minetest-mm/mods/advtrains/advtrains/trainlogic.lua

1323 lines
44 KiB
Lua

--trainlogic.lua
--controls train entities stuff about connecting/disconnecting/colliding trains and other things
local setting_overrun_mode = minetest.settings:get("advtrains_overrun_mode")
local benchmark=false
local bm={}
local bmlt=0
local bmsteps=0
local bmstepint=200
atprintbm=function(action, ta)
if not benchmark then return end
local t=(os.clock()-ta)*1000
if not bm[action] then
bm[action]=t
else
bm[action]=bm[action]+t
end
bmlt=bmlt+t
end
function endstep()
if not benchmark then return end
bmsteps=bmsteps-1
if bmsteps<=0 then
bmsteps=bmstepint
for key, value in pairs(bm) do
minetest.chat_send_all(key.." "..(value/bmstepint).." ms avg.")
end
minetest.chat_send_all("Total time consumed by all advtrains actions per step: "..(bmlt/bmstepint).." ms avg.")
bm={}
bmlt=0
end
end
--acceleration for lever modes (trainhud.lua), per wagon
local t_accel_all={
[0] = -10,
[1] = -3,
[11] = -2, -- calculation base for LZB
[2] = -0.5,
[4] = 0.5,
}
--acceleration per engine
local t_accel_eng={
[0] = 0,
[1] = 0,
[11] = 0,
[2] = 0,
[4] = 1.5,
}
local VLEVER_EMERG = 0
local VLEVER_BRAKE = 1
local VLEVER_LZBCALC = 11
local VLEVER_ROLL = 2
local VLEVER_HOLD = 3
local VLEVER_ACCEL = 4
-- How far in front of a whole index with LZB 0 restriction the train should come to a halt
-- value must be between 0 and 0.5, exclusively
local LZB_ZERO_APPROACH_DIST = 0.1
-- Speed the train temporarily approaches the stop point with
local LZB_ZERO_APPROACH_SPEED = 0.2
tp_player_tmr = 0
advtrains.mainloop_trainlogic=function(dtime, stepno)
--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:get_pos()))
advtrains.playersbypts[ptspos]=player
end
end
if tp_player_tmr<=0 then
-- teleport players to their train every 2 seconds
for _, player in pairs(minetest.get_connected_players()) do
advtrains.tp_player_to_train(player)
end
tp_player_tmr = 2
else
tp_player_tmr = tp_player_tmr - dtime
end
--regular train step
--[[ structure:
1. make trains calculate their occupation windows when needed (a)
2. when occupation tells us so, restore the occupation tables (a)
4. make trains move and update their new occupation windows and write changes
to occupation tables (b)
5. make trains do other stuff (c)
]]--
local t=os.clock()
for k,v in pairs(advtrains.trains) do
advtrains.atprint_context_tid=k
--atprint("=== Step",stepno,"===")
advtrains.train_ensure_init(k, v)
end
advtrains.lock_path_inval = true
for k,v in pairs(advtrains.trains) do
advtrains.atprint_context_tid=k
advtrains.train_step_b(k, v, dtime)
end
for k,v in pairs(advtrains.trains) do
advtrains.atprint_context_tid=k
advtrains.train_step_c(k, v, dtime)
end
advtrains.lock_path_inval = false
advtrains.atprint_context_tid=nil
atprintbm("trainsteps", t)
endstep()
end
function advtrains.tp_player_to_train(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:set_pos(train.last_pos)
end
end
minetest.register_on_joinplayer(function(player)
advtrains.hud[player:get_player_name()] = nil
advtrains.hhud[player:get_player_name()] = nil
--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()
local pname = player:get_player_name()
local id=advtrains.player_to_train_mapping[pname]
if id then
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
-- just in case no wagon felt responsible for this player: clear train mapping
advtrains.player_to_train_mapping[pname] = nil
end
end)
--[[
Zone diagram of a train (copy from occupation.lua!):
|___| |___| --> Direction of travel
oo oo+oo oo
=|=======|===|===========|===|=======|===================|========|===
|SafetyB|CpB| Train |CpF|SafetyF| Brake |Aware |
[1] [2] [3] [4] [5] [6] [7] [8]
This mapping from indices in occwindows to zone ids is contained in WINDOW_ZONE_IDS
The occupation system has been abandoned. The constants will still be used
to determine the couple distance
(because of the reverse lookup, the couple system simplifies a lot...)
]]--
-- unless otherwise stated, in meters.
local SAFETY_ZONE = 10
local COUPLE_ZONE = 2 --value in index positions!
