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	Carts: Improve movement behaviour (#2951)
Backported various changes from boost_cart Improved direction handling and code cleanup Smoothed-out 'end of rail' animation
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		@@ -46,9 +46,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
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		return
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	end
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	self.railtype = data.railtype
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	if data.old_dir then
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		self.old_dir = data.old_dir
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	end
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	self.old_dir = data.old_dir or self.old_dir
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end
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function cart_entity:get_staticdata()
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@@ -192,11 +190,11 @@ local function rail_on_step(self, dtime)
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	end
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	local pos = self.object:get_pos()
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	local cart_dir = carts:velocity_to_dir(vel)
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	local same_dir = vector.equals(cart_dir, self.old_dir)
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	local dir = carts:velocity_to_dir(vel)
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	local dir_changed = not vector.equals(dir, self.old_dir)
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	local update = {}
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	if self.old_pos and not self.punched and same_dir then
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	if self.old_pos and not self.punched and not dir_changed then
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		local flo_pos = vector.round(pos)
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		local flo_old = vector.round(self.old_pos)
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		if vector.equals(flo_pos, flo_old) then
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@@ -216,7 +214,7 @@ local function rail_on_step(self, dtime)
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	end
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	local stop_wiggle = false
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	if self.old_pos and same_dir then
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	if self.old_pos and not dir_changed then
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		-- Detection for "skipping" nodes (perhaps use average dtime?)
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		-- It's sophisticated enough to take the acceleration in account
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		local acc = self.object:get_acceleration()
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@@ -231,7 +229,7 @@ local function rail_on_step(self, dtime)
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			-- No rail found: set to the expected position
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			pos = new_pos
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			update.pos = true
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			cart_dir = new_dir
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			dir = new_dir
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		end
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	elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
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		-- Stop wiggle
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@@ -241,21 +239,27 @@ local function rail_on_step(self, dtime)
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	local railparams
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	-- dir:         New moving direction of the cart
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	-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
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	local dir, switch_keys = carts:get_rail_direction(
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		pos, cart_dir, ctrl, self.old_switch, self.railtype
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	-- switch_keys: Currently pressed L(1) or R(2) key,
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	--              used to ignore the key on the next rail node
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	local switch_keys
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	dir, switch_keys = carts:get_rail_direction(
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		pos, dir, ctrl, self.old_switch, self.railtype
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	)
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	local dir_changed = not vector.equals(dir, self.old_dir)
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	dir_changed = not vector.equals(dir, self.old_dir)
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	local new_acc = {x=0, y=0, z=0}
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	local acc = 0
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	if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
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		dir = vector.new(self.old_dir)
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		vel = {x = 0, y = 0, z = 0}
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		local pos_r = vector.round(pos)
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		if not carts:is_rail(pos_r, self.railtype)
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				and self.old_pos then
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			pos = self.old_pos
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		elseif not stop_wiggle then
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			-- End of rail: Smooth out.
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			pos = pos_r
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			dir_changed = false
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			dir.y = 0
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		else
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			pos.y = math.floor(pos.y + 0.5)
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		end
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@@ -282,7 +286,7 @@ local function rail_on_step(self, dtime)
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		end
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		-- Slow down or speed up..
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		local acc = dir.y * -4.0
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		acc = dir.y * -4.0
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		-- Get rail for corrected position
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		railparams = get_railparams(pos)
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@@ -300,25 +304,22 @@ local function rail_on_step(self, dtime)
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				acc = acc - 0.4
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			end
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		end
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		new_acc = vector.multiply(dir, acc)
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	end
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	-- Limits
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	local max_vel = carts.speed_max
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	for _, v in pairs({"x","y","z"}) do
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		if math.abs(vel[v]) > max_vel then
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			vel[v] = carts:get_sign(vel[v]) * max_vel
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			new_acc[v] = 0
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			update.vel = true
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		end
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	-- Limit cart speed
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	local vel_len = vector.length(vel)
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	if vel_len > carts.speed_max then
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		vel = vector.multiply(vel, carts.speed_max / vel_len)
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		update.vel = true
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	end
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	if vel_len >= carts.speed_max and acc > 0 then
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		acc = 0
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	end
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	self.object:set_acceleration(new_acc)
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	self.object:set_acceleration(vector.multiply(dir, acc))
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	self.old_pos = vector.round(pos)
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	if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
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		self.old_dir = vector.new(dir)
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	end
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	self.old_dir = vector.new(dir)
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	self.old_switch = switch_keys
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	if self.punched then
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@@ -344,11 +345,11 @@ local function rail_on_step(self, dtime)
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	end
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	local yaw = 0
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	if self.old_dir.x < 0 then
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	if dir.x < 0 then
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		yaw = 0.5
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	elseif self.old_dir.x > 0 then
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	elseif dir.x > 0 then
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		yaw = 1.5
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	elseif self.old_dir.z < 0 then
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	elseif dir.z < 0 then
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		yaw = 1
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	end
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	self.object:set_yaw(yaw * math.pi)
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