static private AddMessage ( string Text, MessageDependency Depencency, |
||
Text | string | The text of the message |
Depencency | MessageDependency | |
Mode | ||
Color | MessageColor | The color of the message text |
Timeout | double | The time this message will display for |
return | void |
internal override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, int CarIndex) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { if (Direction < 0) { Train.StationFrontCar = true; } else if (Direction > 0) { Train.StationFrontCar = false; if (Train == TrainManager.PlayerTrain) { Timetable.UpdateCustomTimetable(Game.Stations[this.StationIndex].TimetableDaytimeTexture, Game.Stations[this.StationIndex].TimetableNighttimeTexture); } } } else if (TriggerType == EventTriggerType.RearCarRearAxle) { if (Direction < 0) { Train.Station = this.StationIndex; Train.StationRearCar = true; if (Train.NextStopSkipped != TrainManager.StopSkipMode.None) { Train.LastStation = this.StationIndex; } Train.NextStopSkipped = TrainManager.StopSkipMode.None; } else if (Direction > 0) { if (Train.Station == StationIndex) { if (Train == TrainManager.PlayerTrain) { if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Pending) { string s = Interface.GetInterfaceString("message_station_passed"); s = s.Replace("[name]", Game.Stations[StationIndex].Name); Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 10.0, null); } else if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Boarding) { string s = Interface.GetInterfaceString("message_station_passed_boarding"); s = s.Replace("[name]", Game.Stations[StationIndex].Name); Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Red, Game.SecondsSinceMidnight + 10.0, null); } } Train.Station = -1; Train.StationRearCar = false; Train.StationState = TrainManager.TrainStopState.Pending; int d = Train.DriverCar; Sounds.StopSound(Train.Cars[d].Sounds.Halt.Source); } } } }
/// <inheritdoc/> public override void SectionChange() { if (CurrentSectionLimit == 0.0 && Game.MinimalisticSimulation == false) { Game.AddMessage(Translations.GetInterfaceString("message_signal_stop"), MessageDependency.PassedRedSignal, GameMode.Normal, MessageColor.Red, double.PositiveInfinity, null); } else if (CurrentSpeed > CurrentSectionLimit) { Game.AddMessage(Translations.GetInterfaceString("message_signal_overspeed"), MessageDependency.SectionLimit, GameMode.Normal, MessageColor.Orange, double.PositiveInfinity, null); } }
public override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, AbstractCar Car) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { if (Direction > 0) { if (Train.IsPlayerTrain) { Timetable.UpdateCustomTimetable(CurrentRoute.Stations[this.StationIndex].TimetableDaytimeTexture, CurrentRoute.Stations[this.StationIndex].TimetableNighttimeTexture); } } } else if (TriggerType == EventTriggerType.RearCarRearAxle) { if (Direction < 0) { Train.Station = this.StationIndex; if (Train.NextStopSkipped != StopSkipMode.None) { Train.LastStation = this.StationIndex; } Train.NextStopSkipped = StopSkipMode.None; } else if (Direction > 0) { if (Train.Station == StationIndex) { if (Train.IsPlayerTrain) { if (CurrentRoute.Stations[StationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Pending) { string s = Translations.GetInterfaceString("message_station_passed"); s = s.Replace("[name]", CurrentRoute.Stations[StationIndex].Name); Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 10.0, null); } else if (CurrentRoute.Stations[StationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Boarding) { string s = Translations.GetInterfaceString("message_station_passed_boarding"); s = s.Replace("[name]", CurrentRoute.Stations[StationIndex].Name); Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Red, Game.SecondsSinceMidnight + 10.0, null); } } Train.Station = -1; if (Train.StationState != TrainStopState.Jumping) { Train.StationState = TrainStopState.Pending; } int d = Train.DriverCar; Program.Sounds.StopSound(Train.Cars[d].Sounds.Halt); } } } }
private void UpdateFrontForward(TrainManager.Train Train, bool UpdateTrain, bool UpdateSection) { if (UpdateTrain) { // update train if (this.NextSectionIndex >= 0) { if (!Game.Sections[this.NextSectionIndex].Invisible) { if (Game.Sections[this.NextSectionIndex].CurrentAspect >= 0) { Train.CurrentSectionLimit = Game.Sections[this.NextSectionIndex].Aspects[Game.Sections[this.NextSectionIndex].CurrentAspect].Speed; } else { Train.CurrentSectionLimit = double.PositiveInfinity; } Train.CurrentSectionIndex = this.NextSectionIndex; } } else { Train.CurrentSectionLimit = double.PositiveInfinity; Train.CurrentSectionIndex = -1; } // messages if (this.NextSectionIndex < 0 || !Game.Sections[this.NextSectionIndex].Invisible) { if (Train.CurrentSectionLimit == 0.0 && Game.MinimalisticSimulation == false) { Game.AddMessage(Interface.GetInterfaceString("message_signal_stop"), MessageManager.MessageDependency.PassedRedSignal, Interface.GameMode.Normal, MessageColor.Red, double.PositiveInfinity, null); } else if (Train.Specs.CurrentAverageSpeed > Train.CurrentSectionLimit) { Game.AddMessage(Interface.GetInterfaceString("message_signal_overspeed"), MessageManager.MessageDependency.SectionLimit, Interface.GameMode.Normal, MessageColor.Orange, double.PositiveInfinity, null); } } } if (UpdateSection) { // update sections if (this.NextSectionIndex >= 0) { Game.Sections[this.NextSectionIndex].Enter(Train); Game.UpdateSection(this.NextSectionIndex); } } }
/// <inheritdoc/> public override void LeaveStation(int stationIndex, int direction) { if (direction < 0) { Station = stationIndex; if (NextStopSkipped != StopSkipMode.None) { LastStation = stationIndex; } NextStopSkipped = StopSkipMode.None; } else if (direction > 0) { if (Station == stationIndex) { if (this.IsPlayerTrain) { if (Program.CurrentRoute.Stations[stationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Pending) { string s = Translations.GetInterfaceString("message_station_passed"); s = s.Replace("[name]", Program.CurrentRoute.Stations[stationIndex].Name); Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Orange, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null); } else if (Program.CurrentRoute.Stations[stationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Boarding) { string s = Translations.GetInterfaceString("message_station_passed_boarding"); s = s.Replace("[name]", Program.CurrentRoute.Stations[stationIndex].Name); Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Red, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null); } } Station = -1; if (StationState != TrainStopState.Jumping) { StationState = TrainStopState.Pending; } SafetySystems.PassAlarm.Halt(); } } }