local BRAKE_SPACE = 10
local AWARE_ZONE = 10
local WINDOW_ZONE_IDS = {
2, -- 1 - SafetyB
4, -- 2 - CpB
1, -- 3 - Train
5, -- 4 - CpF
3, -- 5 - SafetyF
6, -- 6 - Brake
7, -- 7 - Aware
}
-- If a variable does not exist in the table, it is assigned the default value
local function assertdef(tbl, var, def)
if not tbl[var] then
tbl[var] = def
end
end
function advtrains.get_acceleration(train, lever)
local acc_all = t_accel_all[lever]
if not acc_all then return 0 end
local acc_eng = t_accel_eng[lever]
local nwagons = #train.trainparts
if nwagons == 0 then
-- empty train! avoid division through zero
return -1
end
local acc = acc_all + (acc_eng*train.locomotives_in_train)/nwagons
return acc
end
-- Small local util function to recalculate train's end index
local function recalc_end_index(train)
train.end_index = advtrains.path_get_index_by_offset(train, train.index, -train.trainlen)
end
-- Occupation Callback system
-- see occupation.lua
-- signature is advtrains.te_register_on_<?>(function(id, train) ... end)
local function mkcallback(name)
local callt = {}
advtrains["te_register_on_"..name] = function(func)
assertt(func, "function")
table.insert(callt, func)
end
return callt, function(id, train, param1, param2, param3)
for _,f in ipairs(callt) do
f(id, train, param1, param2, param3)
end
end
end
local callbacks_new_path, run_callbacks_new_path = mkcallback("new_path")
local callbacks_invahead
callbacks_invahead, advtrains.run_callbacks_invahead = mkcallback("invalidate_ahead") -- (id, train, start_idx)
local callbacks_update, run_callbacks_update = mkcallback("update")
local callbacks_create, run_callbacks_create = mkcallback("create")
local callbacks_remove, run_callbacks_remove = mkcallback("remove")
-- required to call from couple.lua
function advtrains.update_train_start_and_end(train)
recalc_end_index(train)
run_callbacks_update(train.id, train)
end
-- train_ensure_init: responsible for creating a state that we can work on, after one of the following events has happened:
-- - the train's path got cleared
-- - save files were loaded
-- Additionally, this gets called outside the step cycle to initialize and/or remove a train, then occ_write_mode is set.
function advtrains.train_ensure_init(id, train)
if not train then
atwarn("train_ensure_init: Called with id =",id,"but a nil train!")
atwarn(debug.traceback())
return nil
end
train.dirty = true
if train.no_step then
--atprint("in ensure_init: no_step set, train step ignored!")
return nil
end
assertdef(train, "velocity", 0)
--assertdef(train, "tarvelocity", 0)
assertdef(train, "acceleration", 0)
assertdef(train, "id", id)
if not train.drives_on or not train.max_speed then
--atprint("in ensure_init: missing properties, updating!")
advtrains.update_trainpart_properties(id)
end
--restore path
if not train.path then
--atprint("in ensure_init: Needs restoring path...")
if not train.last_pos then
atlog("Train",id,": Restoring path failed, no last_pos set! Train will be disabled. You can try to fix the issue in the save file.")
train.no_step = true
return nil
end
if not train.last_connid then
atwarn("Train",id,": Restoring path: no last_connid set! Will assume 1")
train.last_connid = 1
--[[
Why this fix was necessary:
Issue: Migration problems on Grand Theft Auto Minetest
1. Run of this code, warning printed.
2. path_create failed with result==nil (there was an unloaded node, wait_for_path set)
3. in consequence, the supposed call to path_setrestore does not happen
4. train.last_connid is still unset
5. next step, warning is printed again
Result: log flood.
]]
end
local result = advtrains.path_create(train, train.last_pos, train.last_connid or 1, train.last_frac or 0)
--atprint("in ensure_init: path_create result ",result)
if result==false then
atlog("Train",id,": Restoring path failed, node at",train.last_pos,"is gone! Train will be disabled. You can try to place a rail at this position and restart the server.")
train.no_step = true
return nil
elseif result==nil then
if not train.wait_for_path then
atlog("Train",id,": Can't initialize: Waiting for the (yet unloaded) node at",train.last_pos," to be loaded.")
end
train.wait_for_path = true
return false
end
-- by now, we should have a working initial path
train.wait_for_path = false
advtrains.update_trainpart_properties(id)
recalc_end_index(train)
--atdebug("Train",id,": Successfully restored path at",train.last_pos," connid",train.last_connid," frac",train.last_frac)
-- run on_new_path callbacks
run_callbacks_new_path(id, train)
end
train.dirty = false -- TODO einbauen!
