stop only if station is available on chunk
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@@ -2,6 +2,7 @@ extends Path3D
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const STEAM_DISTANCE_STAT: String = "stat_distance_km"
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const DISTANCE_KM_PER_UNIT: float = 0.01
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const STATION_STOP_GROUP: StringName = &"railway_station"
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@export_group("Train")
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##train speed
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@@ -48,6 +49,10 @@ const DISTANCE_KM_PER_UNIT: float = 0.01
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@export_group("Train Stops")
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##if true the train stop the ran on stops
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@export var enable_stops: bool = true
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##if true the train only stops on markers with a generated station nearby
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@export var require_station_for_stop: bool = true
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##max horizontal distance between a stop marker and a station chunk
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@export var station_stop_detection_radius: float = 35.0
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##time of stop
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@export var stop_time: float = 4.0
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##distance when the train start to brake
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@@ -284,6 +289,9 @@ func build_rails() -> void:
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rail_piece.add_child(rail_dx)
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func _plan_stops() -> void:
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stop_offset.clear()
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stops_position.clear()
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var current_stops = []
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for child in get_children():
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if child is Marker3D:
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@@ -297,6 +305,53 @@ func _plan_stops() -> void:
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stop_offset.append(data["offset"])
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stops_position.append(data["position"])
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func _advance_next_stop_index(go_forward: bool) -> void:
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if stop_offset.is_empty():
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next_stop_index = 0
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return
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if go_forward:
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next_stop_index += 1
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if next_stop_index >= stop_offset.size():
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next_stop_index = 0
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else:
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next_stop_index -= 1
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if next_stop_index < 0:
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next_stop_index = stop_offset.size() - 1
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func _find_next_valid_stop(go_forward: bool) -> bool:
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if stop_offset.is_empty():
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return false
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for i in range(stop_offset.size()):
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if _is_stop_valid(next_stop_index):
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return true
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_advance_next_stop_index(go_forward)
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return false
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func _is_stop_valid(stop_index: int) -> bool:
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if not require_station_for_stop:
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return true
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if stop_index < 0 or stop_index >= stops_position.size():
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return false
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return _has_station_near_position(stops_position[stop_index])
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func _has_station_near_position(stop_position: Vector3) -> bool:
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var radius_sq := station_stop_detection_radius * station_stop_detection_radius
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for station in get_tree().get_nodes_in_group(STATION_STOP_GROUP):
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var station_node := station as Node3D
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if station_node == null or not is_instance_valid(station_node):
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continue
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var delta := station_node.global_position - stop_position
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var horizontal_dist_sq := delta.x * delta.x + delta.z * delta.z
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if horizontal_dist_sq <= radius_sq:
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return true
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return false
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func _input(event: InputEvent) -> void:
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if EnvironmentManagerRoot.is_keyboard_input_blocked(get_tree()):
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return
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@@ -329,6 +384,9 @@ func _test_manual_fireworks() -> void:
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func _goto_next_stop() -> void:
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if stop_offset.size() == 0 or stop_ongoing or is_restarting:
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return
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if not _find_next_valid_stop(train_speed >= 0.0):
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return
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var target_offset = stop_offset[next_stop_index]
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train_progress = target_offset
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_execute_stop(train_speed >= 0)
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@@ -355,8 +413,11 @@ func train_move(delta: float) -> void:
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if not stop_ongoing:
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var last_progress = train_progress
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var has_valid_stop := false
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if enable_stops and stop_offset.size() > 0 and not is_restarting:
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has_valid_stop = _find_next_valid_stop(train_speed >= 0.0)
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if has_valid_stop:
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var target_offset = stop_offset[next_stop_index]
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var dist = target_offset - train_progress
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dist = wrapf(dist + total_length / 2.0, 0.0, total_length) - total_length / 2.0
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@@ -366,12 +427,14 @@ func train_move(delta: float) -> void:
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stop_multiply = max(smoothstep(0.0, 1.0, t), 0.05)
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else:
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stop_multiply = 1.0
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else:
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stop_multiply = 1.0
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var current_speed = train_speed * stop_multiply
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train_progress += current_speed * delta
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_track_steam_distance(abs(current_speed) * delta)
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if enable_stops and stop_offset.size() > 0:
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if enable_stops and stop_offset.size() > 0 and has_valid_stop:
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var target_offset = stop_offset[next_stop_index]
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var exceeded_forward = (current_speed > 0 and last_progress < target_offset and train_progress >= target_offset)
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var exceeded_back = (current_speed < 0 and last_progress > target_offset and train_progress <= target_offset)
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@@ -458,19 +521,16 @@ func _check_distance_achievements(total_distance_km: int) -> void:
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AchievementManager.unlock("ACH_DISTANCE_200")
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func _execute_stop(go_forward: bool = true) -> void:
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if not _find_next_valid_stop(go_forward):
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stop_multiply = 1.0
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return
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stop_ongoing = true
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stop_multiply = 0.0
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var current_stop_index = next_stop_index
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if go_forward:
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next_stop_index += 1
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if next_stop_index >= stop_offset.size():
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next_stop_index = 0
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else:
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next_stop_index -= 1
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if next_stop_index < 0:
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next_stop_index = stop_offset.size() - 1
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_advance_next_stop_index(go_forward)
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if fireworks_scene != null:
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var marker_position = stops_position[current_stop_index]
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File diff suppressed because one or more lines are too long
@@ -119,7 +119,7 @@ shader_parameter/glint_sharpness = 32.0
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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[node name="chunk_railway_station_doubleside" unique_id=1591869611 groups=["weather_node"] instance=ExtResource("1_nkssc")]
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[node name="chunk_railway_station_doubleside" unique_id=1591869611 groups=["railway_station", "weather_node"] instance=ExtResource("1_nkssc")]
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script = ExtResource("2_i3rfy")
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chunk_type = 1
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est = true
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@@ -78,7 +78,7 @@ shader_parameter/glint_sharpness = 32.0
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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[node name="chunk_railway_station_oneside" unique_id=310632835 node_paths=PackedStringArray("connection_left", "connection_right") groups=["weather_node"] instance=ExtResource("1_38ujo")]
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[node name="chunk_railway_station_oneside" unique_id=310632835 node_paths=PackedStringArray("connection_left", "connection_right") groups=["railway_station", "weather_node"] instance=ExtResource("1_38ujo")]
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script = ExtResource("2_a8mxs")
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chunk_type = 1
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west = true
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