update
This commit is contained in:
220
scripts/train.gd
220
scripts/train.gd
@@ -1,6 +1,6 @@
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extends Node3D
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## Der Zugverband: Lok + Waggons auf der Strecke, Fahrphysik,
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## und die Abbildung "Laengsposition im Zug" -> Weltkoordinate.
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## Der Zugverband auf dem Streckennetz: Fahrphysik, Weichenwahl und
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## die Abbildung "Laengsposition im Zug" -> Weltkoordinate.
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const CarScene = preload("res://scripts/car.gd")
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const Defs = preload("res://scripts/car_defs.gd")
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@@ -8,25 +8,33 @@ const Cargo = preload("res://scripts/cargo.gd")
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signal consist_changed()
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const GAP := 0.75 ## Abstand zwischen zwei Waggons
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const GAP := 0.75
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const DRAG := 0.6
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const DOCK_RANGE := 3.0
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const PLATFORM_HALF := 18.0 ## Bahnsteig reicht so weit um seine Mitte
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const HISTORY := 6 ## so viele Abschnitte merken wir uns rückwärts
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var loco_id := "steam"
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var consist: Array[String] = [] ## nur die Waggons, ohne Lok
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var cars: Array = [] ## Car-Knoten, Index 0 = Lok
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var followers: Array[PathFollow3D] = []
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var consist: Array[String] = []
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var cars: Array = []
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var progress := 0.0 ## Position der Zugspitze auf der Kurve
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var seg := 0 ## Abschnitt der Zugspitze
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var progress := 0.0 ## Position der Spitze auf dem Abschnitt
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var history: Array = [] ## zuletzt befahrene Abschnitte, ältester zuerst
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var switch_choice := 0 ## 0 = links/erster Nachfolger, 1 = rechts
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var speed := 0.0
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var throttle := 0.0
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var braking := false
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var cargo: Dictionary = {} ## Cargo.Type -> int
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var cargo: Dictionary = {}
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var stations: Array = []
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var docked_at: Node = null
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var sway_enabled := true
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var _track
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var _stand_time := 0.0
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var _last_yaw := 0.0
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var _roll := 0.0
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var _time := 0.0
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func setup(track, station_list: Array) -> void:
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_track = track
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@@ -68,14 +76,12 @@ func seat_count() -> int:
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n += c.seats.size()
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return n
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# --- Verband aufbauen -----------------------------------------------------
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# --- Verband --------------------------------------------------------------
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func rebuild() -> void:
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for f in followers:
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f.queue_free()
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followers.clear()
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for c in cars:
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c.queue_free()
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cars.clear()
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var ids: Array[String] = [loco_id]
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ids.append_array(consist)
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var s := 0.0
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@@ -85,16 +91,9 @@ func rebuild() -> void:
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car.index = i
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car.center_s = s - car.length * 0.5
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s = car.center_s - car.length * 0.5 - GAP
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var f := PathFollow3D.new()
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f.loop = true
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f.rotation_mode = PathFollow3D.ROTATION_Y
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f.use_model_front = true
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f.cubic_interp = true
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f.add_child(car)
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_track.path.add_child(f)
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followers.append(f)
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add_child(car)
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cars.append(car)
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_sync_followers()
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_place_cars(0.0)
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refresh_cargo_visuals()
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consist_changed.emit()
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@@ -102,9 +101,8 @@ func total_length() -> float:
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if cars.is_empty():
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return 0.0
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var last = cars[cars.size() - 1]
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return abs(last.center_s - last.length * 0.5)
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return absf(last.center_s - last.length * 0.5)
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## Begehbarer Bereich als [hinten, vorne] in Zug-Laengskoordinaten.
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func walk_range() -> Vector2:
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if cars.is_empty():
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return Vector2.ZERO
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@@ -112,7 +110,6 @@ func walk_range() -> Vector2:
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var back = cars[cars.size() - 1]
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return Vector2(back.center_s + back.inner_z0 + 0.35, front.center_s + front.inner_z1 - 0.35)
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## Findet den Waggon zu einer Laengsposition.
