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-- atc_rail.lua
-- registers and handles the ATC rail. Active component.
-- This is the only component that can interface with trains, so train interface goes here too.

--Using subtable
local r={}

function r.fire_event(pos, evtdata)
	
	local ph=minetest.pos_to_string(pos)
	local railtbl = atlatc.active.nodes[ph]
	
	if not railtbl then
		atwarn("LuaAutomation ATC interface rail at",ph,": Data not in memory! Please visit position and click 'Save'!")
		return
	end
	
	
	local arrowconn = railtbl.arrowconn
	if not arrowconn then
		atwarn("LuaAutomation ATC interface rail at",ph,": Incomplete Data! Please visit position and click 'Save'!")
		return
	end
	
	--prepare ingame API for ATC. Regenerate each time since pos needs to be known
	--If no train, then return false.
	local train_id=advtrains.detector.get(pos)
	local train, atc_arrow, tvel
	if train_id then train=advtrains.trains[train_id] end
	if train then 
		if not train.path then
			--we happened to get in between an invalidation step
			--delay
			atlatc.interrupt.add(0,pos,evtdata)
			return
		end
		for index, ppos in pairs(train.path) do
			if vector.equals(advtrains.round_vector_floor_y(ppos), pos) then
				atc_arrow =
						vector.equals(
								advtrains.dirCoordSet(pos, arrowconn),
								advtrains.round_vector_floor_y(train.path[index+train.movedir])
						)
			end
		end
		if atc_arrow==nil then
			atwarn("LuaAutomation ATC rail at", pos, ": Rail not on train's path! Can't determine arrow direction. Assuming +!")
			atc_arrow=true
		end