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Commit message (Expand)AuthorAge
* Fixes for compiling with a newer (system) jsoncpp (#4429)Rogier-52016-08-10
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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

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.save_interval=10
advtrains.save_timer=advtrains.save_interval

minetest.register_globalstep(function(dtime_mt)
	--limit dtime: if trains move too far in one step, automation may cause stuck and wrongly braking trains
	local dtime=dtime_mt
	if dtime>0.2 then
		atprint("Limiting dtime to 0.2!")
		dtime=0.2
	end

	advtrains.save_timer=advtrains.save_timer-dtime
	if advtrains.save_timer<=0 then
		local t=os.clock()
		--save
		advtrains.save()
		advtrains.save_timer=advtrains.save_interval
		atprintbm("saving", t)
	end
	--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
	-- do in two steps: 
	--  a: predict path and add all nodes to the advtrains.detector.on_node table
	--  b: check for collisions based on these data
	--  (and more)
	local t=os.clock()
	advtrains.detector.on_node={}
	for k,v in pairs(advtrains.trains) do
		advtrains.train_step_a(k, v, dtime)
	end
	for k,v in pairs(advtrains.trains) do
		advtrains.train_step_b(k, v, dtime)
	end
	
	atprintbm("trainsteps", t)
	endstep()
end)

minetest.register_on_joinplayer(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
		--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)

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 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)
--[[
train step structure:


- legacy stuff
- preparing the initial path and creating index
- setting node coverage old indices
- handle velocity influences:
	- off-track
	- atc
	- player controls
	- environment collision
- update index = move
- create path
- update node coverage
- do less important stuff such as checking trainpartload or removing

-- break --
- handle train collisions

]]

function advtrains.train_step_a(id, train, dtime)
	--- 1. LEGACY STUFF ---
	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
	--- 2. prepare initial path and index if needed ---
	if not train.index then train.index=0 end
	if not train.path or #train.path<2 then
		if not train.last_pos then
			--no chance to recover
			atprint("train hasn't saved last-pos, removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		local node_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(train.last_pos), train.drives_on)
		
		if node_ok==nil then
			--block not loaded, do nothing
			atprint("last_pos", advtrains.round_vector_floor_y(train.last_pos), "not loaded and not in ndb, waiting")
			return nil
		elseif node_ok==false then
			atprint("no track here, (fail) removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		if not train.last_pos_prev then
			--no chance to recover
			atprint("train hasn't saved last-pos_prev, removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		local prevnode_ok=advtrains.get_rail_info_at(advtrains.round_vector_floor_y(train.last_pos_prev), train.drives_on)
		
		if prevnode_ok==nil then
			--block not loaded, do nothing
			atprint("last_pos_prev", advtrains.round_vector_floor_y(train.last_pos_prev), "not loaded and not in ndb, waiting")
			return nil
		elseif prevnode_ok==false then
			atprint("no track at prev, (fail) removing train.")
			advtrains.trains[id]=nil
			return false
		end
		
		train.index=(train.restore_add_index or 0)+(train.savedpos_off_track_index_offset or 0)
		--restore_add_index is set by save() to prevent trains hopping to next round index. should be between -0.5 and 0.5
		--savedpos_off_track_index_offset is set if train went off track. see below.
		train.path={}
		train.path_dist={}
		train.path[0]=train.last_pos
		train.path[-1]=train.last_pos_prev
		train.path_dist[-1]=vector.distance(train.last_pos, train.last_pos_prev)
		train.path_extent_min=-1
		train.path_extent_max=0
		--[[
		Bugfix for trains randomly ignoring ATC rails:
		- Paths have been invalidated. 1 gets executed and ensures an initial path
		- 2a sets train end index. The problem is that path_dist is not known for the whole path, so train end index will be nearly trainlen
		- Since the detector indices are also unknown, they get set to the new (wrong) train_end_index. Enter_node calls are not executed for the nodes that lie in between real end_index and trainlen.
		- The next step, mistake is recognized, train leaves some positions. From there, everything works again.
		To overcome this, we will generate the full required path here so that path_dist is available for get_train_end_index(). 
		]]
		advtrains.pathpredict(id, train)
	end
	