return true
end
local function v_target_apply(v_targets, lever, vel)
v_targets[lever] = v_targets[lever] and math.min(v_targets[lever], vel) or vel
end
function advtrains.train_step_b(id, train, dtime)
if train.no_step or train.wait_for_path or not train.path then return end
-- in this code, we check variables such as path_trk_? and path_dist. We need to ensure that the path is known for the whole 'Train' zone
advtrains.path_get(train, atfloor(train.index + 2))
advtrains.path_get(train, atfloor(train.end_index - 1))
-- run pre-move hooks
-- TODO: if more pre-move hooks are added, make a separate callback hook
advtrains.lzb_look_ahead(id, train)
--[[ again, new velocity control:
There are two heterogenous means of control:
-> set a fixed acceleration and ignore speed (user)
-> steer towards a target speed, distance doesn't matter
-> needs to specify the maximum acceleration/deceleration values they are willing to accelerate/brake with
-> Reach a target speed after a certain distance (LZB, handled specially)
]]--
--- 3. handle velocity influences ---
local v0 = train.velocity
local sit_v_cap = train.max_speed -- Maximum speed in current situation (multiple limit factors)
-- The desired speed change issued by the active control (user or atc)
local ctrl_v_tar -- desired speed which should not be crossed by braking or accelerating
local ctrl_accelerating = false -- whether the train should accelerate
local ctrl_braking = false -- whether the train should brake
local ctrl_lever -- the lever value to use to calculate the acceleration
-- the final speed change after applying LZB
local v_cap -- absolute maximum speed
local v_tar -- desired speed which should not be crossed by braking or accelerating
local accelerating = false-- whether the train should accelerate
local braking = false -- whether the train should brake
local lever -- the lever value to use to calculate the acceleration
local train_moves = (v0 > 0)
if train.recently_collided_with_env then
if not train_moves then
train.recently_collided_with_env=nil--reset status when stopped
end
--atprint("in train_step_b: applying collided_with_env")
sit_v_cap = 0
elseif train.locomotives_in_train==0 then
--atprint("in train_step_b: applying no_locomotives")
sit_v_cap = 0
-- interlocking speed restriction
elseif train.speed_restriction then
--atprint("in train_step_b: applying interlocking speed restriction",train.speed_restriction)
sit_v_cap = train.speed_restriction
end
--apply off-track handling:
local front_off_track = train.index>train.path_trk_f
local back_off_track=train.end_index<train.path_trk_b
train.off_track = front_off_track or back_off_track
if back_off_track and (not sit_v_cap or sit_v_cap > 1) then
--atprint("in train_step_b: applying back_off_track")
sit_v_cap = 1
elseif front_off_track then
--atprint("in train_step_b: applying front_off_track")
sit_v_cap = 0
end
--interpret ATC command and apply auto-lever control when not actively controlled
local userc = train.ctrl_user
if userc then
--atprint("in train_step_b: ctrl_user active",userc)
advtrains.atc.train_reset_command(train)
if userc >= VLEVER_ACCEL then
ctrl_accelerating = true
else
ctrl_braking = true
end
ctrl_lever = userc
else
if train.atc_command then
if (not train.atc_delay or train.atc_delay<=0)
and not train.atc_wait_finish
and not train.atc_wait_autocouple then
advtrains.atc.execute_atc_command(id, train)
elseif train.atc_delay and train.atc_delay > 0 then
train.atc_delay=train.atc_delay-dtime
end
elseif train.atc_delay then
train.atc_delay = nil
end
local braketar = train.atc_brake_target
local emerg = false -- atc_brake_target==-1 means emergency brake (BB command)
if braketar == -1 then
braketar = 0
emerg = true
end
--atprint("in train_step_b: ATC: brake state braketar=",braketar,"emerg=",emerg)
if braketar and braketar>=v0 then
--atprint("in train_step_b: ATC: brake target cleared")
train.atc_brake_target=nil
braketar = nil
end
--if train.tarvelocity and train.velocity==train.tarvelocity then
-- train.tarvelocity = nil
--end
if train.atc_wait_finish then
if not train.atc_brake_target and (not train.tarvelocity or train.velocity==train.tarvelocity) then
train.atc_wait_finish=nil
end
end
if train.tarvelocity and train.tarvelocity>v0 then
--atprint("in train_step_b: applying ATC ACCEL", train.tarvelocity)
ctrl_accelerating = true
ctrl_lever = VLEVER_ACCEL
elseif train.tarvelocity and train.tarvelocity<v0 then
ctrl_braking = true
if (braketar and braketar<v0) then
if emerg then
--atprint("in train_step_b: applying ATC EMERG", train.tarvelocity)
ctrl_lever = VLEVER_EMERG
else
--atprint("in train_step_b: applying ATC BRAKE", train.tarvelocity)
ctrl_v_tar = braketar
ctrl_lever = VLEVER_BRAKE
end
else
--atprint("in train_step_b: applying ATC ROLL", train.tarvelocity)
ctrl_v_tar = train.tarvelocity
ctrl_lever = VLEVER_ROLL
end
end
end
--- 2b. look at v_target, determine the effective v_target and desired acceleration ---
--atprint("in train_step_b: Resulting control before LZB: accelerating",ctrl_accelerating,"braking",ctrl_braking,"lever", ctrl_lever, "target", ctrl_v_tar)
--train.debug = dump({tv_target,tv_lever})
--atprint("in train_step_b: Current index",train.index,"end",train.end_index,"vel",v0)
--- 3a. calculate the acceleration required to reach the speed restriction in path_speed (LZB) ---
-- Iterates over the path nodes we WOULD pass if we were continuing with the current speed
-- and determines the MINIMUM of path_speed in this range.
-- Then, determines acceleration so that we can reach this 'overridden' target speed in this step (but short-circuited)
local lzb_next_zero_barrier -- if defined, train should not pass this point as it's a 0-LZB
local new_index_curr_tv -- pre-calculated new train index in lzb check
local lzb_v_cap -- the maximum speed that LZB dictates
local dst_curr_v = v0 * dtime
new_index_curr_tv = advtrains.path_get_index_by_offset(train, train.index, dst_curr_v)
local i = atfloor(train.index)
local psp
while true do
psp = train.path_speed[i]
if psp then
lzb_v_cap = lzb_v_cap and math.min(lzb_v_cap, psp) or psp
if psp == 0 and not lzb_next_zero_barrier then
--atprint("in train_step_b: Found zero barrier: ",i)
lzb_next_zero_barrier = i - LZB_ZERO_APPROACH_DIST
end
end
if i > new_index_curr_tv then
break
end
i = i + 1
end
if lzb_next_zero_barrier and train.index < lzb_next_zero_barrier then
lzb_v_cap = LZB_ZERO_APPROACH_SPEED
end
--atprint("in train_step_b: LZB calculation yields newindex=",new_index_curr_tv,"lzbtarget=",lzb_v_cap,"zero_barr=",lzb_next_zero_barrier,"")
-- LZB HUD: decrement timer and delete when 0
if train.hud_lzb_effect_tmr then
if train.hud_lzb_effect_tmr <=0 then
train.hud_lzb_effect_tmr = nil
else
train.hud_lzb_effect_tmr = train.hud_lzb_effect_tmr - 1
end
end
-- We now need to bring ctrl_*, sit_v_cap and lzb_v_cap together to determine the final controls.
