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\batchmode
\makeatletter
\def\input@path{{/home/moritz/Home/Projekte/Minetest/minetest/mods/advtrains/assets/}}
\makeatother
\documentclass[english]{paper}
\usepackage[T1]{fontenc}
\usepackage[latin9]{inputenc}
\usepackage{geometry}
\geometry{verbose,tmargin=1cm,bmargin=1cm,lmargin=1cm,rmargin=1cm}
\setlength{\parindent}{0bp}
\usepackage{graphicx}
\usepackage{babel}
\begin{document}

\title{Minetest Mod - Advanced Trains {[}advtrains{]}}

\title{Interlocking System Guide}
\maketitle

\section{Introduction}

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.

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.

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.

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.

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.

\section{Setting up track sections}

In the real world, a line of track is divided into so-called track
sections, or track circuits. Those systems often can not tell where
exactly a train is, but only which track sections it occupies. A route
can never be set through an occupied track section.

A track section often covers:
\begin{itemize}
\item A section on a main running line, between two signals
\item A single turnout
\item A rail crossing, or a set of turnouts acting as a double/single slip
switch
\item A siding
\end{itemize}
You will find some examples on how to interlock certain patterns later.

\subsection{Track Circuit Breaks}

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.

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.

Setting up a TCB works as follows:
\begin{enumerate}
\item Place a TCB node somewhere near the place where the circuit break
is going to be located.
\item Right-click the TCB node
\item Punch the rail which should act as TCB
\end{enumerate}
The result should look like this:

\includegraphics[width=10cm]{0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png}

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:

\includegraphics[width=10cm]{1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png}

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.

You should repeat this procedure once again a few meters away from
the first TCB to create a second TCB on the same track.

\includegraphics[width=10cm]{2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png}

Once you have both bordering TCBs set up, you can now create the actual
track section. To do this:
\begin{enumerate}
\item Right-click one of the TCBs
\item Locate the correct side (A or B) to create the track section
\item Click ``Create interlocked Track Section'' in the formspec on the
chosen side.
\end{enumerate}
Now, the text on the formspec has changed. It shows something like
this:

\includegraphics[width=5cm]{3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png}

Clicking ``Show Track Section'' brings up another formspec:

\includegraphics[width=5cm]{4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png}

On the top, you see a list of all TCBs that border this track section.
In your case, there should be two TCBs listed. If there's only one,
head over to \ref{subsec:Long-track-sections,}. You should now select
a name for the track section, to identify it later.

The same procedure is applicable when you create a turnout track section,
except that you have to set up three or more TCBs.

The AdvTrains interlocking system allows you to add more TCBs after
you have created a track section. This works without problems in most
cases. For example, you can easily insert a turnout into an already
set-up track section and create another TCB behind it, and AdvTrains
will automatically detect the existing track section. Problems arise
only if you try to insert a TCB in-between a section, in which case
both sides of the TCB will end up assigned to the same section. The
code currently does not handle this case properly, so try to avoid
this situation by all means. As a last resort, you can always dissolve
a faulty track section, as described in the next chapter.

\subsection{Long track sections, crossings and other edge cases\label{subsec:Long-track-sections,}}

\subsubsection{Very long track sections}

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:
\begin{enumerate}
\item Go to the second TCB (the one that wasn't recognized). It should show
``End of Interlocking'' on the relevant side.
\item Click ``Create interlocked track section''. The section created
will be different from the one that is already present.
\item In the track section overview, click ``Join into other section''
\item Go back to the first TCB, bring up the Track Section overview screen
of the first track section and click ``Join with ???''
\end{enumerate}
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.

\subsubsection{Rail crosses}

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.

Rail crossings in interlocking systems are always one single track
section, which in most cases has 4 TCBs adjacent.

\includegraphics[width=5cm]{5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png}

The procedure is quite similar to the one for long sections: First,
create two track sections for the branches, and then use the ``Join''
function to merge both sections into one.

\subsubsection{Deleting and re-adding single TCBs to a section}

In some occasions, for example when you remove a siding or a crossover,
it can be necessary to unassign a TCB from a track section. There
are multiple ways to do this:
\begin{itemize}
\item In the TCB form, click the ``Remove from section'' button
\item In the track section form, first select the TCB in the list and then
click ``Unlink selected TCB''
\end{itemize}
The result is that the TCB shows ``End of Interlocking'' and the
section does not list the TCB as an endpoint anymore.

The other case is adding a siding or a crossover, in which case one
or more TCBs still show ``End of Interlocking'' although they should
be part of a section:
\begin{itemize}
\item Go to another TCB that is registered in the track section and click
``Update near TCBs''
\item If that did not work, follow the procedure of creating a long track
section
\end{itemize}

\subsubsection{Dissolving sections}

If you made a mistake setting up something and you don't see any other
way to fix a misconfigured track section, you can always delete it
using the ``Dissolve section'' button. This operation removes the
track section and sets all TCBs that previously belonged to the section
as ``End of Interlocking''. This will always work and lets you start
over new with setting up track sections.

\subsection{Interlocking patterns}

Have a look at the following images. They show you how you can set
up sections so that reasonable train moves are possible.

You should settle on a naming scheme for your sections. This way,
you can determine the source of an issue faster

\section{Signals and routes}

Signals are appliances that can give instructions to trains. That
can be the permission to proceed, a speed restriction, or other information.

There are 2 types of signals:
\begin{itemize}
\item 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.
\item 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.
\end{itemize}

\subsection{Signal Influence Point}

Every signal is associated to a track on which the instruction should
be followed. Signals are usually placed right next to the track on
the right side. Human observers do know then that the signal belongs
to the track left of it, however, train safety systems (like the one
in advtrains) can not.

This is the reason why a so-called ``influence point'' needs to
be assigned to any signal that should actually give instructions to
trains, should the driver (if even there is one) fail to recognize
the instructions.

