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@ -50,22 +50,47 @@ minetest.register_globalstep(function(dtime)
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atprintbm("saving", t)
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end
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--regular train step
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-- do in two steps:
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-- a: predict path and add all nodes to the advtrains.detector.on_node table
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-- b: check for collisions based on these data
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-- (and more)
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local t=os.clock()
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advtrains.detector.on_node={}
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for k,v in pairs(advtrains.trains) do
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advtrains.train_step(k, v, dtime)
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advtrains.train_step_a(k, v, dtime)
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end
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--see tracks.lua
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if advtrains.detector.clean_step_before then
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advtrains.detector.finalize_restore()
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for k,v in pairs(advtrains.trains) do
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advtrains.train_step_b(k, v, dtime)
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end
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atprintbm("trainsteps", t)
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endstep()
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end)
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function advtrains.train_step(id, train, dtime)
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--Legacy: set drives_on and max_speed
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--[[
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train step structure:
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- legacy stuff
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- preparing the initial path and creating index
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- setting node coverage old indices
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- handle velocity influences:
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- off-track
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- atc
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- player controls
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- environment collision
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- update index = move
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- create path
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- update node coverage
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- do less important stuff such as checking trainpartload or removing
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-- break --
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- handle train collisions
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]]
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function advtrains.train_step_a(id, train, dtime)
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--- 1. LEGACY STUFF ---
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if not train.drives_on or not train.max_speed then
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advtrains.update_trainpart_properties(id)
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end
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@ -76,258 +101,7 @@ function advtrains.train_step(id, train, dtime)
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if not train.movedir or (train.movedir~=1 and train.movedir~=-1) then
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train.movedir=1
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end
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--very unimportant thing: check if couple is here
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if train.couple_eid_front and (not minetest.luaentities[train.couple_eid_front] or not minetest.luaentities[train.couple_eid_front].is_couple) then train.couple_eid_front=nil end
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if train.couple_eid_back and (not minetest.luaentities[train.couple_eid_back] or not minetest.luaentities[train.couple_eid_back].is_couple) then train.couple_eid_back=nil end
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--skip certain things (esp. collision) when not moving
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local train_moves=(train.velocity~=0)
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--if not train.last_pos then advtrains.trains[id]=nil return end
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if not advtrains.pathpredict(id, train) then
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atprint("pathpredict failed(returned false)")
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train.velocity=0
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train.tarvelocity=0
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return
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end
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local path=advtrains.get_or_create_path(id, train)
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if not path then
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train.velocity=0
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train.tarvelocity=0
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atprint("train has no path for whatever reason")
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return
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end
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local train_end_index=advtrains.get_train_end_index(train)
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--apply off-track handling:
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local front_off_track=train.max_index_on_track and train.index>train.max_index_on_track
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local back_off_track=train.min_index_on_track and train_end_index<train.min_index_on_track
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if front_off_track and back_off_track then--allow movement in both directions
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if train.tarvelocity>1 then train.tarvelocity=1 end
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elseif front_off_track then--allow movement only backward
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if train.movedir==1 and train.tarvelocity>0 then train.tarvelocity=0 end
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if train.movedir==-1 and train.tarvelocity>1 then train.tarvelocity=1 end
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elseif back_off_track then--allow movement only forward
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if train.movedir==-1 and train.tarvelocity>0 then train.tarvelocity=0 end
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if train.movedir==1 and train.tarvelocity>1 then train.tarvelocity=1 end
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end
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--update advtrains.detector
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if not train.detector_old_index then
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train.detector_old_index = math.floor(train_end_index)
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train.detector_old_end_index = math.floor(train_end_index)
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end
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local ifo, ifn, ibo, ibn = train.detector_old_index, math.floor(train.index), train.detector_old_end_index, math.floor(train_end_index)
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if ifn>ifo then
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for i=ifo, ifn do
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if path[i] then
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advtrains.detector.enter_node(path[i], id)
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end
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end
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elseif ifn<ifo then
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for i=ifn, ifo do
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if path[i] then
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advtrains.detector.leave_node(path[i], id)
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end
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end
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end
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if ibn<ibo then
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for i=ibn, ibn do
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if path[i] then
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advtrains.detector.enter_node(path[i], id)
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end
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end
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elseif ibn>ibo then
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for i=ibo, ibn do
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if path[i] then
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advtrains.detector.leave_node(path[i], id)
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end
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end
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end
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train.detector_old_index = math.floor(train.index)
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train.detector_old_end_index = math.floor(train_end_index)
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--remove?
