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More minor changes to API.md, start overall implementation documentation
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@ -25,7 +25,7 @@ second. Defined as 10 blocks/second.
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- `mcl_minecarts.CART_BLOCKS_SIZE`
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The size of blocks to use when searching for carts to respawn. Default is 64.
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The size of blocks to use when searching for carts to respawn. Defined as is 64 blocks.
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- `mcl_minecarts.FRICTION`
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@ -77,6 +77,11 @@ Calculate the rail adjacency information for rail placement. Arguments are:
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- `ignore_neightbor_connections` - if true, don't check that a cart could leave
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the neighboring node from this direction.
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`mcl_minecarts:is_rail(position, railtype)`
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Determines if the node at `position` is a rail. If `railtype` is provided,
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determine if the node at `position` is that type of rail.
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`mcl_minecarts.register_rail(itemstring, node_definition)`
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Registers a rail with a few sensible defaults and if a craft recipe was specified,
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41
mods/ENTITIES/mcl_minecarts/DOC.md
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41
mods/ENTITIES/mcl_minecarts/DOC.md
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@ -0,0 +1,41 @@
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## On-rail Minecart Movement
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Minecart movement is handled in two distinct regimes: on a rail and off. The
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off-rail movement is handled with minetest's builtin entity movement handling.
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The on-rail movement is handled with a custom algorithm. This section details
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the latter.
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The data for on-rail minecart movement is stored entirely inside mod storage
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and indexed by a hex-encoded 128-bit universally-unique identifier (uuid). The
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code for handling this storage is in [storage.lua](./storage.lua). This was
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done so that minecarts can still move while no players are connected or
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when out of range of players. Inspiration for this was the [Adv Trains mod](http://advtrains.de/).
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This is a behavior difference when compared to minecraft, as carts there will
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stop movement when out of range of players.
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Processing for minecart movement is as follows:
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1. In a globalstep handler, determine which carts are moving.
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2. Call `do_movement` in [movement.lua](./movement.lua) to update
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the cart's location and handle interactions with the environment.
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1. Each movement is broken up into one or more steps that are completely
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contained inside a block. This prevents carts from ever jumping from
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one rail to another over a gap or thru solid blocks because of server
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lag.
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2. Each step uses physically accurate, timestep-independent physics
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to move the cart.
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3. As the cart enters and leaves blocks, handlers in nearby blocks are called
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to allow the cart to efficiently interact with the environment.
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3. If an entity exists for a given cart, the entity will update its position
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while loaded in.
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Cart movement when on a rail occurs regarless of whether an entity for that
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cart exists or is loaded into memory. As a consequence of this movement, it
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is possible for carts with unloaded entities to enter range of a player.
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To handle this, periodic checks are performed around players and carts that
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are within range but don't have a cart have a new entity spawned.
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Every time a cart has a new entity spawned, it increases a sequence number in
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the cart data to allow removing old entities from the minetest engine. Any cart
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entity that does not have the current sequence number for a minecart gets removed
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once processing for that entity resumes.
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@ -182,7 +182,6 @@ function DEFAULT_CART_DEF:on_step(dtime)
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self._staticdata = staticdata
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end
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-- Update entity position
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local pos = mod.get_cart_position(staticdata)
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if pos then self.object:move_to(pos) end
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@ -551,8 +550,8 @@ minetest.register_globalstep(function(dtime)
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-- TODO: change how often cart positions are updated based on velocity
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for uuid,staticdata in mod.carts() do
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local pos = mod.get_cart_position(staticdata)
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local le = mcl_util.get_luaentity_from_uuid(staticdata.uuid)
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--[[
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local le = mcl_util.get_luaentity_from_uuid(staticdata.uuid)
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print("cart# "..uuid..
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",velocity="..tostring(staticdata.velocity)..
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",pos="..tostring(pos)..
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