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Minetest Lua Mainmenu API Reference 0.4.10
========================================

Introduction
-------------
The main menu is defined as a formspec by Lua in builtin/mainmenu/
Description of formspec language to show your menu is in lua_api.txt

Callbacks
---------
core.buttonhandler(fields): called when a button is pressed.
^ fields = {name1 = value1, name2 = value2, ...}
core.event_handler(event)
^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter"

Gamedata
--------
The "gamedata" table is read when calling core.start(). It should contain:
{
	playername     = <name>,
	password       = <password>,
	address        = <IP/adress>,
	port           = <port>,
	selected_world = <index>, -- 0 for client mode
	singleplayer   = <true/false>,
}

Functions
---------
core.start()
core.close()

Filesystem:
core.get_scriptdir()
^ returns directory of script
core.get_modpath() (possible in async calls)
^ returns path to global modpath
core.get_modstore_details(modid) (possible in async calls)
^ modid numeric id of mod in modstore
^ returns {
	id			= <numeric id of mod in modstore>,
	title		= <human readable title>,
	basename	= <basename for mod>,
	description = <description of mod>,
	author		= <author of mod>,
	download_url= <best match download url>,
	license		= <short description of license>,
	rating		= <float value of current rating>
}
core.get_modstore_list() (possible in async calls)
^ returns {
	[1] = {
		id		 = <numeric id of mod in modstore>,
		title	 = <human readable title>,
		basename = <basename for mod>
	}
}
core.get_gamepath() (possible in async calls)
^ returns path to global gamepath
core.get_texturepath() (possible in async calls)
^ returns path to default textures
core.get_dirlist(path,onlydirs) (possible in async calls)
^ path to get subdirs from
^ onlydirs should result contain only dirs?
^ returns list of folders within path
core.create_dir(absolute_path) (possible in async calls)
^ absolute_path to directory to create (needs to be absolute)
^ returns true/false
core.delete_dir(absolute_path) (possible in async calls)
^ absolute_path to directory to delete (needs to be absolute)
^ returns true/false
core.copy_dir(source,destination,keep_soure) (possible in async calls)
^ source folder
^ destination folder
^ keep_source DEFAULT true --> if set to false source is deleted after copying
^ returns true/false
core.extract_zip(zipfile,destination) [unzip within path required]
^ zipfile to extract
^ destination folder to extract to
^ returns true/false
core.download_file(url,target) (possible in async calls)
^ url to download
^ target to store to
^ returns true/false
core.get_version() (possible in async calls)
^ returns current core version
core.sound_play(spec, looped) -> handle
^ spec = SimpleSoundSpec (see lua-api.txt)
^ looped = bool
core.sound_stop(handle)
core.get_video_drivers()
^ get list of video drivers supported by engine (not all modes are guaranteed to work)
^ returns list of available video drivers e.g. { "OpenGL", "Software" }

Formspec:
core.update_formspec(formspec)
core.get_table_index(tablename) -> index
^ can also handle textlists
core.formspec_escape(string) -> string
^ escapes characters [ ] \ , ; that can not be used in formspecs
core.explode_table_event(string) -> table
^ returns e.g. {type="CHG", row=1, column=2}
^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
core.explode_textlist_event(string) -> table
^ returns e.g. {type="CHG", index=1}
^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)

GUI:
core.set_background(type, texturepath,[tile],[minsize])
^ type: "background", "overlay", "header" or "footer"
^ tile: tile the image instead of scaling (background only)
^ minsize: minimum tile size, images are scaled to at least this size prior
^   doing tiling (background only)
core.set_clouds(<true/false>)
core.set_topleft_text(text)
core.show_keys_menu()
core.file_open_dialog(formname,caption)
^ shows a file open dialog
^ formname is base name of dialog response returned in fields
^     -if dialog was accepted "_accepted"
^^       will be added to fieldname containing the path
^     -if dialog was canceled "_cancelled"
^        will be added to fieldname value is set to formname itself
^ returns nil or selected file/folder
core.get_screen_info()
^ returns {
	density         = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>,
	display_width   = <width of display>,
	display_height  = <height of display>,
	window_width    = <current window width>,
	window_height   = <current window height>
	}

Games:
core.get_game(index)
^ returns {
	id               = <id>,
	path             = <full path to game>,
	gamemods_path    = <path>,
	name             = <name of game>,
	menuicon_path    = <full path to menuicon>,
	DEPRECATED:
	addon_mods_paths = {[1] = <path>,},
}
core.get_games() -> table of all games in upper format (possible in async calls)

