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|
-- Signal API implementation
--[[
Signal aspect table:
asp = {
main = {
free = <boolean>,
speed = <int km/h>,
},
shunt = {
free = <boolean>,
-- Whether train may proceed as shunt move, on sight
-- main aspect takes precedence over this
proceed_as_main = <boolean>,
-- If an approaching train is a shunt move and "main.free" is set,
-- the train may proceed as a train move under the "main" aspect
-- If this is not set, shunt moves are NOT allowed to switch to
-- a train move, and must stop even if "main.free" is set.
-- This is intended to be used for "Halt for shunt moves" signs.
}
dst = {
free = <boolean>,
speed = <int km/h>,
}
info = {
call_on = <boolean>, -- Call-on route, expect train in track ahead (not implemented yet)
dead_end = <boolean>, -- Route ends on a dead end (e.g. bumper) (not implemented yet)
w_speed = <integer>,
-- "Warning speed restriction". Supposed for short-term speed
-- restrictions which always override any other restrictions
-- imposed by "speed" fields, until lifted by a value of -1
-- (Example: german Langsamfahrstellen-Signale)
}
}
-- For "speed" and "w_speed" fields, a value of -1 means that the
-- restriction is lifted. If they are omitted, the value imposed at
-- the last aspect received remains valid.
-- The "dst" subtable can be completely omitted when no explicit dst
-- aspect should be signalled to the train. In this case, the last
-- signalled dst aspect remains valid.
== How signals actually work in here ==
Each signal (in the advtrains universe) is some node that has at least the
following things:
- An "influence point" that is set somewhere on a rail
- An aspect which trains that pass the "influence point" have to obey
There can be static and dynamic signals. Static signals are, roughly
spoken, signs, while dynamic signals are "real" signals which can display
different things.
The node definition of a signal node should contain those fields:
groups = {
advtrains_signal = 2,
save_in_at_nodedb = 1,
}
advtrains = {
set_aspect = function(pos, node, asp)
-- This function gets called whenever the signal should display
-- a new or changed signal aspect. It is not required that
-- the signal actually displays the exact same aspect, since
-- some signals can not do this by design.
-- Example: pure shunt signals can not display a "main" aspect
-- and have no effect on train moves, so they will only ever
-- honor the shunt.free field for their aspect.
-- In turn, it is not guaranteed that the aspect will fulfill the
-- criteria put down in supported_aspects.
-- If set_aspect is present, supported_aspects should also be declared.
-- The aspect passed in here can always be queried using the
-- advtrains.interlocking.signal_get_supposed_aspect(pos) function.
-- It is always DANGER when the signal is not used as route signal.
-- For static signals, this function should be completely omitted
-- If this function is omitted, it won't be possible to use
-- route setting on this signal.
end,
supported_aspects = {
-- A table which tells which different types of aspects this signal
-- is able to display. It is used to construct the "aspect editing"
-- formspec for route programming (and others) It should always be
-- present alongside with set_aspect. If this is not specified but
-- set_aspect is, the user will be allowed to select any aspect.
-- Any of the fields marked with <boolean/nil> support 3 types of values:
nil: if this signal can switch between free/blocked
false: always shows "blocked", unchangable
true: always shows "free", unchangable
-- Any of the "speed" fields should contain a list of possible values
-- to be set as restriction. If omitted, this signal should never
-- set the corresponding "speed" field in the aspect, which means
-- that the previous speed limit stays valid
-- If your signal can only display a single speed (may it be -1),
-- always enclose that single value into a list. (such as {-1})
main = {
free = <boolean/nil>,
speed = {<speed1>, ..., <speedn>} or nil,
},
dst = {
free = <boolean/nil>,
speed = {<speed1>, ..., <speedn>} or nil,
},
shunt = {
free = <boolean/nil>,
},
info = {
call_on = <boolean/nil>,
dead_end = <boolean/nil>,
w_speed = {<speed1>, ..., <speedn>} or nil,
}
},
get_aspect = function(pos, node)
-- This function gets called by the train safety system. It
should return the aspect that this signal actually displays,
not preferably the input of set_aspect.
-- For regular, full-featured light signals, they will probably
honor all entries in the original aspect, however, e.g.
simple shunt signals always return main.free=true regardless of
the set_aspect input because they can not signal "Halt" to
train moves.
