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Train.lua
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Train.lua
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Train = {
new = function(train, id)
if train.valid then
local new = {
train = train,
ID = id,
locomotives = {},
line = false,
lineVersion = 0,
settings = {},
waiting = false,
refueling = false,
advancedState = false,
last_fuel_update = 0,
direction = 0, -- 0 = front, 1 back (lookup direction for trainstop)
passengers = 0,
}
new.settings.autoRefuel = settings.global.smart_trains_set_autorefuel.value
setmetatable(new, {__index = Train})
new:update(train, id)
return new
end
end,
getLocomotives = function(self)
local locomotives = {}
if self.train.locomotives then
for _, loco in pairs(self.train.locomotives.front_movers) do
table.insert(locomotives, loco)
end
for _, loco in pairs(self.train.locomotives.back_movers) do
table.insert(locomotives, loco)
end
end
return locomotives
end,
getName = function(self)
local train = self.train
if train.locomotives ~= nil and (#train.locomotives.front_movers > 0 or #train.locomotives.back_movers > 0) then
if self.train.locomotives.front_movers[1] then
return train.locomotives.front_movers[1].backer_name
elseif train.locomotives.back_movers[1] then
return train.locomotives.back_movers[1].backer_name
end
end
return ""
end,
getType = function(self)
local parts = {}
local found
for _,c in pairs(self.train.carriages) do
found = false
if c.type == "locomotive" then
for i, fm in pairs(self.train.locomotives.front_movers) do
if fm == c then
table.insert(parts,'L')
found = true
break
end
end
if not found then
for i, bm in pairs(self.train.locomotives.back_movers) do
if bm == c then
table.insert(parts,'L')
break
end
end
end
else
table.insert(parts, 'C')
end
end
local type = table.concat(parts,'')
type = type:gsub("LC","L-C"):gsub("CL", "C-L")
return string.gsub(string.gsub(type, "^-", ""), "-$", "")
end,
update = function(self, train, id)
self.ID = id
self.train = train
self.locomotives = self:getLocomotives()
self.type = self:getType()
self.name = self:getName()
self.passengers = 0
for _, c in pairs(train.carriages) do
if c.get_driver() and c.get_driver().name ~= "fatcontroller" then
self.passengers = self.passengers + 1
end
end
end,
printName = function(self)
debugDump(self.name, true)
end,
get_first_matching_station = function(self, value, current)
local stations = global.stationMap[self.train.carriages[1].force.name][value]
if not stations then
return false
end
local schedule = self.train.schedule
local records = schedule and schedule.records
if not records then
return false
end
current = current or schedule.current
local num_records = #records
local index
for i = 0, num_records - 2 do
index = (current + i) % num_records + 1
if stations[records[index].station] then
return index
end
end
return false
end,
nextStation = function(self, force, index)
local train = self.train
if self.settings.autoRefuel then
if self:lowestFuel() < (global.settings.refuel.rangeMin) and not inSchedule(self:refuelStation(), train.schedule) then
train.schedule = addStation(self:refuelStation(), train.schedule, global.settings.refuel.time)
if global.showFlyingText then
self:flyingText("Refuel station added", colors.YELLOW)
end
end
end
if train.manual_mode == false or force then
local schedule = train.schedule
if schedule and schedule.records then
local countRecords = #schedule.records
local tmp = (schedule.current % countRecords) + 1
if index and index > 0 and index <= countRecords then
tmp = index
end
if global.showFlyingText then
self:flyingText("Going to "..schedule.records[tmp].station, colors.YELLOW, {offset = -1}) --TODO localisation
end
--all below is needed to make a train go to another station, don't change!
train.manual_mode = true
schedule.current = tmp
train.schedule = schedule
train.manual_mode = false
end
end
end,
isValidScheduleIndex = function(self, index)
local records = self.train.schedule and self.train.schedule.records
if index and index > 0 and records and index <= #records then
return index
end
return false
end,
refuelStation = function(self)
local station = global.settings.refuel.station
local lType = self:getType()
-- First thing first, check for an explicit match for the
-- train's configuration and specific refueling station.
local refuelStation = station.." "..lType
local force = self.train.carriages[1].force.name
local full_match = global.stationCount[force][refuelStation] and global.stationCount[force][refuelStation] > 0
if full_match then
--debugDump("full_match: train="..lType.." @ station="..refuelStation, true)
return refuelStation
end
-- Since there wasn't a specific match, we now need to search
-- through all of the stations trying to find one that matches
-- the locomotive configuration.