local v_cap = sit_v_cap -- always defined, by default train.max_speed
if lzb_v_cap and lzb_v_cap < v_cap then
v_cap = lzb_v_cap
lever = VLEVER_BRAKE -- actually irrelevant, acceleration is not considered anyway unless v_tar is also set.
-- display LZB control override in the HUD
if lzb_v_cap <= v0 then
train.hud_lzb_effect_tmr = 1
-- This is to signal the HUD that LZB is active. This works as a timer to avoid HUD blinking
end
end
v_tar = ctrl_v_tar
-- if v_cap is smaller than the current speed, we need to brake in all cases.
if v_cap < v0 then
braking = true
lever = VLEVER_BRAKE
-- set v_tar to v_cap to not slow down any further than required.
-- unless control wants us to brake too, then we use control's v_tar.
if not ctrl_v_tar or ctrl_v_tar > v_cap then
v_tar = v_cap
end
else -- else, use what the ctrl says
braking = ctrl_braking
accelerating = ctrl_accelerating and not braking
lever = ctrl_lever
end
train.lever = lever
--atprint("in train_step_b: final control: accelerating",accelerating,"braking",braking,"lever", lever, "target", v_tar)
-- reset train acceleration when holding speed
if not braking and not accelerating then
train.acceleration = 0
end
--- 3b. if braking, modify the velocity BEFORE the movement
if braking then
local dv = advtrains.get_acceleration(train, lever) * dtime
local v1 = v0 + dv
if v_tar and v1 < v_tar then
--atprint("in train_step_b: Braking: Hit v_tar!")
v1 = v_tar
end
if v1 > v_cap then
--atprint("in train_step_b: Braking: Hit v_cap!")
v1 = v_cap
end
if v1 < 0 then
--atprint("in train_step_b: Braking: Hit 0!")
v1 = 0
end
train.acceleration = (v1 - v0) / dtime
train.velocity = v1
--atprint("in train_step_b: Braking: New velocity",v1," (yields acceleration",train.acceleration,")")
-- make saved new_index_curr_tv invalid because speed has changed
new_index_curr_tv = nil
end
--- 4. move train ---
-- if we have calculated the new end index before, don't do that again
if not new_index_curr_tv then
local dst_curr_v = train.velocity * dtime
new_index_curr_tv = advtrains.path_get_index_by_offset(train, train.index, dst_curr_v)
--atprint("in train_step_b: movement calculation (re)done, yields newindex=",new_index_curr_tv)
else
--atprint("in train_step_b: movement calculation reusing from LZB newindex=",new_index_curr_tv)
end
-- if the zeroappr mechanism has hit, go no further than zeroappr index
if lzb_next_zero_barrier and new_index_curr_tv > lzb_next_zero_barrier then
--atprint("in train_step_b: Zero barrier hit, clipping to newidx_tv=",new_index_curr_tv, "zb_idx=",lzb_next_zero_barrier)
new_index_curr_tv = lzb_next_zero_barrier
end
-- New same-track collision system - check for any other trains within the range we're going to move
-- do the checks if we either are moving or about to start moving
if new_index_curr_tv > train.index or accelerating then -- only if train is actually advancing
-- Note: duplicate code from path_project() because of subtle differences: no frac processing and scanning all occupations
--[[train.debug = ""
local atdebug = function(t, ...)
local text=advtrains.print_concat_table({t, ...})
train.debug = train.debug..text.."\n"
end]]
local base_idx = atfloor(new_index_curr_tv + 1)
local base_pos = advtrains.path_get(train, base_idx)
local base_cn = train.path_cn[base_idx]
--atdebug(id,"Begin Checking for on-track collisions new_idx=",new_index_curr_tv,"base_idx=",base_idx,"base_pos=",base_pos,"base_cn=",base_cn)
-- query occupation
local occ = advtrains.occ.get_trains_over(base_pos)
-- iterate other trains
for otid, ob_idx in pairs(occ) do
if otid ~= id then
--atdebug(id,"Found other train",otid," with matching index ",ob_idx)
-- Phase 1 - determine if trains are facing and which is the relefant stpo index
local otrn = advtrains.trains[otid]
-- retrieve other train's cn and cp
local ocn = otrn.path_cn[ob_idx]
local ocp = otrn.path_cp[ob_idx]
local target_is_inside, ref_index, facing
if base_cn == ocn then
-- same direction
ref_index = otrn.end_index
same_dir = true
target_is_inside = (ob_idx >= ref_index)
--atdebug("Same direction: ref_index",ref_index,"inside=",target_is_inside)
elseif base_cn == ocp then
-- facing trains - subtract index frac
ref_index = otrn.index
same_dir = false
target_is_inside = (ob_idx <= ref_index)
--atdebug("Facing direction: ref_index",ref_index,"inside=",target_is_inside)
end
-- Phase 2 - project ref_index back onto our path and check again (necessary because there might be a turnout on the way and we are driving into the flank
if target_is_inside then
local our_index = advtrains.path_project(otrn, ref_index, id)
--atdebug("Backprojected our_index",our_index)
if our_index and our_index <= new_index_curr_tv
and our_index >= train.index then --FIX: If train was already past the collision point in the previous step, there is no collision! Fixes bug with split_at_index
-- ON_TRACK COLLISION IS HAPPENING
-- the actual collision is handled in train_step_c, so set appropriate signal variables
train.ontrack_collision_info = {
otid = otid,
same_dir = same_dir,
}
-- clip newindex
--atdebug("-- Collision detected!")