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if #train.trainparts==0 then
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atprint("[train "..sid(id).."] has empty trainparts, removing.")
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advtrains.detector.leave_node(path[train.detector_old_index], id)
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advtrains.trains[id]=nil
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return
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end
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if train_moves then
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--check for collisions by finding objects
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--heh, new collision again.
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--this time, based on NODES and the advtrains.detector.on_node table.
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local collpos
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local coll_grace=1
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if train.movedir==1 then
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collpos=advtrains.get_real_index_position(path, train.index-coll_grace)
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else
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collpos=advtrains.get_real_index_position(path, train_end_index+coll_grace)
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end
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if collpos then
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local rcollpos=advtrains.round_vector_floor_y(collpos)
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for x=-1,1 do
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for z=-1,1 do
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local testpos=vector.add(rcollpos, {x=x, y=0, z=z})
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local testpts=minetest.pos_to_string(testpos)
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if advtrains.detector.on_node[testpts] and advtrains.detector.on_node[testpts]~=id then
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if advtrains.trains[advtrains.detector.on_node[testpts]] then
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--collides
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advtrains.spawn_couple_on_collide(id, testpos, advtrains.detector.on_node[testpts], train.movedir==-1)
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train.recently_collided_with_env=true
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train.velocity=0.5*train.velocity
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train.movedir=train.movedir*-1
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train.tarvelocity=0
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else
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--unexistant train left in this place
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advtrains.detector.on_node[testpts]=nil
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end
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end
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end
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end
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end
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end
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--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
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--todo function will be taken by update_trainpart_properties
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train.check_trainpartload=(train.check_trainpartload or 0)-dtime
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local node_range=(math.max((minetest.setting_get("active_block_range") or 0),1)*16)
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if train.check_trainpartload<=0 then
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local ori_pos=advtrains.get_real_index_position(path, train.index) --not much to calculate
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--atprint("[train "..id.."] at "..minetest.pos_to_string(vector.round(ori_pos)))
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local should_check=false
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for _,p in ipairs(minetest.get_connected_players()) do
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should_check=should_check or ((vector.distance(ori_pos, p:getpos())<node_range))
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end
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if should_check then
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advtrains.update_trainpart_properties(id)
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end
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train.check_trainpartload=2
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end
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--handle collided_with_env
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if train.recently_collided_with_env then
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train.tarvelocity=0
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if not train_moves then
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train.recently_collided_with_env=false--reset status when stopped
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end
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end
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if train.locomotives_in_train==0 then
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train.tarvelocity=0
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end
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--interpret ATC command
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if train.atc_brake_target and train.atc_brake_target>=train.velocity then
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train.atc_brake_target=nil
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end
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if train.atc_wait_finish then
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if not train.atc_brake_target and train.velocity==train.tarvelocity then
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train.atc_wait_finish=nil
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end
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end
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if train.atc_command then
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if train.atc_delay<=0 and not train.atc_wait_finish then
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advtrains.atc.execute_atc_command(id, train)
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else
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train.atc_delay=train.atc_delay-dtime
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end
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end
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--make brake adjust the tarvelocity if necessary
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if train.brake and (math.ceil(train.velocity)-1)<train.tarvelocity then
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train.tarvelocity=math.max((math.ceil(train.velocity)-1), 0)
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end
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--apply tarvel(but with physics in mind!)
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if train.velocity~=train.tarvelocity then
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local applydiff=0
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local mass=#train.trainparts
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local diff=train.tarvelocity-train.velocity
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if diff>0 then--accelerating, force will be brought on only by locomotives.
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--atprint("accelerating with default force")
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applydiff=(math.min((advtrains.train_accel_force*train.locomotives_in_train*dtime)/mass, math.abs(diff)))
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else--decelerating
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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.
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--atprint("braking with emergency force")
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applydiff= -(math.min((advtrains.train_emerg_force*dtime), math.abs(diff)))
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elseif train.brake or (train.atc_brake_target and train.atc_brake_target<train.velocity) then
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--atprint("braking with default force")
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--no math.min, because it can grow beyond tarvelocity, see up there
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--dont worry, it will never fall below zero.