Depending on the signal and the mod that adds the signal, there are
different ways to configure this. Signals integrated into advtrains
behave as follows:
\begin{itemize}
\item Static signals and all red-green light signals from core advtrains
that are not assigned to a TCB can be configured by holding the ``Use''
key and then right-clicking the signal
\item All signals that are assigned to a TCB can be configured by first
right-clicking them, then selecting ``Influence Point'' in the signalling
formspec.
\end{itemize}
The small formspec that opens allows you to set and later view or
clear the Influence Point. To set the influence point, click the ``Set''
button, face towards the signal and punch a rail about 2m in front
of the signal. A small marker will be shown, indicating success. To
cancel setting an influence point, punch anything other. (note that
then the influence point remains unset, regardless of its previous
state)

The advtrains-internal train safety system ensures that the train
always obeys any restrictions imposed by signals, if (and only if)
the influence point is set properly.

\subsection{Signal Aspects}

While static signals are mainly used for speed restrictions, the interesting
ones are variable signals. Of course, you can always control any variable
signal by traditional means (mesecons, digiline, right-click) if the
signal allows it, but that misses the point of this interlocking system.

A signal aspect is a piece of information that a signal shows to the
train driver. It contains information about whether and at what speed
the driver may proceed at the signal.

Every signal, both static and dynamic ones, imposes a certain aspect
to trains passing the signal. For static signals, this is always the
same aspect, such as ``Proceed at speed of 8'' or ``Shunt moves
may not pass''. Dynamic signals, however, can display multiple different
aspects. The default for them is always as restrictive as possible,
mostly ``Halt!''.

You should know that both static and dynamic signals use exactly the
same properties for signal aspects. There is no difference in the
meaning of the aspect definitions.

In the following sections, we will talk about main signals. By this,
we mean a variable signal that can display both a ``Danger'' aspect
(trains are not allowed to proceed) and at least one ``Proceed''
aspect (train may proceed as train/shunt move, with optional speed
restriction), which act as an ``entry signal'' for one or multiple
routes.

\subsection{Train moves and Shunt Moves}
\begin{itemize}
\item A ``Train move'' is a train that is running, going to run on or
coming from a main line between stations, passing through or stopping
at a station. Train moves can expect that there are no obstacles on
the route and they can proceed at the maximum permitted speed of the
line. This is the regular operation mode for trains. Shunt signals
have no meaning for train moves.
\item A ``Shunt move'' is a train that moves within a station and/or is
coupling or decoupling wagons or engines. A shunt move may never leave
a station except into a siding. Also, shunt moves may drive at a maximum
speed of 6 speed units, because it is usually not ensured that the
path is free of obstacles. (however, advtrains ensures that every
route is free of railway vehicles, even shunt routes)
\end{itemize}
There are also 2 general types of signals: Main signals and Shunt
signals. While main signals have a meaning for all types of trains,
Shunt signals only have to be followed by shunt moves. Usually, Shunt
signals that are on a train move route are set to a Proceed aspect
as well.

When a train reverses, its mode automatically changes to ``shunt
move'' until it passes a main signal that shows ``Proceed as train
move'', which is usually designated by a green light. From this point
on, it can accelerate to maximum permitted speed.

Some main signals, like the ones from the Ks signals mod included
by default, can also display ``Proceed as shunt move'', which is
designated by 2 white lights along with the red light. Once a train
passes this signal, it becomes a shunt move.

\subsection{The concept of routes}

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 ``entry'' signal.

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.

\includegraphics[width=7cm]{6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png}

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 \textbf{same
direction} (D and E), not at an opposite-facing signal (B and C).
There are only few exceptions, we'll cover this later.

When you set a route to make a train proceed on it, the interlocking
system ensures that:
\begin{itemize}
\item There are no rail vehicles on the route
\item All turnouts are set to the correct position and it is impossible
to move them
\item No other routes can be set that would in any way conflict with this
route
\end{itemize}
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's route, but also some turnouts on adjacent tracks, the
so-called flank protection.

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 ``away'' from the route. Example:

\includegraphics[width=7cm]{7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png}

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.

There are, of course, situations, where both positions of a turnout
would conflict with a route equally. In those situations, there's
nothing you can do and no flank lock needs to be set.

\subsection{Assigning main signals to TCBs}

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.

To do this, perform the following steps:
\begin{enumerate}
\item If not already happened, set up a TCB (you don't need to, but are
advised to, configure track sections there)
\item Place the signal a few meters in front of the TCB, so that trains
stopping at the signal do never pass the TCB
\item Locate the side of the TCB which points in the direction that trains
will proceed past the signal, as shown in the figure below.
\item Right-click the TCB, and click ``Assign a signal'' on this side.
\item Punch the signal.
\end{enumerate}
\includegraphics[width=8cm]{8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png}

If you haven't set an influence point for the signal yet, the influence
point formspec automatically opens.

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.

Only main signals can ever be assigned to TCBs, because static ones
can either not display ``Danger'' or do not permit to proceed at
all.

\subsection{Shunt routes}

\textbf{The information in this section is subject to future change
because of safety issues!}

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.

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.

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't include the siding section itself:

\includegraphics[width=7cm]{9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png}

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.

Shunt routes like this are, so far, the only exception to the ``Routes
should end at a signal facing the same direction'' rule.

\subsection{Route Release}

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.

AdvTrains has chosen a modern approach to route releasing. Each turnout
lock is associated to a track section belonging to the route's path.
Once the train leaves this section, all assigned locks are also freed.

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!)

\subsection{Programming a route}

The route programming procedure is quite straightforward if you've
read the previous sections and understood how routes should be set.

Routes always start at a main signal. You must have assigned the signal
to a TCB, as described earlier.

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
``Create new route'' button to start programming a new route.

