322 lines
10 KiB
GDScript
322 lines
10 KiB
GDScript
extends Path3D
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@export_group("Train")
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@export var train_speed: float = 6.0
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@export var is_inmotion: bool = true
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@export var train_model: PackedScene
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@export var axes_distance: float = 3.0
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@export var rail_distance: float = 1.2
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@export var cameras: Node3D
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@export_range(0.0, 1.0) var basic_swing: float = 0.5
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@export_group("Rails Bulding")
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@export var sleepers_distance: float = 1.0
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@export var sleepers_model: PackedScene
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@export_group("Manual Controls")
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@export var speed_max: float = 15.0
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@export var speed_min: float = -5.0
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@export var manual_acceleration: float = 5.0
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@export_group("Train Stops")
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@export var enable_stops: bool = true
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@export var stop_time: float = 4.0
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@export var brake_distance: float = 15.0
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@export var restart_time: float = 3.0
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@export var fireworks_scene: PackedScene
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var fireworks_colors: Array[Color] = [
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Color(1.0, 0.2, 0.2), # Rosso vivo
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Color(0.2, 1.0, 0.2), # Verde lime
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Color(0.3, 0.5, 1.0), # Blu cielo
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Color(1.0, 0.8, 0.1), # Oro
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Color(0.8, 0.2, 1.0), # Viola
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Color(0.1, 1.0, 0.9) # Ciano
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]
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var train_instance: Node3D
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var train_progress: float = 0.0
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var swing_time: float = 0.0
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var stop_offset: Array[float] = []
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var stops_position: Array[Vector3] = []
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var stop_ongoing: bool = false
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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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func _ready() -> void:
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if curve != null and curve.get_baked_length() > 0:
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build_rails()
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build_train()
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_plan_stops()
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else:
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print("WARNING: Draw your Path3D!")
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func build_rails() -> void:
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var mat_wood = StandardMaterial3D.new()
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mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
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var mat_iron = StandardMaterial3D.new()
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mat_iron.albedo_color = Color(0.6, 0.6, 0.65)
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mat_iron.metallic = 0.8
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var mesh_sleeper = BoxMesh.new()
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mesh_sleeper.size = Vector3(rail_distance + 0.6, 0.1, 0.3)
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var mesh_rail = BoxMesh.new()
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mesh_rail.size = Vector3(0.1, 0.15, sleepers_distance + 0.05)
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var total_length = curve.get_baked_length()
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var piece_number = int(total_length / sleepers_distance)
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for i in range(piece_number):
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var distance = i * sleepers_distance
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var rail_piece = Node3D.new()
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add_child(rail_piece)
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var local_pos = curve.sample_baked(distance, true)
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var distance_forward = distance + 0.1
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var local_pos_forward = Vector3.ZERO
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if distance_forward > total_length:
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var pos_back = curve.sample_baked(distance - 0.1, true)
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local_pos_forward = local_pos + (local_pos - pos_back)
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else:
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local_pos_forward = curve.sample_baked(distance_forward, true)
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rail_piece.position = local_pos
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var global_pos = to_global(local_pos)
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var global_pos_forward = to_global(local_pos_forward)
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if global_pos.distance_to(global_pos_forward) > 0.001:
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rail_piece.look_at(global_pos_forward, Vector3.UP)
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if sleepers_model != null:
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var sleeper_custom = sleepers_model.instantiate()
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rail_piece.add_child(sleeper_custom)
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else:
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var sleeper = MeshInstance3D.new()
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sleeper.mesh = mesh_sleeper
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sleeper.material_override = mat_wood
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rail_piece.add_child(sleeper)
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var rail_sx = MeshInstance3D.new()
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rail_sx.mesh = mesh_rail
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rail_sx.material_override = mat_iron
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rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
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rail_piece.add_child(rail_sx)
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var rail_dx = MeshInstance3D.new()
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rail_dx.mesh = mesh_rail
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rail_dx.material_override = mat_iron
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rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
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rail_piece.add_child(rail_dx)
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func _plan_stops() -> void:
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var currnet_stops = []
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for child in get_children():
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if child is Marker3D:
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var offset = curve.get_closest_offset(child.position)
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currnet_stops.append({
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"offset": offset,
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"position": child.global_position
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})
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currnet_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
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for data in currnet_stops:
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stop_offset.append(data["offset"])
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stops_position.append(data["position"])
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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if event.keycode == KEY_T:
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_goto_next_stop()
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elif event.keycode == KEY_F:
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_test_manual_fires()
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func _test_manual_fires() -> void:
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if fireworks_scene == null or train_instance == null: return
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var firework_number = randi_range(5, 8)
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for i in range(firework_number):
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var fire_root = fireworks_scene.instantiate()
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get_tree().current_scene.add_child(fire_root)
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var offset_x = randf_range(-6.0, 6.0)
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var offset_z = randf_range(-6.0, 6.0)
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fire_root.global_position = train_instance.global_position + Vector3(offset_x, 0.5, offset_z)
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if fire_root.has_method("set_color"):
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fire_root.set_color(fireworks_colors.pick_random())
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if fire_root.has_method("turnon"):
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fire_root.turnon()
