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-- scheduler.lua
-- Implementation of a Railway time schedule queue
-- In contrast to the LuaATC interrupt queue, this one can handle many different
-- event receivers. This is done by registering a callback with the scheduler

local ln = advtrains.lines
local sched = {}

local UNITS_THRESH = 10
local MAX_PER_ITER = 10

local callbacks = {}

-- Register a handler callback to handle scheduler items.
-- e - a handler identifier (corresponds to "handler" in enqueue() )
-- func - a function(evtdata) to be executed when a schedule item expires
--        evtdata - arbitrary data that has been passed into enqueue()
function sched.register_callback(e, func)
	callbacks[e] = func
end

--[[
{
	t = <railway time in seconds>
	e = <handler callback>
	d = <data table>
	u = <unit identifier>
}
The "unit identifier" is there to prevent schedule overflows. It can be, for example, the position hash
of a node or a train ID. If the number of schedules for a unit exceeds UNITS_THRESH, further schedules are
blocked.
]]--
local queue = {}

local units_cnt = {}

function sched.load(data)
	if data then
		for i,elem in ipairs(data) do
			table.insert(queue, elem)
			units_cnt[elem.u] = (units_cnt[elem.u] or 0) + 1
		end
		atlog("[lines][scheduler] Loaded the schedule queue,",#data,"items.")
	end
end
function sched.save()
	return queue
end

function sched.run()
	local ctime = ln.rwt.get_time()
	local cnt = 0
	local ucn, elem
	while cnt <= MAX_PER_ITER do
		elem = queue[1]
		if elem and elem.t <= ctime then
			table.remove(queue, 1)
			if callbacks[elem.e] then
				-- run it
				callbacks[elem.e](elem.d)
			else
				atwarn("[lines][scheduler] No callback to handle schedule",elem)
			end
			cnt=cnt+1
			ucn = units_cnt[elem.u]
			if ucn and ucn>0 then
				units_cnt[elem.u] = ucn - 1
			end
		else
			break
		end
	end
end

-- Enqueue a new scheduled item to be executed at "rwtime"
-- handler: a string identifying the handler to use (registered with sched.register_callback())
-- evtdata: Arbitrary Lua data to be passed to the handler callback
-- unitid: An arbitrary string uniquely identifying the thing that is issuing this enqueue.
--    used to prevent expotentially growing "scheduler bombs"
-- unitlim: Custom override for UNITS_THRESH (see there)
function sched.enqueue(rwtime, handler, evtdata, unitid, unitlim)
	local qtime = ln.rwt.to_secs(rwtime)
	assert(type(handler)=="string")
	assert(type(unitid)=="string")
	assert(type(unitlim)=="number")
	
	local cnt=1
	local ucn, elem
	
	ucn = (units_cnt[unitid] or 0)
	local ulim=(unitlim or UNITS_THRESH)
	if ucn >= ulim then
		atlog("[lines][scheduler] discarding enqueue for",handler,"(limit",ulim,") because unit",unitid,"has already",ucn,"schedules enqueued")
		return false
	end
	
	while true do
		elem = queue[cnt]
		if not elem or elem.t > qtime then
			table.insert(queue, cnt, {
					t=qtime,
					e=handler,
					d=evtdata,
					u=unitid,
				})
			units_cnt[unitid] = ucn + 1
			return true
		end
		cnt = cnt+1
	end
end

-- See enqueue(). Same meaning, except that rwtime is relative to now.
function sched.enqueue_in(rwtime, handler, evtdata, unitid, unitlim)
	local ctime = ln.rwt.get_time()
	sched.enqueue(ctime + rwtime, handler, evtdata, unitid, unitlim)
end

-- Discards all schedules for unit "unitid" (removes them from the queue)
function sched.discard_all(unitid)
	local i = 1
	while i<=#queue do
		if queue[i].u == unitid then
			table.remove(queue,i)
		else
			i=i+1
		end
	end
	units_cnt[unitid] = 0
end

ln.sched = sched
55'>555 556 557 558 559 560 561 562 563 564
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "camera.h"
#include "debug.h"
#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "mesh.h"
#include "player.h"
#include "tile.h"
#include <cmath>
#include "settings.h"
#include "itemdef.h" // For wield visualization
#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "util/numeric.h"
#include "util/mathconstants.h"

Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
		IGameDef *gamedef):
	m_smgr(smgr),
	m_playernode(NULL),
	m_headnode(NULL),
	m_cameranode(NULL),

	m_wieldmgr(NULL),
	m_wieldnode(NULL),
	m_wieldlight(0),

	m_draw_control(draw_control),
	m_gamedef(gamedef),

	m_camera_position(0,0,0),
	m_camera_direction(0,0,0),

	m_aspect(1.0),
	m_fov_x(1.0),
	m_fov_y(1.0),

	m_added_frametime(0),
	m_added_frames(0),
	m_range_old(0),
	m_frametime_old(0),
	m_frametime_counter(0),
	m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range

	m_view_bobbing_anim(0),
	m_view_bobbing_state(0),
	m_view_bobbing_speed(0),

	m_digging_anim(0),
	m_digging_button(-1)
{
	//dstream<<__FUNCTION_NAME<<std::endl;

	// note: making the camera node a child of the player node
	// would lead to unexpected behaviour, so we don't do that.
	m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
	m_headnode = smgr->addEmptySceneNode(m_playernode);
	m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
	m_cameranode->bindTargetAndRotation(true);

	// This needs to be in its own scene manager. It is drawn after
	// all other 3D scene nodes and before the GUI.
	m_wieldmgr = smgr->createNewSceneManager();
	m_wieldmgr->addCameraSceneNode();
	m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
}

Camera::~Camera()
{
	m_wieldnode->setMesh(NULL);
	m_wieldmgr->drop();
}

bool Camera::successfullyCreated(std::wstring& error_message)
{
	if (m_playernode == NULL)
	{
		error_message = L"Failed to create the player scene node";
		return false;
	}
	if (m_headnode == NULL)
	{
		error_message = L"Failed to create the head scene node";
		return false;
	}
	if (m_cameranode == NULL)
	{
		error_message = L"Failed to create the camera scene node";
		return false;
	}
	if (m_wieldmgr == NULL)
	{
		error_message = L"Failed to create the wielded item scene manager";
		return false;
	}
	if (m_wieldnode == NULL)
	{
		error_message = L"Failed to create the wielded item scene node";
		return false;
	}
	return true;
}

// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
	double dummy;
	return modf(x, &dummy);
}

void Camera::step(f32 dtime)
{
	if (m_view_bobbing_state != 0)
	{
		//f32 offset = dtime * m_view_bobbing_speed * 0.035;
		f32 offset = dtime * m_view_bobbing_speed * 0.030;
		if (m_view_bobbing_state == 2)
		{
#if 0
			// Animation is getting turned off
			if (m_view_bobbing_anim < 0.5)
				m_view_bobbing_anim -= offset;
			else
				m_view_bobbing_anim += offset;
			if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
			{
				m_view_bobbing_anim = 0;
				m_view_bobbing_state = 0;
			}
#endif
#if 1
			// Animation is getting turned off
			if(m_view_bobbing_anim < 0.25){
				m_view_bobbing_anim -= offset;
			} else if(m_view_bobbing_anim > 0.75){
				m_view_bobbing_anim += offset;
			} if(m_view_bobbing_anim < 0.5){
				m_view_bobbing_anim += offset;
				if(m_view_bobbing_anim > 0.5)
					m_view_bobbing_anim = 0.5;
			} else {
				m_view_bobbing_anim -= offset;
				if(m_view_bobbing_anim < 0.5)
					m_view_bobbing_anim = 0.5;
			}
			if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
					fabs(m_view_bobbing_anim - 0.5) < 0.01)
			{
				m_view_bobbing_anim = 0;
				m_view_bobbing_state = 0;
			}
#endif
		}
		else
		{
			float was = m_view_bobbing_anim;
			m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
			bool step = (was == 0 ||
					(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
					(was > 0.5f && m_view_bobbing_anim <= 0.5f));
			if(step){
				MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
				m_gamedef->event()->put(e);
			}
		}
	}

	if (m_digging_button != -1)
	{
		f32 offset = dtime * 3.5;
		float m_digging_anim_was = m_digging_anim;
		m_digging_anim += offset;
		if (m_digging_anim >= 1)
		{
			m_digging_anim = 0;
			m_digging_button = -1;
		}
		float lim = 0.15;
		if(m_digging_anim_was < lim && m_digging_anim >= lim)
		{
			if(m_digging_button == 0){
				MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
				m_gamedef->event()->put(e);
			} else if(m_digging_button == 1){
				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
				m_gamedef->event()->put(e);
			}
		}
	}
}

void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
		f32 tool_reload_ratio)
{
	// Get player position
	// Smooth the movement when walking up stairs
	v3f old_player_position = m_playernode->getPosition();
	v3f player_position = player->getPosition();
	//if(player->touching_ground && player_position.Y > old_player_position.Y)
	if(player->touching_ground &&
			player_position.Y > old_player_position.Y)
	{
		f32 oldy = old_player_position.Y;
		f32 newy = player_position.Y;
		f32 t = exp(-23*frametime);
		player_position.Y = oldy * t + newy * (1-t);
	}