	--- 2a. set train.end_index which is required in different places, IF IT IS NOT SET YET by STMT afterwards. ---
	---   table entry to avoid triple recalculation ---
	if not train.end_index then
		train.end_index=advtrains.get_train_end_index(train)
	end
	
	--- 2b. set node coverage old indices ---
	
	train.detector_old_index = math.floor(train.index)
	train.detector_old_end_index = math.floor(train.end_index)
	
	--- 3. handle velocity influences ---
	local train_moves=(train.velocity~=0)
	
	if train.recently_collided_with_env then
		train.tarvelocity=0
		if not train_moves then
			train.recently_collided_with_env=false--reset status when stopped
		end
	end
	if train.locomotives_in_train==0 then
		train.tarvelocity=0
	end
	
	--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_index<train.min_index_on_track
	local pprint
	if front_off_track and back_off_track then--allow movement in both directions
		if train.tarvelocity>1 then
			train.tarvelocity=1
			atwarn("Train",sid(id)," is off track at both ends. Clipping velocity to 1")
			pprint=true
		end
	elseif front_off_track then--allow movement only backward
		if train.movedir==1 and train.tarvelocity>0 then
			train.tarvelocity=0
			atwarn("Train",sid(id)," is off track. Trying to drive further out. Velocity clipped to 0")
			pprint=true
		end
		if train.movedir==-1 and train.tarvelocity>1 then
			train.tarvelocity=1
			atwarn("Train",sid(id)," is off track. Velocity clipped to 1")
			pprint=true
		end
	elseif back_off_track then--allow movement only forward
		if train.movedir==-1 and train.tarvelocity>0 then
			train.tarvelocity=0
			atwarn("Train",sid(id)," is off track. Trying to drive further out. Velocity clipped to 0")
			pprint=true
		end
		if train.movedir==1 and train.tarvelocity>1 then
			train.tarvelocity=1
			atwarn("Train",sid(id)," is off track. Velocity clipped to 1")
			pprint=true
		end
	end
	if pprint then
		atprint("max_iot", train.max_index_on_track, "min_iot", train.min_index_on_track, "<> index", train.index, "end_index", train.end_index)
	end
	
	--interpret ATC command
	if train.atc_brake_target and train.atc_brake_target>=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)<train.tarvelocity then
		train.tarvelocity=math.max((math.ceil(train.velocity)-1), 0)
	end
	
	--- 3a. actually calculate new velocity ---
	if train.velocity~=train.tarvelocity then
		local applydiff=0
		local mass=#train.trainparts
		local diff=train.tarvelocity-train.velocity
		if diff>0 then--accelerating, force will be brought on only by locomotives.
			--atprint("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.
				--atprint("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_target<train.velocity) then
				--atprint("braking with default force")
				--no math.min, because it can grow beyond tarvelocity, see up there
				--dont worry, it will never fall below zero.
				applydiff= -((advtrains.train_brake_force*dtime))
			else
				--atprint("roll")
				applydiff= -(math.min((advtrains.train_roll_force*dtime), math.abs(diff)))
			end
		end
		train.last_accel=(applydiff*train.movedir)
		train.velocity=math.min(math.max( train.velocity+applydiff , 0), train.max_speed or 10)
	else
		train.last_accel=0
	end
	
	--- 4. move train ---
	
	train.index=train.index and train.index+(((train.velocity*train.movedir)/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
	
	--- 4a. update train.end_index to the new position ---
	train.end_index=advtrains.get_train_end_index(train)
	
	--- 5. extend path as necessary ---
	--why this is an extra function, see under 3.
	advtrains.pathpredict(id, train, true)
	
	--make pos/yaw available for possible recover calls
	if train.max_index_on_track<train.index then --whoops, train went too far. the saved position will be the last one that lies on a track, and savedpos_off_track_index_offset will hold how far to go from here
		train.savedpos_off_track_index_offset=train.index-train.max_index_on_track
		train.last_pos=train.path[train.max_index_on_track]
		train.last_pos_prev=train.path[train.max_index_on_track-1]
		atprint("train is off-track (front), last positions kept at "..minetest.pos_to_string(train.last_pos).." / "..minetest.pos_to_string(train.last_pos_prev))
	elseif train.min_index_on_track+1>train.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]
		atprint("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
	
