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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/


#include "lua_api/l_craft.h"
#include "lua_api/l_internal.h"
#include "lua_api/l_item.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
#include "craftdef.h"

struct EnumString ModApiCraft::es_CraftMethod[] =
{
	{CRAFT_METHOD_NORMAL, "normal"},
	{CRAFT_METHOD_COOKING, "cooking"},
	{CRAFT_METHOD_FUEL, "fuel"},
	{0, NULL},
};

// helper for register_craft
bool ModApiCraft::readCraftRecipeShaped(lua_State *L, int index,
		int &width, std::vector<std::string> &recipe)
{
	if(index < 0)
		index = lua_gettop(L) + 1 + index;

	if(!lua_istable(L, index))
		return false;

	lua_pushnil(L);
	int rowcount = 0;
	while(lua_next(L, index) != 0){
		int colcount = 0;
		// key at index -2 and value at index -1
		if(!lua_istable(L, -1))
			return false;
		int table2 = lua_gettop(L);
		lua_pushnil(L);
		while(lua_next(L, table2) != 0){
			// key at index -2 and value at index -1
			if(!lua_isstring(L, -1))
				return false;
			recipe.push_back(lua_tostring(L, -1));
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
			colcount++;
		}
		if(rowcount == 0){
			width = colcount;
		} else {
			if(colcount != width)
				return false;
		}
		// removes value, keeps key for next iteration
		lua_pop(L, 1);
		rowcount++;
	}
	return width != 0;
}

// helper for register_craft
bool ModApiCraft::readCraftRecipeShapeless(lua_State *L, int index,
		std::vector<std::string> &recipe)
{
	if(index < 0)
		index = lua_gettop(L) + 1 + index;

	if(!lua_istable(L, index))
		return false;

	lua_pushnil(L);
	while(lua_next(L, index) != 0){
		// key at index -2 and value at index -1
		if(!lua_isstring(L, -1))
			return false;
		recipe.push_back(lua_tostring(L, -1));
		// removes value, keeps key for next iteration
		lua_pop(L, 1);
	}
	return true;
}

// helper for register_craft
bool ModApiCraft::readCraftReplacements(lua_State *L, int index,
		CraftReplacements &replacements)
{
	if(index < 0)
		index = lua_gettop<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"  
  "http://www.w3.org/TR/html4/loose.dtd">  
<html > 
<head><title></title> 
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 
<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)"> 
<meta name="originator" content="TeX4ht (http://www.tug.org/tex4ht/)"> 
<!-- html --> 
<meta name="src" content="interlocking.tex"> 
<link rel="stylesheet" type="text/css" href="interlocking.css"> 
</head><body 
>
<!--l. 18--><p class="noindent" >


<!--l. 18--><p class="noindent" ><span 
class="ecsx-1728">Interlocking</span>
<span 
class="ecsx-1728">System</span>
<span 
class="ecsx-1728">Guide</span>
<div class="tabular"> <table id="TBL-1" class="tabular" 
cellspacing="0" cellpadding="0"  
><colgroup id="TBL-1-1g"><col 
id="TBL-1-1"></colgroup><tr  
 style="vertical-align:baseline;" id="TBL-1-1-"><td  style="white-space:nowrap; text-align:left;" id="TBL-1-1-1"  
class="td00"></td></tr></table>
</div>
<a 
 id="x1-2r1"></a>
    <!--l. 20--><p class="noindent" ><span 
class="ecsx-1200">1</span>   <span 
class="ecsx-1200">Introduction</span>
<a 
 id="Q1-1-0"></a>
<!--l. 22--><p class="noindent" >In real-world railways, a so-called interlocking system is a set of railway signals and trackside equipment. Its purpose is to prevent
conflicting train movements which otherwise could result in derailing or colliding trains. If you want more information, just search for
&#8220;railway interlocking&#8221; on the internet.
<!--l. 28--><p class="noindent" >Real-world interlocking systems perform this task by setting routes. A route is a path along a track that a train can safely pass. To set a
route for a train, the signalman (the operator of a signal box) has to set switches (turnouts) to the correct position and lock them in order
to make a signal for a train show &#8220;Proceed&#8221;. In newer systems, this is done automatically by the interlocking system. A route can
not be set if switches are locked to a wrong position by another route or if any portion of the route is occupied by a
train.
<!--l. 37--><p class="noindent" >The interlocking system in this Minetest mod tries to follow real-world interlocking systems as far as applicable. It divides tracks into
track sections and implements a route setting mechanism following the same principle.
<!--l. 42--><p class="noindent" >However, for the sake of simplicity of implementation and usage, not all concepts of real-world interlocking have been taken over.
Especially, there is no mechanism for overlap.
<!--l. 46--><p class="noindent" >If you are looking for a place to learn how real-world interlocking systems work, have a look at &#8220;SimSig&#8221;. By looking at their simulations,
you can obtain experience on how to set up your own interlocking systems in AdvTrains. The SimSig glossary is a good place to look up
unknown terms in this document.
<!--l. 52--><p class="noindent" >
<a 
 id="x1-3r2"></a>
    " (output=\"" + output + "\")");

