Doors: Split into 3 devices

This commit is contained in:
Marc Riera 2024-12-12 22:30:44 +01:00
parent 9abbab8e81
commit 0d696fb381
7 changed files with 274 additions and 192 deletions

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@ -1,7 +1,7 @@
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15 # Visual Studio 15
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenbveFcmbTrainPlugin", "src/OpenbveFcmbTrainPlugin.csproj", "{9197FFA4-D95A-410C-A705-4E7CD187546A}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenbveFcmbTrainPlugin", "src\OpenbveFcmbTrainPlugin.csproj", "{9197FFA4-D95A-410C-A705-4E7CD187546A}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@ -0,0 +1,187 @@
using System;
using OpenBveApi.Runtime;
namespace OpenbveFcmbTrainPlugin
{
/// <summary>A device controlling the door operation.</summary>
internal class DoorClosingSound : Device
{
/// <summary>Whether the door closing sound is required to be played to close the doors.</summary>
private readonly bool RequireDoorClosingSound;
/// <summary>The duration of the door closing sound, in seconds.</summary>
private readonly double DoorClosingSoundDuration;
/// <summary>The timeout after which the door closing sound needs to be played again, in seconds.</summary>
private readonly double DoorClosingSoundTimeout;
/// <summary>The counter for the door closing sound.</summary>
private double DoorClosingSoundCounter;
/// <summary>Whether the AI should trigger the door closing sound.</summary>
private bool AiTriggerDoorClosingSound;
/// <summary>The index of the door closing sound.</summary>
private readonly int DoorClosingSoundIndex;
/// <summary>The current time.</summary>
private Time CurrentTime = new Time(0);
/// <summary>The time when the doors last opened.</summary>
private Time DoorOpenTime = new Time(0);
/// <summary>Whether the door closing sound is required to be played to close the doors.</summary>
/// <param name="requireClosingSound">The delay before the brakes are applied, in seconds.</param>
/// <param name="closingSoundDuration">The duration of the door closing sound, in seconds.</param>
/// <param name="closingSoundTimeout">The timeout after which the door closing sound needs to be played again, in seconds.</param>
/// <param name="closingSoundIndex">The index of the door closing sound.</param>
internal DoorClosingSound(bool requireClosingSound, double closingSoundDuration, double closingSoundTimeout, int closingSoundIndex)
{
RequireDoorClosingSound = requireClosingSound;
DoorClosingSoundDuration = closingSoundDuration;
DoorClosingSoundTimeout = closingSoundTimeout;
DoorClosingSoundIndex = closingSoundIndex;
}
/// <summary>Is called when the device state should be updated.</summary>
/// <param name="train">The current train.</param>
/// <param name="route">The current route.</param>
/// <param name="init">Whether the device should initialize.</param>
/// <param name="elapsedTime">The time elapsed since the previous call.</param>
internal override void Update(Train train, Route route, bool init, Time elapsedTime)
{
// Update current time
CurrentTime = route.CurrentTime;
if (init)
{
// Set door closing counter to value higher than maximum where doors are allowed to close
DoorClosingSoundCounter = DoorClosingSoundDuration + DoorClosingSoundTimeout;
}
// Update door closing sound counter
DoorClosingSoundCounter += elapsedTime.Seconds;
// Lock and unlock doors depending on whether the door closing sound has been played
if (RequireDoorClosingSound && train.DoorState != DoorStates.None)
{
if (DoorClosingSoundCounter > DoorClosingSoundDuration + DoorClosingSoundTimeout)
{
switch (train.DoorState)
{
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Locked;
break;
case DoorStates.Left:
RequestedDoorInterlock = DoorInterlockStates.Right;
break;
case DoorStates.Right:
RequestedDoorInterlock = DoorInterlockStates.Left;
break;
}
}
else if (DoorClosingSoundCounter > DoorClosingSoundDuration)
{
switch (train.DoorState)
{
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Unlocked;
