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|
--trainlogic.lua
--controls train entities stuff about connecting/disconnecting/colliding trains and other things
-- TODO: what should happen when a train has no trainparts anymore?
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,
}
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
--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=sid(k)
advtrains.train_ensure_init(k, v)
end
for k,v in pairs(advtrains.trains) do
advtrains.atprint_context_tid=sid(k)
advtrains.train_step_b(k, v, dtime)
end
for k,v in pairs(advtrains.trains) do
advtrains.atprint_context_tid=sid(k)
advtrains.train_step_c(k, v, dtime)
end
advtrains.atprint_context_tid=nil
atprintbm("trainsteps", t)
endstep()
end
minetest.register_on_joinplayer(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
--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)
--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)
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
-- 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
local callbacks_new_path = {}
local callbacks_update = {}
function advtrains.te_register_on_new_path(func)
assertt(func, "function")
table.insert(callbacks_new_path, func)
end
function advtrains.te_register_on_update(func)
assertt(func, "function")
table.insert(callbacks_update, func)
end
local function run_callbacks_new_path(id, train)
for _,f in ipairs(callbacks_new_path) do
f(id, train)
end
end
local function run_callbacks_update(id, train)
for _,f in ipairs(callbacks_new_path) do
f(id, train)
end
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)
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)
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
if train.recently_collided_with_env then
tarvel_cap=0
train.active_control=false
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
--- 3a. this can be useful for debugs/warnings and is used for check_trainpartload ---
local t_info, train_pos=sid(id), advtrains.path_get(train, atfloor(train.index))
if train_pos then
t_info=t_info.." @"..minetest.pos_to_string(train_pos)
--atprint("train_pos:",train_pos)
end
--apply off-track handling:
local front_off_track = train.index>train.path_trk_f
local back_off_track=train.end_index<train.path_trk_b
local pprint
if front_off_track then
tarvel_cap=0
end
if back_off_track then -- eventually overrides front_off_track restriction
tarvel_cap=1
end
--interpret ATC command and apply auto-lever control when not actively controlled
local trainvelocity = train.velocity
if not train.lever then train.lever=3 end
if train.active_control then
advtrains.atc.train_reset_command(id)
else
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
if braketar and braketar>=trainvelocity then
train.atc_brake_target=nil
braketar = 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
train.lever = 3
if train.tarvelocity>trainvelocity then train.lever=4 end
if train.tarvelocity<trainvelocity then
if (braketar and braketar<trainvelocity) then
if emerg then
train.lever = 0
else
train.lever=1
end
else
train.lever=2
end
end
end
if tarvel_cap and tarvel_cap<train.tarvelocity then
train.tarvelocity=tarvel_cap
end
local tmp_lever = train.lever
if tarvel_cap and trainvelocity>tarvel_cap then
tmp_lever = 0
end
--- 3a. actually calculate new velocity ---
if tmp_lever~=3 then
local acc_all = t_accel_all[tmp_lever]
local acc_eng = t_accel_eng[tmp_lever]
local nwagons = #train.trainparts
local accel = acc_all + (acc_eng*train.locomotives_in_train)/nwagons
local vdiff = accel*dtime
if not train.active_control then
local tvdiff = train.tarvelocity - trainvelocity
if math.abs(vdiff) > math.abs(tvdiff) then
--applying this change would cross tarvelocity
vdiff=tvdiff
end
end
if tarvel_cap and trainvelocity<=tarvel_cap and trainvelocity+vdiff>tarvel_cap then
vdiff = tarvel_cap - train.velocity
end
if trainvelocity+vdiff < 0 then
vdiff = - trainvelocity
end
local mspeed = (train.max_speed or 10)
if trainvelocity+vdiff > mspeed then
vdiff = mspeed - trainvelocity
end
train.acceleration=vdiff
train.velocity=train.velocity+vdiff
if train.active_control then
train.tarvelocity = train.velocity
end
else
train.acceleration = 0
end
--- 4. move train ---
train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
recalc_end_index()
end
function advtrains.train_step_c(id, train, dtime)
if train.no_step or train.wait_for_path then return end
-- all location/extent-critical actions have been done.