		CraftReplacements replacements;
		lua_getfield(L, table, "replacements");
		if(!lua_isnil(L, -1))
		{
			if(!readCraftReplacements(L, -1, replacements))
				throw LuaError("Invalid replacements"
						" (output=\"" + output + "\")");
		}

		CraftDefinition *def = new CraftDefinitionShaped(
				output, width, recipe, replacements);
		craftdef->registerCraft(def, getServer(L));
	}
	/*
		CraftDefinitionShapeless
	*/
	else if(type == "shapeless"){
		std::string output = getstringfield_default(L, table, &
     </li>
     <li class="itemize">A siding</li></ul>
<!--l. 67--><p class="noindent" >You will find some examples on how to interlock certain patterns later.
<!--l. 69--><p class="noindent" >
<a 
 id="x1-4r1"></a>
      <!--l. 69--><p class="noindent" ><span 
class="ecsx-1200">2.1</span>   <span 
class="ecsx-1200">Track</span>
      <span 
class="ecsx-1200">Circuit</span>
      <span 
class="ecsx-1200">Breaks</span>
<a 
 id="Q1-1-0"></a>
<!--l. 71--><p class="noindent" >In this mod, you will not directly configure the locations of track sections. Instead, you designate the borders of each track section using a
special node, the Track Circuit Break, abbreviated TCB.
<!--l. 75--><p class="noindent" >For example, if you want to create a track section for a piece of a main running line, you set up two TCBs at the ends of this track
circuit.
<!--l. 79--><p class="noindent" >Setting up a TCB works as follows:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-6x1">Place a TCB node somewhere near the place where the circuit break is going to be located.
     </li>
     <li 
  class="enumerate" id="x1-8x2">Right-click the TCB node
     </li>
     <li 
  class="enumerate" id="x1-10x3">Punch the rail which should act as TCB</li></ol>
<!--l. 86--><p class="noindent" >The result should look like this:
<!--l. 88--><p class="noindent" ><img 
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png" alt="PIC"  
>
<!--l. 90--><p class="noindent" >Now you have assigned the TCB node to a rail. Right-click the TCB node once again. This will bring up a form which looks as
follows:
<!--l. 93--><p class="noindent" ><img 
src="1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png" alt="PIC"  
>
<!--l. 95--><p class="noindent" >You see that the form is divided in side A and side B. To designate where each side is, a marker is displayed on the rail. You can always
make this marker show up by punching the TCB node, and remove it by punching the marker. Both sides are shown as &#8220;End of
interlocking&#8221;. This means that there is no track section set up at this place.
<!--l. 101--><p class="noindent" >You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same
track.
<!--l. 104--><p class="noindent" ><img 
src="2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png" alt="PIC"  
>
<!--l. 106--><p class="noindent" >Once you have both bordering TCBs set up, you can now create the actual track section. To do this:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-12x1">Right-click one of the TCBs
     </li>
     <li 
  class="enumerate" id="x1-14x2">Locate the correct side (A or B) to create the track section
     </li>
     <li 
  class="enumerate" id="x1-16x3">Click &#8220;Create interlocked Track Section&#8221; in the formspec on the chosen side.</li></ol>
<!--l. 114--><p class="noindent" >Now, the text on the formspec has changed. It shows something like this:
<!--l. 117--><p class="noindent" ><img 
src="3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png&quo
						" (cooking output=\"" + output + "\")");
		}

		CraftDefinition *def = new CraftDefinitionCooking(
				output, recipe, cooktime, replacements);
		craftdef->registerCraft(def, getServer(L));
	}
	/*
		CraftDefinitionFuel
	*/
	else if(type == "fuel"){
		std::string recipe = getstringfield_default(L, table, "recipe", "");
		if(recipe == "")
			throw LuaError("Crafting definition (fuel)"
					" is missing a recipe");

		float burntime = getfloatfield_default(L, table, "burntime", 1.0);

		CraftReplacements replacements;
		lua_getfield(L, table, "replacements");
		if(!lua_isnil(L, -1))
		{
			if(!readCraftReplacements(L, -1, replacements))
				throw LuaError("Invalid replacements"
						" (fuel recipe=\"" + recipe + "\")");
		}

		CraftDefinition *def = new CraftDefinitionFuel(
				recipe, burntime, replacements);
		craftdef->registerCraft(def, getServer(L));
	}
	else
	{
		throw LuaError("Unknown crafting definition type: \"" + type + "\"");
	}

	lua_pop(L, 1);
	return 0; /* number of results */
}

// clear_craft({[output=item], [recipe={{item00,item10},{item01,item11}}])
int ModApiCraft::l_clear_craft(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	luaL_checktype(L, 1, LUA_TTABLE);
	int table = 1;