The form closes, and an arrow is displayed on the TCB. You are now
in ``Route Programming'' mode, programming the first track section
of the route. Now:
\begin{itemize}
\item Put any turnouts you need to lock in the correct position (e.g. by
right-clicking them). This includes flank protection.
\item Punch them. This makes a marker with a blue lock symbol appear.
\item If you punch a turnout again, or punch the marker, you can remove
the lock again.
\item When you'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.
\end{itemize}
Depending on the situation, you are now offered some possibilities
to proceed:
\begin{itemize}
\item Click the ``Advance to next section'' 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.
\end{itemize}
Once you've clicked the ``Advance'' button, the lock markers change
to a red lock symbol, telling they can't be changed anymore. Repeat
the above procedure until you are ready to complete the programming
procedure:
\begin{itemize}
\item Click the ``Finish route HERE'' button when you'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.
\item The ``Finish route at end of NEXT section'' button (third button)
is an useful quickhand to make the route proceed one more section.
Using this button is equivalent to first clicking the ``Advance''
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.
\end{itemize}
A few hints:
\begin{itemize}
\item If you accidentally advanced the route wrongly, you can use the ``Step
back one section'' button to undo this.
\item If you want to stop programming the entire route without saving it,
use the ``Cancel route programming'' button.
\item 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).
\item If a route should end in a dead end, you MUST use the ``Finish in
NEXT section'' button, because there is no final TCB that you could
punch.
\item The third button does NOT work on sections with more than 2 exits,
because the system won't be able to determine the final TCB of the
route then.
\end{itemize}

\subsection{Route information screen}

\includegraphics[width=10cm]{10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png}

This is the screen that appears when you click ``Edit Route''. It
lets you change the route name and delete the route. Also, it shows
a summary of the route and its elements.

The route summary lists information per track section on the route,
so the line starting with ``1'' is the first section of the route.

The ARS rule list and its purpose is explained later.

\subsection{Specifying signal aspects}

By default, newly programmed routes show an aspect that comes closest
to ``Proceed at maximum speed''. 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 ``Shunting allowed'' should be shown.

This is the purpose of the ``Change Aspect'' button in the route
info screen.

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).
\begin{itemize}
\item Train may proceed as train move at maximum speed: ``main: free, speed
-1''
\item Train may proceed as train move at speed of 8: ``main: free, speed
8''
\item Train may proceed as shunt move: ``shunt: free''
\end{itemize}
There's a field in the ``shunt'' 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.
\begin{itemize}
\item A train move can always become a shunt move by passing a signal that
shows ``Halt for train moves, shunting permitted''
\item A shunt move can only pass a signal saying ``Proceed as train move,
shunting not permitted'' when proceed\_as\_main is true.
\end{itemize}
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 ``Proceed''. Regular main signals that show
``green'' have the field set to true, so that all trains can pass
it.

\section{Interlocking system operation}

Setting up the interlocking for a portion of a railway network requires
some time, experience and planning, but once done, there'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.

At the moment, routes can either be set by clicking the signal or
via LuaATC, or by using the ``Remote Routesetting'' button from
the Onboard Computer. It is planned to control this via a ``signal
box'' view based on the currently broken itrainmap.

\subsection{Train Safety System}

The Train Safety System, called ``LZB'' 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.

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's no similar
system in this mod. If a red signal is overrun, the train brakes using
emergency brake (``BB'') and can not be moved any further. You should
then examine the situation and drive the train backwards out of the
section.

\subsection{Simple route setting and cancelling}

To set a route, simply right-click the signal, select a route and
click ``set route''. If there are no conflicts, the signal turns
green and the train is allowed to proceed.

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.

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.

\subsection{Automatic Working}

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.

This is what Automatic Working is for. Set a route, click ``Enable
Automatic Working'', and as soon as a train passes, the route is
automatically re-set.

This function is nearly identical to SimSig automatic signals. It
can also be useful on a line with high traffic, when there's a low-frequented
access to a siding. You'd enable automatic working for the main route
and cancel it only when you need a train to go into the siding.

\subsection{Automatic Route Setting (ARS)}

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's high degree of automation, it has a similar system
to automatically set routes for a train depending on certain parameters.

Every train in Advtrains has 2 internal properties that can be set
through the Onboard Computer of every engine in the train, the ``Line''
and the ``Routing Code''
\begin{itemize}
\item The ``Line'' property is supposed to distinguish trains of multiple
lines that share a track.
\item The ``Routing Code'' property is supposed to tell the target of
a train or which route it should take to reach the target
\end{itemize}
Examples:

\includegraphics{11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png}

Both lines share the section between Blackbirdshire and Parktown.
To divert them again, they can save their line number in the ``Line''
field.

\includegraphics{12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png}

Some trains should go to B, some to C, the direction can be set with
a routing code.

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, ``Stn Ori'' would be matched by ARS rules either containing
``Stn'' or ``Ori''. This does not work for lines.

\subsubsection{Writing ARS Rules}

Every route of every signal can be given a set of ARS rules. A single
ARS rule can either match a line or a routing code (combinations,
e.g. and's, are not yet supported). The first rule in the first route
that matches any of the properties of the train is selected, and that
route is set for the train.

\includegraphics{13_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_ars_ex1.png}

You can add an asterisk (``{*}'') to the ARS rules of one route.
That route then becomes the default route.

If no explicit ARS rule matches the train, then the default route
is chosen and set. If there is no default route, nothing happens and
the signal remains red.

\subsubsection{Using ARS}

In contrast to Automatic working, where the route is re-set immediately
after the train passed, ARS sets the route only when the train approaches
the signal, e.g. is just about to start braking in front of it.

