More documentation, add myself to copyright list in README.txt

This commit is contained in:
teknomunk 2024-04-11 08:33:36 +00:00
parent 44875440eb
commit 2610754ee6
2 changed files with 23 additions and 11 deletions

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@ -7,25 +7,35 @@ 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). 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 [Adv 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.
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, determine which carts are moving.
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
the cart's location and handle interactions with the environment.
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.
lag. Each step is processed with `do_movement_step`
2. Each step uses physically accurate, timestep-independent physics
to move the cart.
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.
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.
@ -39,3 +49,4 @@ 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.

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@ -10,6 +10,7 @@ MIT License
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 SmallJoker
Copyright (C) 2012-2016 Various Minetest developers and contributors
Copyright (C) 2024 teknomunk
Authors/licenses of media files:
-----------------------