new_index_curr_tv = our_index
end
end
end
end
end
-- ## Movement happens here ##
train.index = new_index_curr_tv
recalc_end_index(train)
--atprint("in train_step_b: New index",train.index,"end",train.end_index,"vel",train.velocity)
--- 4a. if accelerating, modify the velocity AFTER the movement
if accelerating then
local dv = advtrains.get_acceleration(train, lever) * dtime
local v1 = v0 + dv
if v_tar and v1 > v_tar then
--atprint("in train_step_b: Accelerating: Hit v_tar!")
v1 = v_tar
end
if v1 > v_cap then
--atprint("in train_step_b: Accelerating: Hit v_cap!")
v1 = v_cap
end
train.acceleration = (v1 - v0) / dtime
train.velocity = v1
--atprint("in train_step_b: Accelerating: New velocity",v1," (yields acceleration",train.acceleration,")")
end
end
function advtrains.train_step_c(id, train, dtime)
if train.no_step or train.wait_for_path or not train.path then return end
-- all location/extent-critical actions have been done.
-- calculate the new occupation window
run_callbacks_update(id, train)
-- Return if something(TM) damaged the path
if train.no_step or train.wait_for_path or not train.path then return end
advtrains.path_clear_unused(train)
advtrains.path_setrestore(train)
-- less important stuff
train.check_trainpartload=(train.check_trainpartload or 0)-dtime
if train.check_trainpartload<=0 then
advtrains.spawn_wagons(id)
train.check_trainpartload=2
end
local train_moves=(train.velocity~=0)
local very_short_train = train.trainlen < 3
--- On-track collision handling - detected in train_step_b, but handled here so all other train movements have already happened.
if train.ontrack_collision_info then
train.velocity = 0
train.acceleration = 0
--advtrains.atc.train_reset_command(train) will occur in couple_initiate_with if required
local otrn = advtrains.trains[train.ontrack_collision_info.otid]
if otrn.velocity == 0 then -- other train must be standing, else don't initiate coupling
advtrains.couple_initiate_with(train, otrn, not train.ontrack_collision_info.same_dir)
else
-- other collision - stop any ATC control
advtrains.atc.train_reset_command(train)
end
train.ontrack_collision_info = nil
train.couples_up_to_date = true
end
-- handle couples if on_track collision handling did not fire
if train_moves then
train.couples_up_to_date = nil
elseif not train.couples_up_to_date then
if not very_short_train then -- old coupling system is buggy for short trains
advtrains.train_check_couples(train) -- no guarantee for train order here
end
train.couples_up_to_date = true
end
--- 8. check for collisions with other trains and damage players ---
if train_moves then
-- Note: this code handles collisions with trains that are not on the same path as the current train
-- The same-track collisions and coupling handling is found in couple.lua and handled from train_step_b() and code 2 blocks above.
