Doors: Add mode where closing sound is required

main
Marc Riera 2024-10-21 23:55:00 +02:00
parent 126cb3f381
commit fe26296daa
1 changed files with 107 additions and 17 deletions

View File

@ -12,6 +12,25 @@ namespace OpenbveFcmbTrainPlugin
/// <summary>Whether the right doors are closing.</summary>
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 = 5;
/// <summary>The timeout after which the door closing sound needs to be played again, in seconds.</summary>
private double DoorClosingSoundTimeout = 15;
/// <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>Is called when the device state should be updated.</summary>
/// <param name="train">The current train.</param>
/// <param name="route">The current route.</param>
@ -21,28 +40,74 @@ namespace OpenbveFcmbTrainPlugin
{
if (init)
{
// Set the selection state of the doors during initialization
switch (train.DoorState)
if (!RequireDoorClosingSound)
{
case DoorStates.None:
RequestedDoorInterlock = DoorInterlockStates.Locked;
break;
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Unlocked;
break;
case DoorStates.Left:
case DoorStates.Right:
RequestedDoorInterlock = (DoorInterlockStates)train.DoorState;
break;
// Set the selection state of the doors during initialization
switch (train.DoorState)
{
case DoorStates.None:
RequestedDoorInterlock = DoorInterlockStates.Locked;
break;
case DoorStates.Both:
RequestedDoorInterlock = DoorInterlockStates.Unlocked;
break;
case DoorStates.Left:
case DoorStates.Right:
RequestedDoorInterlock = (DoorInterlockStates)train.DoorState;
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;
}
}
// Update panel variables for door selection state
train.Panel[50] = (RequestedDoorInterlock == DoorInterlockStates.Left || RequestedDoorInterlock == DoorInterlockStates.Unlocked) ? 1 : 0;
train.Panel[51] = (RequestedDoorInterlock == DoorInterlockStates.Right || RequestedDoorInterlock == DoorInterlockStates.Unlocked) ? 1 : 0;
train.Panel[50] = (RequestedDoorInterlock == DoorInterlockStates.Left || RequestedDoorInterlock == DoorInterlockStates.Unlocked) || (((train.DoorState & DoorStates.Left) != 0) && !LeftDoorsClosing) ? 1 : 0;
train.Panel[51] = (RequestedDoorInterlock == DoorInterlockStates.Right || RequestedDoorInterlock == DoorInterlockStates.Unlocked) || (((train.DoorState & DoorStates.Right) != 0) && !RightDoorsClosing) ? 1 : 0;
}
/// <summary>Is called when the state of a key changes.</summary>
@ -55,6 +120,14 @@ namespace OpenbveFcmbTrainPlugin
{
switch (key)
{
case VirtualKeys.F:
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
{
// Play the door closing sound and reset timeout
DoorClosingSoundCounter = 0;
TriggerDoorUnlock = true;
}
break;
case VirtualKeys.G:
// Change the selection state of the left doors
if (!OpenbveFcmbTrainPlugin.KeysPressed[(int)key])
@ -123,7 +196,7 @@ namespace OpenbveFcmbTrainPlugin
if ((train.DoorState & DoorStates.Right) > 0 && (RequestedDoorInterlock == DoorInterlockStates.Right || RequestedDoorInterlock == DoorInterlockStates.Unlocked))
{
RightDoorsClosing = true;
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates. Left;
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Right ? DoorInterlockStates.Locked : DoorInterlockStates.Left;
}
}
break;
@ -141,13 +214,30 @@ namespace OpenbveFcmbTrainPlugin
{
LeftDoorsClosing = false;
// Unselect doors automatically when closed, just in case
RequestedDoorInterlock = newState == DoorStates.None ? DoorInterlockStates.Locked : DoorInterlockStates.Right;
if (RequestedDoorInterlock == DoorInterlockStates.Unlocked || RequestedDoorInterlock == DoorInterlockStates.Left)
{
RequestedDoorInterlock = RequestedDoorInterlock == DoorInterlockStates.Left ? DoorInterlockStates.Locked : DoorInterlockStates.Right;
}
}
if ((oldState == DoorStates.Both || oldState == DoorStates.Right) && (newState == DoorStates.None || newState == DoorStates.Left))
{
RightDoorsClosing = false;
// Unselect doors automatically when closed, just in case
RequestedDoorInterlock = newState == DoorStates.None ? DoorInterlockStates.Locked : DoorInterlockStates.Left;
if (RequestedDoorInterlock == DoorInterlockStates.Unlocked || RequestedDoorInterlock == DoorInterlockStates.Right)
{
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;
}
}
}