break;
case DoorStates.Left:
RequestedDoorInterlock = DoorInterlockStates.Left;
break;
case DoorStates.Right:
RequestedDoorInterlock = DoorInterlockStates.Right;
break;
}
}
}
else
{
RequestedDoorInterlock = DoorInterlockStates.Unlocked;
}
// Check if AI needs to trigger the door closing sound
if (train.DoorState != DoorStates.None && DoorClosingSoundCounter > DoorClosingSoundDuration + DoorClosingSoundTimeout)
{
if (route.CurrentStation.Type == StationType.Normal || route.CurrentStation.Type == StationType.RequestStop)
{
// The current station is an intermediate stop
if (route.CurrentStation.DepartureTime < 0)
{
// The current station has dwell time, not a specific departure time
// Calculate departure time from the time when the doors opened
AiTriggerDoorClosingSound |= CurrentTime.Seconds >= DoorOpenTime.Seconds + (route.CurrentStation.StopTime - DoorClosingSoundDuration);
}
else
{
// Use departure time - door closing sound duration
AiTriggerDoorClosingSound |= CurrentTime.Seconds >= route.CurrentStation.DepartureTime - DoorClosingSoundDuration;
}
// TODO: AI gets stuck if doors open between stations, check distance to stop point
}
else
{
AiTriggerDoorClosingSound = false;
}
}
else
{
AiTriggerDoorClosingSound = false;
}
}
/// <summary>Is called when the state of a key changes.</summary>
/// <param name="key">The key.</param>
/// <param name="pressed">Whether the key is pressed or released.</param>
/// <param name="train">The current train.</param>
internal override void KeyChange(VirtualKeys key, bool pressed, Train train)
{
if (pressed)
{
switch (key)
{
case VirtualKeys.F:
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
{
// Play the door closing sound and reset timeout
DoorClosingSoundCounter = 0;
if (!SoundManager.Playing(DoorClosingSoundIndex))
{
SoundManager.Play(DoorClosingSoundIndex, 1, 1, false);
}
}
break;
}
}
}
/// <summary>Is called when the state of the doors changes.</summary>
/// <param name="oldState">The old state of the doors.</param>
/// <param name="newState">The new state of the doors.</param>
internal override void DoorChange(DoorStates oldState, DoorStates newState)
{
// Set arrival time when doors open
if (oldState == DoorStates.None && newState != DoorStates.None)
{
DoorOpenTime = CurrentTime;
}
}
/// <summary>Is called when the device should perform the AI.</summary>
/// <param name="data">The AI data.</param>
/// <param name="train">The current train.</param>
/// <param name="route">The current route.</param>
internal override void PerformAI(AIData data, Train train, Route route)
{
if (AiTriggerDoorClosingSound)
{
KeyChange(VirtualKeys.F, true, train);
data.Response = AIResponse.Short;
KeyChange(VirtualKeys.F, false, train);
AiTriggerDoorClosingSound = false;
}
}
}
}

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@ -4,7 +4,7 @@ using OpenBveApi.Runtime;
namespace OpenbveFcmbTrainPlugin namespace OpenbveFcmbTrainPlugin
{ {
/// <summary>A device controlling the door operation.</summary> /// <summary>A device controlling the door operation.</summary>
internal class Doors : Device internal class DoorSelection : Device
{ {
/// <summary>Whether the left doors are closing.</summary> /// <summary>Whether the left doors are closing.</summary>
private bool LeftDoorsClosing; private bool LeftDoorsClosing;
@ -12,48 +12,6 @@ namespace OpenbveFcmbTrainPlugin
/// <summary>Whether the right doors are closing.</summary> /// <summary>Whether the right doors are closing.</summary>
private bool RightDoorsClosing; private bool RightDoorsClosing;
/// <summary>Whether the door closing sound is required to be played to close the doors.</summary>
private bool RequireDoorClosingSound;
/// <summary>The duration of the door closing sound, in seconds.</summary>
private double DoorClosingSoundDuration;
/// <summary>The timeout after which the door closing sound needs to be played again, in seconds.</summary>
private double DoorClosingSoundTimeout;
/// <summary>The counter for the door closing sound.</summary>