local collided = false
local coll_grace=2
local collindex = advtrains.path_get_index_by_offset(train, train.index, -coll_grace)
local collpos = advtrains.path_get(train, atround(collindex))
if collpos then
local rcollpos=advtrains.round_vector_floor_y(collpos)
local is_loaded_area = advtrains.is_node_loaded(rcollpos)
for x=-train.extent_h,train.extent_h do
for z=-train.extent_h,train.extent_h do
local testpos=vector.add(rcollpos, {x=x, y=0, z=z})
--- 8a Check collision ---
if not collided then
if not very_short_train then -- position collision system is buggy for short trains
local col_tr = advtrains.occ.check_collision(testpos, id)
if col_tr then
train.velocity = 0
train.acceleration = 0
advtrains.atc.train_reset_command(train)
collided = true
end
end
--- 8b damage players ---
if is_loaded_area and train.velocity > 3 and (setting_overrun_mode=="drop" or setting_overrun_mode=="normal") then
local testpts = minetest.pos_to_string(testpos)
local player=advtrains.playersbypts[testpts]
if player and player:get_hp()>0 and advtrains.is_damage_enabled(player:get_player_name()) then
--atdebug("damage found",player:get_player_name())
if setting_overrun_mode=="drop" 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", {})
end
player:set_hp(0)
end
end
end
end
end
--- 8c damage other objects ---
if is_loaded_area then
local objs = minetest.get_objects_inside_radius(rcollpos, 2)
for _,obj in ipairs(objs) do
if not obj:is_player() and obj:get_armor_groups().fleshy and obj:get_armor_groups().fleshy > 0
and obj:get_luaentity() and obj:get_luaentity().name~="signs_lib:text" then
obj:punch(obj, 1, { full_punch_interval = 1.0, damage_groups = {fleshy = 1000}, }, nil)
end
end
end
end
end
end
-- Default occupation callbacks for node callbacks
-- (remember, train.end_index is set separately because callbacks are
-- asserted to rely on this)
local function mknodecallback(name)
local callt = {}
advtrains["tnc_register_on_"..name] = function(func, prio)
assertt(func, "function")
if prio then
table.insert(callt, 1, func)
else
table.insert(callt, func)
end
end
return callt, function(pos, id, train, index, paramx1, paramx2, paramx3)
for _,f in ipairs(callt) do
f(pos, id, train, index, paramx1, paramx2, paramx3)
end
end
end
-- enter/leave-node callbacks
-- signature is advtrains.tnc_register_on_enter/leave(function(pos, id, train, index) ... end)
local callbacks_enter_node, run_callbacks_enter_node = mknodecallback("enter")
local callbacks_leave_node, run_callbacks_leave_node = mknodecallback("leave")
-- Node callback for approaching
-- Might be called multiple times, whenever path is recalculated. Also called for the first node the train is standing on, then has_entered is true.
-- signature is function(pos, id, train, index, has_entered, lzbdata)
-- has_entered: true if the "enter" callback has already been executed for this train in this location
-- lzbdata: arbitrary data (shared between all callbacks), deleted when LZB is restarted.
-- These callbacks are called in order of distance as train progresses along tracks, so lzbdata can be used to
-- keep track of a train's state once it passes this point
local callbacks_approach_node, run_callbacks_approach_node = mknodecallback("approach")
local function tnc_call_enter_callback(pos, train_id, train, index)
--atdebug("tnc enter",pos,train_id)
local node = advtrains.ndb.get_node(pos) --this spares the check if node is nil, it has a name in any case
local mregnode=minetest.registered_nodes[node.name]
if mregnode and mregnode.advtrains and mregnode.advtrains.on_train_enter then
mregnode.advtrains.on_train_enter(pos, train_id, train, index)
end
-- call other registered callbacks
run_callbacks_enter_node(pos, train_id, train, index)
-- check for split points
if mregnode and mregnode.at_conns and #mregnode.at_conns == 3 and train.path_cp[index] == 3 then
-- train came from connection 3 of a switch, so it split points.
if not train.points_split then
train.points_split = {}
end
train.points_split[advtrains.encode_pos(pos)] = true
--atdebug(train_id,"split points at",pos)
end
end
local function tnc_call_leave_callback(pos, train_id, train, index)
--atdebug("tnc leave",pos,train_id)
local node = advtrains.ndb.get_node(pos) --this spares the check if node is nil, it has a name in any case
local mregnode=minetest.registered_nodes[node.name]
if mregnode and mregnode.advtrains and mregnode.advtrains.on_train_leave then
mregnode.advtrains.on_train_leave(pos, train_id, train, index)
end
-- call other registered callbacks
run_callbacks_leave_node(pos, train_id, train, index)
-- split points do not matter anymore. clear them
if train.points_split then
if train.points_split[advtrains.encode_pos(pos)] then
train.points_split[advtrains.encode_pos(pos)] = nil
--atdebug(train_id,"has passed split points at",pos)
end
-- any entries left?
for _,_ in pairs(train.points_split) do
return
end
train.points_split = nil
end
-- WARNING possibly unreachable place!
end
function advtrains.tnc_call_approach_callback(pos, train_id, train, index, lzbdata)
--atdebug("tnc approach",pos,train_id, lzbdata)
local has_entered = atround(train.index) == index
local node = advtrains.ndb.get_node(pos) --this spares the check if node is nil, it has a name in any case
local mregnode=minetest.registered_nodes[node.name]
if mregnode and mregnode.advtrains and mregnode.advtrains.on_train_approach then
mregnode.advtrains.on_train_approach(pos, train_id, train, index, has_entered, lzbdata)
end
-- call other registered callbacks
run_callbacks_approach_node(pos, train_id, train, index, has_entered, lzbdata)
end
-- === te callback definition for tnc node callbacks ===
advtrains.te_register_on_new_path(function(id, train)
train.tnc = {
old_index = atround(train.index),
old_end_index = atround(train.end_index),
}
--atdebug(id,"tnc init",train.index,train.end_index)
end)
advtrains.te_register_on_update(function(id, train)
local new_index = atround(train.index)
local new_end_index = atround(train.end_index)
local old_index = train.tnc.old_index
local old_end_index = train.tnc.old_end_index
while old_index < new_index do
old_index = old_index + 1
local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,old_index))
tnc_call_enter_callback(pos, id, train, old_index)
end
while old_end_index < new_end_index do
local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,old_end_index))
tnc_call_leave_callback(pos, id, train, old_end_index)
old_end_index = old_end_index + 1
end
train.tnc.old_index = new_index
train.tnc.old_end_index = new_end_index
end)
advtrains.te_register_on_create(function(id, train)
local index = atround(train.index)
local end_index = atround(train.end_index)
while end_index <= index do
local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index))
tnc_call_enter_callback(pos, id, train, end_index)
end_index = end_index + 1
end
--atdebug(id,"tnc create",train.index,train.end_index)
end)
advtrains.te_register_on_remove(function(id, train)
local index = atround(train.index)
local end_index = atround(train.end_index)
while end_index <= index do
local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index))
tnc_call_leave_callback(pos, id, train, end_index)
end_index = end_index + 1
end
--atdebug(id,"tnc remove",train.index,train.end_index)
end)
--returns new id
function advtrains.create_new_train_at(pos, connid, ioff, trainparts)
local new_id=advtrains.random_id()
while advtrains.trains[new_id] do new_id=advtrains.random_id() end--ensure uniqueness
local t={}
t.id = new_id
t.last_pos=pos
t.last_connid=connid
t.last_frac=ioff
--t.tarvelocity=0
t.velocity=0
t.trainparts=trainparts
advtrains.trains[new_id] = t
--atdebug("Created new train:",t)
if not advtrains.train_ensure_init(new_id, advtrains.trains[new_id]) then
atwarn("create_new_train_at",pos,connid,"failed! This might lead to temporary bugs.")