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applydiff= -((advtrains.train_brake_force*dtime))
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else
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--atprint("roll")
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applydiff= -(math.min((advtrains.train_roll_force*dtime), math.abs(diff)))
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end
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end
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train.last_accel=(applydiff*train.movedir)
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train.velocity=math.min(math.max( train.velocity+applydiff , 0), train.max_speed or 10)
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else
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train.last_accel=0
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end
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--move
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--TODO 3,5 + 0.7
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train.index=train.index and train.index+(((train.velocity*train.movedir)/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
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end
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--structure of train table:
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--[[
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trains={
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[train_id]={
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trainparts={
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[n]=wagon_id
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}
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path={path}
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velocity
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tarvelocity
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index
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trainlen
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path_inv_level
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last_pos |
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last_dir | for pathpredicting.
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}
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}
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--a wagon itself has the following properties:
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wagon={
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unique_id
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train_id
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pos_in_train (is index difference, including train_span stuff)
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pos_in_trainparts (is index in trainparts tabel of trains)
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}
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inherited by metatable:
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wagon_proto={
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wagon_span
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}
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]]
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--returns new id
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function advtrains.create_new_train_at(pos, pos_prev)
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local newtrain_id=os.time()..os.clock()
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while advtrains.trains[newtrain_id] do newtrain_id=os.time()..os.clock() end--ensure uniqueness(will be unneccessary)
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advtrains.trains[newtrain_id]={}
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advtrains.trains[newtrain_id].last_pos=pos
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advtrains.trains[newtrain_id].last_pos_prev=pos_prev
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advtrains.trains[newtrain_id].tarvelocity=0
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advtrains.trains[newtrain_id].velocity=0
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advtrains.trains[newtrain_id].trainparts={}
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return newtrain_id
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end
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--returns false on failure. handle this case!
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function advtrains.pathpredict(id, train)
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--atprint("pos ",x,y,z)
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--::rerun::
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--- 2. prepare initial path and index if needed ---
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if not train.index then train.index=0 end
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if not train.path or #train.path<2 then
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if not train.last_pos then
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@ -376,21 +150,112 @@ function advtrains.pathpredict(id, train)
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train.path[0]=train.last_pos
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train.path[-1]=train.last_pos_prev
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train.path_dist[-1]=vector.distance(train.last_pos, train.last_pos_prev)
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train.path_extent_min=-1
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train.path_extent_max=0
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end
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local pregen_front=2
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local pregen_back=2
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if train.velocity>0 then
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if train.movedir>0 then
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pregen_front=2+math.ceil(train.velocity*0.15) --assumes server step of 0.1 seconds, +50% tolerance
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--- 2a. set train.end_index which is required in different places, IF IT IS NOT SET YET by STMT afterwards. ---
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--- table entry to avoid triple recalculation ---
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if not train.end_index then
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train.end_index=advtrains.get_train_end_index(train)
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end
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--- 2b. set node coverage old indices ---
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train.detector_old_index = math.floor(train.index)
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train.detector_old_end_index = math.floor(train.end_index)
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--- 3. handle velocity influences ---
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local train_moves=(train.velocity~=0)
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if train.recently_collided_with_env then
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train.tarvelocity=0
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if not train_moves then
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train.recently_collided_with_env=false--reset status when stopped
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end
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end
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if train.locomotives_in_train==0 then
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train.tarvelocity=0
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end
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--apply off-track handling:
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--won't take any effect immediately after path reset because index_on_track not set, but that's not severe.