private double DoorClosingSoundCounter;
/// <summary>Whether to trigger a door unlock.</summary>
private bool TriggerDoorUnlock;
/// <summary>Whether to trigger a door lock.</summary>
private bool TriggerDoorLock;
/// <summary>Whether the AI should trigger the door closing sound.</summary>
private bool AiTriggerDoorClosingSound;
/// <summary>The index of the door closing sound.</summary>
private int DoorClosingSoundIndex;
/// <summary>The current time.</summary>
private Time CurrentTime = new Time(0);
/// <summary>The time when the doors last opened.</summary>
private Time DoorOpenTime = new Time(0);
/// <summary>Whether the door closing sound is required to be played to close the doors.</summary>
/// <param name="requireClosingSound">The delay before the brakes are applied, in seconds.</param>
/// <param name="closingSoundDuration">The duration of the door closing sound, in seconds.</param>
/// <param name="closingSoundTimeout">The timeout after which the door closing sound needs to be played again, in seconds.</param>
/// <param name="closingSoundIndex">The index of the door closing sound.</param>
internal Doors(bool requireClosingSound, double closingSoundDuration, double closingSoundTimeout, int closingSoundIndex)
{
RequireDoorClosingSound = requireClosingSound;
DoorClosingSoundDuration = closingSoundDuration;
DoorClosingSoundTimeout = closingSoundTimeout;
DoorClosingSoundIndex = closingSoundIndex;
}
/// <summary>Is called when the device state should be updated.</summary> /// <summary>Is called when the device state should be updated.</summary>
/// <param name="train">The current train.</param> /// <param name="train">The current train.</param>
@ -62,12 +20,7 @@ namespace OpenbveFcmbTrainPlugin
/// <param name="elapsedTime">The time elapsed since the previous call.</param> /// <param name="elapsedTime">The time elapsed since the previous call.</param>
internal override void Update(Train train, Route route, bool init, Time elapsedTime) internal override void Update(Train train, Route route, bool init, Time elapsedTime)
{ {
// Update current time
CurrentTime = route.CurrentTime;
if (init) if (init)
{
if (!RequireDoorClosingSound)
{ {
// Set the selection state of the doors during initialization // Set the selection state of the doors during initialization
switch (train.DoorState) switch (train.DoorState)
@ -84,81 +37,6 @@ namespace OpenbveFcmbTrainPlugin
break; break;
} }
} }
// Set door closing counter to value higher than maximum where doors are allowed to close
DoorClosingSoundCounter = DoorClosingSoundDuration + DoorClosingSoundTimeout;
}
// Cut power when the doors are open
RequestedPowerNotch = (train.DoorState != DoorStates.None) ? 0 : -1;
// Update door closing sound counter
DoorClosingSoundCounter += elapsedTime.Seconds;
// Unlock doors for closing if the door closing sound has been played
if (RequireDoorClosingSound)
{
if (DoorClosingSoundCounter > DoorClosingSoundDuration && TriggerDoorUnlock)
{
switch (train.DoorState)
{
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Unlocked;
break;
case DoorStates.Left:
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Unlocked : DoorInterlockStates.Left;
break;
case DoorStates.Right:
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Left ? DoorInterlockStates.Unlocked : DoorInterlockStates.Right;
break;
}
TriggerDoorUnlock = false;
TriggerDoorLock = true;
}
else if (DoorClosingSoundCounter > DoorClosingSoundDuration + DoorClosingSoundTimeout && TriggerDoorLock)
{
switch (train.DoorState)
{
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Locked;
break;
case DoorStates.Left:
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Unlocked ? DoorInterlockStates.Right : DoorInterlockStates.Locked;
break;
case DoorStates.Right:
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Unlocked ? DoorInterlockStates.Left : DoorInterlockStates.Locked;
break;
}
TriggerDoorLock = false;
}
}
// Check if AI needs to trigger the door closing sound