	// Get the writable craft definition manager from the server
	IWritableCraftDefManager *craftdef =
			getServer(L)->getWritableCraftDefManager();

	std::string output = getstringfield_default(L, table, "output", "");
	std::string type = getstringfield_default(L, table, "type", 
<!--l. 146--><p class="noindent" >If you try to set up a track section that is longer than 1000 nodes, advtrains won&#8217;t recognize the TCB at the other end because of a safety
limit in the traverser function, which is supposed to prevent deadlocks. This case has happened when the Track Section overview screen
only shows one TCB in the list. The procedure for this is as follows:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-20x1">Go to the second TCB (the one that wasn&#8217;t recognized). It should show &#8220;End of Interlocking&#8221; on the relevant side.
     </li>
     <li 
  class="enumerate" id="x1-22x2">Click &#8220;Create interlocked track section&#8221;. The section created will be different from the one that is already present.
     </li>
     <li 
  class="enumerate" id="x1-24x3">In the track section overview, click &#8220;Join into other section&#8221;
     </li>
     <li 
  class="enumerate" id="x1-26x4">Go back to the first TCB, bring up the Track Section overview screen of the first track section and click &#8220;Join with ???&#8221;</li></ol>
<!--l. 160--><p class="noindent" >The other, missing TCB should now appear in the list. If you accidentally started such a joining procedure, click the &#8220;X&#8221; button on the
right.
<!--l. 164--><p class="noindent" >
<a 
 id="x1-27r2"></a>
      <!--l. 164--><p class="noindent" ><span 
class="ecsx-1000">2.2.2</span>   <span 
class="ecsx-1000">Rail</span>
      <span 
class="ecsx-1000">crosses</span>
<a 
 id="Q1-1-0"></a>
<!--l. 166--><p class="noindent" >Since rail crosses are created by laying tracks across each other without logical connection, there&#8217;s no way for advtrains to know whether
rails cross each other.
<!--l. 170--><p class="noindent" >Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent.
<!--l. 173--><p class="noindent" ><img 
src="5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png" alt="PIC"  
>
<!--l. 175--><p class=
			throw LuaError("Crafting definition (cooking)"
					" is missing a recipe");
		recipe.push_back(rec);
	}
	/*
		CraftDefinitionFuel
	*/
	else if (type == "fuel") {
		method = CRAFT_METHOD_FUEL;
		std::string rec = getstringfield_default(L, table, "recipe", "");
		if (rec == "")
			throw LuaError("Crafting definition (fuel)"
					" is missing a recipe");
		recipe.push_back(rec);
	} else {
		throw LuaError("Unknown crafting definition type: \"" + type + "\"");
	}
	if (!craftdef->clearCraftRecipesByInput(method, width, recipe, getServer(L)))
		throw LuaError("No crafting specified for input");
	lua_pop(L, 1);
	return 0;
}

// get_craft_result(input)
int ModApiCraft::l_get_craft_result(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;

	int input_i = 1;
	std::string method_s = getstringfield_default(L, input_i, "method", "normal");
	enum CraftMethod method = (CraftMethod)getenumfield(L, input_i, "method",
				es_CraftMethod, CRAFT_METHOD_NORMAL);
	int width = 1;
	lua_getfield(L, input_i, "width");
	if(lua_isnumber(L, -1))
		width = luaL_checkinteger(L, -1);
	lua_pop(L, 1);
	lua_getfield(L, input_i, "items");
	std::vector<ItemStack> items = read_items(L, -1,getServer(L));
	lua_pop(L, 1); // items