internal override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, int CarIndex) { if (Train == null) { return; } if (Train.RouteLimits == null) { Train.RouteLimits = new double[] { }; } if (Direction < 0) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { int n = Train.RouteLimits.Length; if (n > 0) { Array.Resize <double>(ref Train.RouteLimits, n - 1); Train.CurrentRouteLimit = double.PositiveInfinity; for (int i = 0; i < n - 1; i++) { if (Train.RouteLimits[i] < Train.CurrentRouteLimit) { Train.CurrentRouteLimit = Train.RouteLimits[i]; } } } } else if (TriggerType == EventTriggerType.RearCarRearAxle) { int n = Train.RouteLimits.Length; Array.Resize <double>(ref Train.RouteLimits, n + 1); for (int i = n; i > 0; i--) { Train.RouteLimits[i] = Train.RouteLimits[i - 1]; } Train.RouteLimits[0] = this.PreviousSpeedLimit; } } else if (Direction > 0) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { int n = Train.RouteLimits.Length; Array.Resize <double>(ref Train.RouteLimits, n + 1); Train.RouteLimits[n] = this.NextSpeedLimit; if (this.NextSpeedLimit < Train.CurrentRouteLimit) { Train.CurrentRouteLimit = this.NextSpeedLimit; } if (Train.Specs.CurrentAverageSpeed > this.NextSpeedLimit) { Game.AddMessage(Translations.GetInterfaceString("message_route_overspeed"), MessageManager.MessageDependency.RouteLimit, Interface.GameMode.Normal, MessageColor.Orange, double.PositiveInfinity, null); } } else if (TriggerType == EventTriggerType.RearCarRearAxle) { int n = Train.RouteLimits.Length; if (n > 0) { Train.CurrentRouteLimit = double.PositiveInfinity; for (int i = 0; i < n - 1; i++) { Train.RouteLimits[i] = Train.RouteLimits[i + 1]; if (Train.RouteLimits[i] < Train.CurrentRouteLimit) { Train.CurrentRouteLimit = Train.RouteLimits[i]; } } Array.Resize <double>(ref Train.RouteLimits, n - 1); } } } }
/// <summary>Moves the camera to a point of interest</summary> /// <param name="Value">The value of the jump to perform: /// -1= Previous POI /// 0= Return to currently selected POI (From cab etc.) /// 1= Next POI</param> /// <param name="Relative">Whether the relative camera position should be retained</param> /// <returns>False if the previous / next POI would be outside those defined, true otherwise</returns> internal static bool ApplyPointOfInterest(int Value, bool Relative) { double t = 0.0; int j = -1; if (Relative) { // relative if (Value < 0) { // previous poi t = double.NegativeInfinity; for (int i = 0; i < PointsOfInterest.Length; i++) { if (PointsOfInterest[i].TrackPosition < World.CameraTrackFollower.TrackPosition) { if (PointsOfInterest[i].TrackPosition > t) { t = PointsOfInterest[i].TrackPosition; j = i; } } } } else if (Value > 0) { // next poi t = double.PositiveInfinity; for (int i = 0; i < PointsOfInterest.Length; i++) { if (PointsOfInterest[i].TrackPosition > World.CameraTrackFollower.TrackPosition) { if (PointsOfInterest[i].TrackPosition < t) { t = PointsOfInterest[i].TrackPosition; j = i; } } } } } else { // absolute j = Value >= 0 & Value < PointsOfInterest.Length ? Value : -1; } // process poi if (j < 0) { return(false); } TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, t, true, false); World.CameraCurrentAlignment.Position = PointsOfInterest[j].TrackOffset; World.CameraCurrentAlignment.Yaw = PointsOfInterest[j].TrackYaw; World.CameraCurrentAlignment.Pitch = PointsOfInterest[j].TrackPitch; World.CameraCurrentAlignment.Roll = PointsOfInterest[j].TrackRoll; World.CameraCurrentAlignment.TrackPosition = t; World.UpdateAbsoluteCamera(0.0); if (PointsOfInterest[j].Text != null) { double n = 3.0 + 0.5 * Math.Sqrt((double)PointsOfInterest[j].Text.Length); Game.AddMessage(PointsOfInterest[j].Text, MessageManager.MessageDependency.PointOfInterest, Interface.GameMode.Expert, MessageColor.White, Game.SecondsSinceMidnight + n, null); } return(true); }
/// <summary>Is called once a frame to update the station state for the given train</summary> /// <param name="Train">The train</param> /// <param name="TimeElapsed">The frame time elapsed</param> private static void UpdateTrainStation(Train Train, double TimeElapsed) { if (Train.Station >= 0) { int i = Train.Station; int n = Game.Stations[Train.Station].GetStopIndex(Train.Cars.Length); double tf, tb; if (n >= 0) { double p0 = Train.Cars[0].FrontAxle.Follower.TrackPosition - Train.Cars[0].FrontAxle.Position + 0.5 * Train.Cars[0].Length; double p1 = Game.Stations[i].Stops[n].TrackPosition; tf = Game.Stations[i].Stops[n].ForwardTolerance; tb = Game.Stations[i].Stops[n].BackwardTolerance; Train.StationDistanceToStopPoint = p1 - p0; } else { Train.StationDistanceToStopPoint = 0.0; tf = 5.0; tb = 5.0; } if (Train.StationState == TrainStopState.Pending) { Train.StationDepartureSoundPlayed = false; if (Game.StopsAtStation(i, Train)) { Train.StationDepartureSoundPlayed = false; //Check whether all doors are controlled by the driver if (Train.Specs.DoorOpenMode != DoorMode.Manual) { //Check that we are not moving if (Math.Abs(Train.Specs.CurrentAverageSpeed) < 0.1 / 3.6 & Math.Abs(Train.Specs.CurrentAverageAcceleration) < 0.1 / 3.6) { //Check the interlock state for the doors switch (Train.Specs.DoorInterlockState) { case DoorInterlockStates.Unlocked: if (Game.Stations[i].OpenLeftDoors || Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Left: if (Game.Stations[i].OpenLeftDoors && !Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Right: if (!Game.Stations[i].OpenLeftDoors && Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Locked: //All doors are currently locked, do nothing break; } } } // detect arrival if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778) { bool left, right; if (Game.Stations[i].OpenLeftDoors) { left = false; for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[0].AnticipatedOpen) { left = true; break; } } } else { left = true; } if (Game.Stations[i].OpenRightDoors) { right = false; for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[1].AnticipatedOpen) { right = true; break; } } } else { right = true; } if (left & right) { // arrival Train.StationState = TrainStopState.Boarding; Train.StationAdjust = false; Train.Specs.DoorClosureAttempted = false; Sounds.StopSound(Train.Cars[Train.DriverCar].Sounds.Halt.Source); Sounds.SoundBuffer buffer = Game.Stations[i].ArrivalSoundBuffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Game.Stations[i].SoundOrigin; Sounds.PlaySound(buffer, 1.0, 1.0, pos, false); } Train.StationArrivalTime = Game.SecondsSinceMidnight; Train.StationDepartureTime = Game.Stations[i].DepartureTime - Train.TimetableDelta; if (Train.StationDepartureTime - Game.SecondsSinceMidnight < Game.Stations[i].StopTime) { Train.StationDepartureTime = Game.SecondsSinceMidnight + Game.Stations[i].StopTime; } Train.Passengers.PassengerRatio = Game.Stations[i].PassengerRatio; UpdateTrainMassFromPassengerRatio(Train); if (Train == PlayerTrain) { double early = 0.0; if (Game.Stations[i].ArrivalTime >= 0.0) { early = (Game.Stations[i].ArrivalTime - Train.TimetableDelta) - Train.StationArrivalTime; } string s; if (early < -1.0) { s = Translations.GetInterfaceString("message_station_arrival_late"); } else if (early > 1.0) { s = Translations.GetInterfaceString("message_station_arrival_early"); } else { s = Translations.GetInterfaceString("message_station_arrival"); } System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture; TimeSpan a = TimeSpan.FromSeconds(Math.Abs(early)); string b = a.Hours.ToString("00", Culture) + ":" + a.Minutes.ToString("00", Culture) + ":" + a.Seconds.ToString("00", Culture); if (Train.StationDistanceToStopPoint < -0.1) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_overrun"); } else if (Train.StationDistanceToStopPoint > 0.1) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_underrun"); } double d = Math.Abs(Train.StationDistanceToStopPoint); string c = d.ToString("0.0", Culture); if (Game.Stations[i].Type == StationType.Terminal) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_terminal"); } s = s.Replace("[name]", Game.Stations[i].Name); s = s.Replace("[time]", b); s = s.Replace("[difference]", c); Game.AddMessage(s, MessageManager.MessageDependency.StationArrival, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); if (Game.Stations[i].Type == StationType.Normal) { s = Translations.GetInterfaceString("message_station_deadline"); Game.AddMessage(s, MessageManager.MessageDependency.StationDeparture, Interface.GameMode.Normal, MessageColor.White, double.PositiveInfinity, null); } Timetable.UpdateCustomTimetable(Game.Stations[i].TimetableDaytimeTexture, Game.Stations[i].TimetableNighttimeTexture); } // schedule door locks (passengers stuck between the doors) for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { Train.Cars[j].Doors[k].DoorLockDuration = 0.0; if (Game.Stations[i].OpenLeftDoors & Train.Cars[j].Doors[k].Direction == -1 | Game.Stations[i].OpenRightDoors & Train.Cars[j].Doors[k].Direction == 1) { double p = 0.005 * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio; if (Program.RandomNumberGenerator.NextDouble() < p) { /* * -- door lock at state -- * minimum: 0.2 (nearly closed) * maximum: 0.8 (nearly opened) * */ Train.Cars[j].Doors[k].DoorLockState = 0.2 + 0.6 * Program.RandomNumberGenerator.NextDouble(); /* -- waiting time -- * minimum: 2.9 s * maximum: 40.0 s * average: 7.6 s * */ p = Program.RandomNumberGenerator.NextDouble(); Train.Cars[j].Doors[k].DoorLockDuration = (50.0 - 10.0 * p) / (17.0 - 16.0 * p); } } } } } else if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778) { // correct stop position if (!Train.StationAdjust & (Train.StationDistanceToStopPoint > tb | Train.StationDistanceToStopPoint < -tf)) { Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.Adjust.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.Adjust.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } if (Train == TrainManager.PlayerTrain) { Game.AddMessage(Translations.GetInterfaceString("message_station_correct"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 5.0, null); } Train.StationAdjust = true; } } else { Train.StationAdjust = false; } } } } else if (Train.StationState == TrainStopState.Boarding) { for (int j = 0; j < Train.Cars.Length; j++) { if (GetDoorsState(Train, j, Game.Stations[i].OpenLeftDoors, Game.Stations[i].OpenRightDoors) == (TrainDoorState.Opened | TrainDoorState.AllOpened)) { //Check whether all doors are controlled by the driver, and whether this is a non-standard station type //e.g. Change ends if (Train.Specs.DoorCloseMode != DoorMode.Manual & Game.Stations[i].Type == StationType.Normal) { //Check the interlock state for the doors switch (Train.Specs.DoorInterlockState) { case DoorInterlockStates.Unlocked: AttemptToCloseDoors(Train); break; case DoorInterlockStates.Left: if (Game.Stations[i].OpenLeftDoors) { AttemptToCloseDoors(Train); } break; case DoorInterlockStates.Right: if (Game.Stations[i].OpenRightDoors) { AttemptToCloseDoors(Train); } break; case DoorInterlockStates.Locked: //All doors are currently locked, do nothing break; } if (Train.Specs.DoorInterlockState != DoorInterlockStates.Locked & Train.Specs.DoorClosureAttempted) { if (Game.Stations[i].OpenLeftDoors && !Train.Cars[j].Doors[0].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Game.Stations[i].ReopenDoor) { Train.Cars[j].Doors[0].ReopenLimit = Program.RandomNumberGenerator.Next(1, Game.Stations[i].ReopenStationLimit); Train.Cars[j].Doors[0].ReopenCounter = 0; Train.Cars[j].Doors[0].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Game.Stations[i].MaxInterferingObjectRate) * 0.01; if (Train.Cars[j].Doors[0].InterferingObjectRate * Train.Specs.DoorWidth >= Train.Specs.DoorMaxTolerance) { Train.Cars[j].Doors[0].AnticipatedReopen = true; } } if (Game.Stations[i].OpenRightDoors && !Train.Cars[j].Doors[1].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Game.Stations[i].ReopenDoor) { Train.Cars[j].Doors[1].ReopenLimit = Program.RandomNumberGenerator.Next(1, Game.Stations[i].ReopenStationLimit); Train.Cars[j].Doors[1].ReopenCounter = 0; Train.Cars[j].Doors[1].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Game.Stations[i].MaxInterferingObjectRate) * 0.01; if (Train.Cars[j].Doors[1].InterferingObjectRate * Train.Specs.DoorWidth >= Train.Specs.DoorMaxTolerance) { Train.Cars[j].Doors[1].AnticipatedReopen = true; } } } } } } // detect departure bool left, right; if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors) { left = true; right = true; } else { if (Game.Stations[i].OpenLeftDoors) { left = false; for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { if (Train.Cars[j].Doors[k].State != 0.0) { left = true; break; } } if (left) { break; } } } else { left = false; } if (Game.Stations[i].OpenRightDoors) { right = false; for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { if (Train.Cars[j].Doors[k].State != 0.0) { right = true; break; } } if (right) { break; } } } else { right = false; } } // departure sound if (!Train.StationDepartureSoundPlayed) { Sounds.SoundBuffer buffer = Game.Stations[i].DepartureSoundBuffer; if (buffer != null) { double dur = Sounds.GetDuration(buffer); if (Game.SecondsSinceMidnight >= Train.StationDepartureTime - dur) { Sounds.PlaySound(buffer, 1.0, 1.0, Game.Stations[i].SoundOrigin, false); Train.StationDepartureSoundPlayed = true; } } } for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[0].AnticipatedReopen && Train.Cars[j].Doors[0].State == Train.Cars[j].Doors[0].InterferingObjectRate) { if (Train.Cars[j].Doors[0].NextReopenTime == 0.0) { Train.Cars[j].Doors[0].NextReopenTime = Game.SecondsSinceMidnight + Game.Stations[i].InterferenceInDoor; } else if (Train.Cars[j].Doors[0].ReopenCounter < Train.Cars[j].Doors[0].ReopenLimit) { if (Game.SecondsSinceMidnight >= Train.Cars[j].Doors[0].NextReopenTime) { OpenTrainDoors(Train, j, true, false); } } else { Train.Cars[j].Doors[0].AnticipatedReopen = false; } } if (Train.Cars[j].Doors[1].AnticipatedReopen && Train.Cars[j].Doors[1].State == Train.Cars[j].Doors[1].InterferingObjectRate) { if (Train.Cars[j].Doors[1].NextReopenTime == 0.0) { Train.Cars[j].Doors[1].NextReopenTime = Game.SecondsSinceMidnight + Game.Stations[i].InterferenceInDoor; } else if (Train.Cars[j].Doors[1].ReopenCounter < Train.Cars[j].Doors[1].ReopenLimit) { if (Game.SecondsSinceMidnight >= Train.Cars[j].Doors[1].NextReopenTime) { OpenTrainDoors(Train, j, false, true); } } else { Train.Cars[j].Doors[1].AnticipatedReopen = false; } } } TrainDoorState doorState = GetDoorsState(Train, Game.Stations[i].OpenLeftDoors, Game.Stations[i].OpenRightDoors); if (Train.Specs.DoorCloseMode == DoorMode.Manual || doorState == TrainDoorState.None || doorState == (TrainDoorState.Closed | TrainDoorState.AllClosed)) { if (left | right) { // departure message if (Game.SecondsSinceMidnight > Train.StationDepartureTime && (Game.Stations[i].Type != StationType.Terminal || Train != PlayerTrain)) { Train.StationState = TrainStopState.Completed; if (Train == PlayerTrain & Game.Stations[i].Type == StationType.Normal) { if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors | Train.Specs.DoorCloseMode != DoorMode.Manual) { Game.