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func locate(s: float) -> Dictionary:
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var best := 0
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var best_d := INF
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@@ -122,7 +119,7 @@ func locate(s: float) -> Dictionary:
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var hi: float = c.center_s + c.inner_z1
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if s >= lo and s <= hi:
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return {"index": i, "local_z": s - c.center_s, "gangway": false}
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var d: float = min(absf(s - lo), absf(s - hi))
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var d: float = minf(absf(s - lo), absf(s - hi))
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if d < best_d:
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best_d = d
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best = i
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@@ -130,18 +127,95 @@ func locate(s: float) -> Dictionary:
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return {"index": best, "local_z": s - c2.center_s, "gangway": true}
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func car_transform(i: int) -> Transform3D:
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return followers[i].global_transform
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return cars[i].global_transform
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## Weltposition eines Punktes im Zug (x quer, y hoch, s laengs).
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func world_point(s: float, x: float, y: float) -> Transform3D:
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var loc := locate(s)
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var xf: Transform3D = car_transform(int(loc["index"]))
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return xf.translated_local(Vector3(x, y, float(loc["local_z"])))
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return car_transform(int(loc["index"])).translated_local(Vector3(x, y, float(loc["local_z"])))
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func _sync_followers() -> void:
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var l: float = _track.length()
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# --- Position auf dem Netz -----------------------------------------------
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## Spitze setzen und die Historie rückwärts auffüllen, damit auch der
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## letzte Wagen einen Abschnitt unter sich hat.
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func place_head(seg_id: int, prog: float) -> void:
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seg = seg_id
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progress = prog
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while progress >= _track.seg_length(seg):
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progress -= _track.seg_length(seg)
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var nxt: Array = _track.next_of(seg)
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history.append(seg)
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seg = nxt[mini(switch_choice, nxt.size() - 1)]
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history.clear()
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var s := seg
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for i in HISTORY:
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var prev: Array = _track.prev_of(s)
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if prev.is_empty():
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break
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s = prev[0]
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history.push_front(s)
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_place_cars(0.0)
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## Abschnitt und Position eines Punktes, der d Meter hinter der Spitze liegt.
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func point_behind(d: float) -> Array:
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var s := seg
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var p := progress - d
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var k := history.size()
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while p < 0.0 and k > 0:
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k -= 1
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s = history[k]
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p += _track.seg_length(s)
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return [s, maxf(p, 0.0)]
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## Weltlage eines Punktes d Meter hinter der Spitze.
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func transform_behind(d: float) -> Transform3D:
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var sp := point_behind(d)
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return _track.sample(int(sp[0]), float(sp[1]))
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func _advance() -> void:
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while progress >= _track.seg_length(seg):
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progress -= _track.seg_length(seg)
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var nxt: Array = _track.next_of(seg)
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if nxt.is_empty():
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progress = _track.seg_length(seg)
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speed = 0.0
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return
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history.append(seg)
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if history.size() > HISTORY:
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history.pop_front()
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seg = nxt[mini(switch_choice, nxt.size() - 1)]
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## Der nächste Abschnitt mit Weiche, den die Spitze erreicht - oder -1.
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func upcoming_switch() -> int:
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var s := seg
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for i in 3:
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if _track.is_switch(s):
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return s
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var nxt: Array = _track.next_of(s)
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if nxt.is_empty():
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return -1
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s = nxt[0]
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return -1
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func _place_cars(delta: float) -> void:
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_time += delta
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var f: float = clampf(speed / maxf(max_speed(), 1.0), 0.0, 1.0)
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var head_xf: Transform3D = _track.sample(seg, progress)
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var yaw: float = head_xf.basis.get_euler().y
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if delta > 0.0:
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var rate: float = wrapf(yaw - _last_yaw, -PI, PI) / delta
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var target: float = clampf(-speed * rate * 0.018, -0.05, 0.05)
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_roll = lerpf(_roll, target, clampf(delta * 3.0, 0.0, 1.0))
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_last_yaw = yaw
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for i in cars.size():
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followers[i].progress = fposmod(progress + cars[i].center_s, l)
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var car = cars[i]
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var xf: Transform3D = transform_behind(-car.center_s)
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if sway_enabled and speed > 0.2:
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var ph: float = float(i) * 1.9
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var roll: float = _roll + sin(_time * 1.7 + ph) * 0.006 * f
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var pitch: float = sin(_time * 2.9 + ph) * 0.003 * f
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var bounce: float = sin(_time * 3.3 + ph) * 0.014 * f
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xf = xf * Transform3D(Basis.from_euler(Vector3(pitch, 0.0, roll)), Vector3(0, bounce, 0))
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car.global_transform = xf
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# --- Ladung ---------------------------------------------------------------
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@@ -188,39 +262,80 @@ func drive(delta: float) -> void:
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speed = minf(speed + accel() * throttle * delta, max_speed())
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else:
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speed = maxf(speed - DRAG * delta, 0.0)
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progress = fposmod(progress + speed * delta, _track.length())
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_sync_followers()
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progress += speed * delta
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_advance()
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_place_cars(delta)
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_update_dock(delta)
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## Nur Anzeige aktualisieren (Clients im Netzspiel).
