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-- lzb.lua
-- Enforced and/or automatic train override control, obeying signals


local function approach_callback(parpos, train_id, train, index)
	local pos = advtrains.round_vector_floor_y(parpos)

	local node=pnode or advtrains.ndb.get_node(pos)
	local ndef=minetest.registered_nodes[node.name]
	if ndef and ndef.advtrains and ndef.advtrains.on_train_approach then
		ndef.advtrains.on_train_approach(pos, train_id, train, index)
	end
end


--[[
Documentation of train.lzb table
train.lzb = {
	trav = Current index that the traverser has advanced so far
	travsht = boolean indicating whether the train will be a shunt move at "trav"
	travspd = speed restriction at end of traverser
	travwspd = warning speed res.
	oncoming = table containing oncoming signals, in order of appearance on the path
		{
			pos = position of the signal (not the IP!). Can be nil
			idx = where this is on the path
			spd = speed allowed to pass (determined dynamically)
			npr = <boolean> "No permanent restriction" If true, this is only a punctual restriction.
				speed_restriction is not set then, and train can accelerate after passing point
				This is (as of Nov 2017) used by "lines" to brake the train down to 2 when approaching a stop
				The actual "stop" command is given when the train passes the rail (on_train_enter callback)
		}
}
each step, for every item in "oncoming", we need to determine the location to start braking (+ some safety margin)
and, if we passed this point for at least one of the items, initiate brake.
When speed has dropped below, say 3, decrease the margin to zero, so that trains actually stop at the signal IP.
The spd variable and travsht need to be updated on every aspect change. it's probably best to reset everything when any aspect changes

The traverser stops at signals that result in spd==0, because changes beyond there are likely.
]]

local il = advtrains.interlocking

local BRAKE_SPACE = 10
local AWARE_ZONE  = 50

local ADD_STAND  =  2.5
local ADD_SLOW   =  1.5
local ADD_FAST   =  7
local ZONE_ROLL  =  2
local ZONE_HOLD  =  5 -- added on top of ZONE_ROLL
local ZONE_VSLOW =  3 -- When speed is <2, still allow accelerating

local SHUNT_SPEED_MAX = advtrains.SHUNT_SPEED_MAX

local function look_ahead(id, train)
	
	local acc = advtrains.get_acceleration(train, 1)
	local vel = train.velocity
	local brakedst = -(vel*vel) / (2*acc)
	
	local brake_i = advtrains.path_get_index_by_offset(train, train.index, brakedst + BRAKE_SPACE)
	--local aware_i = advtrains.path_get_index_by_offset(train, brake_i, AWARE_ZONE)
	
	local lzb = train.lzb
	local trav = lzb.trav
	local travspd = lzb.travspd
	local travwspd = lzb.travwspd
	local lspd
	
	--train.debug = lspd
	
	while trav <= brake_i and (not lspd or lspd>0) do
		trav = trav + 1
		local pos = advtrains.path_get(train, trav)
		local pts = advtrains.roundfloorpts(pos)
		local cn  = train.path_cn[trav]
		-- check offtrack
		if trav > train.path_trk_f then
			lspd = 0
			table.insert(lzb.oncoming, {
				idx = trav-1,
				spd = 0,
			})
		else
			-- run callback, if exists
			approach_callback(pos, id, train, trav)
			
			-- check for signal
			local asp, spos = il.db.get_ip_signal_asp(pts, cn)
			--atdebug("trav: ",pos, cn, asp, spos, "travsht=", lzb.travsht)
			if asp then
				local nspd = 0
				--interpreting aspect and determining speed to proceed
				if lzb.travsht then
					--shunt move
					if asp.shunt.free then
						nspd = SHUNT_SPEED_MAX
					elseif asp.shunt.proceed_as_main and asp.main.free then
						nspd = asp.main.speed
						lzb.travsht = false
					end
				else
					--train move
					if asp.main.free then
						nspd = asp.main.speed