	--- 6. update node coverage ---
	
	-- when paths get cleared, the old indices set above will be up-to-date and represent the state in which the last run of this code was made
	local ifo, ifn, ibo, ibn = train.detector_old_index, math.floor(train.index), train.detector_old_end_index, math.floor(train.end_index)
	
	local path=train.path
	
	if train.enter_node_all then
		--field set by create_new_train_at.
		--ensures that new train calls enter_node on all nodes
		for i=ibn, ifn do
			if path[i] then
				advtrains.detector.enter_node(path[i], id)
			end
		end
		train.enter_node_all=nil
	else
		for i=ibn, ifn do
			if path[i] then
				advtrains.detector.stay_node(path[i], id)
			end
		end
		
		if ifn>ifo then
			for i=ifo+1, ifn do
				if path[i] then
					advtrains.detector.enter_node(path[i], id)
				end
			end
		elseif ifn<ifo then
			for i=ifn+1, ifo do
				if path[i] then
					advtrains.detector.leave_node(path[i], id)
				end
			end
		end
		if ibn<ibo then
			for i=ibn, ibo-1 do
				if path[i] then
					advtrains.detector.enter_node(path[i], id)
				end
			end
		elseif ibn>ibo then
			for i=ibo, ibn-1 do
				if path[i] then
					advtrains.detector.leave_node(path[i], id)
				end
			end
		end
	end
	
	--- 7. do less important stuff ---
	--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
	
	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
		--atprint("[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())<node_range))
		end
		if should_check then
			advtrains.update_trainpart_properties(id)
		end
		train.check_trainpartload=2
	end
	--remove?
	if #train.trainparts==0 then
		atprint("[train "..sid(id).."] has empty trainparts, removing.")
		advtrains.detector.leave_node(path[train.detector_old_index], id)
		advtrains.trains[id]=nil
		return
	end
end

--about regular: Used by 1. to ensure path gets generated far enough, since end index is not known at this time.
function advtrains.pathpredict(id, train, regular)
	local path_pregen=10
	
	local gen_front= path_pregen
	local gen_back= - train.trainlen - path_pregen
	if regular then
		gen_front=math.max(train.index, train.detector_old_index) + path_pregen
		gen_back=math.min(train.end_index, train.detector_old_end_index) - path_pregen
	end
	
	local maxn=train.path_extent_max or 0
	while maxn < gen_front do--pregenerate
		--atprint("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
			atprint("over-generating path max to index "..(maxn+1).." (position "..minetest.pos_to_string(train.path[maxn]).." )")
			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=maxn+1
	end
	train.path_extent_max=maxn
	
	local minn=train.path_extent_min or -1
	while minn > gen_back do
		--atprint("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
			atprint("over-generating path min to index "..(minn-1).." (position "..minetest.pos_to_string(train.path[minn]).." )")
			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=minn-1
	end
	train.path_extent_min=minn
	if not train.min_index_on_track then train.min_index_on_track=-1 end
	if not train.max_index_on_track then train.max_index_on_track=0 end
end


function advtrains.train_step_b(id, train, dtime)

	--hacky fix: if train_step_a returned in phase 2, end_index may not be set.
	--just return
	if not train.end_index then
		return
	end

	--- 8. check for collisions with other trains and damage players ---
	
	local train_moves=(train.velocity~=0)
	
	if train_moves then
		local collpos
		local coll_grace=1
		if train.movedir==1 then
			collpos=advtrains.get_real_index_position(train.path, train.index-coll_grace)
		else
			collpos=advtrains.get_real_index_position(train.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})
					--- 8a Check collision ---
					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
					--- 8b damage players ---
					local player=advtrains.playersbypts[testpts]
					if player 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
	end
end


--structure of train table:
--[[
trains={
	[train_id]={
		trainparts={
			[n]=wagon_id
		}
		path={path}
		velocity
		tarvelocity
		index
		trainlen
		path_inv_level
		last_pos       |
		last_dir       | for pathpredicting.
	}
}
--a wagon itself has the following properties:
wagon={
	unique_id
	train_id
	pos_in_train (is index difference, including train_span stuff)
	pos_in_trainparts (is index in trainparts tabel of trains)
}
inherited by metatable:
wagon_proto={
	wagon_span
}
]]

