#include "train.h" #include "game/vehicles/linkHistory.h" #include "game/vehicles/railVehicle.h" #include "game/vehicles/railVehicleClass.h" #include "gfx/renderable.h" #include "location.hpp" #include #include #include #include #include #include #include #include void Train::move(TickDuration dur) { static std::mt19937 gen(std::random_device {}()); linkDist += dur.count() * speed; auto curLink {linkHist.getCurrent()}; while (linkDist > curLink.first->length) { const auto location = curLink.first->positionAt(curLink.first->length, curLink.second); auto nexts {curLink.first->nexts[1 - curLink.second]}; auto last = std::remove_if(nexts.begin(), nexts.end(), [ang = location.rot.y](const Link::Next & n) { return std::abs(normalize(n.first.lock()->ends[n.second].second - ang)) > 0.1F; }); if (last != nexts.begin()) { auto off = std::uniform_int_distribution<>(0, std::distance(nexts.begin(), last) - 1)(gen); linkDist -= curLink.first->length; curLink = linkHist.add(nexts[off].first, nexts[off].second); } else { linkDist = curLink.first->length; speed = 0; } } } void Train::render(const Shader & shader) const { apply(&Renderable::render, shader); } Location Train::getBogiePosition(float linkDist, float dist) const { float b2linkDist {}; const auto b2Link = linkHist.getAt(dist - linkDist, &b2linkDist); return b2Link.first->positionAt(b2linkDist, b2Link.second); } void Train::tick(TickDuration dur) { currentActivity->apply(this, dur); move(dur); float trailBy {0.F}; apply(&RailVehicle::move, this, std::ref(trailBy)); } void Train::doActivity(const Go *, TickDuration dur) { const auto maxSpeed = objects.front()->rvClass->maxSpeed; if (speed != maxSpeed) { speed += ((maxSpeed - speed) * dur.count()); } } void Train::doActivity(const Idle *, TickDuration dur) { if (speed != 0.F) { speed -= std::min(speed, 30.F * dur.count()); } }