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } else { Game.AddMessage(Translations.GetInterfaceString("message_station_depart_closedoors"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } } else if (Game.Stations[i].Type == StationType.ChangeEnds) { JumpTrain(Train, i + 1); } } if (Interface.CurrentOptions.LoadingSway) { // passengers boarding for (int j = 0; j < Train.Cars.Length; j++) { double r = 2.0 * Game.Stations[i].PassengerRatio * TimeElapsed; if (r >= Program.RandomNumberGenerator.NextDouble()) { int d = (int)Math.Floor(Program.RandomNumberGenerator.NextDouble() * (double)Train.Cars[j].Doors.Length); if (Train.Cars[j].Doors[d].State == 1.0) { Train.Cars[j].Specs.CurrentRollShakeDirection += (double)Train.Cars[j].Doors[d].Direction; } } } } } else { Train.StationState = TrainStopState.Completed; if (Train == PlayerTrain & Game.Stations[i].Type == StationType.Normal) { Game.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } } } } } else { if (Train.StationState != TrainStopState.Jumping) { Train.StationState = TrainStopState.Pending; } } // automatically close doors if (Train.Specs.DoorCloseMode != DoorMode.Manual & Train.Specs.DoorInterlockState != DoorInterlockStates.Locked & !Train.Specs.DoorClosureAttempted) { if (Train.Station == -1 | Train.StationState == TrainStopState.Completed) { if ((GetDoorsState(Train, true, true) & TrainDoorState.AllClosed) == 0) { CloseTrainDoors(Train, true, true); Train.Specs.DoorClosureAttempted = true; } } } }
/// <inheritdoc/> public override void RequestStop(RequestStop stopRequest) { if (stopRequest.MaxCars != 0 && NumberOfCars > stopRequest.MaxCars) { //Check whether our train length is valid for this before doing anything else Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[2], 1.0, 1.0, Cars[DriverCar], false); return; } if (Program.RandomNumberGenerator.Next(0, 100) <= stopRequest.Probability) { //We have hit our probability roll if (Program.CurrentRoute.Stations[stopRequest.StationIndex].StopMode == StationStopMode.AllRequestStop || (IsPlayerTrain && Program.CurrentRoute.Stations[stopRequest.StationIndex].StopMode == StationStopMode.PlayerRequestStop)) { //If our train can stop at this station, set it's index accordingly Station = stopRequest.StationIndex; NextStopSkipped = StopSkipMode.None; //Play sound Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[0], 1.0, 1.0, Cars[DriverCar], false); } else { //We don't meet the conditions for this request stop if (stopRequest.FullSpeed) { //Pass at linespeed, rather than braking as if for stop NextStopSkipped = StopSkipMode.Linespeed; } else { NextStopSkipped = StopSkipMode.Decelerate; } //Play sound Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Cars[DriverCar], false); //If message is not empty, add it if (!string.IsNullOrEmpty(stopRequest.PassMessage) && IsPlayerTrain) { Game.AddMessage(stopRequest.PassMessage, MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null); } return; } //Play sound Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[0], 1.0, 1.0, Cars[DriverCar], false); //If message is not empty, add it if (!string.IsNullOrEmpty(stopRequest.StopMessage) && IsPlayerTrain) { Game.AddMessage(stopRequest.StopMessage, MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null); } } else { Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Cars[DriverCar], false); if (stopRequest.FullSpeed) { //Pass at linespeed, rather than braking as if for stop NextStopSkipped = StopSkipMode.Linespeed; } else { NextStopSkipped = StopSkipMode.Decelerate; } //Play sound Program.Sounds.PlayCarSound(Cars[DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Cars[DriverCar], false); //If message is not empty, add it if (!string.IsNullOrEmpty(stopRequest.PassMessage) && IsPlayerTrain) { Game.AddMessage(stopRequest.PassMessage, MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null); } } }
/// <summary>May be called from a .Net plugin, in order to add a message to the in-game display</summary> /// <param name="Message">The message to display</param> /// <param name="Color">The color in which to display the message</param> /// <param name="Time">The time in seconds for which to display the message</param> internal void AddInterfaceMessage(string Message, MessageColor Color, double Time) { Game.AddMessage(Message, MessageManager.MessageDependency.Plugin, Interface.GameMode.Expert, Color, Game.SecondsSinceMidnight + Time, null); }
/// <summary>May be called from a .Net plugin, in order to add a message to the in-game display</summary> /// <param name="Message">The message to display</param> /// <param name="Color">The color in which to display the message</param> /// <param name="Time">The time in seconds for which to display the message</param> internal void AddInterfaceMessage(string Message, MessageColor Color, double Time) { Game.AddMessage(Message, MessageDependency.Plugin, GameMode.Expert, Color, Program.CurrentRoute.SecondsSinceMidnight + Time, null); }
/// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary> private void SetupSimulation() { if (Loading.Cancel) { Close(); } Timetable.CreateTimetable(); //Check if any critical errors have occured during the route or train loading for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.Messages[i].Type == Interface.MessageType.Critical) { MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand); Close(); } } Renderer.InitializeLighting(); Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile); Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder); Game.LogDateTime = DateTime.Now; if (Interface.CurrentOptions.LoadInAdvance) { Textures.LoadAllTextures(); } else { Textures.UnloadAllTextures(); } // camera ObjectManager.InitializeVisibility(); TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.0, true, false); TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -0.1, true, false); TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.1, true, false); World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera; // starting time and track position Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; int PlayerFirstStationIndex = -1; double PlayerFirstStationPosition = 0.0; for (int i = 0; i < Game.Stations.Length; i++) { if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0) { PlayerFirstStationIndex = i; int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { PlayerFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition; double TrainLength = 0.0; for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++) { TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length; } for (int j = 0; j < Game.BufferTrackPositions.Length; j++) { if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j]) { /* * HACK: The initial start position for the player train is stuck on a set of buffers * This means we have to make some one the fly adjustments to the first station stop position */ //Set the start position to be the buffer position plus the train length plus 1m PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1; //Update the station stop location if (s >= 0) { Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition; } else { Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition; } break; } } } else { PlayerFirstStationPosition = Game.Stations[i].DefaultTrackPosition; } if (Game.Stations[i].ArrivalTime < 0.0) { if (Game.Stations[i].DepartureTime < 0.0) { Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; } else { Game.SecondsSinceMidnight = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime; Game.StartupTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime; } } else { Game.SecondsSinceMidnight = Game.Stations[i].ArrivalTime; Game.StartupTime = Game.Stations[i].ArrivalTime; } break; } } int OtherFirstStationIndex = -1; double OtherFirstStationPosition = 0.0; double OtherFirstStationTime = 0.0; for (int i = 0; i < Game.Stations.Length; i++) { if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0) { OtherFirstStationIndex = i; int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition; } else { OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition; } if (Game.Stations[i].ArrivalTime < 0.0) { if (Game.Stations[i].DepartureTime < 0.0) { OtherFirstStationTime = 0.0; } else { OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime; } } else { OtherFirstStationTime = Game.Stations[i].ArrivalTime; } break; } } if (Game.PrecedingTrainTimeDeltas.Length != 0) { OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1]; if (OtherFirstStationTime < Game.SecondsSinceMidnight) { Game.SecondsSinceMidnight = OtherFirstStationTime; } } // initialize trains for (int i = 0; i < TrainManager.Trains.Length; i++) { TrainManager.InitializeTrain(TrainManager.Trains[i]); int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex; if (s >= 0) { if (Game.Stations[s].OpenLeftDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Specs.AnticipatedLeftDoorsOpened = true; } } if (Game.Stations[s].OpenRightDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Specs.AnticipatedRightDoorsOpened = true; } } } if (Game.Sections.Length != 0) { Game.Sections[0].Enter(TrainManager.Trains[i]); } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { double length = TrainManager.Trains[i].Cars[0].Length; TrainManager.MoveCar(TrainManager.Trains[i], j, -length, 0.01); TrainManager.MoveCar(TrainManager.Trains[i], j, length, 0.01); } } // score Game.CurrentScore.ArrivalStation = PlayerFirstStationIndex + 1; Game.CurrentScore.DepartureStation = PlayerFirstStationIndex; Game.CurrentScore.Maximum = 0; for (int i = 0; i < Game.Stations.Length; i++) { if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i)) { if (i == 0 || Game.Stations[i - 1].StationType != Game.StationType.ChangeEnds) { Game.CurrentScore.Maximum += Game.ScoreValueStationArrival; } } } if (Game.CurrentScore.Maximum <= 0) { Game.CurrentScore.Maximum = Game.ScoreValueStationArrival; } // signals if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // move train in position for (int i = 0; i < TrainManager.Trains.Length; i++) { double p; if (i == TrainManager.PlayerTrain.TrainIndex) { p = PlayerFirstStationPosition; } else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus) { p = Game.BogusPretrainInstructions[0].TrackPosition; TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]); } else { p = OtherFirstStationPosition; } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.MoveCar(TrainManager.Trains[i], j, p, 0.01); } } // timetable if (Timetable.DefaultTimetableDescription.Length == 0) { Timetable.DefaultTimetableDescription = Game.LogTrainName; } // initialize camera if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable) { World.CameraMode = World.CameraViewMode.InteriorLookAhead; } //Place the initial camera in the driver car TrainManager.UpdateCamera(TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar); TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false); ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z); World.CameraSavedInterior = new World.CameraAlignment(); World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0); World.CameraSavedTrack = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0); // signalling sections for (int i = 0; i < TrainManager.Trains.Length; i++) { int s = TrainManager.Trains[i].CurrentSectionIndex; Game.Sections[s].Enter(TrainManager.Trains[i]); } if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // fast-forward until start time { Game.MinimalisticSimulation = true; const double w = 0.25; double u = Game.StartupTime - Game.SecondsSinceMidnight; if (u > 0) { while (true) { double v = u < w ? u : w; u -= v; Game.SecondsSinceMidnight += v; TrainManager.UpdateTrains(v); if (u <= 0.0) { break; } TotalTimeElapsedForSectionUpdate += v; if (TotalTimeElapsedForSectionUpdate >= 1.0) { if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } TotalTimeElapsedForSectionUpdate = 0.0; } } } Game.MinimalisticSimulation = false; } // animated objects ObjectManager.UpdateAnimatedWorldObjects(0.0, true); TrainManager.UpdateTrainObjects(0.0, true); // timetable if (TrainManager.PlayerTrain.Station >= 0) { Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture); if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None) { Timetable.CurrentTimetable = Timetable.TimetableState.Custom; } } // warnings / errors if (Interface.MessageCount != 0) { int filesNotFound = 0; int errors = 0; int warnings = 0; for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.Messages[i].FileNotFound) { filesNotFound++; } else if (Interface.Messages[i].Type == Interface.MessageType.Error) { errors++; } else if (Interface.Messages[i].Type == Interface.MessageType.Warning) { warnings++; } } string NotFound = null; string Messages = null; if (filesNotFound != 0) { NotFound = filesNotFound.ToString() + " file(s) not found"; Game.AddDebugMessage(NotFound, 10.0); } if (errors != 0 & warnings != 0) { Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)"; Game.AddDebugMessage(Messages, 10.0); } else if (errors != 0) { Messages = errors.ToString() + " error(s)"; Game.AddDebugMessage(Messages, 10.0); } else { Messages = warnings.ToString() + " warning(s)"; Game.AddDebugMessage(Messages, 10.0); } Game.RouteInformation.FilesNotFound = NotFound; Game.RouteInformation.ErrorsAndWarnings = Messages; //Print the plugin error encountered (If any) for 10s //This must be done after the simulation has init, as otherwise the timeout doesn't work if (Loading.PluginError != null) { Game.AddMessage(Loading.PluginError, Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0); Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0); } } loadComplete = true; RenderRealTimeElapsed = 0.0; RenderTimeElapsed = 0.0; World.InitializeCameraRestriction(); }
/// <summary>Updates the physics and controls for this train</summary> /// <param name="TimeElapsed">The time elapsed</param> private void UpdatePhysicsAndControls(double TimeElapsed) { if (TimeElapsed == 0.0 || TimeElapsed > 1000) { //HACK: The physics engine really does not like update times above 1000ms //This works around a bug experienced when jumping to a station on a steep hill //causing exessive acceleration return; } // move cars for (int i = 0; i < Cars.Length; i++) { Cars[i].Move(Cars[i].CurrentSpeed * TimeElapsed); if (State == TrainState.Disposed) { return; } } // update station and doors UpdateTrainStation(this, TimeElapsed); UpdateTrainDoors(this, TimeElapsed); // delayed handles if (Plugin == null) { Handles.Power.Safety = Handles.Power.Driver; Handles.Brake.Safety = Handles.Brake.Driver; Handles.EmergencyBrake.Safety = Handles.EmergencyBrake.Driver; } Handles.Power.Update(); Handles.Brake.Update(); Handles.Brake.Update(); Handles.EmergencyBrake.Update(); Handles.HoldBrake.Actual = Handles.HoldBrake.Driver; // update speeds UpdateSpeeds(TimeElapsed); // Update Run and Motor sounds for (int i = 0; i < Cars.Length; i++) { Cars[i].UpdateRunSounds(TimeElapsed); Cars[i].UpdateMotorSounds(TimeElapsed); } // safety system if (!Game.MinimalisticSimulation | !IsPlayerTrain) { UpdateSafetySystem(); } { // breaker sound bool breaker; if (Cars[DriverCar].CarBrake is AutomaticAirBrake) { breaker = Handles.Reverser.Actual != 0 & Handles.Power.Safety >= 1 & Handles.Brake.Safety == (int)AirBrakeHandleState.Release & !Handles.EmergencyBrake.Safety & !Handles.HoldBrake.Actual; } else { breaker = Handles.Reverser.Actual != 0 & Handles.Power.Safety >= 1 & Handles.Brake.Safety == 0 & !Handles.EmergencyBrake.Safety & !Handles.HoldBrake.Actual; } if (breaker & !Cars[DriverCar].Sounds.BreakerResumed) { // resume if (Cars[DriverCar].Sounds.BreakerResume.Buffer != null) { Program.Sounds.PlaySound(Cars[DriverCar].Sounds.BreakerResume.Buffer, 1.0, 1.0, Cars[DriverCar].Sounds.BreakerResume.Position, Cars[DriverCar], false); } if (Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Buffer != null) { Program.Sounds.PlaySound(Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Buffer, 1.0, 1.0, Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Position, Cars[DriverCar], false); } Cars[DriverCar].Sounds.BreakerResumed = true; } else if (!breaker & Cars[DriverCar].Sounds.BreakerResumed) { // interrupt if (Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Buffer != null) { Program.Sounds.PlaySound(Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Buffer, 1.0, 1.0, Cars[DriverCar].Sounds.BreakerResumeOrInterrupt.Position, Cars[DriverCar], false); } Cars[DriverCar].Sounds.BreakerResumed = false; } } // passengers Passengers.Update(Specs.CurrentAverageAcceleration, TimeElapsed); // signals if (CurrentSectionLimit == 0.0) { if (Handles.EmergencyBrake.Driver & CurrentSpeed > -0.03 & CurrentSpeed < 0.03) { CurrentSectionLimit = 6.94444444444444; if (IsPlayerTrain) { string s = Translations.GetInterfaceString("message_signal_proceed"); double a = (3.6 * CurrentSectionLimit) * Game.SpeedConversionFactor; s = s.Replace("[speed]", a.ToString("0", CultureInfo.InvariantCulture)); s = s.Replace("[unit]", Game.UnitOfSpeed); Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Red, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null); } } } // infrequent updates InternalTimerTimeElapsed += TimeElapsed; if (InternalTimerTimeElapsed > 10.0) { InternalTimerTimeElapsed -= 10.0; Synchronize(); UpdateAtmosphericConstants(); } }
/// <summary>Call this method to update the train</summary> /// <param name="TimeElapsed">The elapsed time this frame</param> internal void Update(double TimeElapsed) { if (State == TrainState.Pending) { // pending train bool forceIntroduction = !IsPlayerTrain && !Game.MinimalisticSimulation; double time = 0.0; if (!forceIntroduction) { for (int i = 0; i < Program.CurrentRoute.Stations.Length; i++) { if (Program.CurrentRoute.Stations[i].StopMode == StationStopMode.AllStop | Program.CurrentRoute.Stations[i].StopMode == StationStopMode.PlayerPass) { if (Program.CurrentRoute.Stations[i].ArrivalTime >= 0.0) { time = Program.CurrentRoute.Stations[i].ArrivalTime; } else if (Program.CurrentRoute.Stations[i].DepartureTime >= 0.0) { time = Program.CurrentRoute.Stations[i].DepartureTime - Program.CurrentRoute.Stations[i].StopTime; } break; } } time -= TimetableDelta; } if (Program.CurrentRoute.SecondsSinceMidnight >= time | forceIntroduction) { bool introduce = true; if (!forceIntroduction) { if (CurrentSectionIndex >= 0) { if (!Program.CurrentRoute.Sections[CurrentSectionIndex].IsFree()) { introduce = false; } } } if (this == PlayerTrain && Loading.SimulationSetup) { /* Loading has finished, but we still have an AI train in the current section * This may be caused by an iffy RunInterval value, or simply by having no sections * * * We must introduce the player's train as otherwise the cab and loop sounds are missing * NOTE: In this case, the signalling cannot prevent the player from colliding with * the AI train */ introduce = true; } if (introduce) { // train is introduced State = TrainState.Available; for (int j = 0; j < Cars.Length; j++) { if (Cars[j].CarSections.Length != 0) { if (j == this.DriverCar && IsPlayerTrain) { this.Cars[j].ChangeCarSection(CarSectionType.Interior); } else { /* * HACK: Load in exterior mode first to ensure everything is cached * before switching immediately to not visible * https://github.com/leezer3/OpenBVE/issues/226 * Stuff like the R142A really needs to downsize the textures supplied, * but we have no control over external factors.... */ this.Cars[j].ChangeCarSection(CarSectionType.Exterior); if (IsPlayerTrain) { this.Cars[j].ChangeCarSection(CarSectionType.NotVisible); } } } Cars[j].FrontBogie.ChangeSection(!IsPlayerTrain ? 0 : -1); Cars[j].RearBogie.ChangeSection(!IsPlayerTrain ? 0 : -1); Cars[j].Coupler.ChangeSection(!IsPlayerTrain ? 0 : -1); if (Cars[j].Specs.IsMotorCar) { if (Cars[j].Sounds.Loop.Buffer != null) { Cars[j].Sounds.Loop.Source = Program.Sounds.PlaySound(Cars[j].Sounds.Loop.Buffer, 1.0, 1.0, Cars[j].Sounds.Loop.Position, Cars[j], true); } } } } } } else if (State == TrainState.Available) { // available train UpdatePhysicsAndControls(TimeElapsed); if (CurrentSpeed > CurrentRouteLimit) { if (previousRouteLimit != CurrentRouteLimit || Interface.CurrentOptions.GameMode == GameMode.Arcade) { /* * HACK: If the limit has changed, or we are in arcade mode, notify the player * This conforms to the original behaviour, but doesn't need to raise the message from the event. */ Game.AddMessage(Translations.GetInterfaceString("message_route_overspeed"), MessageDependency.RouteLimit, GameMode.Normal, MessageColor.Orange, Double.PositiveInfinity, null); } } previousRouteLimit = CurrentRouteLimit; if (Interface.CurrentOptions.GameMode == GameMode.Arcade) { if (CurrentSectionLimit == 0.0) { Game.AddMessage(Translations.GetInterfaceString("message_signal_stop"), MessageDependency.PassedRedSignal, GameMode.Normal, MessageColor.Red, double.PositiveInfinity, null); } else if (CurrentSpeed > CurrentSectionLimit) { Game.AddMessage(Translations.GetInterfaceString("message_signal_overspeed"), MessageDependency.SectionLimit, GameMode.Normal, MessageColor.Orange, Double.PositiveInfinity, null); } } if (AI != null) { AI.Trigger(TimeElapsed); } } else if (State == TrainState.Bogus) { // bogus train if (AI != null) { AI.Trigger(TimeElapsed); } } //Trigger point sounds if appropriate for (int i = 0; i < Cars.Length; i++) { Vector3 p = Vector3.Zero; SoundBuffer buffer = null; if (Cars[i].FrontAxle.PointSoundTriggered) { Cars[i].FrontAxle.PointSoundTriggered = false; int bufferIndex = Cars[i].FrontAxle.RunIndex; if (Cars[i].FrontAxle.PointSounds == null || Cars[i].FrontAxle.PointSounds.Length == 0) { //No point sounds defined at all continue; } if (bufferIndex > Cars[i].FrontAxle.PointSounds.Length - 1 || Cars[i].FrontAxle.PointSounds[bufferIndex].Buffer == null) { //If the switch sound does not exist, return zero //Required to handle legacy trains which don't have idx specific run sounds defined bufferIndex = 0; } buffer = Cars[i].FrontAxle.PointSounds[bufferIndex].Buffer; p = Cars[i].FrontAxle.PointSounds[bufferIndex].Position; } if (buffer != null) { double spd = Math.Abs(CurrentSpeed); double pitch = spd / 12.5; double gain = pitch < 0.5 ? 2.0 * pitch : 1.0; if (pitch < 0.2 | gain < 0.2) { buffer = null; } if (buffer != null) { Program.Sounds.PlaySound(buffer, pitch, gain, p, Cars[i], false); } } } }
/// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary> private void SetupSimulation() { if (Loading.Cancel) { Close(); } Timetable.CreateTimetable(); //Check if any critical errors have occured during the route or train loading for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.Messages[i].Type == Interface.MessageType.Critical) { MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand); Close(); } } Renderer.InitializeLighting(); Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile); Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder); Game.LogDateTime = DateTime.Now; if (Interface.CurrentOptions.LoadInAdvance) { Textures.LoadAllTextures(); } else { Textures.UnloadAllTextures(); } // camera ObjectManager.InitializeVisibility(); World.CameraTrackFollower.Update(0.0, true, false); World.CameraTrackFollower.Update(-0.1, true, false); World.CameraTrackFollower.Update(0.1, true, false); World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera; // starting time and track position Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; int PlayerFirstStationIndex = -1; double PlayerFirstStationPosition; int os = -1; bool f = false; for (int i = 0; i < Game.Stations.Length; i++) { if (!String.IsNullOrEmpty(Game.InitialStationName)) { if (Game.InitialStationName.ToLowerInvariant() == Game.Stations[i].Name.ToLowerInvariant()) { PlayerFirstStationIndex = i; } } if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0) { if (f == false) { os = i; f = true; } } } if (PlayerFirstStationIndex == -1) { PlayerFirstStationIndex = os; } { int s = Game.GetStopIndex(PlayerFirstStationIndex, TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition; double TrainLength = 0.0; for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++) { TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length; } for (int j = 0; j < Game.BufferTrackPositions.Length; j++) { if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j]) { /* * HACK: The initial start position for the player train is stuck on a set of buffers * This means we have to make some one the fly adjustments to the first station stop position */ //Set the start position to be the buffer position plus the train length plus 1m PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1; //Update the station stop location if (s >= 0) { Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition; } else { Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition; } break; } } } else { PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition; } if (Game.InitialStationTime != -1) { Game.SecondsSinceMidnight = Game.InitialStationTime; Game.StartupTime = Game.InitialStationTime; } else { if (Game.Stations[PlayerFirstStationIndex].ArrivalTime < 0.0) { if (Game.Stations[PlayerFirstStationIndex].DepartureTime < 0.0) { Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; } else { Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].DepartureTime - Game.Stations[PlayerFirstStationIndex].StopTime; Game.StartupTime = Game.Stations[PlayerFirstStationIndex].DepartureTime - Game.Stations[PlayerFirstStationIndex].StopTime; } } else { Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].ArrivalTime; Game.StartupTime = Game.Stations[PlayerFirstStationIndex].ArrivalTime; } } } int OtherFirstStationIndex = -1; double OtherFirstStationPosition = 0.0; double OtherFirstStationTime = 0.0; for (int i = 0; i < Game.Stations.Length; i++) { if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0) { OtherFirstStationIndex = i; int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition; } else { OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition; } if (Game.Stations[i].ArrivalTime < 0.0) { if (Game.Stations[i].DepartureTime < 0.0) { OtherFirstStationTime = 0.0; } else { OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime; } } else { OtherFirstStationTime = Game.Stations[i].ArrivalTime; } break; } } if (Game.PrecedingTrainTimeDeltas.Length != 0) { OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1]; if (OtherFirstStationTime < Game.SecondsSinceMidnight) { Game.SecondsSinceMidnight = OtherFirstStationTime; } } // initialize trains for (int i = 0; i < TrainManager.Trains.Length; i++) { TrainManager.Trains[i].Initialize(); int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex; if (s >= 0) { if (Game.Stations[s].OpenLeftDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Doors[0].AnticipatedOpen = true; } } if (Game.Stations[s].OpenRightDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Doors[1].AnticipatedOpen = true; } } } if (Game.Sections.Length != 0) { Game.Sections[0].Enter(TrainManager.Trains[i]); } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { double length = TrainManager.Trains[i].Cars[0].Length; TrainManager.Trains[i].Cars[j].Move(-length, 0.01); TrainManager.Trains[i].Cars[j].Move(length, 0.01); } } // score Game.CurrentScore.ArrivalStation = PlayerFirstStationIndex + 1; Game.CurrentScore.DepartureStation = PlayerFirstStationIndex; Game.CurrentScore.Maximum = 0; for (int i = 0; i < Game.Stations.Length; i++) { if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i)) { if (i == 0 || Game.Stations[i - 1].Type != StationType.ChangeEnds) { Game.CurrentScore.Maximum += Game.ScoreValueStationArrival; } } } if (Game.CurrentScore.Maximum <= 0) { Game.CurrentScore.Maximum = Game.ScoreValueStationArrival; } // signals if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // move train in position for (int i = 0; i < TrainManager.Trains.Length; i++) { double p; if (i == TrainManager.PlayerTrain.TrainIndex) { p = PlayerFirstStationPosition; } else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus) { p = Game.BogusPretrainInstructions[0].TrackPosition; TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]); } else { p = OtherFirstStationPosition; } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Move(p, 0.01); } } // timetable if (Timetable.DefaultTimetableDescription.Length == 0) { Timetable.DefaultTimetableDescription = Game.LogTrainName; } // initialize camera if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable) { World.CameraMode = World.CameraViewMode.InteriorLookAhead; } //Place the initial camera in the driver car TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].UpdateCamera(); World.CameraTrackFollower.Update(-1.0, true, false); ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z); World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0); World.CameraSavedTrack = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0); // signalling sections for (int i = 0; i < TrainManager.Trains.Length; i++) { int s = TrainManager.Trains[i].CurrentSectionIndex; Game.Sections[s].Enter(TrainManager.Trains[i]); } if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // fast-forward until start time { Game.MinimalisticSimulation = true; const double w = 0.25; double u = Game.StartupTime - Game.SecondsSinceMidnight; if (u > 0) { while (true) { double v = u < w ? u : w; u -= v; Game.SecondsSinceMidnight += v; TrainManager.UpdateTrains(v); if (u <= 0.0) { break; } TotalTimeElapsedForSectionUpdate += v; if (TotalTimeElapsedForSectionUpdate >= 1.0) { if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } TotalTimeElapsedForSectionUpdate = 0.0; } } } Game.MinimalisticSimulation = false; } // animated objects ObjectManager.UpdateAnimatedWorldObjects(0.0, true); TrainManager.UpdateTrainObjects(0.0, true); //HACK: