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