-- calculate the new occupation window
run_callbacks_update(id, train)
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
--- 8. check for collisions with other trains and damage players ---
local train_moves=(train.velocity~=0)
--- Check whether this train can be coupled to another, and set couple entities accordingly
if not train.was_standing and not train_moves then
advtrains.train_check_couples(train)
end
train.was_standing = not train_moves
if train_moves then
local collpos
local coll_grace=1
local collindex = advtrains.path_get_index_by_offset(train, train.index, coll_grace)
collpos = advtrains.path_get(train, atround(collindex))
if collpos then
local rcollpos=advtrains.round_vector_floor_y(collpos)
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 advtrains.occ.check_collision(testpos, id) then
--collides
--advtrains.collide_and_spawn_couple(id, testpos, advtrains.detector.get(testpos, id), train.movedir==-1)
train.velocity = 0
train.tarvelocity = 0
atwarn("Train",id,"collided!")
end
--- 8b damage players ---
if not minetest.settings:get_bool("creative_mode") then
local testpts = minetest.pos_to_string(testpos)
local player=advtrains.playersbypts[testpts]
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()
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", {})
player:set_hp(0)
end
end
end
end
--- 8c damage other objects ---
local objs = minetest.get_objects_inside_radius(rcollpos, 2)
for _,obj in ipairs(objs) do
if not obj:is_player() and obj:get_armor_groups().fleshy and obj:get_armor_groups().fleshy > 0
and obj:get_luaentity() and obj:get_luaentity().name~="signs:text" then
obj:punch(obj, 1, { full_punch_interval = 1.0, damage_groups = {fleshy = 1000}, }, nil)
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 tnc_call_enter_callback(pos, train_id)
--atprint("instructed to call enter calback")
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)
end
end
local function tnc_call_leave_callback(pos, train_id)
--atprint("instructed to call leave calback")
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)
end
end
advtrains.te_register_on_new_path(function(id, train)
train.tnc = {
old_index = atround(train.index),
old_end_index = atround(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(old_index))
tnc_call_enter_callback(pos, id)
end
while old_end_index > new_end_index do
local pos = advtrains.round_vector_floor_y(advtrains.path_get(old_end_index))
tnc_call_leave_callback(pos, id)
old_end_index = old_end_index - 1
end
end)
-- Calculates the indices where the window borders of the occupation windows are.
-- TODO adapt this code to new system, probably into a callback (probably only the brake distance code is needed)
local function calc_occwindows(id, train)
local end_index = advtrains.path_get_index_by_offset(train, train.index, -train.trainlen)
train.end_index = end_index
local cpl_b = end_index - COUPLE_ZONE
local safety_b = advtrains.path_get_index_by_offset(train, cpl_b, -SAFETY_ZONE)
local cpl_f = end_index + COUPLE_ZONE
local safety_f = advtrains.path_get_index_by_offset(train, cpl_f, SAFETY_ZONE)
-- calculate brake distance
local acc_all = t_accel_all[1]
local acc_eng = t_accel_eng[1]
local nwagons = #train.trainparts
local acc = acc_all + (acc_eng*train.locomotives_in_train)/nwagons
local vel = train.velocity
local brakedst = (vel*vel) / (2*acc)
local brake_i = math.max(advtrains.path_get_index_by_offset(train, train.index, brakedst + BRAKE_SPACE), safety_f)
local aware_i = advtrains.path_get_index_by_offset(train, brake_i, AWARE_ZONE)
return {
safety_b,
cpl_b,
end_index,
train.index,
cpl_f,
safety_f,
brake_i,
aware_i,
}
end
--TODO: Collisions!
--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)
advtrains.train_ensure_init(new_id, advtrains.trains[new_id])
return new_id
end
function advtrains.remove_train(id)
local train = advtrains.trains[id]
advtrains.train_ensure_init(id, train)
advtrains.path_invalidate(train)
local tp = train.trainparts
advtrains.trains[id] = nil
return tp
end
function advtrains.add_wagon_to_train(wagon_id, train_id, index)
local train=advtrains.trains[train_id]
advtrains.train_ensure_init(train_id, train)
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
-- 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]
if not wagon then
atwarn("Wagon '",data.type,"' couldn't be found. Please check that all required modules are loaded!")
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
-- This function checks whether entities need to be spawned for certain wagons, and spawns them.