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func apply_snapshot(p: float, v: float) -> void:
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progress = p
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## Client: Server-Stand übernehmen, dazwischen selbst weiterrechnen.
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func apply_snapshot(seg_id: int, prog: float, v: float, sw: int, hist: Array) -> void:
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switch_choice = sw
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if seg_id != seg:
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seg = seg_id
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progress = prog
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history = hist.duplicate()
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else:
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progress = lerpf(progress, prog, 0.4)
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speed = v
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_sync_followers()
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_update_dock(0.0)
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func client_tick(delta: float) -> void:
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progress += speed * delta
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_advance()
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_place_cars(delta)
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_update_dock(delta)
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func _update_dock(delta: float) -> void:
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var near := nearest_station()
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var st: Node = near[0]
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var dist: float = near[1]
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if st == null:
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return
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if speed > 0.15 or dist > DOCK_RANGE:
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if speed > 0.15 or float(near[1]) > DOCK_RANGE:
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_stand_time = 0.0
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docked_at = null
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return
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_stand_time += delta
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docked_at = st
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## Abstand eines Bahnhofs zum Zug. 0, solange der Bahnsteig neben dem
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## Zug liegt - sonst waere ein langer Zug nie richtig am Bahnsteig.
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## Abstand eines Bahnhofs zum Zug entlang der Strecke. 0, solange der
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## Bahnsteig neben dem Zug liegt.
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func station_gap(st) -> float:
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var l: float = _track.length()
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var behind: float = fposmod(progress - st.progress, l)
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var len_train: float = total_length()
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if behind <= len_train:
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var ahead := distance_ahead(st)
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if ahead == 0.0:
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return 0.0
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return minf(behind - len_train, l - behind)
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var behind := _distance_behind(st)
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if behind >= 0.0:
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return maxf(behind - total_length() - PLATFORM_HALF, 0.0)
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return maxf(ahead - PLATFORM_HALF, 0.0)
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## Wie weit vor der Spitze liegt der Bahnhof, entlang der gewählten Route?
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## 0 bedeutet: neben dem Zug oder direkt an der Spitze. INF: nicht auf dem Weg.
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func distance_ahead(st) -> float:
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var behind := _distance_behind(st)
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if behind >= 0.0 and behind <= total_length():
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return 0.0
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var s := seg
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var d := -progress
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for i in 4:
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if st.seg == s and (i > 0 or st.progress >= progress):
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return maxf(d + st.progress, 0.0)
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d += _track.seg_length(s)
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var nxt: Array = _track.next_of(s)
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if nxt.is_empty():
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break
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s = nxt[mini(switch_choice, nxt.size() - 1)]
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return INF
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## Abstand von der Spitze rückwärts bis zum Bahnhof, oder -1.
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func _distance_behind(st) -> float:
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if st.seg == seg and st.progress <= progress:
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return progress - st.progress
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var d := progress
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for k in range(history.size() - 1, -1, -1):
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var s: int = history[k]
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if st.seg == s:
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return d + (_track.seg_length(s) - st.progress)
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d += _track.seg_length(s)
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return -1.0
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func nearest_station() -> Array:
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var best: Node = null
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@@ -235,10 +350,11 @@ func nearest_station() -> Array:
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func next_station() -> Array:
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var best: Node = null
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var best_d := INF
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var l: float = _track.length()
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for s in stations:
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var d: float = fposmod(s.progress - progress, l)
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if d < best_d:
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var d: float = distance_ahead(s)
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if d > 0.0 and d < best_d:
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best_d = d
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best = s
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if best == null:
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return nearest_station()
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return [best, best_d]
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