-- advtrains.interlocking.DANGER contains a default "all-danger" aspect.
-- If your signal does not cover certain sub-tables of the aspect,
the following reasonable defaults are automatically assumed:
main = {
free = true,
}
dst = {
free = true,
}
shunt = {
free = false,
proceed_as_main = false,
}
end,
}
on_rightclick = advtrains.interlocking.signal_rc_handler
can_dig = advtrains.interlocking.signal_can_dig
after_dig_node = advtrains.interlocking.signal_after_dig
(If you need to specify custom can_dig or after_dig_node callbacks,
please call those functions anyway!)
Important note: If your signal should support external ways to set its
aspect (e.g. via mesecons), there are some things that need to be considered:
- advtrains.interlocking.signal_get_supposed_aspect(pos) won't respect this
- Whenever you change the signal aspect, and that aspect change
did not happen through a call to
advtrains.interlocking.signal_set_aspect(pos, asp), you are
*required* to call this function:
advtrains.interlocking.signal_on_aspect_changed(pos)
in order to notify trains about the aspect change.
This function will query get_aspect to retrieve the new aspect.
]]--
local DANGER = {
main = {
free = false,
speed = 0,
},
shunt = {
free = false,
},
dst = {
free = false,
speed = 0,
},
info = {}
}
advtrains.interlocking.DANGER = DANGER
local function fillout_aspect(asp)
if not asp.main then
asp.main = {
free = true,
}
end
if not asp.dst then
asp.dst = {
free = true,
}
end
if not asp.shunt then
asp.shunt = {
free = false,
proceed_as_main = false,
}
end
if not asp.info then
asp.info = {}
end
end
function advtrains.interlocking.update_signal_aspect(tcbs)
if tcbs.signal then
local asp = tcbs.aspect or DANGER
advtrains.interlocking.signal_set_aspect(tcbs.signal, asp)
end
end
function advtrains.interlocking.signal_can_dig(pos)
return not advtrains.interlocking.db.get_sigd_for_signal(pos)
end
function advtrains.interlocking.signal_after_dig(pos)
-- clear influence point
advtrains.interlocking.db.clear_ip_by_signalpos(pos)
end
function advtrains.interlocking.signal_set_aspect(pos, asp)
fillout_aspect(asp)
local node=advtrains.ndb.get_node(pos)
local ndef=minetest.registered_nodes[node.name]
if ndef and ndef.advtrains and ndef.advtrains.set_aspect then
ndef.advtrains.set_aspect(pos, node, asp)
advtrains.interlocking.signal_on_aspect_changed(pos)
end
end
-- should be called when aspect has changed on this signal.
function advtrains.interlocking.signal_on_aspect_changed(pos)
local ipts, iconn = advtrains.interlocking.db.get_ip_by_signalpos(pos)
if not ipts then return end
local ipos = minetest.string_to_pos(ipts)
local tns = advtrains.occ.get_trains_over(ipos)
for id, sidx in pairs(tns) do
local train = advtrains.trains[id]
--if train.index <= sidx then
advtrains.interlocking.lzb_invalidate(train)
--end
end
end
function advtrains.interlocking.signal_rc_handler(pos, node, player, itemstack, pointed_thing)
local pname = player:get_player_name()
local sigd = advtrains.interlocking.db.get_sigd_for_signal(pos)
if sigd then
advtrains.interlocking.show_signalling_form(sigd, pname)
else
local ndef = minetest.registered_nodes[node.name]
if ndef.advtrains and ndef.advtrains.set_aspect then
-- permit to set aspect manually
minetest.show_formspec(pname, "at_il_sigasp_"..minetest.pos_to_string(pos), "field[aspect;Set Aspect ('A' to assign IP);D0D0D]")
else
--static signal - only IP
advtrains.interlocking.show_ip_form(pos, pname)
end
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local pname = player:get_player_name()
local pts = string.match(formname, "^at_il_sigasp_(.+)$")
local pos
if pts then pos = minetest.string_to_pos(pts) end
if pos and fields.aspect then
if fields.aspect == "A" then
advtrains.interlocking.show_ip_form(pos, pname)
return
end
local mfs, msps, dfs, dsps, shs = string.match(fields.aspect, "^([FD])([-0-9]+)([FD])([-0-9]+)([FD])$")
local asp = {
main = {
free = mfs=="F",
speed = tonumber(msps),
},
shunt = {
free = shs=="F",
},
dst = {
free = dfs=="F",
speed = tonumber(dsps),
},
info = {
call_on = false, -- Call-on route, expect train in track ahead
dead_end = false, -- Route ends on a dead end (e.g. bumper)
}
}
advtrains.interlocking.signal_set_aspect(pos, asp)
end
end)
-- Returns the aspect the signal at pos is supposed to show
function advtrains.interlocking.signal_get_supposed_aspect(pos)
local sigd = advtrains.interlocking.db.get_sigd_for_signal(pos)
if sigd then
local tcbs = advtrains.interlocking.db.get_tcbs(sigd)
if tcbs.aspect then
return tcbs.aspect
end
end
return DANGER;
end
-- Returns the actual aspect of the signal at position, as returned by the nodedef.
