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tpf3-overtake/mod/content/overtake_probe.script.tl
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2026-10-05 23:47:05 +02:00

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-- PROTOTYPE: throwaway, lives only on branch prototype/vehicle-probe.
-- Every INTERVAL it logs every player-owned road vehicle (segment, lane, position, speed).
-- All experiments (timeToIgnore, jump, set-line, segment rebuild, GUI position flip) are in git history and
-- docs/research/vehicle-probe.md; none moved a vehicle past another on a single-lane road.
-- ponytail: module-local timer, not GameScriptState; fine for a probe (state resets between calls anyway).
local TAG = "[overtake_probe] "
local INTERVAL = 2.0
local elapsed = 0.0
local ticks = 0
local function p(s : string)
print(TAG .. s)
end
local function edgeAt(mp : Engine.Component.MovePath) : EdgeId, boolean
-- path.edges is 1-based, elements are EdgeIdDir userdata (tealdef says {EdgeId, boolean})
local e = (mp.path.edges as {any})[mp.dyn.pathPos.edgeIndex + 1] as UtilPathfinding.EdgeIdDir
if e == nil then return nil, nil end
return e.edgeId, e.dir
end
local function turnaround(edge : EdgeId) : integer
local tn = api.engine.getComponent(edge.entity, api.type.ComponentType.TRANSPORT_NETWORK) as Engine.Component.TransportNetwork
if tn == nil or tn.turnaroundEdges == nil then return nil end
return tn.turnaroundEdges[edge.index + 1]
end
-- short street template name of a segment, so passing-lane use on the prototype road can be told apart
local function roadOf(seg : integer) : string
local be = api.engine.getComponent(seg, api.type.ComponentType.BASE_EDGE) as Engine.Component.BaseEdge
if be == nil then return "?" end
return (tostring(be.roadTemplate):match("([^/]+)%.street_template$")) or tostring(be.roadTemplate)
end
local function dump(dt : number)
local player = api.engine.util.getPlayer()
local vehicles = api.engine.getEntitiesWithComponent(api.type.ComponentType.TRANSPORT_VEHICLE, { requireOwnedByPlayer = player })
p(string.format("tick=%d dt=%s playerVehicles=%d", ticks, tostring(dt), #vehicles))
for _, v in ipairs(vehicles) do
local lv = api.engine.getComponent(v, api.type.ComponentType.LAND_VEHICLE) as Engine.Component.LandVehicle
local mp = api.engine.getComponent(v, api.type.ComponentType.MOVE_PATH) as Engine.Component.MovePath
local tv = api.engine.getComponent(v, api.type.ComponentType.TRANSPORT_VEHICLE) as Engine.Component.TransportVehicle
if lv ~= nil and not lv.isTram and mp ~= nil then
local edge, dir = edgeAt(mp)
p(string.format(
"veh=%d road=%s seg=%d lane=%s dir=%s turnaround=%s edgeIndex=%d/%d pos=%.1f speed=%.2f state=%s tvState=%s line=%s standing=%.1f",
v, edge and roadOf(edge.entity) or "-", edge and edge.entity or -1, tostring(edge and edge.index), tostring(dir), tostring(edge and turnaround(edge)),
mp.dyn.pathPos.edgeIndex, #(mp.path.edges as {any}), mp.dyn.pathPos.pos, mp.dyn.speed, tostring(mp.state),
tostring(tv and tv.state), tostring(tv and tv.line), mp.dyn.timeStanding))
end
end
end
local ret : GameScript<table> = {
update = function(_userParams : table, _state : GameScriptState<table>, dt : number) : nil
ticks = ticks + 1
elapsed = elapsed + dt
if ticks == 1 then p("update running, first dt=" .. tostring(dt)) end
if elapsed < INTERVAL then return end
elapsed = 0.0
xpcall(dump, function(err : any) p("ERROR " .. tostring(err)) end, dt)
end,
}
return ret