if (train.DoorState != DoorStates.None && DoorClosingSoundCounter > DoorClosingSoundDuration + DoorClosingSoundTimeout)
{
if (route.CurrentStation.Type == StationType.Normal || route.CurrentStation.Type == StationType.RequestStop)
{
// The current station is an intermediate stop
if (route.CurrentStation.DepartureTime < 0)
{
// The current station has dwell time, not a specific departure time
// Calculate departure time from the time when the doors opened
AiTriggerDoorClosingSound |= CurrentTime.Seconds >= DoorOpenTime.Seconds + (route.CurrentStation.StopTime - DoorClosingSoundDuration);
}
else
{
// Use departure time - door closing sound duration
AiTriggerDoorClosingSound |= CurrentTime.Seconds >= route.CurrentStation.DepartureTime - DoorClosingSoundDuration;
}
}
else
{
AiTriggerDoorClosingSound = false;
}
}
else
{
AiTriggerDoorClosingSound = false;
}
// Update panel variables for door selection state // Update panel variables for door selection state
train.Panel[50] = (RequestedDoorInterlock == DoorInterlockStates.Left || RequestedDoorInterlock == DoorInterlockStates.Unlocked) || (((train.DoorState & DoorStates.Left) != 0) && !LeftDoorsClosing) ? 1 : 0; train.Panel[50] = (RequestedDoorInterlock == DoorInterlockStates.Left || RequestedDoorInterlock == DoorInterlockStates.Unlocked) || (((train.DoorState & DoorStates.Left) != 0) && !LeftDoorsClosing) ? 1 : 0;
@ -175,18 +53,6 @@ namespace OpenbveFcmbTrainPlugin
{ {
switch (key) switch (key)
{ {
case VirtualKeys.F:
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
{
// Play the door closing sound and reset timeout
DoorClosingSoundCounter = 0;
TriggerDoorUnlock = true;
if (!SoundManager.Playing(DoorClosingSoundIndex))
{
SoundManager.Play(DoorClosingSoundIndex, 1, 1, false);
}
}
break;
case VirtualKeys.G: case VirtualKeys.G:
// Change the selection state of the left doors // Change the selection state of the left doors
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key]) if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
@ -241,7 +107,7 @@ namespace OpenbveFcmbTrainPlugin
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key]) if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
{ {
// Unselect doors automatically when closing // Unselect doors automatically when closing
if ((train.DoorState & DoorStates.Left) > 0 && !LeftDoorsClosing && (RequestedDoorInterlock == DoorInterlockStates.Left || RequestedDoorInterlock == DoorInterlockStates.Unlocked)) if ((train.DoorState & DoorStates.Left) > 0 && !LeftDoorsClosing && (train.DoorInterlockState == DoorInterlockStates.Left || train.DoorInterlockState == DoorInterlockStates.Unlocked))
{ {
LeftDoorsClosing = true; LeftDoorsClosing = true;
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Left ? DoorInterlockStates.Locked : DoorInterlockStates.Right; RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Left ? DoorInterlockStates.Locked : DoorInterlockStates.Right;
@ -256,7 +122,7 @@ namespace OpenbveFcmbTrainPlugin
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key]) if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
{ {
// Unselect doors automatically when closing // Unselect doors automatically when closing
if ((train.DoorState & DoorStates.Right) > 0 && !RightDoorsClosing && (RequestedDoorInterlock == DoorInterlockStates.Right || RequestedDoorInterlock == DoorInterlockStates.Unlocked)) if ((train.DoorState & DoorStates.Right) > 0 && !RightDoorsClosing && (train.DoorInterlockState == DoorInterlockStates.Right || train.DoorInterlockState == DoorInterlockStates.Unlocked))
{ {
RightDoorsClosing = true; RightDoorsClosing = true;
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates.Left; RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates.Left;
@ -295,23 +161,6 @@ namespace OpenbveFcmbTrainPlugin
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates.Left; RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates.Left;
} }
} }
if (RequireDoorClosingSound)
{
if ((oldState == DoorStates.None || oldState == DoorStates.Left) && (newState == DoorStates.Both || newState == DoorStates.Right))
