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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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return
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end
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end
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self.railtype = data.railtype
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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 or self.old_dir
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self.old_dir = data.old_dir
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end
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end
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end
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function cart_entity:get_staticdata()
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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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end
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local pos = self.object:get_pos()
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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 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_changed = not vector.equals(dir, self.old_dir)
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local update = {}
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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_pos = vector.round(pos)
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local flo_old = vector.round(self.old_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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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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end
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local stop_wiggle = false
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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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-- 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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-- 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 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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-- No rail found: set to the expected position
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pos = new_pos
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pos = new_pos
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update.pos = true
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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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end
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elseif self.old_pos and self.old_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
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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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local railparams
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-- dir: New moving direction of the cart
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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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-- switch_keys: Currently pressed L(1) or R(2) key,
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local dir, switch_keys = carts:get_rail_direction(
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-- used to ignore the key on the next rail node
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pos, cart_dir, ctrl, self.old_switch, self.railtype
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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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)
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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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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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vel = {x = 0, y = 0, z = 0}
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local pos_r = vector.round(pos)
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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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if not carts:is_rail(pos_r, self.railtype)
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and self.old_pos then
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and self.old_pos then
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pos = self.old_pos
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pos = self.old_pos
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elseif not stop_wiggle then
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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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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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else
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pos.y = math.floor(pos.y + 0.5)
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pos.y = math.floor(pos.y + 0.5)
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end
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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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end
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-- Slow down or speed up..
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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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-- Get rail for corrected position
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railparams = get_railparams(pos)
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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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acc = acc - 0.4
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end
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end
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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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end
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-- Limits
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-- Limit cart speed
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local max_vel = carts.speed_max
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local vel_len = vector.length(vel)
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for _, v in pairs({"x","y","z"}) do
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if vel_len > carts.speed_max then
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if math.abs(vel[v]) > max_vel then
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vel = vector.multiply(vel, carts.speed_max / vel_len)
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vel[v] = carts:get_sign(vel[v]) * max_vel
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update.vel = true
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new_acc[v] = 0
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end
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update.vel = true
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if vel_len >= carts.speed_max and acc > 0 then
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end
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acc = 0
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end
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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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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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self.old_dir = vector.new(dir)
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end
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self.old_switch = switch_keys
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self.old_switch = switch_keys
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if self.punched then
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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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end
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local yaw = 0
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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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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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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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yaw = 1
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end
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end
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self.object:set_yaw(yaw * math.pi)
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self.object:set_yaw(yaw * math.pi)
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