Merge branch 'master' of https://git.bananach.space/advtrains
commit
0518fbbf3a
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@ -85,9 +85,9 @@ end
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--[[
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Distance needed to accelerate from v0 to v1 with constant acceleration a:
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v1 - v0 a / v1 - v0 \ 2
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s = v0 * ------- + - * | ------- |
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a 2 \ a /
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v1 - v0 a / v1 - v0 \ 2 v1^2 - v0^2
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s = v0 * ------- + - * | ------- | = -----------
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a 2 \ a / 2*a
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]]
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local function apply_control(id, train)
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@ -112,8 +112,7 @@ local function apply_control(id, train)
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local v0 = train.velocity
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local v1 = it.spd
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if v1 and v1 <= v0 then
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local f = (v1-v0) / a
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local s = v0*f + a*f*f/2
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local s = (v1*v1 - v0*v0) / (2*a)
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local st = s + params.ADD_SLOW
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if v0 > 3 then
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@ -1,48 +1,7 @@
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-- occupation.lua
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--[[
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Collects and manages positions where trains occupy and/or reserve/require space
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THIS SECTION ABOVE IS OUTDATED, look below
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Zone diagram of a train:
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|___| |___| --> Direction of travel
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oo oo+oo oo
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=|=======|===|===========|===|=======|===================|========|===
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|SafetyB|CpB| Train |CpF|SafetyF| Brake |Aware |
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[1] [2] [3] [4] [5] [6] [7] [8]
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ID|Name |Desc
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0 Free Zone that was occupied before, which has now been left
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1 Train Zone where the train actually is.
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2 SafetyB Safety zone behind the train. extends 4m
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3 SafetyF Safety zone in front of the train. extends 4m
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If a train is about to enter this zone, immediately brake it down to 2
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4 CpB Backside coupling zone. If the coupling zones of 2 trains overlap, they can be coupled
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5 CpF Frontside coupling zone
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6 Brake Brake distance of the train. Extends to the point ~5 nodes in front
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of the point where the train would stop if it would regularily brake now.
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7 Aware Awareness zone. Extends 10-20 nodes beyond the Brake zone
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Whenever any of the non-aware zones of other trains are detected here, the train will start to brake.
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Table format:
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occ[y][x][z] = {
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[1] = train 1 id
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[2] = train 1 ZoneID
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// [3] = entry seqnum*
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...
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[2n-1] = train n id
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[2n ] = train n ZoneID
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// [3n-2] = train n id
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// [3n-1] = train n ZoneID
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// [3n ] = entry seqnum*
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}
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occ_chg[n] = {
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pos = vector,
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train_id,
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old_val, (0 when entry did not exist before)
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new_val, (0 when entry was deleted)
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}
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---------------------
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It turned out that, especially for the TSS, some more, even overlapping zones are required.
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Packing those into a data structure would just become a huge mess!
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Instead, this occupation system will store the path indices of positions in the corresponding.
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@ -703,40 +703,6 @@ advtrains.te_register_on_remove(function(id, train)
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--atdebug(id,"tnc remove",train.index,train.end_index)
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end)
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-- Calculates the indices where the window borders of the occupation windows are.
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-- TODO adapt this code to new system, probably into a callback (probably only the brake distance code is needed)
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local function calc_occwindows(id, train)
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local end_index = advtrains.path_get_index_by_offset(train, train.index, -train.trainlen)
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train.end_index = end_index
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local cpl_b = end_index - COUPLE_ZONE
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local safety_b = advtrains.path_get_index_by_offset(train, cpl_b, -SAFETY_ZONE)
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local cpl_f = end_index + COUPLE_ZONE
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local safety_f = advtrains.path_get_index_by_offset(train, cpl_f, SAFETY_ZONE)
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-- calculate brake distance
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local acc_all = t_accel_all[1]
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local acc_eng = t_accel_eng[1]
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local nwagons = #train.trainparts
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local acc = acc_all + (acc_eng*train.locomotives_in_train)/nwagons
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local vel = train.velocity
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local brakedst = (vel*vel) / (2*acc)
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local brake_i = math.max(advtrains.path_get_index_by_offset(train, train.index, brakedst + BRAKE_SPACE), safety_f)
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local aware_i = advtrains.path_get_index_by_offset(train, brake_i, AWARE_ZONE)
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return {
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safety_b,
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cpl_b,
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end_index,
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train.index,
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cpl_f,
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safety_f,
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brake_i,
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aware_i,
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}
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end
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--returns new id
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function advtrains.create_new_train_at(pos, connid, ioff, trainparts)
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local new_id=advtrains.random_id()
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@ -985,21 +951,23 @@ function advtrains.train_check_couples(train)
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if not train.cpl_front then
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-- recheck front couple
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local front_trains, pos = advtrains.occ.get_occupations(train, atround(train.index) + CPL_CHK_DST)
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for tid, idx in pairs(front_trains) do
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local other_train = advtrains.trains[tid]
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if not advtrains.train_ensure_init(tid, other_train) then
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atwarn("Train",tid,"is not initialized! Couldn't check couples!")
