(train.last_pos_prev)
	end
end
minetest.register_on_joinplayer(function()
	return advtrains.pcall(function()
		--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()
		for _,wagon in pairs(minetest.luaentities) do
			if wagon.is_wagon and wagon.initialized and wagon.train_id==id then
				wagon:reattach_all()
			end
		end
	end)
end)


minetest.register_on_dieplayer(function(player)
	return advtrains.pcall(function()
		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 pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.train_id==id then
					--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
			end
		end
	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]
	local acc_eng = t_accel_eng[lever]
	local nwagons = #train.trainparts
	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)
		for _,f in ipairs(callt) do
			f(id, train)
		end
	end
end

local callbacks_new_path, run_callbacks_new_path = mkcallback("new_path")
local callbacks_update, run_callbacks_update = mkcallback("update")
local callbacks_create, run_callbacks_create = mkcallback("create")
local callbacks_remove, run_callbacks_remove = mkcallback("remove")


-- 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)
	train.dirty = true
	if train.no_step then return end

	assertdef(train, "velocity", 0)
	--assertdef(train, "tarvelocity", 0)
	assertdef(train, "acceleration", 0)
	assertdef(train, "id", id)
	assertdef(train, "ctrl", {})
	
	
	if not train.drives_on or not train.max_speed then
		advtrains.update_trainpart_properties(id)
	end
	
	--restore path
	if not train.path then
		if not train.last_pos then
			atwarn("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
		end
		if not train.last_connid then
			atwarn("Train",id,": Restoring path: no last_connid set! Will assume 1")
		end
		
		local result = advtrains.path_create(train, train.last_pos, train.last_connid or 1, train.last_frac or 0)
		
		if result==false then
			atwarn("Train",id,": Restoring path failed, node at",train.last_pos,"is gone! Train will be disabled. You can try to fix the issue in the save file.")
			train.no_step = true
			return
		elseif result==nil then
			if not train.wait_for_path then
				atwarn("Train",id,": Can't initialize: Waiting for the (yet unloaded) node at",train.last_pos," to be loaded.")
			end
			train.wait_for_path = true
		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!
end

function advtrains.train_step_b(id, train, dtime)
	if train.no_step or train.wait_for_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))
	
	--- 3. handle velocity influences ---
	local train_moves=(train.velocity~=0)
	local tarvel_cap = train.speed_restriction
	
	if train.recently_collided_with_env then
		tarvel_cap=0
		if not train_moves then
			train.recently_collided_with_env=nil--reset status when stopped
		end
	end
	if train.locomotives_in_train==0 then
		tarvel_cap=0
	end