fix unloaded map chunk travelling
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advtrains.zip
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advtrains.zip
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@ -246,11 +246,12 @@ function advtrains.train_step(id, train, dtime)
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--check for any trainpart entities if they have been unloaded. do this only if train is near a player, to not spawn entities into unloaded areas
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train.check_trainpartload=(train.check_trainpartload or 0)-dtime
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local node_range=(math.max((minetest.setting_get("active_block_range") or 0),1)*16)
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if train.check_trainpartload<=0 and posfront and posback then
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--print(minetest.pos_to_string(posfront))
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if train.check_trainpartload<=0 then
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local ori_pos=advtrains.get_real_index_position(path, train.index) --not much to calculate
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local should_check=false
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for _,p in ipairs(minetest.get_connected_players()) do
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should_check=should_check or ((vector.distance(posfront, p:getpos())<node_range) and (vector.distance(posback, p:getpos())<node_range))
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should_check=should_check or ((vector.distance(ori_pos, p:getpos())<node_range))
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end
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if should_check then
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--it is better to iterate luaentites only once
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@ -274,7 +275,7 @@ function advtrains.train_step(id, train, dtime)
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elseif advtrains.wagon_save[w_id] then
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--print(w_id.." not loaded, but save available")
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--spawn a new and initialize it with the properties from wagon_save
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local le=minetest.env:add_entity(posfront, advtrains.wagon_save[w_id].entity_name):get_luaentity()
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local le=minetest.env:add_entity(ori_pos, advtrains.wagon_save[w_id].entity_name):get_luaentity()
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for k,v in pairs(advtrains.wagon_save[w_id]) do
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le[k]=v
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end
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@ -287,7 +288,7 @@ function advtrains.train_step(id, train, dtime)
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end
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end
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end
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train.check_trainpartload=10
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train.check_trainpartload=2
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end
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