	IGameDef *gdef = getServer(L);
	ICraftDefManager *cdef = gdef->cdef();
	CraftInput input(method, width, items);
	CraftOutput output;
	std::vector<ItemStack> output_replacements;
	bool got = cdef->getCraftResult(input, output, output_replacements, true, gdef);
	lua_newtable(L); // output table
	if (got) {
		ItemStack item;
		item.deSerialize(output.item, gdef->idef());
		LuaItemStack::create(L, item);
		lua_setfield(L, -2, "item");
		setintfield(L, -1, 
      <span 
class="ecsx-1200">patterns</span>
<a 
 id="Q1-1-0"></a>
<!--l. 213--><p class="noindent" >Have a look at the following images. They show you how you can set up sections so that reasonable train moves are
possible.
<!--l. 216--><p class="noindent" >You should settle on a naming scheme for your sections. This way, you can determine the source of an issue faster
<!--l. 219--><p class="noindent" >
<a 
 id="x1-31r3"></a>
    <!--l. 219--><p class="noindent" ><span 
class="ecsx-1200">3</span>   <span 
class="ecsx-1200">Signals</span>
    <span 
class="ecsx-1200">and</span>
    <span 
class="ecsx-1200">routes</span>
<a 
 id="Q1-1-0"></a>
<!--l. 221--><p class="noindent" >Signals are appliances that can give instructions to trains. That can be the permission to proceed, a speed restriction, or other
information.
<!--l. 224--><p class="noindent" >There are 2 types of signals:
     <ul class="itemize1">
     <li class="itemize">Static signals always display the same information to the train. This can be a speed restriction (or the end of one), a
     disallowal to proceed as shunt move or similar things. In most cases, these are signs.
     </li>
     <li class="itemize">Dynamic signals are what most people would call a &#8220;signal&#8221;. Its function is to inform trains about whether and at which
     speed they can proceed into the next section safely.</li></ul>
<!--l. 234--><p class="noindent" >
<a 
 id="x1-32r1"></a>
      <!--l. 234--><p class="noindent" ><span 
class=
	for (u16 j = 1; iter != input.items.end(); ++iter, j++) {
		if (iter->empty())
			continue;
		lua_pushstring(L, iter->name.c_str());
		lua_rawseti(L, -2, j);
	}
	lua_setfield(L, -2, "items");
	setintfield(L, -1, "width", input.width);

	std::string method_s;
	switch (input.method) {
	case CRAFT_METHOD_NORMAL:
		method_s = "normal";
		break;
	case CRAFT_METHOD_COOKING:
		method_s = "cooking";
		break;
	case CRAFT_METHOD_FUEL:
		method_s = "fuel";
		break;
	default:
		method_s = "unknown";
	}
	lua_pushstring(L, method_s.c_str());
	lua_setfield(L, -2, "method");

	// Deprecated, only for compatibility's sake
	lua_pushstring(L, method_s.c_str());
	lua_setfield(L, -2, "type");

	lua_pushstring(L, output.item.c_str());
	lua_setfield(L, -2, "output");
}

static void push_craft_recipes(lua_State *L, IGameDef *gdef,
		const std::vector<CraftDefinition*> &recipes,
		const CraftOutput &output)
{
	lua_createtable(L, recipes.size(), 0);

	if (recipes.empty()) {
		lua_pushnil(L);
		return;
	}

	std::vector<CraftDefinition*>::const_iterator it = recipes.begin();
	for (unsigned i = 0; it != recipes.end(); ++it) {
		lua_newtable(L);
		push_craft_recipe(L, gdef, *it, output);
		lua_rawseti(L, -2, ++i);
	}
}


// get_craft_recipe(result item)
int ModApiCraft::l_get_craft_recipe(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;

	std::string item = luaL_checkstring(L, 1);
	Server *server = getServer(L);
	CraftOutput output(item, 0);
	std::vector<CraftDefinition*> recipes = server->cdef()
			->getCraftRecipes(output, server, 1);

	lua_createtable(L, 1, 0);

	if (recipes.empty()) {
		lua_pushnil(L);
		lua_setfield(L, -2, "items");
		setintfield(L, -1, "width", 0);
		return 1;
	}
	push_craft_recipe(L, server, recipes[0], output);
	return 1;
}

// get_all_craft_recipes(result item)
int ModApiCraft::l_get_all_craft_recipes(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;

	std::string item = luaL_checkstring(L, 1);
	Server *server = getServer(L);
	CraftOutput output(item, 0);
	std::vector<CraftDefinition*> recipes = server->cdef()
			->getCraftRecipes(output, server);

