245 lines
6.2 KiB
GDScript
245 lines
6.2 KiB
GDScript
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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const CarScene = preload("res://scripts/car.gd")
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const Defs = preload("res://scripts/car_defs.gd")
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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 DRAG := 0.6
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const DOCK_RANGE := 3.0
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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 progress := 0.0 ## Position der Zugspitze auf der Kurve
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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 stations: Array = []
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var docked_at: Node = null
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var _track
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var _stand_time := 0.0
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func setup(track, station_list: Array) -> void:
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_track = track
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stations = station_list
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func max_speed() -> float:
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return float(Defs.LOCOS[loco_id]["max_speed"])
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func accel() -> float:
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return float(Defs.LOCOS[loco_id]["accel"])
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func brake_power() -> float:
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return float(Defs.LOCOS[loco_id]["brake"])
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func speed_kmh() -> float:
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return speed * 3.6
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func cargo_capacity() -> int:
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var n := 0
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for c in cars:
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n += c.capacity
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return n
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func total_cargo() -> int:
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var n := 0
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for v in cargo.values():
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n += int(v)
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return n
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func has_dining() -> bool:
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for c in cars:
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if c.kind == Defs.Kind.DINING:
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return true
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return false
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func seat_count() -> int:
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var n := 0
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for c in cars:
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n += c.seats.size()
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return n
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# --- Verband aufbauen -----------------------------------------------------
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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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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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for i in ids.size():
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var car = CarScene.new()
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car.build(ids[i])
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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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cars.append(car)
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_sync_followers()
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refresh_cargo_visuals()
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consist_changed.emit()
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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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## 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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var front = cars[0]
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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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for i in cars.size():
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var c = cars[i]
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var lo: float = c.center_s + c.inner_z0
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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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if d < best_d:
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best_d = d
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best = i
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var c2 = cars[best]
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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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## 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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func _sync_followers() -> void:
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var l: float = _track.length()
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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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# --- Ladung ---------------------------------------------------------------
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func refresh_cargo_visuals() -> void:
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var units: Array[int] = []
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for t in cargo.keys():
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for i in int(cargo[t]):
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units.append(int(t))
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var idx := 0
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for c in cars:
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if c.capacity <= 0:
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continue
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var take: int = mini(c.capacity, units.size() - idx)
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if take <= 0:
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c.show_cargo(0, Color.WHITE)
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continue
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c.show_cargo(take, Cargo.COLORS[units[idx]])
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idx += take
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func add_cargo(t: int, amount: int) -> int:
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var free: int = cargo_capacity() - total_cargo()
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var take: int = mini(free, amount)
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if take > 0:
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cargo[t] = int(cargo.get(t, 0)) + take
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refresh_cargo_visuals()
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return take
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func remove_cargo(t: int, amount: int) -> int:
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var have: int = int(cargo.get(t, 0))
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var take: int = mini(have, amount)
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if take > 0:
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cargo[t] = have - take
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if cargo[t] <= 0:
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cargo.erase(t)
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refresh_cargo_visuals()
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return take
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# --- Fahrt ----------------------------------------------------------------
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func drive(delta: float) -> void:
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if braking:
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speed = maxf(speed - brake_power() * delta, 0.0)
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elif throttle > 0.0:
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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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_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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speed = v
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_sync_followers()
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_update_dock(0.0)
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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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_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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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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return 0.0
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return minf(behind - len_train, l - behind)
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func nearest_station() -> Array:
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var best: Node = null
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var best_d := INF
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for s in stations:
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var d: float = station_gap(s)
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if d < best_d:
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best_d = d
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best = s
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return [best, best_d]
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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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best_d = d
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best = s
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return [best, best_d]
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