Favorites:
core.get_favorites(location) -> list of favorites (possible in async calls)
^ location: "local" or "online"
^ returns {
	[1] = {
	clients       = <number of clients/nil>,
	clients_max   = <maximum number of clients/nil>,
	version       = <server version/nil>,
	password      = <true/nil>,
	creative      = <true/nil>,
	damage        = <true/nil>,
	pvp           = <true/nil>,
	description   = <server description/nil>,
	name          = <server name/nil>,
	address       = <address of server/nil>,
	port          = <port>
	},
}
core.delete_favorite(id, location) -> success

Logging:
core.debug(line) (possible in async calls)
^ Always printed to stderr and logfile (print() is redirected here)
core.log(line) (possible in async calls)
core.log(loglevel, line) (possible in async calls)
^ loglevel one of "error", "action", "info", "verbose"

Settings:
core.setting_set(name, value)
core.setting_get(name) -> string or nil (possible in async calls)
core.setting_setbool(name, value)
core.setting_getbool(name) -> bool or nil (possible in async calls)
core.setting_save() -> nil, save all settings to config file

Worlds:
core.get_worlds() -> list of worlds (possible in async calls)
^ returns {
	[1] = {
	path   = <full path to world>,
	name   = <name of world>,
	gameid = <gameid of world>,
	},
}
core.create_world(worldname, gameid)
core.delete_world(index)

Helpers:
core.gettext(string) -> string
^ look up the translation of a string in the gettext message catalog
fgettext(string, ...) -> string
^ call core.gettext(string), replace "$1"..."$9" with the given
^ extra arguments, call core.formspec_escape and return the result
core.parse_json(string[, nullvalue]) -> something (possible in async calls)
^ see core.parse_json (lua_api.txt)
dump(obj, dumped={})
^ Return object serialized as a string
string:split(separator)
^ eg. string:split("a,b", ",") == {"a","b"}
string:trim()
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
core.is_yes(arg) (possible in async calls)
^ returns whether arg can be interpreted as yes

Async:
core.handle_async(async_job,parameters,finished)
^ execute a function asynchronously
^ async_job is a function receiving one parameter and returning one parameter
^ parameters parameter table passed to async_job
^ finished function to be called once async_job has finished
^    the result of async_job is passed to this function

Limitations of Async operations
 -No access to global lua variables, don't even try
 -Limited set of available functions
	e.g. No access to functions modifying menu like core.start,core.close,
	core.file_open_dialog
			

Class reference
----------------
Settings: see lua_api.txt
id='n463' href='#n463'>463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599
-- interlocking/database.lua
-- saving the location of TCB's, their neighbors and their state
--[[

== THIS COMMENT IS PARTIALLY INCORRECT AND OUTDATED! ==

The interlocking system is based on track circuits.
Track circuit breaks must be manually set by the user. Signals must be assigned to track circuit breaks and to a direction(connid).
To simplify the whole system, there is no overlap.
== Trains ==
Trains always occupy certain track circuits. These are shown red in the signalbox view (TRAIN occupation entry).
== Database storage ==
The things that are actually saved are the Track Circuit Breaks. Each TCB holds a list of the TCBs that are adjacent in each direction.
TC occupation/state is then saved inside each (TCB,Direction) and held in sync across all TCBs adjacent to this one. If something should not be in sync,
all entries are merged to perform the most restrictive setup.
== Traverser function ==
To determine and update the list of neighboring TCBs, we need a traverser function.
It will start at one TCB in a specified direction (connid) and use get_adjacent_rail to crawl along the track. When encountering a turnout or a crossing,
it needs to branch(call itself recursively) to find all required TCBs. Those found TCBs are then saved in a list as tuples (TCB,Dir)
In the last step, they exchange their neighbors.
== TC states ==
A track circuit does not have a state as such, but has more or less a list of "reservations"
type can be one of these:
TRAIN See Trains obove
ROUTE Route set from a signal, but no train has yet passed that signal.
Not implemented (see note by reversible): OWNED - former ROUTE segments that a train has begun passing (train_id assigned)
		  - Space behind a train up to the next signal, when a TC is set as REVERSIBLE
Certain TCs can be marked as "allow call-on".
== Route setting: ==
Routes are set from a signal (the entry signal) to another signal facing the same direction (the exit signal)
Remember that signals are assigned to a TCB and a connid.
Whenever this is done, the following track circuits are set "reserved" by the train by saving the entry signal's ID:
- all TCs on the direct way of the route - set as ROUTE
Route setting fails whenever any TC that we want to set ROUTE to is already set ROUTE or TRAIN from another signal (except call-on, see below)
Apart from this, we need to set turnouts
- Turnouts on the track are set held as ROUTE
- Turnouts that purpose as flank protection are set held as FLANK (NOTE: left as an idea for later, because it's not clear how to do this properly without an engineer)
Note: In SimSig, it is possible to set a route into an still occupied section on the victoria line sim. (at the depot exit at seven sisters), although
	there are still segments set ahead of the first train passing, remaining from another route.
	Because our system will be able to remember "requested routes" and set them automatically once ready, this is not necessary here.
== Call-On/Multiple Trains ==
It will be necessary to join and split trains using call-on routes. A call-on route may be set when:
- there are no ROUTE reservations
- there are TRAIN reservations only inside TCs that have "allow call-on" set
== TC Properties ==
Note: Reversible property will not be implemented, assuming everything as non-rev.
This is sufficient to cover all use cases, and is done this way in reality.
	REVERSIBLE - Whether trains are allowed to reverse while on track circuit
	This property is supposed to be set for station tracks, where there is a signal at each end, and for sidings.
	It should in no case be set for TCs covering turnouts, or for main running lines.
	When a TC is not set as reversible, the OWNED status is cleared from the TC right after the train left it,
	to allow other trains to pass it.
	If it is set reversible, interlocking will keep the OWNED state behind the train up to the next signal, clearing it
	as soon as the train passes another signal or enters a non-reversible section.
CALL_ON_ALLOWED - Whether this TC being blocked (TRAIN or ROUTE) does not prevent shunt routes being set through this TC
== More notes ==
- It may not be possible to switch turnouts when their TC has any state entry

