Update CommunityMapLocation
- Fetch trains whose locomotives are turned in addition to what the player may be standing on. - Add reporting of derailed state and speed.
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@@ -11,6 +11,7 @@ namespace CommunityMapLocation.Api.Location
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Name = trainCar.name;
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Id = trainCar.ID;
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CarGuid = trainCar.CarGUID;
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Derailed = trainCar.derailed;
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// Probable not needed. Commented to remove additional dll dependency
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//HandbrakePosition = trainCar.brakeSystem.handbrakePosition;
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@@ -25,6 +26,11 @@ namespace CommunityMapLocation.Api.Location
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Z = transform.z;
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Rotation = trainCar.transform.rotation.eulerAngles.y * (Mathf.PI / 180);
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Speed = trainCar.rb.velocity.magnitude;
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IsActive = false;
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IsPlayer = false;
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}
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public string Id { get; }
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@@ -38,5 +44,9 @@ namespace CommunityMapLocation.Api.Location
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public float Z { get; }
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public float Length { get; }
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public float Rotation { get; }
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public float Speed { get; }
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public bool Derailed { get; }
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public bool IsActive { get; set; }
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public bool IsPlayer { get; set; }
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}
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}
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@@ -1,5 +1,10 @@
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using DV.HUD;
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using DV.Customization;
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using DV.HUD;
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using DV.Simulation.Cars;
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using DV.Utils;
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using LocoSim.Implementations;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Http;
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@@ -20,7 +25,7 @@ namespace CommunityMapLocation.Api.Location
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var reverse = false;
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// If the player is in a loco, we want to get the heading of the loco instead of the play
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if (PlayerManager.Car?.IsLoco == true)
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if (PlayerManager.Car != null && PlayerManager.Car.IsLoco)
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{
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rotationTransform = PlayerManager.Car.transform;
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@@ -36,16 +41,37 @@ namespace CommunityMapLocation.Api.Location
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rotationTransform = PlayerManager.PlayerCamera.transform;
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}
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var cars = Array.Empty<CarLocationResponse>();
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if (PlayerManager.Car != null)
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{
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cars = PlayerManager.Car.trainset.cars.Select(c => new CarLocationResponse(c)).ToArray();
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var relevantCars = new Dictionary<TrainCar, CarLocationResponse>();
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foreach(var carEntry in TrainCarRegistry.Instance.logicCarToTrainCar) {
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if(IsLocoActive(carEntry.Value)) {
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foreach(var trainsetCar in carEntry.Value.trainset.cars) {
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if(!relevantCars.ContainsKey(trainsetCar))
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relevantCars.Add(trainsetCar, new CarLocationResponse(trainsetCar));
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relevantCars[trainsetCar].IsActive = true;
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}
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}
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}
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if(PlayerManager.Car != null) {
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foreach(var car in PlayerManager.Car.trainset.cars) {
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if(!relevantCars.ContainsKey(car))
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relevantCars.Add(car, new CarLocationResponse(car));
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relevantCars[car].IsPlayer = true;
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}
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}
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return new LocationResponse(PlayerManager.PlayerTransform, reverse)
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{
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Cars = cars
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Cars = relevantCars.Values.ToArray() ?? Array.Empty<CarLocationResponse>()
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};
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}
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private bool IsLocoActive(TrainCar loco) {
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if(!loco.IsLoco) return false;
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if(string.IsNullOrWhiteSpace(loco.Customization?.electronicsFuseID)) return false;
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if(loco.SimController == null || loco.SimController.simFlow == null | loco.Customization == null) return false;
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if(loco.SimController.simFlow.TryGetFuse(loco.Customization.electronicsFuseID, out Fuse fuse) == true)
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return fuse.State;
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return false;
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}
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}
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}
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