At any place where one of the following things take place, you should
use the ARS system in favor of Automatic Working:
\begin{itemize}
\item A main line diverts into 2 or more lines: Using ARS, you can direct
the trains along the line where they should go
\item Two or more main lines join into one: You cannot use automatic working
here, because all routes are tried to be set at the same time and
it is a matter of luck which one ``wins''. In a bad situation, you
have a train coming from A, but it cannot proceed because Signal B
has won the ``route race'' into the shared section, even if there's
no train coming from B. Using ARS, by just specifying the ``default
route'' by a {*}, the inward route is only set when a train approaches.
\item Complex intersections, which are probably a combination of the above
two
\item sometimes-used branching tracks on which only certain trains (with
certain routing code or line) should head off, like the entrance to
a factory where only one specific goods train should drive in.
\end{itemize}
In the route overview, you can see some information on the ARS settings:
All routes that have ARS rules are highlighted red, the ``default
route'' is highlighted green.

ARS does not affect signals which already have a route set, and signals
which are operating under ``Automatic Working''.

\section{Final notes}

The interlocking system is mainly finished, though there are still
some plans and ideas. They include:
\begin{itemize}
\item Signalbox panels, as revival of itrainmap
\item Distant signals
\item On-Train head-up display for oncoming signals (they have something
like this in Czech Republic, I forgot how it's called.)
\end{itemize}
Apart from this, there's the large oncoming project of a new timetable-based
train automation system, but this will take some time to evolve and
is out of the scope of this document.

If you have any suggestions, corrections, improvements, criticism
or cute kittens and stuff, you can always contact me by various means
(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.).
Have fun!