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local front_off_track=train.max_index_on_track and train.index>train.max_index_on_track
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local back_off_track=train.min_index_on_track and train.end_index<train.min_index_on_track
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if front_off_track and back_off_track then--allow movement in both directions
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if train.tarvelocity>1 then train.tarvelocity=1 end
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elseif front_off_track then--allow movement only backward
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if train.movedir==1 and train.tarvelocity>0 then train.tarvelocity=0 end
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if train.movedir==-1 and train.tarvelocity>1 then train.tarvelocity=1 end
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elseif back_off_track then--allow movement only forward
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if train.movedir==-1 and train.tarvelocity>0 then train.tarvelocity=0 end
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if train.movedir==1 and train.tarvelocity>1 then train.tarvelocity=1 end
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end
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--interpret ATC command
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if train.atc_brake_target and train.atc_brake_target>=train.velocity then
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train.atc_brake_target=nil
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end
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if train.atc_wait_finish then
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if not train.atc_brake_target and train.velocity==train.tarvelocity then
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train.atc_wait_finish=nil
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end
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end
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if train.atc_command then
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if train.atc_delay<=0 and not train.atc_wait_finish then
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advtrains.atc.execute_atc_command(id, train)
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else
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pregen_back=2+math.ceil(train.velocity*0.15)
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train.atc_delay=train.atc_delay-dtime
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end
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end
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--make brake adjust the tarvelocity if necessary
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if train.brake and (math.ceil(train.velocity)-1)<train.tarvelocity then
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train.tarvelocity=math.max((math.ceil(train.velocity)-1), 0)
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end
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local maxn=train.max_index_on_track or 0
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while (maxn-train.index) < pregen_front do--pregenerate
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--- 3a. actually calculate new velocity ---
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if train.velocity~=train.tarvelocity then
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local applydiff=0
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local mass=#train.trainparts
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local diff=train.tarvelocity-train.velocity
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if diff>0 then--accelerating, force will be brought on only by locomotives.
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--atprint("accelerating with default force")
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applydiff=(math.min((advtrains.train_accel_force*train.locomotives_in_train*dtime)/mass, math.abs(diff)))
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else--decelerating
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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.
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--atprint("braking with emergency force")
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applydiff= -(math.min((advtrains.train_emerg_force*dtime), math.abs(diff)))
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elseif train.brake or (train.atc_brake_target and train.atc_brake_target<train.velocity) then
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--atprint("braking with default force")
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--no math.min, because it can grow beyond tarvelocity, see up there
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--dont worry, it will never fall below zero.
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applydiff= -((advtrains.train_brake_force*dtime))
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else
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--atprint("roll")
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applydiff= -(math.min((advtrains.train_roll_force*dtime), math.abs(diff)))
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end
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end
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train.last_accel=(applydiff*train.movedir)
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train.velocity=math.min(math.max( train.velocity+applydiff , 0), train.max_speed or 10)
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else
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train.last_accel=0
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end
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--- 4. move train ---
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train.index=train.index and train.index+(((train.velocity*train.movedir)/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
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--- 4a. update train.end_index to the new position ---
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train.end_index=advtrains.get_train_end_index(train)
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--- 5. extend path as necessary ---
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local gen_front=math.max(train.index, train.detector_old_index) + 2
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local gen_back=math.min(train.end_index, train.detector_old_end_index) - 2
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local maxn=train.path_extent_max or 0
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while maxn < gen_front do--pregenerate
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--atprint("maxn conway for ",maxn,minetest.pos_to_string(path[maxn]),maxn-1,minetest.pos_to_string(path[maxn-1]))
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local conway=advtrains.conway(train.path[maxn], train.path[maxn-1], train.drives_on)
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if conway then
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@ -405,9 +270,10 @@ function advtrains.pathpredict(id, train)
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train.path_dist[maxn]=vector.distance(train.path[maxn+1], train.path[maxn])
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maxn=advtrains.maxN(train.path)
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end
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train.path_extent_max=maxn
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local minn=train.min_index_on_track or -1
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while (train.index-minn) < (train.trainlen or 0) + pregen_back do --post_generate. has to be at least trainlen. (we let go of the exact calculation here since this would be unuseful here)
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local minn=train.path_extent_min or -1
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while minn > gen_back do
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--atprint("minn conway for ",minn,minetest.pos_to_string(path[minn]),minn+1,minetest.pos_to_string(path[minn+1]))
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local conway=advtrains.conway(train.path[minn], train.path[minn+1], train.drives_on)
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if conway then
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@ -422,7 +288,8 @@ function advtrains.pathpredict(id, train)
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train.path_dist[minn-1]=vector.distance(train.path[minn], train.path[minn-1])
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minn=advtrains.minN(train.path)
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end
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if not train.min_index_on_track then train.min_index_on_track=0 end
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train.path_extent_min=minn
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if not train.min_index_on_track then train.min_index_on_track=-1 end
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if not train.max_index_on_track then train.max_index_on_track=0 end
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--make pos/yaw available for possible recover calls