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return
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end
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--atdebug(train.id,"front: ",idx,"on",tid,atround(other_train.index),atround(other_train.end_index))
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if other_train.velocity == 0 then
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if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
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createcouple(pos, train, true, other_train, true)
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break
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if minetest.get_node_or_nil(pos) then -- if the position is loaded...
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for tid, idx in pairs(front_trains) do
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local other_train = advtrains.trains[tid]
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if not advtrains.train_ensure_init(tid, other_train) then
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atwarn("Train",tid,"is not initialized! Couldn't check couples!")
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return
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end
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if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
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createcouple(pos, train, true, other_train, false)
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break
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--atdebug(train.id,"front: ",idx,"on",tid,atround(other_train.index),atround(other_train.end_index))
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if other_train.velocity == 0 then
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if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
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createcouple(pos, train, true, other_train, true)
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break
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end
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if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
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createcouple(pos, train, true, other_train, false)
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break
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end
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end
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end
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end
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@ -1013,20 +981,22 @@ function advtrains.train_check_couples(train)
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if not train.cpl_back then
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-- recheck back couple
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local back_trains, pos = advtrains.occ.get_occupations(train, atround(train.end_index) - CPL_CHK_DST)
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for tid, idx in pairs(back_trains) do
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local other_train = advtrains.trains[tid]
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if not advtrains.train_ensure_init(tid, other_train) then
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atwarn("Train",tid,"is not initialized! Couldn't check couples!")
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return
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end
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if other_train.velocity == 0 then
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if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
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createcouple(pos, train, false, other_train, true)
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break
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if minetest.get_node_or_nil(pos) then -- if the position is loaded...
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for tid, idx in pairs(back_trains) do
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local other_train = advtrains.trains[tid]
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if not advtrains.train_ensure_init(tid, other_train) then
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atwarn("Train",tid,"is not initialized! Couldn't check couples!")
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return
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end
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if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
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createcouple(pos, train, false, other_train, false)
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break
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if other_train.velocity == 0 then
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if idx>=other_train.index and idx<=other_train.index + CPL_ZONE then
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createcouple(pos, train, false, other_train, true)
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break
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end
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if idx<=other_train.end_index and idx>=other_train.end_index - CPL_ZONE then
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createcouple(pos, train, false, other_train, false)
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break
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end
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end
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end
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end
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@ -432,17 +432,10 @@ function wagon:on_step(dtime)
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end
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end
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if collides then
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if self.collision_count and self.collision_count>10 then
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--enable collision mercy to get trains stuck in walls out of walls
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--actually do nothing except limiting the velocity to 1
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train.velocity=math.min(train.velocity, 1)
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else
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train.recently_collided_with_env=true
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train.velocity=0
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self.collision_count=(self.collision_count or 0)+1
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end
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else
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self.collision_count=nil
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-- screw collision mercy
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train.recently_collided_with_env=true
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train.velocity=0
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advtrains.atc.train_reset_command(train)
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end
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end
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@ -5,6 +5,9 @@ else
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S = function(s,a,...)a={a,...}return s:gsub("@(%d+)",function(n)return a[tonumber(n)]end)end
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end
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-- length of the steam engine loop sound
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local SND_LOOP_LEN = 5
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advtrains.register_wagon("newlocomotive", {
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mesh="advtrains_engine_steam.b3d",
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textures = {"advtrains_engine_steam.png"},
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@ -111,14 +114,20 @@ advtrains.register_wagon("detailed_steam_engine", {
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self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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end
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if velocity > 0 and not self.sound_loop_handle then
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self.sound_loop_handle = minetest.sound_play({name="advtrains_steam_loop", gain=2}, {object = self.object, loop=true})
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elseif velocity==0 then
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if self.sound_loop_handle then
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minetest.sound_stop(self.sound_loop_handle)
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self.sound_loop_handle = nil
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end,
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custom_on_step=function(self, dtime)
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if self:train().velocity > 0 then -- First make sure that the train isn't standing
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if not self.sound_loop_tmr or self.sound_loop_tmr <= 0 then
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-- start the sound if it was never started or has expired
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self.sound_loop_handle = minetest.sound_play({name="advtrains_steam_loop", gain=2}, {object=self.object})
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self.sound_loop_tmr = SND_LOOP_LEN
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end
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end
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--decrease the sound timer
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self.sound_loop_tmr = self.sound_loop_tmr - dtime
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else
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-- If the train is standing, the sound will be stopped in some time. We do not need to interfere with it.
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self.sound_loop_tmr = nil
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end
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end,
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custom_on_activate = function(self, staticdata_table, dtime_s)
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minetest.add_particlespawner({
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