- orwell
\end{document}
"hl str">"detached", name="advtrains_wgn_"..self.id}) if not inv then -- inventory is not initialized when wagon was never loaded - should never happen atwarn("Destroying wagon with inventory, but inventory is not found? Shouldn't happen!") return end for listname, _ in pairs(inv:get_lists()) do if not inv:is_empty(listname) then minetest.chat_send_player(puncher:get_player_name(), attrans("The wagon's inventory is not empty!")); return end end end if #(self:train().trainparts)>1 then minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it.")); return end local pc=puncher:get_player_control() if not pc.sneak then minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, hold Sneak and left-click the wagon.")) return end if not self:destroy() then return end local inv = puncher:get_inventory() for _,item in ipairs(self.drops or {self.name}) do inv:add_item("main", item) end end function wagon:destroy() --some rules: -- you get only some items back -- single left-click shows warning -- shift leftclick destroys -- not when a driver is inside if self.id then local data = advtrains.wagons[self.id] if not data then atwarn("wagon:destroy(): data is not set!") return end if self.custom_on_destroy then self.custom_on_destroy(self) end for seat,_ in pairs(data.seatp) do self:get_off(seat) end if data.train_id and self:train() then advtrains.remove_train(data.train_id) advtrains.wagons[self.id]=nil if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects end end --atdebug("[wagon ", self.id, "]: destroying") self.object:remove() return true end function wagon:is_driver_stand(seat) if self.seat_groups then return (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access) else return seat.driving_ctrl_access end end function wagon:on_step(dtime) if not self:ensure_init() then return end if advtrains.is_no_action() then self.object:remove() return end local t=os.clock() local pos = self.object:get_pos() local data = advtrains.wagons[self.id] if not pos then --atdebug("["..self.id.."][fatal] missing position (object:getpos() returned nil)") return end if not data.seatp then data.seatp={} end if not self.seatpc then self.seatpc={} end local train=self:train() local is_in_loaded_area = advtrains.is_node_loaded(pos) --custom on_step function if self.custom_on_step then self:custom_on_step(dtime, data, train) end --driver control for seatno, seat in ipairs(self.seats) do local pname=data.seatp[seatno] local driver=pname and minetest.get_player_by_name(pname) local has_driverstand = pname and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) has_driverstand = has_driverstand and self:is_driver_stand(seat) if has_driverstand and driver then advtrains.update_driver_hud(driver:get_player_name(), self:train(), data.wagon_flipped) elseif driver then --only show the inside text local inside=self:train().text_inside or "" advtrains.set_trainhud(driver:get_player_name(), inside) end if driver and driver:get_player_control_bits()~=self.seatpc[seatno] then local pc=driver:get_player_control() self.seatpc[seatno]=driver:get_player_control_bits() if has_driverstand then --regular driver stand controls advtrains.on_control_change(pc, self:train(), data.wagon_flipped) --bordcom if pc.sneak and pc.jump then self:show_bordcom(data.seatp[seatno]) end --sound horn when required if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then self.horn_handle = minetest.sound_play(self.horn_sound, { object = self.object, gain = 1.0, -- default max_hear_distance = 128, -- default, uses an euclidean metric loop = true, }) elseif not pc.aux1 and self.horn_handle then minetest.sound_stop(self.horn_handle) self.horn_handle = nil end else -- If on a passenger seat and doors are open, get off when W or D pressed. local pass = data.seatp[seatno] and minetest.get_player_by_name(data.seatp[seatno]) if pass and self:train().door_open~=0 then local pc=pass:get_player_control() if pc.up or pc.down then self:get_off(seatno) end end end if pc.aux1 and pc.sneak then self:get_off(seatno) end end end --check infotext local outside=train.text_outside or "" if setting_show_ids then outside = outside .. "\nT:" .. data.train_id .. " W:" .. self.id .. " O:" .. data.owner end --show off-track information in outside text instead of notifying the whole server about this if train.off_track then outside = outside .."\n!!! Train off track !!!" end if self.infotext_cache~=outside then self.object:set_properties({infotext=outside}) self.infotext_cache=outside end local fct=data.wagon_flipped and -1 or 1 --door animation if self.doors then if (self.door_anim_timer or 0)<=0 then local dstate = (train.door_open or 0) * fct if dstate ~= self.door_state then local at --meaning of the train.door_open field: -- -1: left doors (rel. to train orientation) -- 0: closed -- 1: right doors --this code produces the following behavior: -- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close. -- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open. if self.door_state == 0 then if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end at=self.doors.open[dstate] self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = dstate else if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end at=self.doors.close[self.door_state or 1]--in case it has not been set yet self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = 0 end self.door_anim_timer = at.time end else self.door_anim_timer = (self.door_anim_timer or 0) - dtime end end --for path to be available. if not, skip step if not train.path or train.no_step then self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) return end if not data.pos_in_train then return end -- Calculate new position, yaw and direction vector local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index) local vdir = vector.normalize(vector.subtract(npos2, npos)) --automatic get_on --needs to know index and path if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 then --using the mapping created by the trainlogic globalstep for i, ino in ipairs(self.door_entry) do --fct is the flipstate flag from door animation above local aci = advtrains.path_get_index_by_offset(train, index, ino*fct) local ix1, ix2 = advtrains.path_get_adjacent(train, aci) -- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg) -- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141) local add = { x = (ix2.z-ix1.z)*train.door_open, y = 0, z = (ix1.x-ix2.x)*train.door_open } local pts1=vector.round(vector.add(ix1, add)) local pts2=vector.round(vector.add(ix2, add)) if minetest.get_item_group(minetest.get_node(pts1).name, "platform")>0 then local ckpts={ pts1, pts2, vector.add(pts1, {x=0, y=1, z=0}), vector.add(pts2, {x=0, y=1, z=0}), } for _,ckpos in ipairs(ckpts) do local cpp=minetest.pos_to_string(ckpos) if advtrains.playersbypts[cpp] then self:on_rightclick(advtrains.playersbypts[cpp]) end end end end end --checking for environment collisions(a 3x3 cube around the center) if not IGNORE_WORLD and