Files
train-game/scripts/train.gd
2026-08-29 11:44:31 +02:00

245 lines
6.2 KiB
GDScript

extends Node3D
## Der Zugverband: Lok + Waggons auf der Strecke, Fahrphysik,
## und die Abbildung "Laengsposition im Zug" -> Weltkoordinate.
const CarScene = preload("res://scripts/car.gd")
const Defs = preload("res://scripts/car_defs.gd")
const Cargo = preload("res://scripts/cargo.gd")
signal consist_changed()
const GAP := 0.75 ## Abstand zwischen zwei Waggons
const DRAG := 0.6
const DOCK_RANGE := 3.0
var loco_id := "steam"
var consist: Array[String] = [] ## nur die Waggons, ohne Lok
var cars: Array = [] ## Car-Knoten, Index 0 = Lok
var followers: Array[PathFollow3D] = []
var progress := 0.0 ## Position der Zugspitze auf der Kurve
var speed := 0.0
var throttle := 0.0
var braking := false
var cargo: Dictionary = {} ## Cargo.Type -> int
var stations: Array = []
var docked_at: Node = null
var _track
var _stand_time := 0.0
func setup(track, station_list: Array) -> void:
_track = track
stations = station_list
func max_speed() -> float:
return float(Defs.LOCOS[loco_id]["max_speed"])
func accel() -> float:
return float(Defs.LOCOS[loco_id]["accel"])
func brake_power() -> float:
return float(Defs.LOCOS[loco_id]["brake"])
func speed_kmh() -> float:
return speed * 3.6
func cargo_capacity() -> int:
var n := 0
for c in cars:
n += c.capacity
return n
func total_cargo() -> int:
var n := 0
for v in cargo.values():
n += int(v)
return n
func has_dining() -> bool:
for c in cars:
if c.kind == Defs.Kind.DINING:
return true
return false
func seat_count() -> int:
var n := 0
for c in cars:
n += c.seats.size()
return n
# --- Verband aufbauen -----------------------------------------------------
func rebuild() -> void:
for f in followers:
f.queue_free()
followers.clear()
cars.clear()
var ids: Array[String] = [loco_id]
ids.append_array(consist)
var s := 0.0
for i in ids.size():
var car = CarScene.new()
car.build(ids[i])
car.index = i
car.center_s = s - car.length * 0.5
s = car.center_s - car.length * 0.5 - GAP
var f := PathFollow3D.new()
f.loop = true
f.rotation_mode = PathFollow3D.ROTATION_Y
f.use_model_front = true
f.cubic_interp = true
f.add_child(car)
_track.path.add_child(f)
followers.append(f)
cars.append(car)
_sync_followers()
refresh_cargo_visuals()
consist_changed.emit()
func total_length() -> float:
if cars.is_empty():
return 0.0
var last = cars[cars.size() - 1]
return abs(last.center_s - last.length * 0.5)
## Begehbarer Bereich als [hinten, vorne] in Zug-Laengskoordinaten.
func walk_range() -> Vector2:
if cars.is_empty():
return Vector2.ZERO
var front = cars[0]
var back = cars[cars.size() - 1]
return Vector2(back.center_s + back.inner_z0 + 0.35, front.center_s + front.inner_z1 - 0.35)
## Findet den Waggon zu einer Laengsposition.
func locate(s: float) -> Dictionary:
var best := 0
var best_d := INF
for i in cars.size():
var c = cars[i]
var lo: float = c.center_s + c.inner_z0
var hi: float = c.center_s + c.inner_z1
if s >= lo and s <= hi:
return {"index": i, "local_z": s - c.center_s, "gangway": false}
var d: float = min(absf(s - lo), absf(s - hi))
if d < best_d:
best_d = d
best = i
var c2 = cars[best]
return {"index": best, "local_z": s - c2.center_s, "gangway": true}
func car_transform(i: int) -> Transform3D:
return followers[i].global_transform
## Weltposition eines Punktes im Zug (x quer, y hoch, s laengs).
func world_point(s: float, x: float, y: float) -> Transform3D:
var loc := locate(s)
var xf: Transform3D = car_transform(int(loc["index"]))
return xf.translated_local(Vector3(x, y, float(loc["local_z"])))
func _sync_followers() -> void:
var l: float = _track.length()
for i in cars.size():
followers[i].progress = fposmod(progress + cars[i].center_s, l)
# --- Ladung ---------------------------------------------------------------
func refresh_cargo_visuals() -> void:
var units: Array[int] = []
for t in cargo.keys():
for i in int(cargo[t]):
units.append(int(t))
var idx := 0
for c in cars:
if c.capacity <= 0:
continue
var take: int = mini(c.capacity, units.size() - idx)
if take <= 0:
c.show_cargo(0, Color.WHITE)
continue
c.show_cargo(take, Cargo.COLORS[units[idx]])
idx += take
func add_cargo(t: int, amount: int) -> int:
var free: int = cargo_capacity() - total_cargo()
var take: int = mini(free, amount)
if take > 0:
cargo[t] = int(cargo.get(t, 0)) + take
refresh_cargo_visuals()
return take
func remove_cargo(t: int, amount: int) -> int:
var have: int = int(cargo.get(t, 0))
var take: int = mini(have, amount)
if take > 0:
cargo[t] = have - take
if cargo[t] <= 0:
cargo.erase(t)
refresh_cargo_visuals()
return take
# --- Fahrt ----------------------------------------------------------------
func drive(delta: float) -> void:
if braking:
speed = maxf(speed - brake_power() * delta, 0.0)
elif throttle > 0.0:
speed = minf(speed + accel() * throttle * delta, max_speed())
else:
speed = maxf(speed - DRAG * delta, 0.0)
progress = fposmod(progress + speed * delta, _track.length())
_sync_followers()
_update_dock(delta)
## Nur Anzeige aktualisieren (Clients im Netzspiel).
func apply_snapshot(p: float, v: float) -> void:
progress = p
speed = v
_sync_followers()
_update_dock(0.0)
func _update_dock(delta: float) -> void:
var near := nearest_station()
var st: Node = near[0]
var dist: float = near[1]
if st == null:
return
if speed > 0.15 or dist > DOCK_RANGE:
_stand_time = 0.0
docked_at = null
return
_stand_time += delta
docked_at = st
## Abstand eines Bahnhofs zum Zug. 0, solange der Bahnsteig neben dem
## Zug liegt - sonst waere ein langer Zug nie richtig am Bahnsteig.
func station_gap(st) -> float:
var l: float = _track.length()
var behind: float = fposmod(progress - st.progress, l)
var len_train: float = total_length()
if behind <= len_train:
return 0.0
return minf(behind - len_train, l - behind)
func nearest_station() -> Array:
var best: Node = null
var best_d := INF
for s in stations:
var d: float = station_gap(s)
if d < best_d:
best_d = d
best = s
return [best, best_d]
func next_station() -> Array:
var best: Node = null
var best_d := INF
var l: float = _track.length()
for s in stations:
var d: float = fposmod(s.progress - progress, l)
if d < best_d:
best_d = d
best = s
return [best, best_d]