	push_craft_recipes(L, server, recipes, output);
	return 1;
}

void ModApiCraft::Initialize(lua_State *L, int top)
{
	API_FCT(get_all_craft_recipes);
	API_FCT(get_craft_recipe);
	API_FCT(get_craft_result);
	API_FCT(register_craft);
	API_FCT(clear_craft);
}
um permitted speed. <!--l. 325--><p class="noindent" >Some main signals, like the ones from the Ks signals mod included by default, can also display &#8220;Proceed as shunt move&#8221;, which is designated by 2 white lights along with the red light. Once a train passes this signal, it becomes a shunt move. <!--l. 330--><p class="noindent" > <a id="x1-35r4"></a> <!--l. 330--><p class="noindent" ><span class="ecsx-1200">3.4</span> <span class="ecsx-1200">The</span> <span class="ecsx-1200">concept</span> <span class="ecsx-1200">of</span> <span class="ecsx-1200">routes</span> <a id="Q1-1-0"></a> <!--l. 332--><p class="noindent" >A so-called route is a locked path between two main signals, which locks all turnouts in the correct position. Its purpose is to offer a train a path on which it can safely proceed without interfering with any other train. A route always incorporates and locks one to multiple track sections, starting with the one that lies directly behind the &#8220;entry&#8221; signal. <!--l. 339--><p class="noindent" >Example: Imagine a station with 2 platforms on a single track running line. We are looking at signal A. You probably want trains coming from the right to go into platform 1 or into platform 2, so you need to program 2 routes. <!--l. 344--><p class="noindent" ><img src="6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png" alt="PIC" > <!--l. 346--><p class="noindent" >This leads us to the most important aspect of route programming: Routes always start at a signal (A) and end at a signal facing in the <span class="ecbx-1000">same direction </span>(D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we&#8217;ll cover this later. <!--l. 351--><p class="noindent" >When you set a route to make a train proceed on it, the interlocking system ensures that: <ul class="itemize1"> <li class="itemize">There are no rail vehicles on the route </li> <li class="itemize">All turnouts are set to the correct position and it is impossible to move them </li> <li class="itemize">No other routes can be set that would in any way conflict with this route</li></ul> <!--l. 360--><p class="noindent" >For this to work, you need to specify all track sections the train will pass along, as well as the positions of all turnouts that need to be locked. Those are not only the turnouts that lay directly on the train&#8217;s route, but also some turnouts on adjacent tracks, the so-called flank protection. <!--l. 366--><p class="noindent" >The purpose of flank protection is to prevent runaway trains and/or wagons to pass into a route. This is achieved by setting nearby turnouts to a position that points &#8220;away&#8221; from the route. Example: <!--l. 370--><p class="noindent" ><img src="7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png" alt="PIC" > <!--l. 372--><p class="noindent" >The upper turnout, of course, needs to be locked in straight (normal) position, while the lower one is not relevant for the route itself. But what if the lower turnout was set to the diverging (reverse) position and the driver of another train approaching signal B fails to see the red light? This train would crash into the first one. To minimise danger, that other train would need to be routed towards signal D. <!--l. 379--><p class="noindent" >There are, of course, situations, where both positions of a turnout would conflict with a route equally. In those situations, there&#8217;s nothing you can do and no flank lock needs to be set. <!--l. 383--><p class="noindent" > <a id="x1-36r5"></a> <!--l. 383--><p class="noindent" ><span class="ecsx-1200">3.5</span> <span class="ecsx-1200">Assigning</span> <span class="ecsx-1200">main</span> <span class="ecsx-1200">signals</span> <span class="ecsx-1200">to</span> <span class="ecsx-1200">TCBs</span> <a id="Q1-1-0"></a> <!--l. 385--><p class="noindent" >Main signals in the advtrains interlocking system are positioned - like in real life - at the border of track sections, because routes also start and end there. For advtrains to know from which signal which routes can be set, you need to assign the signal to a TCB. <!--l. 390--><p class="noindent" >To do this, perform the following steps: <ol class="enumerate1" > <li class="enumerate" id="x1-38x1">If not already happened, set up a TCB (you don&#8217;t need to, but are advised to, configure track sections there) </li> <li class="enumerate" id="x1-40x2">Place the signal a few meters in front of the TCB, so that trains stopping at the signal do never pass the TCB </li> <li class="enumerate" id="x1-42x3">Locate the side of the TCB which points in the direction that trains will proceed past the signal, as shown in the figure below. </li> <li class="enumerate" id="x1-44x4">Right-click the TCB, and click &#8220;Assign a signal&#8221; on this side. </li> <li class="enumerate" id="x1-46x5">Punch the signal.</li></ol> <!--l. 401--><p class="noindent" ><img src="8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png" alt="PIC" > <!--l. 403--><p class="noindent" >If you haven&#8217;t set an influence point for the signal yet, the influence point formspec automatically opens. <!--l. 406--><p class="noindent" >You can assign a signal to each side of a TCB. This is, for example, useful when creating block sections on a bi-directional main running line. <!