	// Set player node transformation
	m_playernode->setPosition(player_position);
	m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
	m_playernode->updateAbsolutePosition();

	//Get camera tilt timer (hurt animation)
	float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);

	// Set head node transformation
	m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
	m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
	m_headnode->updateAbsolutePosition();

	// Compute relative camera position and target
	v3f rel_cam_pos = v3f(0,0,0);
	v3f rel_cam_target = v3f(0,0,1);
	v3f rel_cam_up = v3f(0,1,0);

	if (m_view_bobbing_anim != 0)
	{
		f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
		f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;

		#if 1
		f32 bobknob = 1.2;
		f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
		//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);

		v3f bobvec = v3f(
			0.3 * bobdir * sin(bobfrac * M_PI),
			-0.28 * bobtmp * bobtmp,
			0.);

		//rel_cam_pos += 0.2 * bobvec;
		//rel_cam_target += 0.03 * bobvec;
		//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
		float f = 1.0;
		f *= g_settings->getFloat("view_bobbing_amount");
		rel_cam_pos += bobvec * f;
		//rel_cam_target += 0.995 * bobvec * f;
		rel_cam_target += bobvec * f;
		rel_cam_target.Z -= 0.005 * bobvec.Z * f;
		//rel_cam_target.X -= 0.005 * bobvec.X * f;
		//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
		rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
		#else
		f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
		f32 angle_rad = angle_deg * M_PI / 180;
		f32 r = 0.05;
		v3f off = v3f(
			r * sin(angle_rad),
			r * (cos(angle_rad) - 1),
			0);
		rel_cam_pos += off;
		//rel_cam_target += off;
		rel_cam_up.rotateXYBy(angle_deg);
		#endif

	}

	// Compute absolute camera position and target
	m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
	m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);

	v3f abs_cam_up;
	m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);

	// Set camera node transformation
	m_cameranode->setPosition(m_camera_position);
	m_cameranode->setUpVector(abs_cam_up);
	// *100.0 helps in large map coordinates
	m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);

	// Get FOV setting
	f32 fov_degrees = g_settings->getFloat("fov");
	fov_degrees = MYMAX(fov_degrees, 10.0);
	fov_degrees = MYMIN(fov_degrees, 170.0);

	// FOV and aspect ratio
	m_aspect = (f32)screensize.X / (f32) screensize.Y;
	m_fov_y = fov_degrees * M_PI / 180.0;
	// Increase vertical FOV on lower aspect ratios (<16:10)
	m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
	// WTF is this? It can't be right
	m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
	m_cameranode->setAspectRatio(m_aspect);
	m_cameranode->setFOV(m_fov_y);

	// Position the wielded item
	//v3f wield_position = v3f(45, -35, 65);
	v3f wield_position = v3f(55, -35, 65);
	//v3f wield_rotation = v3f(-100, 120, -100);
	v3f wield_rotation = v3f(-100, 120, -100);
	if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
		f32 frac = 1.0;
		if(m_digging_anim > 0.5)
			frac = 2.0 * (m_digging_anim - 0.5);
		// This value starts from 1 and settles to 0
		f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
		//f32 ratiothing2 = pow(ratiothing, 0.5f);
		f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
		wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
		//wield_position.Z += frac * 5.0 * ratiothing2;
		wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
		wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
	}
	if (m_digging_button != -1)
	{
		f32 digfrac = m_digging_anim;
		wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
		wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
		wield_position.Z += 25 * 0.5;
	
		// Euler angles are PURE EVIL, so why not use quaternions?
		core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
		core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
		core::quaternion quat_slerp;
		quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
		quat_slerp.toEuler(wield_rotation);
		wield_rotation *= core::RADTODEG;
	}
	else {
		f32 bobfrac = my_modf(m_view_bobbing_anim);
		wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
		wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
	}
	m_wieldnode->setPosition(wield_position);
	m_wieldnode->setRotation(wield_rotation);
	m_wieldlight = player->light;

	// Render distance feedback loop
	updateViewingRange(frametime);

	// If the player seems to be walking on solid ground,
	// view bobbing is enabled and free_move is off,
	// start (or continue) the view bobbing animation.