is_in_loaded_area and not train.recently_collided_with_env then local collides=false local exh = self.extent_h or 1 local exv = self.extent_v or 2 for x=-exh,exh do for y=0,exv do for z=-exh,exh do local node=minetest.get_node_or_nil(vector.add(npos, {x=x, y=y, z=z})) if (advtrains.train_collides(node)) then collides=true end end end end if collides then -- screw collision mercy train.recently_collided_with_env=true train.velocity=0 advtrains.atc.train_reset_command(train) end end --DisCouple -- FIX: Need to do this after the yaw calculation if is_in_loaded_area and data.pos_in_trainparts and data.pos_in_trainparts>1 then if train.velocity==0 then if not self.discouple or not self.discouple.object:get_yaw() then atprint(self.id,"trying to spawn discouple") local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span}) local object=minetest.add_entity(dcpl_pos, "advtrains:discouple") if object then local le=object:get_luaentity() le.wagon=self --box is hidden when attached, so unuseful. --object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0}) self.discouple=le end end else if self.discouple and self.discouple.object:get_yaw() then self.discouple.object:remove() atprint(self.id," removing discouple") end end end --FIX: use index of the wagon, not of the train. local velocity = train.velocity * advtrains.global_slowdown local acceleration = (train.acceleration or 0) * (advtrains.global_slowdown*advtrains.global_slowdown) local velocityvec = vector.multiply(vdir, velocity) local accelerationvec = vector.multiply(vdir, acceleration) if data.wagon_flipped then yaw=yaw+math.pi end -- this timer runs off every 2 seconds. self.updatepct_timer=(self.updatepct_timer or 0)-dtime local updatepct_timer_elapsed = self.updatepct_timer<=0 if updatepct_timer_elapsed then --restart timer self.updatepct_timer=2 -- perform checks that are not frequently needed -- unload entity if out of range (because relevant pr won't be merged in engine) -- This is a WORKAROUND! local players_in = false for sno,pname in pairs(data.seatp) do if minetest.get_player_by_name(pname) then -- Fix: If the RTT is too high, a wagon might be recognized out of range even if a player sits in it -- (client updates position not fast enough) players_in = true break end end if not players_in then if advtrains.wagon_outside_range(pos) then --atdebug("wagon",self.id,"unloading (too far away)") -- Workaround until minetest engine deletes attached sounds if self.sound_loop_handle then minetest.sound_stop(self.sound_loop_handle) end self.object:remove() end end end if not self.old_velocity_vector or not vector.equals(velocityvec, self.old_velocity_vector) or not self.old_acceleration_vector or not vector.equals(accelerationvec, self.old_acceleration_vector) or self.old_yaw~=yaw or updatepct_timer_elapsed then--only send update packet if something changed self.object:set_pos(pos) self.object:set_velocity(velocityvec) self.object:set_acceleration(accelerationvec) if #self.seats > 0 and self.old_yaw ~= yaw then if not self.player_yaw then self.player_yaw = {} end if not self.old_yaw then self.old_yaw=yaw end for _,name in pairs(data.seatp) do local p = minetest.get_player_by_name(name) if p then if not self.turning then -- save player looking direction offset self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw end -- set player looking direction using calculated offset p:set_look_horizontal((self.player_yaw[name] or 0)+yaw) end end self.turning = true elseif self.old_yaw == yaw then -- train is no longer turning self.turning = false end if self.object.set_rotation then local pitch = math.atan2(vdir.y, math.hypot(vdir.x, vdir.z)) if data.wagon_flipped then pitch = -pitch end self.object:set_rotation({x=pitch, y=yaw, z=0}) else self.object:set_yaw(yaw) end if self.update_animation then self:update_animation(train.velocity, self.old_velocity) end if self.custom_on_velocity_change then self:custom_on_velocity_change(train.velocity, self.old_velocity or 0, dtime) end -- remove discouple object, because it will be in a wrong location if not updatepct_timer_elapsed and self.discouple then self.discouple.object:remove() end end self.old_velocity_vector=velocityvec self.old_velocity = train.velocity self.old_acceleration_vector=accelerationvec self.old_yaw=yaw atprintbm("wagon step", t) end function wagon:on_rightclick(clicker) if not self:ensure_init() then return end if not clicker or not clicker:is_player() then return end local data = advtrains.wagons[self.id] local pname=clicker:get_player_name() local no=self:get_seatno(pname) if no then if self.seat_groups then local poss={} local sgr=self.seats[no].group for _,access in ipairs(self.seat_groups[sgr].access_to) do if self:check_seat_group_access(pname, access) then poss[#poss+1]={name=self.seat_groups[access].name, key="sgr_"..access} end end if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then poss[#poss+1]={name=attrans("Show Inventory"), key="inv"} end if self.seat_groups[sgr].driving_ctrl_access and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then poss[#poss+1]={name=attrans("Onboard Computer"), key="bordcom"} end if data.owner==pname then poss[#poss+1]={name=attrans("Wagon properties"), key="prop"} end if not self.seat_groups[sgr].require_doors_open or self:train().door_open~=0 then poss[#poss+1]={name=attrans("Get off"), key="off"} else if clicker:get_player_control().sneak then poss[#poss+1]={name=attrans("Get off (forced)"), key="off"} else poss[#poss+1]={name=attrans("(Doors closed)"), key="dcwarn"} end end if #poss==0 then --can't do anything. elseif #poss==1 then self:seating_from_key_helper(pname, {[poss[1].key]=true}, no) else local form = "size[5,"..1+(#poss).."]" for pos,ent in ipairs(poss) do form = form .. "button_exit[0.5,"..(pos-0.5)..";4,1;"..ent.key..";"..ent.name.."]" end minetest.show_formspec(pname, "advtrains_seating_"..self.id, form) end else self:get_off(no) end else --do not attach if already on a train if advtrains.player_to_train_mapping[pname] then return end if self.seat_groups then if #self.seats==0 then if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id))) end return end local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak local allow, rsn=false, "Wagon has no seats!" for _,sgr in ipairs(self.assign_to_seat_group) do allow, rsn = self:check_seat_group_access(pname, sgr) if allow then for seatid, seatdef in ipairs(self.seats) do if seatdef.group==sgr then if (not self.seat_groups[sgr].require_doors_open or doors_open) then if not data.seatp[seatid] then self:get_on(clicker, seatid) return else rsn="Wagon is full." end else rsn="Doors are closed! (try holding sneak key!)" end end end end end minetest.chat_send_player(pname, attrans("Can't get on: "..rsn)) else self:show_get_on_form(pname) end end end function wagon:get_on(clicker, seatno) local data = advtrains.wagons[self.id] if not data.seatp then data.seatp={}end if not self.seatpc then self.seatpc={}end--player controls in driver stands if not