Represents the current state of the train.
Esempio n. 1
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 // --- constructors ---
 /// <summary>Creates a new train without any devices installed.</summary>
 /// <param name="panel">The array of panel variables.</param>
 /// <param name="playSound">The delegate to play sounds.</param>
 internal Train(int[] panel, PlaySoundDelegate playSound)
 {
     this.PluginInitializing = false;
     this.Specs = new VehicleSpecs(0, BrakeTypes.ElectromagneticStraightAirBrake, 0, false, 0);
     this.State = new VehicleState(0.0, new Speed(0.0), 0.0, 0.0, 0.0, 0.0, 0.0);
     this.Handles = new ReadOnlyHandles(new Handles(0, 0, 0, false));
     this.Doors = DoorStates.None;
     this.Panel = panel;
     this.Sounds = new Sounds(playSound);
     this.AI = new AI(this);
 }
Esempio n. 2
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			/// <summary>Called every frame to update the plugin.</summary>
			internal void UpdatePlugin() {
				/*
				 * Prepare the vehicle state.
				 * */
				double location = this.Train.Cars[0].FrontAxle.Follower.TrackPosition - this.Train.Cars[0].FrontAxlePosition + 0.5 * this.Train.Cars[0].Length;
				double speed = this.Train.Cars[this.Train.DriverCar].Specs.CurrentPerceivedSpeed;
				double bcPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.BrakeCylinderCurrentPressure;
				double mrPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.MainReservoirCurrentPressure;
				double erPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.EqualizingReservoirCurrentPressure;
				double bpPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.BrakePipeCurrentPressure;
				double sapPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.StraightAirPipeCurrentPressure;
				VehicleState vehicle = new VehicleState(location, new Speed(speed), bcPressure, mrPressure, erPressure, bpPressure, sapPressure);
				/*
				 * Prepare the preceding vehicle state.
				 * */
				double bestLocation = double.MaxValue;
				double bestSpeed = 0.0;
				for (int i = 0; i < TrainManager.Trains.Length; i++) {
					if (TrainManager.Trains[i] != this.Train & TrainManager.Trains[i].State == TrainManager.TrainState.Available) {
						int c = TrainManager.Trains[i].Cars.Length - 1;
						double z = TrainManager.Trains[i].Cars[c].RearAxle.Follower.TrackPosition - TrainManager.Trains[i].Cars[c].RearAxlePosition - 0.5 * TrainManager.Trains[i].Cars[c].Length;
						if (z >= location & z < bestLocation) {
							bestLocation = z;
							bestSpeed = TrainManager.Trains[i].Specs.CurrentAverageSpeed;
						}
					}
				}
				PrecedingVehicleState precedingVehicle;
				if (bestLocation != double.MaxValue) {
					precedingVehicle = new PrecedingVehicleState(bestLocation, bestLocation - location, new Speed(bestSpeed));
				} else {
					precedingVehicle = null;
				}
				/*
				 * Get the driver handles.
				 * */
				Handles handles = GetHandles();
				/*
				 * Update the plugin.
				 * */
				double totalTime = Game.SecondsSinceMidnight;
				double elapsedTime = Game.SecondsSinceMidnight - LastTime;
				ElapseData data = new ElapseData(vehicle, precedingVehicle, handles, new Time(totalTime), new Time(elapsedTime));
				LastTime = Game.SecondsSinceMidnight;
				Elapse(data);
				this.PluginMessage = data.DebugMessage;
				/*
				 * Set the virtual handles.
				 * */
				this.PluginValid = true;
				SetHandles(data.Handles, true);
			}
Esempio n. 3
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			/// <summary>Called every frame to update the plugin.</summary>
			internal void UpdatePlugin() {
				/*
				 * Prepare the vehicle state.