-- returns nil when there's no signal at the position
function advtrains.interlocking.signal_get_aspect(pos)
local node=advtrains.ndb.get_node(pos)
local ndef=minetest.registered_nodes[node.name]
if ndef and ndef.advtrains and ndef.advtrains.get_aspect then
local asp = ndef.advtrains.get_aspect(pos, node)
if not asp then asp = DANGER end
fillout_aspect(asp)
return asp
end
return nil
end
-- Returns the "supported_aspects" of the signal at position, as returned by the nodedef.
-- returns nil when there's no signal at the position
function advtrains.interlocking.signal_get_supported_aspects(pos)
local node=advtrains.ndb.get_node(pos)
local ndef=minetest.registered_nodes[node.name]
if ndef and ndef.advtrains and ndef.advtrains.supported_aspects then
local asp = ndef.advtrains.supported_aspects
return asp
end
return nil
end
local players_assign_ip = {}
local function ipmarker(ipos, connid)
local node_ok, conns, rhe = advtrains.get_rail_info_at(ipos, advtrains.all_tracktypes)
if not node_ok then return end
local yaw = advtrains.dir_to_angle(conns[connid].c)
-- using tcbmarker here
local obj = minetest.add_entity(vector.add(ipos, {x=0, y=0.2, z=0}), "advtrains_interlocking:tcbmarker")
if not obj then return end
obj:set_yaw(yaw)
obj:set_properties({
textures = { "at_il_signal_ip.png" },
})
end
-- shows small info form for signal IP state/assignment
-- only_notset: show only if it is not set yet (used by signal tcb assignment)
function advtrains.interlocking.show_ip_form(pos, pname, only_notset)
if not minetest.check_player_privs(pname, "interlocking") then
return
end
local form = "size[7,5]label[0.5,0.5;Signal at "..minetest.pos_to_string(pos).."]"
local pts, connid = advtrains.interlocking.db.get_ip_by_signalpos(pos)
if pts then
form = form.."label[0.5,1.5;Influence point is set at "..pts.."/"..connid.."]"
form = form.."button_exit[0.5,2.5; 5,1;set;Move]"
form = form.."button_exit[0.5,3.5; 5,1;clear;Clear]"
local ipos = minetest.string_to_pos(pts)
ipmarker(ipos, connid)
else
form = form.."label[0.5,1.5;Influence point is not set.]"
form = form.."label[0.5,2.0;It is recommended to set an influence point.]"
form = form.."label[0.5,2.5;This is the point where trains will obey the signal.]"
form = form.."button_exit[0.5,3.5; 5,1;set;Set]"
end
if not only_notset or not pts then
minetest.show_formspec(pname, "at_il_ipassign_"..minetest.pos_to_string(pos), form)
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local pname = player:get_player_name()
if not minetest.check_player_privs(pname, {train_operator=true, interlocking=true}) then
return
end
local pts = string.match(formname, "^at_il_ipassign_([^_]+)$")
local pos
if pts then
pos = minetest.string_to_pos(pts)
end
if pos then
if fields.set then
advtrains.interlocking.signal_init_ip_assign(pos, pname)
elseif fields.clear then
advtrains.interlocking.db.clear_ip_by_signalpos(pos)
end
end
end)
-- inits the signal IP assignment process
function advtrains.interlocking.signal_init_ip_assign(pos, pname)
if not minetest.check_player_privs(pname, "interlocking") then
minetest.chat_send_player(pname, "Insufficient privileges to use this!")