--returns new id
function advtrains.create_new_train_at(pos, pos_prev)
	local newtrain_id=os.time()..os.clock()
	while advtrains.trains[newtrain_id] do newtrain_id=os.time()..os.clock() end--ensure uniqueness(will be unneccessary)
	
	advtrains.trains[newtrain_id]={}
	advtrains.trains[newtrain_id].last_pos=pos
	advtrains.trains[newtrain_id].last_pos_prev=pos_prev
	advtrains.trains[newtrain_id].tarvelocity=0
	advtrains.trains[newtrain_id].velocity=0
	advtrains.trains[newtrain_id].trainparts={}
	
	advtrains.trains[newtrain_id].enter_node_all=true
	
	return newtrain_id
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.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=20
	local rel_pos=0
	local count_l=0
	for i, w_id in ipairs(train.trainparts) do
		local wagon=nil
		for aoid,iwagon in pairs(minetest.luaentities) do
			if iwagon.is_wagon and iwagon.unique_id==w_id then
				if wagon then
					--duplicate
					atprint("update_trainpart_properties: Removing duplicate wagon with id="..aoid)
					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.add_entity(train.last_pos, advtrains.wagon_save[w_id].entity_name):get_luaentity()
				if not wagon then
					minetest.chat_send_all("[advtrains] Warning: Wagon "..advtrains.wagon_save[w_id].entity_name.." does not exist. Make sure all required modules are loaded!")
				else
					wagon:init_from_wagon_save(w_id)
				end
			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
			
			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)
			if i==1 then
				train.couple_lock_front=wagon.lock_couples
			end
			if i==#train.trainparts then
				train.couple_lock_back=wagon.lock_couples
			end
			
		else
			atprint(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]
	if not train.path then return end
	
	local real_pos_in_train=advtrains.get_real_path_index(train, wagon.pos_in_train)
	local pos_for_new_train=train.path[math.floor(real_pos_in_train+wagon.wagon_span)]
	local pos_for_new_train_prev=train.path[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
		atprint("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
		atprint("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
		atprint("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
		atprint("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
	newtrain.enter_node_all=true
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)
	atprint("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]
	
	if not train1 or not train2 then return end
	
	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
		atprint("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
	atprint("End positions: "..minetest.pos_to_string(frontpos2)..minetest.pos_to_string(backpos2))
	
	if vector.distance(frontpos2, pos)<2 then
		t2_is_backpos=false
	elseif vector.distance(backpos2, pos)<2 then
		t2_is_backpos=true
	else
		atprint("Err: not a endpos")
		return --the collision position is not the end position.
	end
	atprint("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 atprint("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
	atprint("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, player)
	local first, second=advtrains.trains[first_id], advtrains.trains[second_id]
	
	if first.couple_lock_back or second.couple_lock_front then
		-- trains are ordered correctly!
		if player then
			minetest.chat_send_player(player:get_player_name(), "Can't couple: couples locked!")
		end
		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
	--kick it like physics (with mass being #wagons)
	local new_velocity=((first.velocity*first_wagoncnt)+(second.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=train.path
	local old_path_dist=train.path_dist
	train.path={}
	train.path_dist={}
	train.index, train.end_index= -train.end_index, -train.index
	train.path_extent_min, train.path_extent_max = -train.path_extent_max, -train.path_extent_min
	train.min_index_on_track, train.max_index_on_track = -train.max_index_on_track, -train.min_index_on_track
	train.detector_old_index, train.detector_old_end_index = -train.detector_old_end_index, -train.detector_old_index
	
	train.velocity=-train.velocity
	train.tarvelocity=-train.tarvelocity
	for k,v in pairs(old_path) do
		train.path[-k]=v
		train.path_dist[-k-1]=old_path_dist[k]
	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.get_train_at_pos(pos)
	local ph=minetest.pos_to_string(advtrains.round_vector_floor_y(pos))
	return advtrains.detector.on_node[ph]
end

function advtrains.invalidate_all_paths()
	--atprint("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.end_index=nil
		v.min_index_on_track=nil
		v.max_index_on_track=nil
		v.path_extent_min=nil
		v.path_extent_max=nil
		
		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)