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@ -441,15 +308,160 @@ function advtrains.pathpredict(id, train)
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train.last_pos=train.path[math.floor(train.index+0.5)]
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train.last_pos_prev=train.path[math.floor(train.index-0.5)]
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end
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return train.path
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end
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function advtrains.get_train_end_index(train)
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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
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--- 6. update node coverage ---
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-- 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
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local ifo, ifn, ibo, ibn = train.detector_old_index, math.floor(train.index), train.detector_old_end_index, math.floor(train.end_index)
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local path=train.path
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for i=ibn, ifn do
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if path[i] then
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advtrains.detector.stay_node(path[i], id)
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end
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end
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if ifn>ifo then
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for i=ifo+1, ifn do
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if path[i] then
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advtrains.detector.enter_node(path[i], id)
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end
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end
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elseif ifn<ifo then
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for i=ifn, ifo-1 do
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if path[i] then
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advtrains.detector.leave_node(path[i], id)
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end
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end
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end
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if ibn<ibo then
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for i=ibn, ibo-1 do
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if path[i] then
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advtrains.detector.enter_node(path[i], id)
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end
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end
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elseif ibn>ibo then
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for i=ibo+1, ibn do
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if path[i] then
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advtrains.detector.leave_node(path[i], id)
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end
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end
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end
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--- 7. do less important stuff ---
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--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
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train.check_trainpartload=(train.check_trainpartload or 0)-dtime
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local node_range=(math.max((minetest.setting_get("active_block_range") or 0),1)*16)
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if train.check_trainpartload<=0 then
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local ori_pos=advtrains.get_real_index_position(path, train.index) --not much to calculate
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--atprint("[train "..id.."] at "..minetest.pos_to_string(vector.round(ori_pos)))
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local should_check=false
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for _,p in ipairs(minetest.get_connected_players()) do
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should_check=should_check or ((vector.distance(ori_pos, p:getpos())<node_range))
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end
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if should_check then
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advtrains.update_trainpart_properties(id)
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end
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train.check_trainpartload=2
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end
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--remove?
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if #train.trainparts==0 then
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atprint("[train "..sid(id).."] has empty trainparts, removing.")
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advtrains.detector.leave_node(path[train.detector_old_index], id)
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advtrains.trains[id]=nil
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return
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end
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end
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function advtrains.get_or_create_path(id, train)
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if not train.path then return advtrains.pathpredict(id, train) end
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return train.path
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function advtrains.train_step_b(id, train, dtime)
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--- 8. check for collisions with other trains ---
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local train_moves=(train.velocity~=0)
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if train_moves then
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--heh, new collision again.
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--this time, based on NODES and the advtrains.detector.on_node table.
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local collpos
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local coll_grace=1
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if train.movedir==1 then
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collpos=advtrains.get_real_index_position(train.path, train.index-coll_grace)
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else
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collpos=advtrains.get_real_index_position(train.path, train.end_index+coll_grace)
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end
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if collpos then
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local rcollpos=advtrains.round_vector_floor_y(collpos)
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for x=-1,1 do
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for z=-1,1 do
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local testpos=vector.add(rcollpos, {x=x, y=0, z=z})
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local testpts=minetest.pos_to_string(testpos)
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if advtrains.detector.on_node[testpts] and advtrains.detector.on_node[testpts]~=id then
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--collides
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advtrains.spawn_couple_on_collide(id, testpos, advtrains.detector.on_node[testpts], train.movedir==-1)
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train.recently_collided_with_env=true
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train.velocity=0.5*train.velocity
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train.movedir=train.movedir*-1
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train.tarvelocity=0
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end
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end
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end
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end
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end
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end
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--structure of train table:
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--[[
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trains={
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[train_id]={
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trainparts={
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[n]=wagon_id
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}
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path={path}
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velocity
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tarvelocity
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index
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trainlen
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path_inv_level
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last_pos |
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last_dir | for pathpredicting.