{
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Left ? DoorInterlockStates.Left : DoorInterlockStates.Locked;
}
if ((oldState == DoorStates.None || oldState == DoorStates.Right) && (newState == DoorStates.Both || newState == DoorStates.Left))
{
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Right : DoorInterlockStates.Locked;
}
}
// Set arrival time when doors open
if (oldState == DoorStates.None && newState != DoorStates.None)
{
DoorOpenTime = CurrentTime;
}
} }
/// <summary>Is called when the device should perform the AI.</summary> /// <summary>Is called when the device should perform the AI.</summary>
@ -383,13 +232,6 @@ namespace OpenbveFcmbTrainPlugin
break; break;
} }
} }
if (AiTriggerDoorClosingSound)
{
KeyChange(VirtualKeys.F, true, train);
data.Response = AIResponse.Short;
KeyChange(VirtualKeys.F, false, train);
AiTriggerDoorClosingSound = false;
}
} }
} }
} }

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@ -0,0 +1,21 @@
using System;
using OpenBveApi.Runtime;
namespace OpenbveFcmbTrainPlugin
{
/// <summary>A device cutting power if doors are open.</summary>
internal class DoorTractionCut : Device
{
/// <summary>Is called when the device state should be updated.</summary>
/// <param name="train">The current train.</param>
/// <param name="route">The current route.</param>
/// <param name="init">Whether the device should initialize.</param>
/// <param name="elapsedTime">The time elapsed since the previous call.</param>
internal override void Update(Train train, Route route, bool init, Time elapsedTime)
{
// Cut power when the doors are open
RequestedPowerNotch = (train.DoorState != DoorStates.None) ? 0 : -1;
}
}
}

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@ -8,16 +8,18 @@ namespace OpenbveFcmbTrainPlugin
/// <summary>Represents a collection of plugin settings.</summary> /// <summary>Represents a collection of plugin settings.</summary>
internal class SettingsCollection internal class SettingsCollection
{ {
internal bool DoorsDeviceEnabled; internal bool DoorSelectionDeviceEnabled;
internal bool DoorClosingSoundDeviceEnabled;
internal bool DoorTractionCutDeviceEnabled;
internal bool DeadmanDeviceEnabled; internal bool DeadmanDeviceEnabled;
internal bool TrainStopDeviceEnabled; internal bool TrainStopDeviceEnabled;
internal bool AtcBombardierDeviceEnabled; internal bool AtcBombardierDeviceEnabled;
internal bool AtcDimetronicDeviceEnabled; internal bool AtcDimetronicDeviceEnabled;
internal bool DoorsRequireClosingSound; internal bool DoorClosingSoundRequired;
internal int DoorsClosingSoundDuration = 5; internal int DoorClosingSoundDuration = 5;
internal int DoorsClosingSoundTimeout = 15; internal int DoorClosingSoundTimeout = 15;
internal int DoorsClosingSoundIndex = 10; internal int DoorClosingSoundIndex = 10;
internal int DeadmanBrakeDelay = 5; internal int DeadmanBrakeDelay = 5;
internal bool DeadmanRequireFullStop; internal bool DeadmanRequireFullStop;
@ -68,41 +70,57 @@ namespace OpenbveFcmbTrainPlugin
} }
switch (Section) switch (Section)
{ {
case "doors": case "doorselection":
switch (Key) switch (Key)
{ {
case "enabled": case "enabled":
PluginSettings.DoorsDeviceEnabled = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0; PluginSettings.DoorSelectionDeviceEnabled = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0;
break; break;
case "requireclosingsound": }
PluginSettings.DoorsRequireClosingSound = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0;
break; break;
case "closingsoundduration": case "doorclosingsound":
switch (Key)
{
case "enabled":
PluginSettings.DoorClosingSoundDeviceEnabled = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0;
break;
case "required":
PluginSettings.DoorClosingSoundRequired = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0;
break;
case "duration":
{ {
if (int.TryParse(Value, out int a)) if (int.TryParse(Value, out int a))
{ {
PluginSettings.DoorsClosingSoundDuration = a; PluginSettings.DoorClosingSoundDuration = a;