--l. 410--><p class="noindent" >Only main signals can ever be assigned to TCBs, because static ones can either not display &#8220;Danger&#8221; or do not permit to proceed at all. <!--l. 414--><p class="noindent" > <a id="x1-47r6"></a> <!--l. 414--><p class="noindent" ><span class="ecsx-1200">3.6</span> <span class="ecsx-1200">Shunt</span> <span class="ecsx-1200">routes</span> <a id="Q1-1-0"></a> <!--l. 417--><p class="noindent" ><span class="ecbx-1000">The information in this section is subject to future change because of safety issues!</span> <!--l. 419--><p class="noindent" >Operating railways is not all about driving trains around. Coupling, decoupling and moving single engines, wagons or groups of wagons across a station, called shunting, also plays an important role. <!--l. 423--><p class="noindent" >Remember what we said about routes: There must be no rail vehicles on the route. So what if you have some goods wagons ready on a siding, and want to couple an engine to it? You can not set a regular route into the siding, because it is occupied. <!--l. 428--><p class="noindent" >The solution is to program a second route into the siding, but with the difference that it already ends at the rear-facing signal of it, so it doesn&#8217;t include the siding section itself: <!--l. 432--><p class="noindent" ><img src="9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png" alt="PIC" > <!--l. 434--><p class="noindent" >The Sht2 route then needs to show a shunt aspect, which instructs the driver to proceed slowly and watch out for vehicles on the route. See later on for how to set this up. <!--l. 438--><p class="noindent" >Shunt routes like this are, so far, the only exception to the &#8220;Routes should end at a signal facing the same direction&#8221; rule. <!--l. 441--><p class="noindent" > <a id="x1-48r7"></a> <!--l. 441--><p class="noindent" ><span class="ecsx-1200">3.7</span> <span class="ecsx-1200">Route</span> <span class="ecsx-1200">Release</span> <a id="Q1-1-0"></a> <!--l. 443--><p class="noindent" >In early real-life interlocking systems, routes either had to be cancelled by the signalman after the train had passed the route, or there was a single release contact at the end of the route. However, as interlocking systems evolved and the position of trains is now roughly known by the track sections, portions of the route can be freed as soon as the train has left the corresponding section. <!--l. 450--><p class="noindent" >AdvTrains has chosen a modern approach to route releasing. Each turnout lock is associated to a track section belonging to the route&#8217;s path. Once the train leaves this section, all assigned locks are also freed. <!--l. 454--><p class="noindent" >Please note that reversing a train outside of stations is not only discouraged, but also very dangerous, because even real-world interlocking system do not expect this. There is a clear, human-sense rule that you should never reverse the driving direction of a train while on a main line or on a turnout. Else, you can be considered a terrorist. (quote from professional!) <!--l. 461--><p class="noindent" > <a id="x1-49r8"></a> <!--l. 461--><p class="noindent" ><span class="ecsx-1200">3.8</span> <span class="ecsx-1200">Programming</span> <span class="ecsx-1200">a</span> <span class="ecsx-1200">route</span> <a id="Q1-1-0"></a> <!--l. 463--><p class="noindent" >The route programming procedure is quite straightforward if you&#8217;ve read the previous sections and understood how routes should be set. <!--l. 466--><p class="noindent" >Routes always start at a main signal. You must have assigned the signal to a TCB, as described earlier. <!--l. 469--><p class="noindent" >When you right-click the main signal, it no longer changes its aspect. Instead, a formspec pops up, showing you an (empty) list of routes with the possibility to set them or to create new routes. Click the &#8220;Create new route&#8221; button to start programming a new route. <!--l. 474--><p class="noindent" >The form closes, and an arrow is displayed on the TCB. You are now in &#8220;Route Programming&#8221; mode, programming the first track section of the route. Now: <ul class="itemize1"> <li class="itemize">Put any turnouts you need to lock in the correct position (e.g. by right-clicking them). This includes flank protection. </li> <li class="itemize">Punch them. This makes a marker with a blue lock symbol appear. </li> <li class="itemize">If you punch a turnout again, or punch the marker, you can remove the lock again. </li> <li class="itemize">When you&#8217;ve locked all turnouts in the current section, go to and punch the TCB that is the border to the next track section the train proceeds into.</li></ul> <!--l. 487--><p class="noindent" >Depending on the situation, you are now offered some possibilities to proceed: <ul class="itemize1"> <li class="itemize">Click the &#8220;Advance to next section&#8221; button if your route consists of more sections with turnouts to lock, and you need to continue programming. Follow the above steps to set locks for the next section.</li></ul> <!--l. 494--><p class="noindent" >Once you&#8217;ve clicked the &#8220;Advance&#8221; button, the lock markers change to a red lock symbol, telling they can&#8217;t be changed anymore. Repeat the above procedure until you are ready to complete the programming procedure: <ul class="itemize1"> <li class="itemize">Click the &#8220;Finish route HERE&#8221; button when you&#8217;ve set up the locks for the last track section of the route and punched the final TCB (the one with the next signal). You will be asked for a route name and your route will be saved. </li> <li class="itemize">The &#8220;Finish route at end of NEXT section&#8221; button (third button) is an useful quickhand to make the route proceed one more section. Using this button is equivalent to first clicking the &#8220;Advance&#8221; button, then flying to the end of the next track section and finishing the route there. You can not (officially) set turnout locks in the final section using this method.