self.seats[seatno] then return end local oldno=self:get_seatno(clicker:get_player_name()) if oldno then atprint("get_on: clearing oldno",seatno) advtrains.player_to_train_mapping[clicker:get_player_name()]=nil advtrains.clear_driver_hud(clicker:get_player_name()) data.seatp[oldno]=nil end if data.seatp[seatno] and data.seatp[seatno]~=clicker:get_player_name() then atprint("get_on: throwing off",data.seatp[seatno],"from seat",seatno) self:get_off(seatno) end atprint("get_on: attaching",clicker:get_player_name()) data.seatp[seatno] = clicker:get_player_name() self.seatpc[seatno] = clicker:get_player_control_bits() advtrains.player_to_train_mapping[clicker:get_player_name()]=data.train_id clicker:set_attach(self.object, "", self.seats[seatno].attach_offset, {x=0,y=0,z=0}) clicker:set_eye_offset(self.seats[seatno].view_offset, self.seats[seatno].view_offset) end function wagon:get_off_plr(pname) local no=self:get_seatno(pname) if no then self:get_off(no) end end function wagon:get_seatno(pname) local data = advtrains.wagons[self.id] for no, cont in pairs(data.seatp) do if cont==pname then return no end end return nil end function wagon:get_off(seatno) local data = advtrains.wagons[self.id] if not data.seatp[seatno] then return end local pname = data.seatp[seatno] local clicker = minetest.get_player_by_name(pname) advtrains.player_to_train_mapping[pname]=nil advtrains.clear_driver_hud(pname) data.seatp[seatno]=nil self.seatpc[seatno]=nil if clicker then atprint("get_off: detaching",clicker:get_player_name()) clicker:set_detach() clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) local train=self:train() --code as in step - automatic get on if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 and train.index and train.path then local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) for i, ino in ipairs(self.door_entry) do --atdebug("using door-based",i,ino) local fct=data.wagon_flipped and -1 or 1 local aci = advtrains.path_get_index_by_offset(train, index, ino*fct) local ix1, ix2 = advtrains.path_get_adjacent(train, aci) local d = train.door_open if self.wagon_width then d = d * math.floor(self.wagon_width/2) end -- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg) -- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141) local add = { x = (ix2.z-ix1.z)*d, y = 0, z = (ix1.x-ix2.x)*d } local oadd = { x = (ix2.z-ix1.z)*(d+train.door_open), y = 1, z = (ix1.x-ix2.x)*(d+train.door_open)} local platpos=vector.round(vector.add(ix1, add)) local offpos=vector.round(vector.add(ix1, oadd)) --atdebug("platpos:", platpos, "offpos:", offpos) if minetest.get_item_group(minetest.get_node(platpos).name, "platform")>0 then minetest.after(GETOFF_TP_DELAY, function() clicker:set_pos(offpos) end) --atdebug("tp",offpos) return end --atdebug("nope") end end --if not door_entry, or paths missing, fall back to old method --atdebug("using fallback") local objpos=advtrains.round_vector_floor_y(self.object:getpos()) local yaw=self.object:getyaw() local isx=(yaw < math.pi/4) or (yaw > 3*math.pi/4 and yaw < 5*math.pi/4) or (yaw > 7*math.pi/4) local offp --abuse helper function for _,r in ipairs({-1, 1}) do --atdebug("offset",r) local p=vector.add({x=isx and r or 0, y=0, z=not isx and r or 0}, objpos) offp=vector.add({x=isx and r*2 or 0, y=1, z=not isx and r*2 or 0}, objpos) --atdebug("platpos:", p, "offpos:", offp) if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then minetest.after(GETOFF_TP_DELAY, function() clicker:set_pos(offp) end) --atdebug("tp",offp) return end end --atdebug("nope") end end function wagon:show_get_on_form(pname) if not self.initialized then return end local data = advtrains.wagons[self.id] if #self.seats==0 then if self.has_inventory and self.get_inventory_formspec and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then minetest.show_formspec(pname, "advtrains_inv_"..self.id, self:get_inventory_formspec(pname, make_inv_name(self.id))) end return end local form, comma="size[5,8]label[0.5,0.5;"..attrans("Select seat:").."]textlist[0.5,1;4,6;seat;", "" for seatno, seattbl in ipairs(self.seats) do local addtext, colorcode="", "" if data.seatp and data.seatp[seatno] then colorcode="#FF0000" addtext=" ("..data.seatp[seatno]..")" end form=form..comma..colorcode..seattbl.name..addtext comma="," end form=form..";0,false]" if self.has_inventory and self.get_inventory_formspec then form=form.."button_exit[1,7;3,1;inv;"..attrans("Show Inventory").."]" end minetest.show_formspec(pname, "advtrains_geton_"..self.id, form) end function wagon:show_wagon_properties(pname) --[[ fields: field: driving/couple whitelist button: save ]] local data = advtrains.wagons[self.id] local form="size[5,5]" form = form .. "field[0.5,1;4.5,1;whitelist;Allow these players to access your wagon:;"..minetest.formspec_escape(data.whitelist or "").."]" form = form .. "field[0.5,2;4.5,1;roadnumber;Wagon road number:;"..minetest.formspec_escape(data.roadnumber or "").."]" local fc = "" if data.fc then fc = table.concat(data.fc, "!") end form = form .. "field[0.5,3;4.5,1;fc;Freight Code:;"..fc.."]" if data.fc then if not data.fcind then data.fcind = 1 end if data.fcind > 1 then form=form.."button[0.5,3.5;1,1;fcp;prev FC]" end form=form.."label[1.5,3.5;Current FC:]" local cur = data.fc[data.fcind] or "" form=form.."label[1.5,3.75;"..minetest.formspec_escape(cur).."]" form=form.."button[3.5,3.5;1,1;fcn;next FC]" end form=form.."button_exit[0.5,4.5;4,1;save;"..attrans("Save wagon properties").."]" minetest.show_formspec(pname, "advtrains_prop_"..self.id, form) end --BordCom local function checkcouple(ent) if not ent or not ent:getyaw() then return nil end local le = ent:get_luaentity() if not le or not le.is_couple then return nil end return le end local function checklock(pname, own1, own2, wl1, wl2) return advtrains.check_driving_couple_protection(pname, own1, wl1) or advtrains.check_driving_couple_protection(pname, own2, wl2) end local function split(str, sep) local fields = {} local pattern = string.format("([^%s]+)", sep) str:gsub(pattern, function(c) fields[#fields+1] = c end) return fields end function wagon.set_fc(data, fcstr) data.fc = split(fcstr, "!") if not data.fcind then data.fcind = 1 elseif data.fcind > #data.fc then data.fcind = #data.fc end end function wagon.prev_fc(data) if data.fcind > 1 then data.fcind = data.fcind -1 end if data.fcind == 1 and data.fcrev then data.fcrev = nil end end function wagon.next_fc(data) if not data.fc then return end if data.fcrev then wagon.prev_fc(data) return end if data.fcind < #data.fc then data.fcind = data.fcind + 1 else data.fcind = 1 end if data.fcind == #data.fc and data.fc[data.fcind] == "?" then data.fcrev = true wagon.prev_fc(data) return end end function advtrains.get_cur_fc(data) if not ( data.fc and data.fcind ) then return "" end return data.fc[data.fcind] or "" end function advtrains.step_fc(data) wagon.next_fc(data) end function wagon:show_bordcom(pname) if not self:train() then return end local train = self:train() local data = advtrains.wagons[self.id] local form = "size[11,9]label[0.5,0;AdvTrains Boardcom v0.1]" form=form.."textarea[0.5,1.5;7,1;text_outside;"..attrans("Text displayed outside on train")..";"..