## Organization - [ init.lua](./init.lua) - module entrypoint. The other files are included from here and several constants are defined here - [carts.lua](./carts/lua) - This file contains code related to cart entities, cart type registration, creation, estruction and updating. The global step function responsible for updating attached carts is in this file. The various carts are referenced from this file but actually reside in the subdirectory [carts/](./carts/). - [functions.lua](./functions.lua) - This file contains various minecart and rail utility functions used by the rest of the code. - [movement.lua](./movement.lua) - This file contains the code related to cart movement physics. - [rails.lua](./rails.lua) - This file contains code related to rail registation, placement, connection rules and cart direction selection. This contains the rail behaviors and the LBM code for updating legacy rail nodes to the new versions that don't use the raillike draw type. - [storage.lua](./storage.lua) - This file contains the code than manages minecart state data to allow processing minecarts while entities are unloaded. - [train.lua](./train.lua) - This file contains code related to multi-car trains. ## Rail Nodes Previous versions of mcl\_minecarts used one node type for each rail type (standard, powered, detector and activator) using the raillike draw type that minetest provides. This version does not use the raillike draw type and instead uses a 1/16th of a block high nodebox and uses an additional node definition for each variant. The variants present are: - straight - sloped - corner - tee - cross Of the rail types provided by this module, standard has all of these variants. The remaining types only have straight and sloped variants. Unlike the old rail type, this version will only update connections when placed, and will only place a variant that already has connections into the space the rail is being placed. Here is how to create the various varients: - Straight rail is placed when with zero or one adjacent rail nodes. If no rails are adjacent, the rail is placed in line with the direction the player is facing. If there is exactly one adjacent rail present, the straight rail will always rotate to connect to it. - Sloped rail is placed when there are two rails in a straight line, with one being one block higher. When rail is placed adjacent to a straight rail one block lower and the rail is facing the block the rail is being placed on, the lower rail will convert into a slope. - A corner rail is placed when there are exactly two adjacent rails that are not in a line and lead into the space the rail is being placed. The corner will be rotated to connect these two rails. - A tee rail is placed where there are exactly three rails adjact and those existing rails lead into the the space the new rail is being placed. - A rail cross is placed when there is rail in all four adjacent blocks and they all have a path into the space the new rail is being placed. The tee variant will interact with redstone and mesecons to switch the curved section. ## On-rail Minecart Movement Minecart movement is handled in two distinct regimes: on a rail and off. The off-rail movement is handled with minetest's builtin entity movement handling. The on-rail movement is handled with a custom algorithm. This section details the latter. The data for on-rail minecart movement is stored entirely inside mod storage and indexed by a hex-encoded 128-bit universally-unique identifier (uuid). Minecart entities store this uuid and a sequence identifier. The code for handling this storage is in [storage.lua](./storage.lua). This was done so that minecarts can still move while no players are connected or when out of range of players. Inspiration for this was the [Advanced Trains mod](http://advtrains.de/). This is a behavior difference when compared to minecraft, as carts there will stop movement when out of range of players. Processing for minecart movement is as follows: 1. In a globalstep handler in [carts.lua](./carts.lua), determine which carts are moving. 2. Call `do_movement` in [movement.lua](./movement.lua) to update each cart's location and handle interactions with the environment. 1. Each movement is broken up into one or more steps that are completely contained inside a block. This prevents carts from ever jumping from one rail to another over a gap or thru solid blocks because of server lag. Each step is processed with `do_movement_step` 2. Each step uses physically accurate, timestep-independent physics to move the cart. Calculating the acceleration to apply to a cart is broken out into its own function (`calculate_acceperation`). 3. As the cart enters and leaves blocks, handlers in nearby blocks are called to allow the cart to efficiently interact with the environment. Handled by the functions `handle_cart_enter` and `handle_cart_leave` 4. The cart checks for nearby carts and collides elastically with these. The calculations for these collisions are in the function `handle_cart_collision` 5. If the cart enters a new block, determine the new direction the cart will move with `mcl_minecarts:get_rail_direction` in [functions.lua](./functions.lua). The rail nodes provide a hook `_mcl_minecarts.get_next_direction` that provides this information based on the previous movement direction. 3. If an entity exists for a given cart, the entity will update its position while loaded in. Cart movement when on a rail occurs regarless of whether an entity for that cart exists or is loaded into memory. As a consequence of this movement, it is possible for carts with unloaded entities to enter range of a player. To handle this, periodic checks are performed around players and carts that are within range but don't have a cart have a new entity spawned. Every time a cart has a new entity spawned, it increases a sequence number in the cart data to allow removing old entities from the minetest engine. Any cart entity that does not have the current sequence number for a minecart gets removed once processing for that entity resumes.