} }
} }
break; break;
case "closingsoundtimeout": case "timeout":
{ {
if (int.TryParse(Value, out int a)) if (int.TryParse(Value, out int a))
{ {
PluginSettings.DoorsClosingSoundTimeout = a; PluginSettings.DoorClosingSoundTimeout = a;
} }
} }
break; break;
case "closingsoundindex": case "index":
{ {
if (int.TryParse(Value, out int a)) if (int.TryParse(Value, out int a))
{ {
PluginSettings.DoorsClosingSoundIndex = a; PluginSettings.DoorClosingSoundIndex = a;
} }
} }
break; break;
} }
break; break;
case "doortractioncut":
switch (Key)
{
case "enabled":
PluginSettings.DoorTractionCutDeviceEnabled = string.Compare(Value, "false", StringComparison.OrdinalIgnoreCase) != 0;
break;
}
break;
case "deadman": case "deadman":
switch (Key) switch (Key)
{ {

View file

@ -37,7 +37,7 @@
<Compile Include="OpenbveFcmbTrainPlugin.cs" /> <Compile Include="OpenbveFcmbTrainPlugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Devices\Device.cs" /> <Compile Include="Devices\Device.cs" />
<Compile Include="Devices\Doors.cs" /> <Compile Include="Devices\DoorTractionCut.cs" />
<Compile Include="Train\Train.cs" /> <Compile Include="Train\Train.cs" />
<Compile Include="Devices\TrainStop.cs" /> <Compile Include="Devices\TrainStop.cs" />
<Compile Include="Devices\Deadman.cs" /> <Compile Include="Devices\Deadman.cs" />
@ -47,6 +47,8 @@
<Compile Include="Managers\MessageManager.cs" /> <Compile Include="Managers\MessageManager.cs" />
<Compile Include="Devices\AtcDimetronic.cs" /> <Compile Include="Devices\AtcDimetronic.cs" />
<Compile Include="Managers\ConfigManager.cs" /> <Compile Include="Managers\ConfigManager.cs" />
<Compile Include="Devices\DoorSelection.cs" />
<Compile Include="Devices\DoorClosingSound.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="Devices\" /> <Folder Include="Devices\" />

View file

@ -27,6 +27,9 @@ namespace OpenbveFcmbTrainPlugin
/// <summary>The current state of the train doors.</summary> /// <summary>The current state of the train doors.</summary>
internal DoorStates DoorState { get; private set; } internal DoorStates DoorState { get; private set; }
/// <summary>The current interlock state of the train doors.</summary>
internal DoorInterlockStates DoorInterlockState { get; private set; }
/// <summary>The previous state of the train doors.</summary> /// <summary>The previous state of the train doors.</summary>
internal DoorStates PreviousDoorState { get; private set; } internal DoorStates PreviousDoorState { get; private set; }
@ -69,9 +72,17 @@ namespace OpenbveFcmbTrainPlugin
// Create list of devices and populate it according to settings // Create list of devices and populate it according to settings
Devices = new List<Device>(); Devices = new List<Device>();
ConfigManager.SettingsCollection settings = ConfigManager.PluginSettings; ConfigManager.SettingsCollection settings = ConfigManager.PluginSettings;
if (settings.DoorsDeviceEnabled) if (settings.DoorSelectionDeviceEnabled)
{ {
Devices.Add(new Doors(settings.DoorsRequireClosingSound, settings.DoorsClosingSoundDuration, settings.DoorsClosingSoundTimeout, settings.DoorsClosingSoundIndex)); Devices.Add(new DoorSelection());
}
if (settings.DoorClosingSoundDeviceEnabled)
{
Devices.Add(new DoorClosingSound(settings.DoorClosingSoundRequired, settings.DoorClosingSoundDuration, settings.DoorClosingSoundTimeout, settings.DoorClosingSoundIndex));
}
if (settings.DoorTractionCutDeviceEnabled)
{
Devices.Add(new DoorTractionCut());
} }
if (settings.DeadmanDeviceEnabled) if (settings.DeadmanDeviceEnabled)
{ {
@ -114,6 +125,7 @@ namespace OpenbveFcmbTrainPlugin
internal void Elapse(ElapseData data, Route route) internal void Elapse(ElapseData data, Route route)
{ {
State = data.Vehicle; State = data.Vehicle;
DoorInterlockState = data.DoorInterlockState;
// Reset data to be passed to the simulator // Reset data to be passed to the simulator
data.DoorInterlockState = DoorInterlockStates.Unlocked; data.DoorInterlockState = DoorInterlockStates.Unlocked;