(minetest.formspec_escape(train.text_outside or "")).."]" form=form.."textarea[0.5,3;7,1;text_inside;"..attrans("Text displayed inside train")..";"..(minetest.formspec_escape(train.text_inside or "")).."]" form=form.."field[7.5,1.75;3,1;line;"..attrans("Line")..";"..(minetest.formspec_escape(train.line or "")).."]" form=form.."field[7.5,3.25;3,1;routingcode;"..attrans("Routingcode")..";"..(minetest.formspec_escape(train.routingcode or "")).."]" --row 5 : train overview and autocoupling if train.velocity==0 then form=form.."label[0.5,4;Train overview /coupling control:]" linhei=5 local pre_own, pre_wl, owns_any = nil, nil, minetest.check_player_privs(pname, "train_admin") for i, tpid in ipairs(train.trainparts) do local ent = advtrains.wagons[tpid] if ent then local roadnumber = ent.roadnumber or "" form = form .. string.format("button[%d,%d;%d,%d;%s;%s]", i, linhei, 1, 0.2, "wgprp"..i, roadnumber) local ename = ent.type form = form .. "item_image["..i..","..(linhei+0.5)..";1,1;"..ename.."]" if i~=1 then if checklock(pname, ent.owner, pre_own, ent.whitelist, pre_wl) then form = form .. "image_button["..(i-0.5)..","..(linhei+1.5)..";1,1;advtrains_discouple.png;dcpl_"..i..";]" end end if i == data.pos_in_trainparts then form = form .. "box["..(i-0.1)..","..(linhei+0.4)..";1,1;green]" end pre_own = ent.owner pre_wl = ent.whitelist owns_any = owns_any or (not ent.owner or ent.owner==pname) end end if train.movedir==1 then form = form .. "label["..(#train.trainparts+1)..","..(linhei)..";-->]" else form = form .. "label[0.5,"..(linhei)..";<--]" end --check cpl_eid_front and _back of train local couple_front = checkcouple(train.cpl_front) local couple_back = checkcouple(train.cpl_back) if couple_front then form = form .. "image_button[0.5,"..(linhei+1)..";1,1;advtrains_couple.png;cpl_f;]" end if couple_back then form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+1)..";1,1;advtrains_couple.png;cpl_b;]" end else form=form.."label[0.5,4.5;Train overview / coupling control is only shown when the train stands.]" end form = form .. "button[0.5,8;3,1;save;Save]" -- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect -- from inside the train if advtrains.interlocking and train.lzb and #train.lzb.checkpoints > 0 then local i=1 while train.lzb.checkpoints[i] do local oci = train.lzb.checkpoints[i] if oci.udata and oci.udata.signal_pos then if advtrains.interlocking.db.get_sigd_for_signal(oci.udata.signal_pos) then form = form .. "button[4.5,8;5,1;ilrs;Remote Routesetting]" break end end i=i+1 end if train.ars_disable then form = form .. "button[4.5,7;5,1;ilarsenable;Clear 'Disable ARS' flag]" end end minetest.show_formspec(pname, "advtrains_bordcom_"..self.id, form) end function wagon:handle_bordcom_fields(pname, formname, fields) local data = advtrains.wagons[self.id] local seatno=self:get_seatno(pname) if not seatno or not self.seat_groups[self.seats[seatno].group].driving_ctrl_access or not advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then return end local train = self:train() if not train then return end if fields.text_outside then if fields.text_outside~="" then train.text_outside=fields.text_outside else train.text_outside=nil end end if fields.text_inside then if fields.text_inside~="" then train.text_inside=fields.text_inside else train.text_inside=nil end end if fields.line then if fields.line~="" then if fields.line ~= train.line then train.line=fields.line minetest.after(0, advtrains.invalidate_path, train.id) end else train.line=nil end end if fields.routingcode then if fields.routingcode~="" then if fields.routingcode ~= train.routingcode then train.routingcode=fields.routingcode minetest.after(0, advtrains.invalidate_path, train.id) end else train.routingcode=nil end end for i, tpid in ipairs(train.trainparts) do if fields["dcpl_"..i] then advtrains.safe_decouple_wagon(tpid, pname) elseif fields["wgprp"..i] then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==tpid and data.owner==pname then wagon:show_wagon_properties(pname) return end end end end --check cpl_eid_front and _back of train local couple_front = checkcouple(train.cpl_front) local couple_back = checkcouple(train.cpl_back) if fields.cpl_f and couple_front then couple_front:on_rightclick(pname) end if fields.cpl_b and couple_back then couple_back:on_rightclick(pname) end -- Interlocking functionality: If the interlocking module is loaded, you can set the signal aspect -- from inside the train if advtrains.interlocking then if fields.ilrs and train.lzb and #train.lzb.checkpoints > 0 then local i=1 while train.lzb.checkpoints[i] do local oci = train.lzb.checkpoints[i] if oci.udata and oci.udata.signal_pos then local sigd = advtrains.interlocking.db.get_sigd_for_signal(oci.udata.signal_pos) if sigd then advtrains.interlocking.show_signalling_form(sigd, pname) return end end i=i+1 end end if fields.ilarsenable then advtrains.interlocking.ars_set_disable(train, false) end end if not fields.quit then self:show_bordcom(pname) end end minetest.register_on_player_receive_fields(function(player, formname, fields) local uid=string.match(formname, "^advtrains_geton_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==uid then local data = advtrains.wagons[wagon.id] if fields.inv then if wagon.has_inventory and wagon.get_inventory_formspec then minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name(), make_inv_name(uid))) end elseif fields.seat then local val=minetest.explode_textlist_event(fields.seat) if val and val.type~="INV" and not data.seatp[player:get_player_name()] then --get on wagon:get_on(player, val.index) --will work with the new close_formspec functionality. close exactly this formspec. minetest.show_formspec(player:get_player_name(), formname, "") end end end end end uid=string.match(formname, "^advtrains_seating_(.+)$") if uid then for _,wagon in pairs(minetest.luaentities) do if wagon.is_wagon and wagon.initialized and wagon.id==uid then local pname=player:get_player_name() local no=wagon:get_seatno(pname) if no then if wagon.seat_groups then wagon:seating_from_key_helper(pname, fields, no) end end end end end uid=string.match(formname, "^advtrains_prop_(.+)$") if uid then local pname=player:get_player_name() local data = advtrains.wagons[uid] if pname~=data.owner and not minetest.check_player_privs(pname, {train_admin = true}) then return true end if fields.save or not fields.quit then if fields.whitelist then data.whitelist = fields.whitelist end if fields.roadnumber then data.roadnumber = fields.roadnumber end if fields.fc then wagon.set_fc(data, fields.fc) end if fields.fcp then wagon.prev_fc(data) wagon.show_wagon_properties({id=uid}, pname) end if fields.fcn then advtrains.step_fc(data) wagon.show_wagon_properties({id=uid}, pname) end end end uid=string.match(formname, "^advtrains_bordcom_(.+)$")