-- Loco L-CC cannot refuel at Refuel L-C-L (issue #41).
-- See comment below.
local best_fit = { len=0, name="" }
lType = string.gsub(lType, "%-", "")
local pattern = "^"..station.."%s+([LC-]+)$"
for name, c in pairs(global.stationCount[force]) do
if name == nil then name = "" end
local _, _, sType = string.find(name, pattern)
if sType then
-- This station matches the auto-refuel pattern. We'll perform
-- subset checks on the train/station and station/train to ensure
-- the proper alignment.
sType = string.gsub(sType, "%-", "")
-- Is the train configuration a subset of the refuel station?
if string.find(sType, "^"..lType) then
--debugDump("subset 1: train="..self:getType().." @ station="..name, true)
return name
end
-- Is the refuel station a subset of the train? We cannot
-- take this immediately since there may be better,
-- more-apt stations to choose from.
if string.find(lType, "^"..sType) then
-- Track the length of the station that's a subset of the train.
-- Longer is better, but we can short-circuit when the train
-- and station lengths match.
local llen = string.len (lType)
local slen = string.len (sType)
-- The short-circuit.
if slen == llen then
return name
end
if slen > best_fit.len then
best_fit = { len=slen, name=name }
--debugDump("subset 2: updated train="..self:getType().." @ station="..name, true)
end
end
end
end
-- If we've found a best fit, return that one.
if best_fit.len > 0 then
return best_fit.name
end
-- Default to the base station.
--debugDump("default: train="..self:getType().." @ station="..station, true)
return station
end,
startRefueling = function(self)
if global.showFlyingText then
self:flyingText("refueling", colors.YELLOW)
end
local tick = game.tick + global.settings.intervals.inactivity
self.refueling = tick
insertInTable(global.refueling, tick, self)
end,
isRefueling = function(self)
return self.refueling and self.settings.autoRefuel
end,
isRefuelingDone = function(self)
if self:lowestFuel() >= global.settings.refuel.rangeMax or self:isFuelInventoryFull() then
return true
end
end,
refuelingDone = function(self, done)
if done then
if global.showFlyingText then
self:flyingText("Refueling done", colors.YELLOW, {offset = 1})
end
self.refueling = false
self:nextStation()
end
end,
removeRefuelStation = function(self)
local records = self.train.schedule.records
if inSchedule_reverse(self:refuelStation(), self.train.schedule) and records and #records >= 3 then
self.train.schedule = removeStation(self:refuelStation(), self.train.schedule)
if global.showFlyingText then
self:flyingText("Refuel station removed", colors.YELLOW, {offset=1}) --TODO localisation
end
end
end,
currentStation = function(self)
if self.train.valid and self.train.schedule and type(self.train.schedule.records) == "table" and self.train.schedule.records[self.train.schedule.current] then
return self.train.schedule.records[self.train.schedule.current].station
else
return false
end
end,
getStationName = function(self, index)
if not self.train.schedule then return false end
index = index or self.train.schedule.current
if self.train.valid and index and self:isValidScheduleIndex(index) and type(self.train.schedule.records) == "table" then
return tostring(self.train.schedule.records[index].station)
else
return false
end
end,
get_rules = function(self, current)
current = current or self.train.schedule.current
local line = (self.line and global.trainLines[self.line] and global.trainLines[self.line].records) and global.trainLines[self.line] or false
--log(line.records[current].station)
--local rules = line and line.records[current].rules or false
local rules = line and line.rules[current] or false
-- use copied rules when waiting
if self.train.state == defines.train_state.wait_station then
rules = self.rules
end
if rules and rules.station == self:getStationName(current) then
local defaultRule = {jumpToCircuit = true, jumpTo = true}
for k, _ in pairs(defaultRule) do
if rules[k] then
return rules
end
end
end
return false
end,
get_rule = function(self, name, current)
local rules = self:get_rules(current)
if rules then
return rules[name]
end
return false
end,
getWaitingTime = function(self)
local records = self.train.schedule and self.train.schedule.records
if self.train.schedule and self.train.schedule.records and records and #records > 0 then
local conditions = self.train.schedule.records[self.train.schedule.current].wait_conditions or {}
for _, condition in pairs(conditions) do
if condition.type == "time" then
return condition.ticks
end
end
end
return 2^32-1 --TODO what to return when no waiting time set?