return
end
run_callbacks_create(new_id, advtrains.trains[new_id])
return new_id
end
function advtrains.remove_train(id)
local train = advtrains.trains[id]
if not advtrains.train_ensure_init(id, train) then
atwarn("remove_train",id,"failed! This might lead to temporary bugs.")
return
end
run_callbacks_remove(id, train)
advtrains.path_invalidate(train, true)
advtrains.couple_invalidate(train)
local tp = train.trainparts
--atdebug("Removing train",id,"leftover trainparts:",tp)
advtrains.trains[id] = nil
return tp
end
function advtrains.add_wagon_to_train(wagon_id, train_id, index)
local train=advtrains.trains[train_id]
if not advtrains.train_ensure_init(train_id, train) then
atwarn("Train",train_id,"is not initialized! Operation aborted!")
return
end
if index then
table.insert(train.trainparts, index, wagon_id)
else
table.insert(train.trainparts, wagon_id)
end
advtrains.update_trainpart_properties(train_id)
recalc_end_index(train)
run_callbacks_update(train_id, train)
end
-- Note: safe_decouple_wagon() has been moved to wagons.lua
-- this function sets wagon's pos_in_train(parts) properties and train's max_speed and drives_on (and more)
function advtrains.update_trainpart_properties(train_id, invert_flipstate)
local train=advtrains.trains[train_id]
train.drives_on=advtrains.merge_tables(advtrains.all_tracktypes)
--FIX: deep-copy the table!!!
train.max_speed=20
train.extent_h = 0;
local rel_pos=0
local count_l=0
local shift_dcpl_lock=false
for i, w_id in ipairs(train.trainparts) do
local data = advtrains.wagons[w_id]
-- 1st: update wagon data (pos_in_train a.s.o)
if data then
local wagon = advtrains.wagon_prototypes[data.type or data.entity_name]
if not wagon then
atwarn("Wagon '",data.type,"' couldn't be found. Please check that all required modules are loaded!")
wagon = advtrains.wagon_prototypes["advtrains:wagon_placeholder"]
end
rel_pos=rel_pos+wagon.wagon_span
data.train_id=train_id
data.pos_in_train=rel_pos
data.pos_in_trainparts=i
if wagon.is_locomotive then
count_l=count_l+1
end
if invert_flipstate then
data.wagon_flipped = not data.wagon_flipped
shift_dcpl_lock, data.dcpl_lock = data.dcpl_lock, shift_dcpl_lock
end
rel_pos=rel_pos+wagon.wagon_span
if wagon.drives_on then
for k,_ in pairs(train.drives_on) do
if not wagon.drives_on[k] then
train.drives_on[k]=nil
end
end
end
train.max_speed=math.min(train.max_speed, wagon.max_speed)
train.extent_h = math.max(train.extent_h, wagon.extent_h or 1);
end
end
train.trainlen = rel_pos
train.locomotives_in_train = count_l
end
local ablkrng = advtrains.wagon_load_range
-- This function checks whether entities need to be spawned for certain wagons, and spawns them.
-- Called from train_step_*(), not required to check init.
function advtrains.spawn_wagons(train_id)
local train = advtrains.trains[train_id]
for i = 1, #train.trainparts do
local w_id = train.trainparts[i]
local data = advtrains.wagons[w_id]
if data then
if data.train_id ~= train_id then
atwarn("Train",train_id,"Wagon #",i,": Saved train ID",data.train_id,"did not match!")
data.train_id = train_id
end
if not advtrains.wagon_objects[w_id] or not advtrains.wagon_objects[w_id]:get_yaw() then
-- eventually need to spawn new object. check if position is loaded.
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
local pos = advtrains.path_get(train, atfloor(index))
if advtrains.position_in_range(pos, ablkrng) then
--atdebug("wagon",w_id,"spawning")
local wt = advtrains.get_wagon_prototype(data)
local wagon = minetest.add_entity(pos, wt):get_luaentity()
wagon:set_id(w_id)
end
end
else
atwarn("Train",train_id,"Wagon #",1,": A wagon with id",w_id,"does not exist! Wagon will be removed from train.")
table.remove(train.trainparts, i)
i = i - 1
end
end
end
function advtrains.split_train_at_index(train, index)
-- this function splits a train at index, creating a new train from the back part of the train.
