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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
“railway interlocking” 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 “Proceed”. 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 “SimSig”. 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 “End of
interlocking”. 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 “Create interlocked Track Section” 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’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’t recognized). It should show “End of Interlocking” on the relevant side.
</li>
<li
class="enumerate" id="x1-22x2">Click “Create interlocked track section”. 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 “Join into other section”
</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 “Join with ???”</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 “X” 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’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 “signal”. 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);
}
|