This function calls a single update on all objects attached to the player's train // but ignores any specified damping so that all needles etc. are in the correct place // for the first frame, rather than spinning wildly to get to the starting point. TrainManager.PlayerTrain.UpdateCabObjects(); // timetable if (TrainManager.PlayerTrain.Station >= 0) { Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture); if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None) { Timetable.CurrentTimetable = Timetable.TimetableState.Custom; } } //Create AI driver for the player train if specified via the commmand line if (Game.InitialAIDriver == true) { TrainManager.PlayerTrain.AI = new Game.SimpleHumanDriverAI(TrainManager.PlayerTrain); if (TrainManager.PlayerTrain.Plugin != null && !TrainManager.PlayerTrain.Plugin.SupportsAI) { Game.AddMessage(Interface.GetInterfaceString("notification_aiunable"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); } } // warnings / errors if (Interface.MessageCount != 0) { int filesNotFound = 0; int errors = 0; int warnings = 0; for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.Messages[i].FileNotFound) { filesNotFound++; } else if (Interface.Messages[i].Type == Interface.MessageType.Error) { errors++; } else if (Interface.Messages[i].Type == Interface.MessageType.Warning) { warnings++; } } string NotFound = null; string Messages = null; if (filesNotFound != 0) { NotFound = filesNotFound.ToString() + " file(s) not found"; Game.AddMessage(NotFound, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } if (errors != 0 & warnings != 0) { Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } else if (errors != 0) { Messages = errors.ToString() + " error(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } else { Messages = warnings.ToString() + " warning(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } Game.RouteInformation.FilesNotFound = NotFound; Game.RouteInformation.ErrorsAndWarnings = Messages; //Print the plugin error encountered (If any) for 10s //This must be done after the simulation has init, as otherwise the timeout doesn't work if (Loading.PluginError != null) { Game.AddMessage(Loading.PluginError, MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null); Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null); } } loadComplete = true; RenderRealTimeElapsed = 0.0; RenderTimeElapsed = 0.0; World.InitializeCameraRestriction(); Loading.SimulationSetup = true; switch (Game.InitialViewpoint) { case 1: //Switch camera to exterior MainLoop.SaveCameraSettings(); World.CameraMode = World.CameraViewMode.Exterior; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } //Make bogies visible for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } World.CameraAlignmentDirection = new World.CameraAlignment(); World.CameraAlignmentSpeed = new World.CameraAlignment(); MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 2: //Switch camera to track MainLoop.SaveCameraSettings(); World.CameraMode = World.CameraViewMode.Track; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } World.CameraAlignmentDirection = new World.CameraAlignment(); World.CameraAlignmentSpeed = new World.CameraAlignment(); MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 3: //Switch camera to flyby MainLoop.SaveCameraSettings(); World.CameraMode = World.CameraViewMode.FlyBy; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } World.CameraAlignmentDirection = new World.CameraAlignment(); World.CameraAlignmentSpeed = new World.CameraAlignment(); MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 4: //Switch camera to flyby MainLoop.SaveCameraSettings(); World.CameraMode = World.CameraViewMode.FlyByZooming; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } World.CameraAlignmentDirection = new World.CameraAlignment(); World.CameraAlignmentSpeed = new World.CameraAlignment(); MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; } }
internal override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, int CarIndex) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { RequestStop stop; //Temp probability value if (Early.Time != -1 && Game.SecondsSinceMidnight < Early.Time) { stop = Early; } else if (Early.Time != -1 && Game.SecondsSinceMidnight > Early.Time && Late.Time != -1 && Game.SecondsSinceMidnight < Late.Time) { stop = OnTime; } else if (Late.Time != -1 && Game.SecondsSinceMidnight > Late.Time) { stop = Late; } else { stop = OnTime; } if (MaxCars != 0 && Train.Cars.Length > MaxCars) { //Check whether our train length is valid for this before doing anything else Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[2], 1.0, 1.0, Train, Train.DriverCar, false); return; } if (Direction > 0) { if (Program.RandomNumberGenerator.Next(0, 100) <= stop.Probability) { //We have hit our probability roll if (Game.Stations[StationIndex].StopMode == StationStopMode.AllRequestStop || (Train == TrainManager.PlayerTrain && Game.Stations[StationIndex].StopMode == StationStopMode.PlayerRequestStop)) { //If our train can stop at this station, set it's index accordingly Train.Station = StationIndex; Train.NextStopSkipped = TrainManager.StopSkipMode.None; //Play sound Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[0], 1.0, 1.0, Train, Train.DriverCar, false); } else { //We don't meet the conditions for this request stop if (FullSpeed) { //Pass at linespeed, rather than braking as if for stop Train.NextStopSkipped = TrainManager.StopSkipMode.Linespeed; } else { Train.NextStopSkipped = TrainManager.StopSkipMode.Decelerate; } //Play sound Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Train, Train.DriverCar, false); //If message is not empty, add it if (!string.IsNullOrEmpty(stop.PassMessage) && Train == TrainManager.PlayerTrain) { Game.AddMessage(stop.PassMessage, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); } return; } //Play sound Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[0], 1.0, 1.0, Train, Train.DriverCar, false); //If message is not empty, add it if (!string.IsNullOrEmpty(stop.StopMessage) && Train == TrainManager.PlayerTrain) { Game.AddMessage(stop.StopMessage, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); } } else { Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Train, Train.DriverCar, false); if (FullSpeed) { //Pass at linespeed, rather than braking as if for stop Train.NextStopSkipped = TrainManager.StopSkipMode.Linespeed; } else { Train.NextStopSkipped = TrainManager.StopSkipMode.Decelerate; } //Play sound Sounds.PlayCarSound(Train.Cars[Train.DriverCar].Sounds.RequestStop[1], 1.0, 1.0, Train, Train.DriverCar, false); //If message is not empty, add it if (!string.IsNullOrEmpty(stop.PassMessage) && Train == TrainManager.PlayerTrain) { Game.AddMessage(stop.PassMessage, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); } } } } }
/// <summary>May be called from a .Net plugin, in order to add a message to the in-game display</summary> /// <param name="Message">The message to display</param> /// <param name="Color">The color in which to display the message</param> /// <param name="Time">The time in seconds for which to display the message</param> internal void AddInterfaceMessage(string Message, MessageColor Color, double Time) { Game.AddMessage(Message, Game.MessageDependency.None, Interface.GameMode.Expert, Color, Game.SecondsSinceMidnight + Time); }