set main manu play event
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@@ -4,6 +4,8 @@ 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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enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
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@export_group("Train")
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##train speed
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@export var train_speed: float = 6.0
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@@ -32,6 +34,14 @@ const STATION_STOP_GROUP: StringName = &"railway_station"
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##swing of the train during the ran
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@export_range(0.0, 1.0) var basic_swing: float = 0.1
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@export_group("Train Start")
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@export_enum("random_position", "specified_station", "specified_position") var train_start_mode: int = TrainStartMode.RANDOM_POSITION
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@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1
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@export var train_start_position: float = 0.0
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@export var train_start_delay_seconds: float = 0.0
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@export var train_start_after_delay: bool = true
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@export var train_start_acceleration_seconds: float = 4.0
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@export_group("Rails Bulding")
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##distance between sleepers of the rails
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@export var sleepers_distance: float = 1.0
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@@ -84,7 +94,6 @@ var next_stop_index: int = 0
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var stop_multiply: float = 1.0
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var is_restarting: bool = false
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var tween_restart: Tween
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var environment_config: EnvironmentConfig
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var wagon_instances: Array[Node3D] = []
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var wagon_progress_offsets: Array[float] = []
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var _pending_steam_distance_km: float = 0.0
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@@ -96,7 +105,6 @@ func _ready() -> void:
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GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true)
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GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false)
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_cache_environment_config()
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_initial_is_inmotion = is_inmotion
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if curve != null and curve.get_baked_length() > 0:
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@@ -108,24 +116,6 @@ func _ready() -> void:
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else:
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print("WARNING: Draw Path3D for rails!")
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func _cache_environment_config() -> void:
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var parent_node: Node = get_parent()
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if parent_node != null:
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var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
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if day_night_node != null:
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environment_config = day_night_node.environment_config
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return
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var current_scene: Node = get_tree().current_scene
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if current_scene == null:
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return
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for child in current_scene.get_children():
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var environment_manager := child as EnvironmentManagerRoot
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if environment_manager != null:
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environment_config = environment_manager.environment_config
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return
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func _apply_initial_train_start() -> void:
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if train_instance == null or curve == null:
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return
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@@ -134,25 +124,21 @@ func _apply_initial_train_start() -> void:
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if total_length <= 0.0:
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return
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if environment_config != null:
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match environment_config.train_start_from_random_position:
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EnvironmentConfig.TrainStartMode.RANDOM_POSITION:
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train_progress = randf() * total_length
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match train_start_mode:
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TrainStartMode.RANDOM_POSITION:
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train_progress = randf() * total_length
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_update_next_stop_index_from_progress()
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TrainStartMode.SPECIFIED_STATION:
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if stop_offset.is_empty():
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train_progress = wrapf(train_progress, 0.0, total_length)
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_update_next_stop_index_from_progress()
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EnvironmentConfig.TrainStartMode.SPECIFIED_STATION:
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if stop_offset.is_empty():
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train_progress = wrapf(train_progress, 0.0, total_length)
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_update_next_stop_index_from_progress()
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else:
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var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
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train_progress = stop_offset[stop_index]
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_set_next_stop_index_from_current(stop_index)
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EnvironmentConfig.TrainStartMode.SPECIFIED_POSITION:
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train_progress = wrapf(environment_config.train_start_position, 0.0, total_length)
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_update_next_stop_index_from_progress()
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else:
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train_progress = wrapf(train_progress, 0.0, total_length)
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_update_next_stop_index_from_progress()
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else:
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var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
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train_progress = stop_offset[stop_index]
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_set_next_stop_index_from_current(stop_index)
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TrainStartMode.SPECIFIED_POSITION:
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train_progress = wrapf(train_start_position, 0.0, total_length)
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_update_next_stop_index_from_progress()
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_snap_train_to_progress()
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@@ -160,11 +146,8 @@ func _apply_train_start_delay() -> void:
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if not _initial_is_inmotion:
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return
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var should_start_after_delay: bool = true
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var start_delay_seconds: float = 0.0
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if environment_config != null:
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should_start_after_delay = environment_config.train_start_after_delay
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start_delay_seconds = maxf(environment_config.train_start_delay_seconds, 0.0)
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var should_start_after_delay: bool = train_start_after_delay
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var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
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if start_delay_seconds <= 0.0:
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if not should_start_after_delay:
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is_inmotion = false
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