--atdebug("split_train_at_index invoked on",train.id,"index",index)
local train_id=train.id
if index > #train.trainparts then
-- index specified too long
return
end
local w_id = train.trainparts[index]
local data = advtrains.wagons[w_id]
local _, wagon = advtrains.get_wagon_prototype(data)
if not advtrains.train_ensure_init(train_id, train) then
atwarn("Train",train_id,"is not initialized! Operation aborted!")
return
end
-- make sure that the train is fully on track before splitting. May cause problems otherwise
if train.index > train.path_trk_f or train.end_index < train.path_trk_b then
atwarn("Train",train_id,": cannot split train because it is off track!")
return
end
local p_index=advtrains.path_get_index_by_offset(train, train.index, - data.pos_in_train + wagon.wagon_span)
local pos, connid, frac = advtrains.path_getrestore(train, p_index)
--atdebug("new train position p_index",p_index,"pos",pos,"connid",connid,"frac",frac)
local tp = {}
for k,v in ipairs(train.trainparts) do
if k >= index then
table.insert(tp, v)
train.trainparts[k] = nil
end
end
advtrains.update_trainpart_properties(train_id)
recalc_end_index(train)
--atdebug("old train index",train.index,"end_index",train.end_index)
run_callbacks_update(train_id, train)
--create subtrain
local newtrain_id=advtrains.create_new_train_at(pos, connid, frac, tp)
local newtrain=advtrains.trains[newtrain_id]
--atdebug("new train created with ID",newtrain_id,"index",newtrain.index,"end_index",newtrain.end_index)
newtrain.velocity=train.velocity
-- copy various properties from the old to the new train
newtrain.door_open = train.door_open
newtrain.text_outside = train.text_outside
newtrain.text_inside = train.text_inside
newtrain.line = train.line
newtrain.routingcode = train.routingcode
newtrain.speed_restriction = train.speed_restriction
newtrain.is_shunt = train.is_shunt
newtrain.points_split = advtrains.merge_tables(train.points_split)
newtrain.autocouple = train.autocouple
return newtrain_id -- return new train ID, so new train can be manipulated
end
function advtrains.invert_train(train_id)
local train=advtrains.trains[train_id]
if not advtrains.train_ensure_init(train_id, train) then
atwarn("Train",train_id,"is not initialized! Operation aborted!")
return
end
advtrains.path_setrestore(train, true)
-- rotate some other stuff
if train.door_open then
train.door_open = - train.door_open
end
if train.atc_command then
train.atc_arrow = not train.atc_arrow
end
advtrains.path_invalidate(train, true)
advtrains.couple_invalidate(train)
local old_trainparts=train.trainparts
train.trainparts={}
for k,v in ipairs(old_trainparts) do
table.insert(train.trainparts, 1, v)--notice insertion at first place
end
advtrains.update_trainpart_properties(train_id, true)
-- recalculate path
advtrains.train_ensure_init(train_id, train)
-- If interlocking present, check whether this train is in a section and then set as shunt move after reversion
if advtrains.interlocking and train.il_sections and #train.il_sections > 0 then
train.is_shunt = true
train.speed_restriction = advtrains.SHUNT_SPEED_MAX
else
train.is_shunt = false
train.speed_restriction = nil
end
end
-- returns: train id, index of one of the trains that stand at this position.
function advtrains.get_train_at_pos(pos)
local t = advtrains.occ.get_trains_at(pos)
for tid,idx in pairs(t) do
return tid, idx
end
end
-- ehm... I never adapted this function to the new path system ?!
function advtrains.invalidate_all_paths(pos)
local tab
if pos then
-- if position given, check occupation system
tab = advtrains.occ.get_trains_over(pos)
else
tab = advtrains.trains
end
for id, _ in pairs(tab) do
advtrains.invalidate_path(id)
end
end
-- Calls invalidate_path_ahead on all trains occupying (having paths over) this node
-- Can be called during train step.
function advtrains.invalidate_all_paths_ahead(pos)
local tab = advtrains.occ.get_trains_over(pos)
for id,index in pairs(tab) do
local train = advtrains.trains[id]
advtrains.path_invalidate_ahead(train, index, true)
end
end
function advtrains.invalidate_path(id)
--atdebug("Path invalidate:",id)
local v=advtrains.trains[id]
if not v then return end
advtrains.path_invalidate(v)
advtrains.couple_invalidate(v)
v.dirty = true
end
--not blocking trains group
if minetest.settings:get_bool("advtrains_forgiving_collision") then
function advtrains.train_collides(node)
if node and minetest.registered_nodes[node.name] then
local ndef = minetest.registered_nodes[node.name]
-- if the node is drawtype normal (that is a full cube) then it does collide
if ndef.drawtype == "normal" then
-- except if it is not_blocking_trains
if ndef.groups.not_blocking_trains and ndef.groups.not_blocking_trains ~= 0 then
return false
end
return true
end
end
return false
end
else
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",
"bones:bones",
"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)
end