				 * */
				double location = this.Train.Cars[0].FrontAxle.Follower.TrackPosition - this.Train.Cars[0].FrontAxlePosition + 0.5 * this.Train.Cars[0].Length;
			    //Curve Radius, Cant and Pitch Added
                double CurrentRadius = this.Train.Cars[0].FrontAxle.Follower.CurveRadius;
                double CurrentCant = this.Train.Cars[0].FrontAxle.Follower.CurveCant;
			    double CurrentPitch = this.Train.Cars[0].FrontAxle.Follower.Pitch;
                //If the list of stations has not been loaded, do so
			    if (!StationsLoaded)
			    {
                    currentRouteStations = new List<Station>();
			        foreach (Game.Station selectedStation in Game.Stations)
			        {
				        Station i = new Station
				        {
					        Name = selectedStation.Name,
					        ArrivalTime = selectedStation.ArrivalTime,
					        DepartureTime = selectedStation.DepartureTime,
					        StopTime = selectedStation.StopTime,
					        OpenLeftDoors = selectedStation.OpenLeftDoors,
					        OpenRightDoors = selectedStation.OpenRightDoors,
					        ForceStopSignal = selectedStation.ForceStopSignal,
					        DefaultTrackPosition = selectedStation.DefaultTrackPosition
				        };
				        currentRouteStations.Add(i);
			        }
			        StationsLoaded = true;
			    }
			    //End of additions
				double speed = this.Train.Cars[this.Train.DriverCar].Specs.CurrentPerceivedSpeed;
				double bcPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.BrakeCylinderCurrentPressure;
				double mrPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.MainReservoirCurrentPressure;
				double erPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.EqualizingReservoirCurrentPressure;
				double bpPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.BrakePipeCurrentPressure;
				double sapPressure = this.Train.Cars[this.Train.DriverCar].Specs.AirBrake.StraightAirPipeCurrentPressure;
				VehicleState vehicle = new VehicleState(location, new Speed(speed), bcPressure, mrPressure, erPressure, bpPressure, sapPressure, CurrentRadius, CurrentCant, CurrentPitch);
				/*
				 * Prepare the preceding vehicle state.
				 * */
				double bestLocation = double.MaxValue;
				double bestSpeed = 0.0;
				for (int i = 0; i < TrainManager.Trains.Length; i++) {
					if (TrainManager.Trains[i] != this.Train & TrainManager.Trains[i].State == TrainManager.TrainState.Available) {
						int c = TrainManager.Trains[i].Cars.Length - 1;
						double z = TrainManager.Trains[i].Cars[c].RearAxle.Follower.TrackPosition - TrainManager.Trains[i].Cars[c].RearAxlePosition - 0.5 * TrainManager.Trains[i].Cars[c].Length;
						if (z >= location & z < bestLocation) {
							bestLocation = z;
							bestSpeed = TrainManager.Trains[i].Specs.CurrentAverageSpeed;
						}
					}
				}
				var precedingVehicle = bestLocation != double.MaxValue ? new PrecedingVehicleState(bestLocation, bestLocation - location, new Speed(bestSpeed)) : null;
				/*
				 * Get the driver handles.
				 * */
				Handles handles = GetHandles();
				/*
				 * Update the plugin.
				 * */
				double totalTime = Game.SecondsSinceMidnight;
				double elapsedTime = Game.SecondsSinceMidnight - LastTime;
                /* 
                 * Set the current camera view mode
                 * Could probably do away with the CurrentCameraViewMode and use a direct cast??
                 * 
                 */
			    CurrentCameraViewMode = (OpenBveApi.Runtime.CameraViewMode)World.CameraMode;
				ElapseData data = new ElapseData(vehicle, precedingVehicle, handles, new Time(totalTime), new Time(elapsedTime), currentRouteStations, CurrentCameraViewMode, Interface.CurrentLanguageCode);
				LastTime = Game.SecondsSinceMidnight;
				Elapse(data);
				this.PluginMessage = data.DebugMessage;
			    DisableTimeAcceleration = data.DisableTimeAcceleration;
				/*
				 * Set the virtual handles.