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await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
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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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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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func _physics_process(delta: float) -> void:
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input_controls_management(delta)
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train_move(delta)
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func input_controls_management(delta: float) -> void:
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if not is_inmotion: return
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if Input.is_action_pressed("ui_up"):
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train_speed += manual_acceleration * delta
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elif Input.is_action_pressed("ui_down"):
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train_speed -= manual_acceleration * delta
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elif Input.is_action_pressed("ui_text_backspace"):
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train_speed = 0
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train_speed = clamp(train_speed, speed_min, speed_max)
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func train_move(delta: float) -> void:
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if is_inmotion and train_instance and curve:
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var total_length = curve.get_baked_length()
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if total_length <= 0: return
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if not stop_ongoing:
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var last_progress = train_progress
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if enable_stops and stop_offset.size() > 0 and not is_restarting:
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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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if abs(dist) < brake_distance and sign(dist) == sign(train_speed):
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var t = abs(dist) / brake_distance
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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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var current_speed = train_speed * stop_multiply
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train_progress += current_speed * delta
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if enable_stops and stop_offset.size() > 0:
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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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if exceeded_forward or exceeded_back:
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train_progress = target_offset
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_execute_stop(current_speed > 0)
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if train_progress > total_length:
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train_progress -= total_length
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if stop_offset.size() > 0: next_stop_index = 0
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elif train_progress < 0:
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train_progress += total_length
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if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
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var center_position = to_global(curve.sample_baked(train_progress, true))
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var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length)
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var forward_position = to_global(curve.sample_baked(prog_forward, true))
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if center_position.distance_to(forward_position) > 0.01:
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train_instance.global_position = center_position
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train_instance.look_at(forward_position, Vector3.UP)
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train_instance.rotate_y(PI)
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if cameras:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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if not stop_ongoing:
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var real_speed = abs(train_speed * stop_multiply)
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swing_time += delta * real_speed * 2.0
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var amplitude_z = 0.006 * basic_swing
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var amplitude_x = 0.004 * basic_swing
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train_instance.rotation.z += sin(swing_time) * amplitude_z
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train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
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func _execute_stop(go_forward: bool = true) -> void:
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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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if fireworks_scene != null:
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var marker_position = stops_position[current_stop_index]
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var firework_number = randi_range(5, 8)
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for i in range(firework_number):
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var fire_root = fireworks_scene.instantiate()
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get_tree().current_scene.add_child(fire_root)
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var offset_x = randf_range(-5.0, 5.0)
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var offset_z = randf_range(-5.0, 5.0)
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fire_root.global_position = marker_position + Vector3(offset_x, 0.5, offset_z)
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if fire_root.has_method("set_color"):
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fire_root.set_color(fireworks_colors.pick_random())
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if fire_root.has_method("turnon"):
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fire_root.turnon()
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await get_tree().create_timer(randf_range(0.3, 0.8)).timeout
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await get_tree().create_timer(stop_time).timeout
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stop_ongoing = false
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is_restarting = true
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if tween_restart and tween_restart.is_valid():
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tween_restart.kill()
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tween_restart = create_tween()
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tween_restart.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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tween_restart.tween_property(self, "stop_multiply", 1.0, restart_time)
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tween_restart.tween_callback(func(): is_restarting = false)
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func build_train() -> void:
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if train_model != null:
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train_instance = train_model.instantiate()
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add_child(train_instance)
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else:
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build_default_train()
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func build_default_train() -> void:
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train_instance = Node3D.new()
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add_child(train_instance)
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var mat_body = StandardMaterial3D.new()
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mat_body.albedo_color = Color(0.8, 0.15, 0.15)
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var mat_glass = StandardMaterial3D.new()
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mat_glass.albedo_color = Color(0.2, 0.8, 1.0)
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var train_base = MeshInstance3D.new()
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var mesh_base = BoxMesh.new()
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mesh_base.size = Vector3(1.4, 0.8, 3.0)
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train_base.mesh = mesh_base
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train_base.material_override = mat_body
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train_base.position = Vector3(0, 0.6, 0)
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train_instance.add_child(train_base)
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var cabin = MeshInstance3D.new()
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var mesh_cabin = BoxMesh.new()
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mesh_cabin.size = Vector3(1.4, 1.0, 1.2)
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cabin.mesh = mesh_cabin
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cabin.material_override = mat_glass
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cabin.position = Vector3(0, 1.5, -0.8)
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train_instance.add_child(cabin)
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var stack = MeshInstance3D.new()
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var mesh_stack = CylinderMesh.new()
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mesh_stack.top_radius = 0.2
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mesh_stack.bottom_radius = 0.3
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mesh_stack.height = 0.8
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stack.mesh = mesh_stack
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stack.material_override = mat_body
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stack.position = Vector3(0, 1.2, 1.0)
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train_instance.add_child(stack)
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