</li></ul> <!--l. 510--><p class="noindent" >A few hints: <ul class="itemize1"> <li class="itemize">If you accidentally advanced the route wrongly, you can use the &#8220;Step back one section&#8221; button to undo this. </li> <li class="itemize">If you want to stop programming the entire route without saving it, use the &#8220;Cancel route programming&#8221; button. </li> <li class="itemize">The third button is especially useful for programming simple block sections on a main running line, since you can stay at the starting signal (punch starting TCB and select third button). </li> <li class="itemize">If a route should end in a dead end, you MUST use the &#8220;Finish in NEXT section&#8221; button, because there is no final TCB that you could punch. </li> <li class="itemize">The third button does NOT work on sections with more than 2 exits, because the system won&#8217;t be able to determine the final TCB of the route then.</li></ul> <!--l. 527--><p class="noindent" > <a id="x1-50r9"></a> <!--l. 527--><p class="noindent" ><span class="ecsx-1200">3.9</span> <span class="ecsx-1200">Route</span> <span class="ecsx-1200">information</span> <span class="ecsx-1200">screen</span> <a id="Q1-1-0"></a> <!--l. 529--><p class="noindent" ><img src="10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png" alt="PIC" > <!--l. 531--><p class="noindent" >This is the screen that appears when you click &#8220;Edit Route&#8221;. It lets you change the route name and delete the route. Also, it shows a summary of the route and its elements. <!--l. 535--><p class="noindent" >The route summary lists information per track section on the route, so the line starting with &#8220;1&#8221; is the first section of the route. <!--l. 538--><p class="noindent" >The ARS rule list and its purpose is explained later. <!--l. 540--><p class="noindent" > <a id="x1-51r10"></a> <!--l. 540--><p class="noindent" ><span class="ecsx-1200">3.10</span> <span class="ecsx-1200">Specifying</span> <span class="ecsx-1200">signal</span> <span class="ecsx-1200">aspects</span> <a id="Q1-1-0"></a> <!--l. 542--><p class="noindent" >By default, newly programmed routes show an aspect that comes closest to &#8220;Proceed at maximum speed&#8221;. However, it can be desirable to change this behavior, like when the route passes a diverging turnout, the train should be signalled to drive slower, or the route is a shunt route and therefore only &#8220;Shunting allowed&#8221; should be shown. <!--l. 548--><p class="noindent" >This is the purpose of the &#8220;Change Aspect&#8221; button in the route info screen. <!--l. 551--><p class="noindent" >Signal aspects in advtrains consist of 4 sections: main (Information for train moves), dst (Distant signal information, not implemented yet), shunt (Information for shunt moves) and info (additional information, currently not in use). <ul class="itemize1"> <li class="itemize">Train may proceed as train move at maximum speed: &#8220;main: free, speed -1&#8221; </li> <li class="itemize">Train may proceed as train move at speed of 8: &#8220;main: free, speed 8&#8221; </li> <li class="itemize">Train may proceed as shunt move: &#8220;shunt: free&#8221;</li></ul> <!--l. 562--><p class="noindent" >There&#8217;s a field in the &#8220;shunt&#8221; part of signal aspects that is not displayed in the GUI, but is of potential interest to developers of signal addons: shunt.proceed_as_main. <ul class="itemize1"> <li class="itemize">A train move can always become a shunt move by passing a signal that shows &#8220;Halt for train moves, shunting permitted&#8221; </li> <li class="itemize">A shunt move can only pass a signal saying &#8220;Proceed as train move, shunting not permitted&#8221; when proceed_as_main is true.</li></ul> <!--l. 571--><p class="noindent" >The property is used by the Limit Of Shunt sign, where proceed_as_main is set to false. Shunt moves have to stop in front of it, while train moves are signalled &#8220;Proceed&#8221;. Regular main signals that show &#8220;green&#8221; have the field set to true, so that all trains can pass it. <!--l. 577--><p class="noindent" > <a id="x1-52r4"></a> <!--l. 577--><p class="noindent" ><span class="ecsx-1200">4</span> <span class="ecsx-1200">Interlocking</span> <span class="ecsx-1200">system</span> <span class="ecsx-1200">operation</span> <a id="Q1-1-0"></a> <!--l. 579--><p class="noindent" >Setting up the interlocking for a portion of a railway network requires some time, experience and planning, but once done, there&#8217;s not much to do anymore to make trains run on your, now safer, railway. This section covers some useful practices to route trains across your network. <!--l. 584--><p class="noindent" >At the moment, routes can either be set by clicking the signal or via LuaATC, or by using the &#8220;Remote Routesetting&#8221; button from the Onboard Computer. It is planned to control this via a &#8220;signal box&#8221; view based on the currently broken itrainmap. <!--l. 589--><p class="noindent" > <a id="x1-53r1"></a> <!--l. 589--><p class="noindent" ><span class="ecsx-1200">4.1</span> <span class="ecsx-1200">Train</span> <span class="ecsx-1200">Safety</span> <span class="ecsx-1200">System</span> <a id="Q1-1-0"></a> <!