== Route releasing (TORR) ==
A train passing through a route happens as follows:
Route set from entry to exit signal
Train passes entry signal and enters first TC past the signal
-> Route from signal cleared (TCs remain locked)
-> ROUTE status of first TC past signal cleared
Train continues along the route.
Whenever train leaves a TC
-> Clearing any routes set from this TC outward recursively - see "Reversing problem"
Whenever train enters a TC
-> Clear route status from the just entered TC
Note that this prohibits by design that the train clears the route ahead of it.
== Reversing Problem ==
Encountered at the Royston simulation in SimSig. It is solved there by imposing a time limit on the set route. Call-on routes can somehow be set anyway.
Imagine this setup: (T=Train, R=Route, >=in_dir TCB)
    O-|  Royston P2 |-O
T->---|->RRR-|->RRR-|--
Train T enters from the left, the route is set to the right signal. But train is supposed to reverse here and stops this way:
    O-|  Royston P2 |-O
------|-TTTT-|->RRR-|--
The "Route" on the right is still set. Imposing a timeout here is a thing only professional engineers can determine, not an algorithm.
    O-|  Royston P2 |-O
<-T---|------|->RRR-|--
The train has left again, while route on the right is still set.
So, we have to clear the set route when the train has left the left TC.
This does not conflict with call-on routes, because both station tracks are set as "allow call-on"
Because none of the routes extends past any non-call-on sections, call-on route would be allowed here, even though the route
is locked in opposite direction at the time of routesetting.
Another case of this:
--TTT/--|->RRR--
The / here is a non-interlocked turnout (to a non-frequently used siding). For some reason, there is no exit node there,
so the route is set to the signal at the right end. The train is taking the exit to the siding and frees the TC, without ever
having touched the right TC.
]]--

local TRAVERSER_LIMIT = 1000


local ildb = {}

local track_circuit_breaks = {}
local track_sections = {}

-- Assignment of signals to TCBs
local signal_assignments = {}

-- track+direction -> signal position
local influence_points = {}

advtrains.interlocking.npr_rails = {}


function ildb.load(data)
	if not data then return end
	if data.tcbs then
		track_circuit_breaks = data.tcbs
	end
	if data.ts then
		track_sections = data.ts
	end
	if data.signalass then
		signal_assignments = data.signalass
	end
	if data.rs_locks then
		advtrains.interlocking.route.rte_locks = data.rs_locks
	end
	if data.rs_callbacks then
		advtrains.interlocking.route.rte_callbacks = data.rs_callbacks
	end
	if data.influence_points then
		influence_points = data.influence_points
	end
	if data.npr_rails then
		advtrains.interlocking.npr_rails = data.npr_rails
	end
end

function ildb.save()
	return {
		tcbs = track_circuit_breaks,
		ts=track_sections,
		signalass = signal_assignments,
		rs_locks = advtrains.interlocking.route.rte_locks,
		rs_callbacks = advtrains.interlocking.route.rte_callbacks,
		influence_points = influence_points,
		npr_rails = advtrains.interlocking.npr_rails,
	}
end