end,
-- return true when at a smart train stop
setWaitingStation = function(self)
if self.waiting then
return
end
local current_tick = game.tick
local rules = self:get_rules()
local station = findTrainStopByTrain(self)
if station and station.backer_name ~= self:getStationName() then
log(game.tick .. " station name mismatch")
log("Actual: " .. station.backer_name .. " Self: " .. self:getStationName())
log("Actual type: " .. type(station.backer_name) .. " Self type: " .. type(self:getStationName()))
return
end
if not station then --temporary station
return
end
self.waitingStation = findSmartTrainStopByTrain(self, self:getStationName())
if not self.waitingStation and rules and rules.jumpToCircuit then
--TODO proper error message
--TODO localisation
debugDump("No smart trainstop with go to signal# rule. Line: " .. self.line .. " @ station " .. self.train.schedule.records[self.train.schedule.current].station, true)
return
end
--LOGGERS.main.log(serpent.line(rules, {comment=false}))
local nextUpdate = current_tick + global.settings.intervals.write
if self:getWaitingTime() == 10 then
nextUpdate = current_tick + 2
end
self.waiting = true
self.rules = table.deepcopy(rules)
-- update cargo (only if smart stop or full/empty/inactivity rule set
-- write to combinator (only if smart stop)
if self.waitingStation then
self:setCircuitSignal()
insertInTable(global.update_cargo, nextUpdate, self)
self.update_cargo = nextUpdate
end
end,
resetWaitingStation = function(self, destination)
self:resetCircuitSignal(destination)
self.waitingStation = false
self.waiting = false
self.rules = false
self.refueling = false
self.departAt = false
self.update_cargo = false
end,
getCircuitValue = function(self)
if self.waitingStation and self.waitingStation.signalProxy and self.waitingStation.signalProxy.valid then
local behavior = self.waitingStation.signalProxy.get_control_behavior()
if behavior then
local condition = behavior.circuit_condition.condition
local signal = (condition and condition.first_signal and condition.first_signal.name) and condition.first_signal or false
if signal and signal.name then
local sum = 0
local green = behavior.get_circuit_network(defines.wire_type.red, defines.circuit_connector_id.lamp)
if green then
sum = green.get_signal(signal) or 0
end
local red = behavior.get_circuit_network(defines.wire_type.green, defines.circuit_connector_id.lamp)
if red then
sum = sum + (red.get_signal(signal) or 0)
end
--TODO add logistics network value?
-- adds logistics value to signal if connect is set and signal is an actual item
-- if behavior.connect_to_logistic_network and self.waitingStation.signalProxy.logistic_network then
-- sum = sum + self.waitingStation.signalProxy.logistic_network.get_item_count(signal.name)
-- end
-- log(sum)
return sum
end
end
end
return false
end,
setCircuitSignal = function(self, destination)
if self.waitingStation and self.waitingStation.station.valid and self.waitingStation.cargo and self.waitingStation.cargo.valid then
local cargoProxy = self.waitingStation.cargo
local parameters={}
local min_fuel = self:lowestFuel(true)
local station_number = global.stationNumbers[cargoProxy.force.name][tostring(self.waitingStation.station.backer_name)] or false
if station_number and station_number ~= 0 then
-- can change if a mapping is un-/assigned or a line is created/edited/deleted
parameters[combinator_index.station_number]={signal={type = "virtual", name = "signal-station-number"}, count = station_number, index = combinator_index.station_number}
end
-- static, doesn't need updating
parameters[combinator_index.train_at_station]={signal={type = "virtual", name = "signal-train-at-station"}, count = 1, index = combinator_index.train_at_station}
-- static, doesn't need updating
parameters[combinator_index.locomotives] = {
signal={type = "virtual", name = "signal-locomotives"}, count = #self.train.locomotives.front_movers + #self.train.locomotives.back_movers,
index = combinator_index.locomotives
}
-- static, doesn't need updating
parameters[combinator_index.cargowagons] = {
signal={type = "virtual", name = "signal-cargowagons"}, count = #self.train.cargo_wagons + #self.train.fluid_wagons,
index = combinator_index.cargowagons
}
-- can be updated from within on_player_driving_changed_state
parameters[combinator_index.passenger]={signal={type = "virtual", name = "signal-passenger"}, count = self.passengers, index = combinator_index.passenger}