--l. 591--><p class="noindent" >The Train Safety System, called &#8220;LZB&#8221; in the code (from the german term Linienzugbeeinflussung, although this is a completely different system), ensures that trains obey any restrictions imposed by signals when influence points are set. This way, it is not possible to pass signals at danger or to bypass speed restrictions. <!--l. 597--><p class="noindent" >It is possible to overrun red signals, if a route is cancelled while a train is approaching. Real interlocking systems use a mechanism called Approach locking for this, however, as of now, there&#8217;s no similar system in this mod. If a red signal is overrun, the train brakes using emergency brake (&#8220;BB&#8221;) and can not be moved any further. You should then examine the situation and drive the train backwards out of the section. <!--l. 605--><p class="noindent" > <a id="x1-54r2"></a> <!--l. 605--><p class="noindent" ><span class="ecsx-1200">4.2</span> <span class="ecsx-1200">Simple</span> <span class="ecsx-1200">route</span> <span class="ecsx-1200">setting</span> <span class="ecsx-1200">and</span> <span class="ecsx-1200">cancelling</span> <a id="Q1-1-0"></a> <!--l. 607--><p class="noindent" >To set a route, simply right-click the signal, select a route and click &#8220;set route&#8221;. If there are no conflicts, the signal turns green and the train is allowed to proceed. <!--l. 611--><p class="noindent" >It may be possible that the route can not be set, because one or more other routes conflict with the current one, or a section is blocked. In this case, the signal stays red, and the conflicting item is shown in the formspec. As soon as the conflict is resolved (by cancellation or release of the conflicting route, or the section becoming free), the requested route will be set and the signal turns green. <!--l. 618--><p class="noindent" >If a route is either requested or set, it can be cancelled from the signalling formspec. This means that all turnouts and sections are released, and the signal reverts back to red. This of course only works when the train has not passed the signal yet. There is no mechanism for Approach Locking. <!--l. 624--><p class="noindent" > <a id="x1-55r3"></a> <!--l. 624--><p class="noindent" ><span class="ecsx-1200">4.3</span> <span class="ecsx-1200">Automatic</span> <span class="ecsx-1200">Working</span> <a id="Q1-1-0"></a> <!--l. 626--><p class="noindent" >Block signals on main running lines usually only have a single route to set, the one proceeding along the main line. Their purpose is only to show whether there are trains in the next section. So, it would be convenient if this only route would set itself again after a train passed. <!--l. 632--><p class="noindent" >This is what Automatic Working is for. Set a route, click &#8220;Enable Automatic Working&#8221;, and as soon as a train passes, the route is automatically re-set. <!--l. 636--><p class="noindent" >This function is nearly identical to SimSig automatic signals. It can also be useful on a line with high traffic, when there&#8217;s a low-frequented access to a siding. You&#8217;d enable automatic working for the main route and cancel it only when you need a train to go into the siding. <!--l. 641--><p class="noindent" > <a id="x1-56r4"></a> <!--l. 641--><p class="noindent" ><span class="ecsx-1200">4.4</span> <span class="ecsx-1200">Automatic</span> <span class="ecsx-1200">Route</span> <span class="ecsx-1200">Setting</span> <span class="ecsx-1200">(ARS)</span> <a id="Q1-1-0"></a> <!--l. 643--><p class="noindent" >As interlocking systems evolved, the goal always was to offload work from the human to the system, automating things. Modern interlocking systems can automatically set routes based on a pre-programmed routing table for each particular train. Since one outstanding feature of Advtrains is it&#8217;s high degree of automation, it has a similar system to automatically set routes for a train depending on certain parameters. <!--l. 650--><p class="noindent" >Every train in Advtrains has 2 internal properties that can be set through the Onboard Computer of every engine in the train, the &#8220;Line&#8221; and the &#8220;Routing Code&#8221; <ul class="itemize1"> <li class="itemize">The &#8220;Line&#8221; property is supposed to distinguish trains of multiple lines that share a track. </li> <li class="itemize">The &#8220;Routing Code&#8221; property is supposed to tell the target of a train or which route it should take to reach the target</li></ul> <!--l. 659--><p class="noindent" >Examples: <!--l. 661--><p class="noindent" ><img src="11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png" alt="PIC" > <!--l. 663--><p class="noindent" >Both lines share the section between Blackbirdshire and Parktown. To divert them again, they can save their line number in the &#8220;Line&#8221; field. <!--l. 667--><p class="noindent" ><img src="12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png" alt="PIC" > <!--l. 669--><p class="noindent" >Some trains should go to B, some to C, the direction can be set with a routing code. <!--l. 672--><p class="noindent" >One single routing code should not contain spaces. You can set multiple routing codes by just separating them with spaces in the Routing Code field. So, &#8220;Stn Ori&#8221; would be matched by ARS rules either containing &#8220;Stn&#8221; or &#8220;Ori&#8221;. This does not work for lines. <!--l. 677--><p class="noindent" > <a id="x1-57r1"></a> <!--l. 677--><p class="noindent" ><span class="ecsx-1000">4.4.1</span> <span class="ecsx-1000">Writing</span> <span class="ecsx-1000">ARS</span> <span class="ecsx-1000">Rules</span> <a id="Q1-1-0"></a>