return
end
--remove old IP
--advtrains.interlocking.db.clear_ip_by_signalpos(pos)
minetest.chat_send_player(pname, "Configuring Signal: Please look in train's driving direction and punch rail to set influence point.")
players_assign_ip[pname] = pos
end
minetest.register_on_punchnode(function(pos, node, player, pointed_thing)
local pname = player:get_player_name()
if not minetest.check_player_privs(pname, "interlocking") then
return
end
-- IP assignment
local signalpos = players_assign_ip[pname]
if signalpos then
if vector.distance(pos, signalpos)<=50 then
local node_ok, conns, rhe = advtrains.get_rail_info_at(pos, advtrains.all_tracktypes)
if node_ok and #conns == 2 then
local yaw = player:get_look_horizontal()
local plconnid = advtrains.yawToClosestConn(yaw, conns)
-- add assignment if not already present.
local pts = advtrains.roundfloorpts(pos)
if not advtrains.interlocking.db.get_ip_signal_asp(pts, plconnid) then
advtrains.interlocking.db.set_ip_signal(pts, plconnid, signalpos)
ipmarker(pos, plconnid)
minetest.chat_send_player(pname, "Configuring Signal: Successfully set influence point")
else
minetest.chat_send_player(pname, "Configuring Signal: Influence point of another signal is already present!")
end
else
minetest.chat_send_player(pname, "Configuring Signal: This is not a normal two-connection rail! Aborted.")
end
else
minetest.chat_send_player(pname, "Configuring Signal: Node is too far away. Aborted.")
end
players_assign_ip[pname] = nil
end
end)
--== aspect selector ==--
local players_aspsel = {}
--[[
suppasp: "supported_aspects" table
purpose: form title string
callback: func(pname, aspect) called on form submit
]]
function advtrains.interlocking.show_signal_aspect_selector(pname, p_suppasp, p_purpose, callback, p_isasp)
local suppasp = p_suppasp or {
main = {}, dst = {}, shunt = {}, info = {},
}
local purpose = p_purpose or ""
local isasp = p_isasp and fillout_aspect(p_isasp)
local form = "size[7,5]label[0.5,0.5;Select Signal Aspect:]"
form = form.."label[0.5,1;"..purpose.."]"
form = form.."label[0.5,1.5;== Main Signal ==]"
if suppasp.main.free == nil then
local st = 2
if isasp and not isasp.main.free then st=1 end
form = form.."dropdown[0.5,2;2;main_free;danger,free;"..st.."]"
end
if suppasp.main.speed then
local selid = 1
if isasp and isasp.main.speed then
for idx, spv in ipairs(suppasp.main.speed) do
if spv == isasp.main.speed then
selid = idx
break
end
end
end
form = form.."label[2.3,1;Speed:]"
form = form.."dropdown[3,2;2;main_speed;"..table.concat(suppasp.main.speed, ",")..";"..selid.."]"
end
form = form.."label[0.5,3;== Shunting ==]"
if suppasp.shunt.free == nil then
local st = 1
if isasp and isasp.shunt.free then st=2 end
form = form.."dropdown[0.5,3.5;2;shunt_free;---,allowed;"..st.."]"
end
form = form.."button_exit[0.5,4.5; 5,1;save;OK]"
local token = advtrains.random_id()
minetest.show_formspec(pname, "at_il_sigaspdia_"..token, form)
minetest.after(1, function()
players_aspsel[pname] = {
suppasp = suppasp,
callback = callback,
token = token,
}
end)
end
local function usebool(sup, val, free)
if sup == nil then
return val==free
else
return sup
end
end
local function usespeed(sup, val)
if sup then
return tonumber(val)
else
return nil
end
end
-- TODO use non-hacky way to parse outputs
minetest.register_on_player_receive_fields(function(player, formname, fields)
local pname = player:get_player_name()
local psl = players_aspsel[pname]
if psl then
if formname == "at_il_sigaspdia_"..psl.token then
if fields.save then
local asp = {
main = {
free = usebool(psl.suppasp.main.free, fields.main_free, "free"),
speed = usespeed(psl.suppasp.main.speed, fields.main_speed),
},
dst = {
free = true, speed = -1,
},
shunt = {
free = usebool(psl.suppasp.shunt.free, fields.shunt_free, "allowed"),
},
info = {}
}
psl.callback(pname, asp)
end
else
players_aspsel[pname] = nil
end
end
end)
|