-- needs updating in on_tick
parameters[combinator_index.lowest_fuel]={signal={type = "virtual", name = "signal-lowest-fuel"}, count = min_fuel, index = combinator_index.lowest_fuel}
local trainLine = self.line and global.trainLines[self.line] or false
if trainLine and trainLine.settings.number ~= 0 then
parameters[combinator_index.line]={signal={type = "virtual", name = "signal-line"}, count = trainLine.settings.number, index = combinator_index.line}
end
if destination then
local destNumber
if trainLine and trainLine.settings.useMapping and self.train.schedule then
destNumber = global.stationNumbers[cargoProxy.force.name][tostring(self.train.schedule.records[self.train.schedule.current].station)] or false
end
--log(game.tick .. " Train: "..self.name .. " setting destination signal: " .. (destNumber or self.train.schedule.current))
--only needs to be set when a train leaves a station
parameters[combinator_index.destination] = {
signal = { type = "virtual", name = "signal-destination"},
count = destNumber or self.train.schedule.current,
index = combinator_index.destination
}
end
local behaviour = cargoProxy.get_control_behavior()
if behaviour then
behaviour.parameters = parameters
end
end
end,
updatePassengerSignal = function(self)
if self.waitingStation and self.waitingStation.station.valid
and self.waitingStation.cargo and self.waitingStation.cargo.valid
and self.train and self.train.valid
and self.train.state == defines.train_state.wait_station then
local behaviour = self.waitingStation.cargo.get_or_create_control_behavior()
behaviour.set_signal(combinator_index.passenger, {signal={type = "virtual", name = "signal-passenger"}, count = self.passengers})
end
end,
resetCircuitSignal = function(self, destination)
if self.waitingStation and self.waitingStation.cargo and self.waitingStation.cargo.valid then
if self.train and self.train.valid then
self:setCircuitSignal(destination)
end
global.reset_signals[game.tick+1] = global.reset_signals[game.tick+1] or {}
table.insert(global.reset_signals[game.tick+1], {cargo = self.waitingStation.cargo, station = self.waitingStation.station})
end
end,
isFuelInventoryFull = function(self)
local locos = (self.train and self.train.valid) and self.train.locomotives or false
local isFull = true
if locos then
local inventory, contents
for _, carriage in pairs(locos.front_movers) do
inventory = carriage.get_fuel_inventory()
if inventory then
if inventory.is_empty() or #inventory == 0 then
return false
end
contents = inventory.get_contents()
for item, _ in pairs(contents) do
isFull = isFull and (not inventory.can_insert(item))
if not isFull then
return false
end
end
else
if cariage.grid.available_in_batteries < cariage.grid.battery_capacity then
return false
end
end
end
for _, carriage in pairs(locos.back_movers) do
inventory = carriage.get_fuel_inventory()
if inventory then
if inventory.is_empty() or #inventory == 0 then
return false
end
contents = inventory.get_contents()
for item, _ in pairs(contents) do
isFull = isFull and (not inventory.can_insert(item))
if not isFull then
return false
end
end
else
if cariage.grid.available_in_batteries < cariage.grid.battery_capacity then
return false
end
end
end
end
return isFull
end,
--returns fuelvalue (in MJ) -- Cordina (dd. 03/19/2022): added support for electric trains
lowestFuel = function(self, exact)
if self.last_fuel_update + 60 <= game.tick or exact then
self.last_fuel_update = game.tick
local locos = (self.train and self.train.valid) and self.train.locomotives or false
if locos then
local minfuel
local c
local contents
local fuel_inventory
local tgrid
--game.print("Checking train #"..self.train.id)
for _, carriage in pairs(locos.front_movers) do
fuel_inventory = carriage.get_fuel_inventory()
contents = fuel_inventory and fuel_inventory.get_contents()
c = contents and self:calcFuel(contents)
if c == 0 then
if carriage.grid then
--game.print("No fuel in inventory; checking grid")
c = (carriage.grid.available_in_batteries)/10^6
--game.print("Grid capacity-f ="..c)
else
--hybrid train
--game.print("no grid: assume hybrid train")
c = global.settings.refuel.rangeMax
end
end
if minfuel == nil or c < minfuel then
minfuel = c
end
--game.print("Capacity-f ="..minfuel)
end
for _, carriage in pairs(locos.back_movers) do
fuel_inventory = carriage.get_fuel_inventory()