--
--[[
TCB data structure
{
[1] = { -- Variant: with adjacent TCs.
	ts_id = <id> -- ID of the assigned track section
	signal = <pos> -- optional: when set, routes can be set from this tcb/direction and signal
	-- aspect will be set accordingly.
	routeset = <index in routes> -- Route set from this signal. This is the entry that is cleared once
	-- train has passed the signal. (which will set the aspect to "danger" again)
	route_committed = <boolean> -- When setting/requesting a route, routetar will be set accordingly,
	-- while the signal still displays danger and nothing is written to the TCs
	-- As soon as the route can actually be set, all relevant TCs and turnouts are set and this field
	-- is set true, clearing the signal
	aspect = <asp> -- The aspect the signal should show. If this is nil, should show the most restrictive aspect (red)
	signal_name = <string> -- The human-readable name of the signal, only for documenting purposes
	routes = { <route definition> } -- a collection of routes from this signal
	route_auto = <boolean> -- When set, we will automatically re-set the route (designated by routeset)
},
[2] = { -- Variant: end of track-circuited area (initial state of TC)
	ts_id = nil, -- this is the indication for end_of_interlocking
	section_free = <boolean>, --this can be set by an exit node via mesecons or atlatc, 
	-- or from the tc formspec.
}
}

Track section
[id] = {
	name = "Some human-readable name"
	tc_breaks = { <signal specifier>,... } -- Bounding TC's (signal specifiers)
	-- Can be direct ends (auto-detected), conflicting routes or TCBs that are too far away from each other
	route = {
		origin = <signal>,  -- route origin
		entry = <sigd>,     -- supposed train entry point
		rsn = <string>,
		first = <bool>
	}
	route_post = {
		locks = {[n] = <pts>}
		next = <sigd>
	}
	-- Set whenever a route has been set through this TC. It saves the origin tcb id and side
	-- (=the origin signal). rsn is some description to be shown to the user
	-- first says whether to clear the routesetting status from the origin signal.
	-- locks contains the positions where locks are held by this ts.
	-- 'route' is cleared when train enters the section, while 'route_post' cleared when train leaves section.
	trains = {<id>, ...} -- Set whenever a train (or more) reside in this TC
}


Signal specifier (sigd) (a pair of TCB/Side):
{p = <pos>, s = <1/2>}

Signal Assignments: reverse lookup of signals assigned to TCBs
signal_assignments = {
[<signal pts>] = <sigd>
}
]]


--
function ildb.create_tcb(pos)
	local new_tcb = {
		[1] = {},
		[2] = {},
	}
	local pts = advtrains.roundfloorpts(pos)
	if not track_circuit_breaks[pts] then
		track_circuit_breaks[pts] = new_tcb
		return true
	else
		return false
	end
end

function ildb.get_tcb(pos)
	local pts = advtrains.roundfloorpts(pos)
	return track_circuit_breaks[pts]
end

function ildb.get_tcbs(sigd)
	local tcb = ildb.get_tcb(sigd.p)
	if not tcb then return nil end
	return tcb[sigd.s]
end


function ildb.create_ts(sigd)
	local tcbs = ildb.get_tcbs(sigd)
	local id = advtrains.random_id()
	
	while track_sections[id] do
		id = advtrains.random_id()
	end
	
	track_sections[id] = {
		name = "Section "..id,
		tc_breaks = { sigd }
	}
	tcbs.ts_id = id
end

function ildb.get_ts(id)
	return track_sections[id]
end



-- various helper functions handling sigd's
local sigd_equal = advtrains.interlocking.sigd_equal
local function insert_sigd_nodouble(list, sigd)
	for idx, cmp in pairs(list) do
		if sigd_equal(sigd, cmp) then
			return
		end
	end
	table.insert(list, sigd)
end


-- This function will actually handle the node that is in connid direction from the node at pos
-- so, this needs the conns of the node at pos, since these are already calculated
local function traverser(found_tcbs, pos, conns, connid, count, brk_when_found_n)
	local adj_pos, adj_connid, conn_idx, nextrail_y, next_conns = advtrains.get_adjacent_rail(pos, conns, connid, advtrains.all_tracktypes)
	if not adj_pos then
		--atdebug("Traverser found end-of-track at",pos, connid)
		return
	end
	-- look whether there is a TCB here
	if #next_conns == 2 then --if not, don't even try!
		local tcb = ildb.get_tcb(adj_pos)
		if tcb then