				 * */
				this.PluginValid = true;
				SetHandles(data.Handles, true);
			}
Esempio n. 4
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		/// <summary>Is called when a key is pressed.</summary>
		/// <param name="key">The key.</param>
		internal void KeyDown(VirtualKeys key) {
			if (key == VirtualKeys.D) {
				// --- enable safety systems ---
				if (this.AtsSx != null) {
					if (this.AtsSx.State == AtsSx.States.Disabled) {
						this.AtsSx.State = AtsSx.States.Suppressed;
					}
				}
				if (this.AtsP != null) {
					if (this.AtsP.State == AtsP.States.Disabled) {
						this.AtsP.State = AtsP.States.Suppressed;
					}
				}
				if (this.Atc != null) {
					if (this.Atc.State == Atc.States.Disabled) {
						this.Atc.State = Atc.States.Suppressed;
					}
				}
			} else if (key == VirtualKeys.E) {
				// --- disable safety systems ---
				if (this.AtsSx != null) {
					if (this.AtsSx.State != AtsSx.States.Disabled) {
						this.AtsSx.State = AtsSx.States.Disabled;
					}
				}
				if (this.AtsP != null) {
					if (this.AtsP.State != AtsP.States.Disabled) {
						this.AtsP.State = AtsP.States.Disabled;
					}
				}
				if (this.Atc != null) {
					if (this.Atc.State != Atc.States.Disabled) {
						this.Atc.State = Atc.States.Disabled;
					}
				}
			} else {
				// --- other functions ---
				foreach (Device device in this.Devices) {
					device.KeyDown(key);
				}
			}
		}
Esempio n. 5
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		/// <summary>Is called every frame.</summary>
		/// <param name="data">The data.</param>
		internal void Elapse(ElapseData data) {
			this.PluginInitializing = false;
			if (data.ElapsedTime.Seconds > 0.0 & data.ElapsedTime.Seconds < 1.0) {
				// --- panel ---
				for (int i = 0; i < this.Panel.Length; i++) {
					this.Panel[i] = 0;
				}
				// --- devices ---
				this.State = data.Vehicle;
				this.Handles = new ReadOnlyHandles(data.Handles);
				bool blocking = false;
				foreach (Device device in this.Devices) {
					device.Elapse(data, ref blocking);
				}
				// --- panel ---
				int seconds = (int)Math.Floor(data.TotalTime.Seconds);
				this.Panel[10] = (seconds / 3600) % 24;
				this.Panel[11] = (seconds / 60) % 60;
				this.Panel[12] = seconds % 60;
				this.Panel[269] = data.Handles.ConstSpeed ? 1 : 0;
				if (data.Handles.Reverser != 0 & (this.Handles.PowerNotch > 0 & this.Handles.BrakeNotch == 0 | this.Handles.PowerNotch == 0 & this.Handles.BrakeNotch == 1 & this.Specs.HasHoldBrake)) {
					this.Panel[100] = 1;
				}
				if (data.Handles.BrakeNotch >= this.Specs.AtsNotch & data.Handles.BrakeNotch <= this.Specs.BrakeNotches | data.Handles.Reverser != 0 & data.Handles.BrakeNotch == 1 & this.Specs.HasHoldBrake) {
					this.Panel[101] = 1;
				}
				// --- sound ---
				this.Sounds.Elapse(data);
			}
		}
Esempio n. 6
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 // --- constructors ---
 /// <summary>Creates a new instance of this class.</summary>
 /// <param name="vehicle">The state of the train.</param>
 /// <param name="precedingVehicle">The state of the preceding train, or a null reference if there is no preceding train.</param>
 /// <param name="handles">The virtual handles.</param>
 /// <param name="totalTime">The current absolute time.</param>
 /// <param name="elapsedTime">The elapsed time since the last call to Elapse.</param>
 public ElapseData(VehicleState vehicle, PrecedingVehicleState precedingVehicle, Handles handles, Time totalTime, Time elapsedTime)
 {
     this.MyVehicle = vehicle;
     this.MyPrecedingVehicle = precedingVehicle;
     this.MyHandles = handles;
     this.MyTotalTime = totalTime;
     this.MyElapsedTime = elapsedTime;
     this.MyDebugMessage = null;
 }
Esempio n. 7
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		// --- constructors ---
		/// <summary>Creates a new instance of this class.</summary>
		/// <param name="vehicle">The state of the train.</param>
		/// <param name="precedingVehicle">The state of the preceding train, or a null reference if there is no preceding train.</param>
		/// <param name="handles">The virtual handles.</param>
		/// <param name="totalTime">The current absolute time.</param>
		/// <param name="elapsedTime">The elapsed time since the last call to Elapse.</param>
		/// <param name="stations">The current route's list of stations.</param>
		/// <param name="cameraView">The current camera view mode</param>
		/// <param name="languageCode">The current language code</param>
		public ElapseData(VehicleState vehicle, PrecedingVehicleState precedingVehicle, Handles handles, Time totalTime, Time elapsedTime, List<Station> stations, CameraViewMode cameraView, string languageCode) {
			this.MyVehicle = vehicle;
			this.MyPrecedingVehicle = precedingVehicle;
			this.MyHandles = handles;
			this.MyTotalTime = totalTime;
			this.MyElapsedTime = elapsedTime;
			this.MyDebugMessage = null;
			this.MyStations = stations;
			this.MyCameraViewMode = cameraView;
			this.MyLanguageCode = languageCode;
		}