contents = fuel_inventory and fuel_inventory.get_contents()
c = contents and self:calcFuel(contents)
if c == 0 then
if carriage.grid then
--game.print("No fuel in inventory; checking grid")
c = (carriage.grid.available_in_batteries)/10^6
--game.print("Grid capacity-f ="..c)
else
--hybrid train
--game.print("no grid: assume hybrid train")
c = global.settings.refuel.rangeMax
end
end
if minfuel == nil or c < minfuel then
minfuel = c
end
--game.print("Capacity-b ="..minfuel)
end
self.minFuel = minfuel
--game.print("Capacity train #"..self.train.id.."="..self.minFuel)
else
self.minFuel = 0
end
end
return self.minFuel
end,
calcFuel = function(self, contents)
local value = 0
--/c game.player.print(game.player.character.vehicle.train.locomotives.front_movers[1].energy)
for i, c in pairs(contents) do
value = value + c*fuelvalue(i)
end
return value
end,
updateState = function(self)
--debugDump(util.formattime(game.tick,true).."@ "..getKeyByValue(defines.train_state, self.train.state),true)
self.previousState = self.state
self.state = self.train.state
local ts = defines.train_state
if self.previousState == ts.wait_station and
(self.state == ts.on_the_path or self.state == ts.arrive_signal
or self.state == ts.path_lost or self.state == ts.no_path)
then
self.advancedState = train_state.left_station
--debugDump(game.tick.." left_station",true)
else
self.advancedState = false
end
end,
--- Update a trainline
-- @return #boolean whether the line was updated
updateLine = function(self)
local oldmode = self.train.manual_mode
if not self.line then
return true
end
-- line was deleted
if (self.line and not global.trainLines[self.line]) then
if global.showFlyingText then
self:flyingText("Dettached from line", colors.RED) --TODO localisation
end
local schedule = self.train.schedule
--LOGGERS.main.log("Train detached from line " .. self.line .. "\t\t train: " .. self.name)
self.line = false
self.lineVersion = false
self.rules = nil
self.train.manual_mode = true
self.train.schedule = schedule
self.train.manual_mode = oldmode
return true
end
local trainLine = global.trainLines[self.line]
-- Already updated
if trainLine and trainLine.changed <= self.lineVersion then
--log(self.name .. " Up to date")
return true
end
local records = self.train.schedule and self.train.schedule.records
-- Skip when refueling
if self.settings.autoRefuel and records and #records == inSchedule_reverse(self:refuelStation(), self.train.schedule) then
if global.showFlyingText then
self:flyingText("Skipping line update, refueling", colors.YELLOW)
end
--log(self.name .. " refueling")
return false
end
--debugDump("updating line "..self.line.." train: "..self.train.carriages[1].backer_name,true)
if global.showFlyingText and self.lineVersion >= 0 then
self:flyingText("updating schedule", colors.YELLOW) --TODO localisation
--log(self.name .. " Updating line")
end
local waitingAt = records and records[self.train.schedule.current] or {station=""}
local schedule = {
records= util.table.deepcopy(trainLine.records)
}
local inLine = inSchedule(waitingAt.station, schedule)
--log(self.name .. " inline " .. serpent.line(inLine, {comment=false}))
self.settings.autoRefuel = trainLine.settings.autoRefuel
self.rules = table.deepcopy(trainLine.rules)
self.lineVersion = trainLine.changed
if inLine then
schedule.current = inLine
self.train.schedule = schedule
--log(self.name .. " Updated line (inline)")
else
schedule.current = 1
self.train.manual_mode = true
self.train.schedule = schedule
self.train.manual_mode = oldmode
--log(self.name .. " Updated line (not inline)")
end
--LOGGERS.main.log("Train updated schedule for line " .. self.line .. "\t\t train: " .. self.name)
return true
end,
flyingText = function(self, msg, color, tbl)
local s = global.showFlyingText
local offset = 0
if type(tbl) == "table" then
s = tbl.show or s
offset = tbl.offset or offset
end
local vehicle = (self.direction and self.direction == 0) and self.train.carriages[1] or self.train.carriages[#self.train.carriages]
local pos = vehicle.position
if type(offset) == "table" then
pos = offset
elseif type(offset) == "number" then
pos.y = pos.y + offset
end
if s then self.train.carriages[1].surface.create_entity({name="flying-text", position=pos, text=msg, color=color}) end
end
}
Train.__eq = function(trainA, trainB)
return trainA.train.carriages[1] == trainB.train.carriages[1]
end