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}
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}
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--a wagon itself has the following properties:
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wagon={
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unique_id
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train_id
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pos_in_train (is index difference, including train_span stuff)
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pos_in_trainparts (is index in trainparts tabel of trains)
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}
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inherited by metatable:
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wagon_proto={
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wagon_span
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}
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]]
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--returns new id
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function advtrains.create_new_train_at(pos, pos_prev)
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local newtrain_id=os.time()..os.clock()
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while advtrains.trains[newtrain_id] do newtrain_id=os.time()..os.clock() end--ensure uniqueness(will be unneccessary)
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advtrains.trains[newtrain_id]={}
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advtrains.trains[newtrain_id].last_pos=pos
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advtrains.trains[newtrain_id].last_pos_prev=pos_prev
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advtrains.trains[newtrain_id].tarvelocity=0
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advtrains.trains[newtrain_id].velocity=0
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advtrains.trains[newtrain_id].trainparts={}
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return newtrain_id
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end
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function advtrains.get_train_end_index(train)
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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
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end
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function advtrains.add_wagon_to_train(wagon, train_id, index)
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@ -508,7 +520,6 @@ function advtrains.update_trainpart_properties(train_id, invert_flipstate)
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wagon.wagon_flipped = not wagon.wagon_flipped
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end
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rel_pos=rel_pos+wagon.wagon_span
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any_loaded=true
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if wagon.drives_on then
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for k,_ in pairs(train.drives_on) do
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@ -518,6 +529,13 @@ function advtrains.update_trainpart_properties(train_id, invert_flipstate)
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end
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end
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train.max_speed=math.min(train.max_speed, wagon.max_speed)
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if i==1 then
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train.couple_lock_front=wagon.lock_couples
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end
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if i==#train.trainparts then
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train.couple_lock_back=wagon.lock_couples
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end
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else
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atprint(w_id.." not loaded and no save available")
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--what the hell...
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@ -531,9 +549,11 @@ end
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function advtrains.split_train_at_wagon(wagon)
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--get train
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local train=advtrains.trains[wagon.train_id]
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if not train.path then return end
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local real_pos_in_train=advtrains.get_real_path_index(train, wagon.pos_in_train)
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local pos_for_new_train=advtrains.get_or_create_path(wagon.train_id, train)[math.floor(real_pos_in_train+wagon.wagon_span)]
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local pos_for_new_train_prev=advtrains.get_or_create_path(wagon.train_id, train)[math.floor(real_pos_in_train-1+wagon.wagon_span)]
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local pos_for_new_train=train.path[math.floor(real_pos_in_train+wagon.wagon_span)]
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local pos_for_new_train_prev=train.path[math.floor(real_pos_in_train-1+wagon.wagon_span)]
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--before doing anything, check if both are rails. else do not allow
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if not pos_for_new_train then
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@ -683,15 +703,25 @@ end
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--pos1 and pos2 are just needed to form a median.
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function advtrains.do_connect_trains(first_id, second_id)
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local first_wagoncnt=#advtrains.trains[first_id].trainparts
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local second_wagoncnt=#advtrains.trains[second_id].trainparts
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function advtrains.do_connect_trains(first_id, second_id, player)
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local first, second=advtrains.trains[first_id], advtrains.trains[second_id]
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for _,v in ipairs(advtrains.trains[second_id].trainparts) do
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table.insert(advtrains.trains[first_id].trainparts, v)
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if first.couple_lock_back or second.couple_lock_front then
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-- trains are ordered correctly!
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if player then
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minetest.chat_send_player(player:get_player_name(), "Can't couple: couples locked!")
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end
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return
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end
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local first_wagoncnt=#first.trainparts
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local second_wagoncnt=#second.trainparts
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for _,v in ipairs(second.trainparts) do
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table.insert(first.trainparts, v)
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end
|
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|
|
--kick it like physics (with mass being #wagons)
|
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|
local new_velocity=((advtrains.trains[first_id].velocity*first_wagoncnt)+(advtrains.trains[second_id].velocity*second_wagoncnt))/(first_wagoncnt+second_wagoncnt)
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local new_velocity=((first.velocity*first_wagoncnt)+(second.velocity*second_wagoncnt))/(first_wagoncnt+second_wagoncnt)
|
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|
|
advtrains.trains[second_id]=nil
|
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|
|
advtrains.update_trainpart_properties(first_id)
|
|
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|
|
advtrains.trains[first_id].velocity=new_velocity
|
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|
|
@ -751,10 +781,12 @@ function advtrains.invalidate_all_paths()
|
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|
|
v.path=nil
|
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|
|
v.path_dist=nil
|
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|
v.index=nil
|
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|
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v.end_index=nil
|
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|
v.min_index_on_track=nil
|
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|
|
v.max_index_on_track=nil
|
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|
|
v.path_extent_min=nil
|
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|
|
v.path_extent_max=nil
|
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|
|
advtrains.detector.setup_restore()
|
|
|
|
|
v.detector_old_index=nil
|
|
|
|
|
v.detector_old_end_index=nil
|
|
|
|
|
end
|
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