forked from minetest/minetest_game
Update carts from boost_cart
Better pathfinder algorithm, allows tuning the lag spike compensation. Smoother movement (when it's laggy). Set the player animation to stand on attach. Remove driver when they leave. Only update velocity when it's necessary.
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59dbeebc2f
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@ -27,6 +27,10 @@ function cart_entity:on_rightclick(clicker)
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elseif not self.driver then
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self.driver = player_name
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carts:manage_attachment(clicker, self.object)
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-- player_api does not update the animation
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-- when the player is attached, reset to default animation
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player_api.set_animation(clicker, "stand")
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end
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end
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@ -36,7 +40,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
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return
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end
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local data = minetest.deserialize(staticdata)
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if not data or type(data) ~= "table" then
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if type(data) ~= "table" then
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return
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end
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self.railtype = data.railtype
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@ -52,6 +56,13 @@ function cart_entity:get_staticdata()
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})
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end
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-- 0.5.x and later: When the driver leaves
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function cart_entity:on_detach_child(child)
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if child and child:get_player_name() == self.driver then
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self.driver = nil
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end
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end
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function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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@ -82,7 +93,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
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local player = minetest.get_player_by_name(self.driver)
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carts:manage_attachment(player, nil)
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end
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for _,obj_ in ipairs(self.attached_items) do
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for _, obj_ in ipairs(self.attached_items) do
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if obj_ then
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obj_:set_detach()
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end
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@ -165,6 +176,7 @@ local function get_railparams(pos)
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return carts.railparams[node.name] or {}
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end
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local v3_len = vector.length
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local function rail_on_step(self, dtime)
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local vel = self.object:get_velocity()
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if self.punched then
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@ -201,17 +213,23 @@ local function rail_on_step(self, dtime)
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local stop_wiggle = false
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if self.old_pos and same_dir then
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-- Detection for "skipping" nodes
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local found_path = carts:pathfinder(
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pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
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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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local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
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local new_pos, new_dir = carts:pathfinder(
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pos, self.old_pos, self.old_dir, distance, ctrl,
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self.old_switch, self.railtype
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)
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if not found_path then
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-- No rail found: reset back to the expected position
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pos = vector.new(self.old_pos)
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if new_pos then
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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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end
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elseif self.old_pos and cart_dir.y ~= -1 and not self.punched then
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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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stop_wiggle = true
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end
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@ -223,12 +241,14 @@ local function rail_on_step(self, dtime)
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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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)
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local 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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if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
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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) then
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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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pos = pos_r
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@ -239,7 +259,7 @@ local function rail_on_step(self, dtime)
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update.vel = true
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else
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-- Direction change detected
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if not vector.equals(dir, self.old_dir) then
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if dir_changed then
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vel = vector.multiply(dir, math.abs(vel.x + vel.z))
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update.vel = true
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if dir.y ~= self.old_dir.y then
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@ -291,7 +311,7 @@ local function rail_on_step(self, dtime)
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end
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self.object:set_acceleration(new_acc)
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self.old_pos = vector.new(pos)
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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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@ -338,9 +358,15 @@ local function rail_on_step(self, dtime)
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end
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self.object:set_animation(anim, 1, 0)
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self.object:set_velocity(vel)
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if update.vel then
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self.object:set_velocity(vel)
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end
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if update.pos then
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self.object:set_pos(pos)
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if dir_changed then
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self.object:set_pos(pos)
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else
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self.object:move_to(pos)
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end
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end
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-- call event handler
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@ -99,6 +99,16 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
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right.z = -dir.x
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end
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local straight_priority = ctrl and dir.y ~= 0
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-- Normal, to disallow rail switching up- & downhill
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if straight_priority then
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cur = self:check_front_up_down(pos, dir, true, railtype)
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if cur then
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return cur
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end
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end
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if ctrl then
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if old_switch == 1 then
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left_check = false
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@ -106,14 +116,14 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
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right_check = false
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end
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if ctrl.left and left_check then
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cur = carts:check_front_up_down(pos, left, false, railtype)
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cur = self:check_front_up_down(pos, left, false, railtype)
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if cur then
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return cur, 1
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end
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left_check = false
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end
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if ctrl.right and right_check then
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cur = carts:check_front_up_down(pos, right, false, railtype)
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cur = self:check_front_up_down(pos, right, false, railtype)
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if cur then
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return cur, 2
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end
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@ -122,9 +132,11 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
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end
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-- Normal
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cur = carts:check_front_up_down(pos, dir, true, railtype)
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if cur then
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return cur
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if not straight_priority then
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cur = self:check_front_up_down(pos, dir, true, railtype)
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if cur then
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return cur
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end
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end
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-- Left, if not already checked
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@ -158,33 +170,37 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
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return {x=0, y=0, z=0}
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end
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function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
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if vector.equals(old_pos, pos_) then
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return true
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end
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function carts:pathfinder(pos_, old_pos, old_dir, distance, ctrl,
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pf_switch, railtype)
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local pos = vector.round(pos_)
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if vector.equals(old_pos, pos) then
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return
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end
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local pf_pos = vector.round(old_pos)
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local pf_dir = vector.new(old_dir)
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distance = math.min(carts.path_distance_max,
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math.floor(distance + 1))
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for i = 1, 3 do
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pf_dir, pf_switch = carts:get_rail_direction(
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pf_pos, pf_dir, ctrl, pf_switch, railtype)
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for i = 1, distance do
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pf_dir, pf_switch = self:get_rail_direction(
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pf_pos, pf_dir, ctrl, pf_switch or 0, railtype)
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if vector.equals(pf_dir, {x=0, y=0, z=0}) then
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-- No way forwards
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return false
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return pf_pos, pf_dir
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end
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pf_pos = vector.add(pf_pos, pf_dir)
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if vector.equals(pf_pos, pos) then
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-- Success! Cart moved on correctly
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return true
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return
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end
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end
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-- Cart not found
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return false
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-- Not found. Put cart to predicted position
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return pf_pos, pf_dir
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end
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function carts:register_rail(name, def_overwrite, railparams)
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@ -7,6 +7,8 @@ carts.railparams = {}
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carts.speed_max = 7
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-- Set to -1 to disable punching the cart from inside (min = -1)
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carts.punch_speed_max = 5
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-- Maximal distance for the path correction (for dtime peaks)
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carts.path_distance_max = 3
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dofile(carts.modpath.."/functions.lua")
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