function advtrains.spawn_wagons(train_id)
local train = advtrains.trains[train_id]
for i, w_id in ipairs(train.trainparts) do
local data = advtrains.wagons[w_id]
if data then
if not data.object or not data.object:getyaw() 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 minetest.get_node_or_nil(pos) then
local wt = advtrains.get_wagon_prototype(data)
local wagon = minetest.add_entity(pos, wt):get_luaentity()
wagon:set_id(w_id)
end
end
end
end
end
function advtrains.split_train_at_wagon(wagon_id)
--get train
local data = advtrains.wagons[wagon_id]
local old_id = data.train_id
local train=advtrains.trains[old_id]
local _, wagon = advtrains.get_wagon_prototype(data)
advtrains.train_ensure_init(old_id, train)
local index=advtrains.path_get_index_by_offset(train, train.index, -(data.pos_in_train + wagon.wagon_span))
-- find new initial path position for this train
local pos, connid, frac = advtrains.path_getrestore(train, index)
-- build trainparts table, passing it directly to the train constructor
local tp = {}
for k,v in ipairs(train.trainparts) do
if k>=wagon.pos_in_trainparts then
table.insert(tp, v)
train.trainparts[k]=nil
end
end
--create subtrain
local newtrain_id=advtrains.create_new_train_at(pos, connid, frac, tp)
local newtrain=advtrains.trains[newtrain_id]
train.tarvelocity=0
newtrain.velocity=train.velocity
newtrain.tarvelocity=0
newtrain.couple_lck_back=train.couple_lck_back
newtrain.couple_lck_front=false
train.couple_lck_back=false
--update train parts
advtrains.update_trainpart_properties(old_id)
recalc_end_index(train)
run_callbacks_update(old_id, train)
end
-- coupling
local CPL_CHK_DST = 1
local CPL_ZONE = 2
-- train.couple_* contain references to ObjectRefs of couple objects, which contain all relevant information
-- These objectRefs will delete themselves once the couples no longer match
local function createcouple(pos, train1, t1_is_front, train2, t2_is_front)
local obj=minetest.add_entity(pos, "advtrains:couple")
if not obj then error("Failed creating couple object!") return end
local le=obj:get_luaentity()
le.train_id_1=train1.id
le.train_id_2=train2.id
le.train1_is_backpos=not t1_is_front
le.train2_is_backpos=not t2_is_front
end
function advtrains.train_check_couples(train)
if train.cpl_front then
if not train.cpl_front:getyaw() then
-- objectref is no longer valid. reset.
train.cpl_front = nil
end
end
if not train.cpl_front then
-- recheck front couple
local front_trains, pos = advtrains.occ.get_occupations(train, atround(train.index) + CPL_CHK_DST)
for tid, idx in pairs(front_trains) do
local other_train = advtrains.trains[tid]
advtrains.train_ensure_init(tid, other_train)
if other_train.velocity == 0 then
if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
createcouple(pos, train, true, other_train, true)
break
end
if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
createcouple(pos, train, true, other_train, false)
break
end
end
end
end
if train.cpl_back then
if not train.cpl_back:getyaw() then
-- objectref is no longer valid. reset.
train.cpl_back = nil
end
end
if not train.cpl_back then
-- recheck back couple
local back_trains, pos = advtrains.occ.get_occupations(train, atround(train.end_index) - CPL_CHK_DST)
for tid, idx in pairs(back_trains) do
local other_train = advtrains.trains[tid]
advtrains.train_ensure_init(tid, other_train)
if other_train.velocity == 0 then
if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
createcouple(pos, train, false, other_train, true)
break
end
if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
createcouple(pos, train, false, other_train, false)
break
end
end
end
end
end
-- relevant code for this comment is in couple.lua
--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
function advtrains.do_connect_trains(first_id, second_id)
local first, second=advtrains.trains[first_id], advtrains.trains[second_id]
advtrains.train_ensure_init(first_id, first)
advtrains.train_ensure_init(second_id, second)
if first.couple_lck_back or second.couple_lck_front then
-- trains are ordered correctly!
-- Note, this is already checked in the rightclick step of the couple entity before trains are actually reversed
return
end
local first_wagoncnt=#first.trainparts
local second_wagoncnt=#second.trainparts
for _,v in ipairs(second.trainparts) do
table.insert(first.trainparts, v)
end
local tmp_cpl_lck=second.couple_lck_back
advtrains.remove_train(second_id)
first.velocity=0
first.tarvelocity=0
first.couple_lck_back=tmp_cpl_lck
return true
end
function advtrains.invert_train(train_id)
local train=advtrains.trains[train_id]
advtrains.train_ensure_init(train_id, train)
advtrains.path_setrestore(train, true)
-- rotate some other stuff
train.couple_lck_back, train.couple_lck_front = train.couple_lck_front, train.couple_lck_back
advtrains.path_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)
end
function advtrains.get_train_at_pos(pos)
return advtrains.detector.get(pos)
end
function advtrains.invalidate_all_paths(pos)
--if a position is given, only invalidate inside a radius to save performance
local inv_radius=50
atprint("invalidating all paths")
for k,v in pairs(advtrains.trains) do
local exec=true
if pos and v.path and v.index and v.end_index then
--start and end pos of the train
local cmp1=v.path[atround(v.index)]
local cmp2=v.path[atround(v.end_index)]
if vector.distance(pos, cmp1)>inv_radius and vector.distance(pos, cmp2)>inv_radius then
exec=false
end
end
if exec then
advtrains.invalidate_path(k)
end
end
end
function advtrains.invalidate_path(id)
local v=advtrains.trains[id]
if not v then return end
advtrains.path_invalidate(v)
v.dirty = true
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)
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