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.
This commit is contained in:
Pyro Nicampt committed 2025-07-02 21:56:51 -05:00
1 parent 7ebf2556ba
commit 2f27c35f57
5 files changed
+55 -9

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@@ -11,6 +11,7 @@ namespace CommunityMapLocation.Api.Location
Name = trainCar.name;
Id = trainCar.ID;
CarGuid = trainCar.CarGUID;
Derailed = trainCar.derailed;
// Probable not needed. Commented to remove additional dll dependency
//HandbrakePosition = trainCar.brakeSystem.handbrakePosition;
@@ -25,6 +26,11 @@ namespace CommunityMapLocation.Api.Location
Z = transform.z;
Rotation = trainCar.transform.rotation.eulerAngles.y * (Mathf.PI / 180);
Speed = trainCar.rb.velocity.magnitude;
IsActive = false;
IsPlayer = false;
}
public string Id { get; }
@@ -38,5 +44,9 @@ namespace CommunityMapLocation.Api.Location
public float Z { get; }
public float Length { get; }
public float Rotation { get; }
public float Speed { get; }
public bool Derailed { get; }
public bool IsActive { get; set; }
public bool IsPlayer { get; set; }
}
}
@@ -1,5 +1,10 @@
using DV.HUD;
using DV.Customization;
using DV.HUD;
using DV.Simulation.Cars;
using DV.Utils;
using LocoSim.Implementations;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Http;
@@ -20,7 +25,7 @@ namespace CommunityMapLocation.Api.Location
var reverse = false;
// If the player is in a loco, we want to get the heading of the loco instead of the play
if (PlayerManager.Car?.IsLoco == true)
if (PlayerManager.Car != null && PlayerManager.Car.IsLoco)
{
rotationTransform = PlayerManager.Car.transform;
@@ -36,16 +41,37 @@ namespace CommunityMapLocation.Api.Location
rotationTransform = PlayerManager.PlayerCamera.transform;
}
var cars = Array.Empty<CarLocationResponse>();
if (PlayerManager.Car != null)
{
cars = PlayerManager.Car.trainset.cars.Select(c => new CarLocationResponse(c)).ToArray();
var relevantCars = new Dictionary<TrainCar, CarLocationResponse>();
foreach(var carEntry in TrainCarRegistry.Instance.logicCarToTrainCar) {
if(IsLocoActive(carEntry.Value)) {
foreach(var trainsetCar in carEntry.Value.trainset.cars) {
if(!relevantCars.ContainsKey(trainsetCar))
relevantCars.Add(trainsetCar, new CarLocationResponse(trainsetCar));
relevantCars[trainsetCar].IsActive = true;
}
}
}
if(PlayerManager.Car != null) {
foreach(var car in PlayerManager.Car.trainset.cars) {
if(!relevantCars.ContainsKey(car))
relevantCars.Add(car, new CarLocationResponse(car));
relevantCars[car].IsPlayer = true;
}
}
return new LocationResponse(PlayerManager.PlayerTransform, reverse)
{
Cars = cars
Cars = relevantCars.Values.ToArray() ?? Array.Empty<CarLocationResponse>()
};
}
private bool IsLocoActive(TrainCar loco) {
if(!loco.IsLoco) return false;
if(string.IsNullOrWhiteSpace(loco.Customization?.electronicsFuseID)) return false;
if(loco.SimController == null || loco.SimController.simFlow == null | loco.Customization == null) return false;
if(loco.SimController.simFlow.TryGetFuse(loco.Customization.electronicsFuseID, out Fuse fuse) == true)
return fuse.State;
return false;
}
}
}
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
@@ -54,6 +54,10 @@
<HintPath>lib\DV.RailTrack.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="DV.Simulation">
<HintPath>lib\DV.Simulation.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="DV.UserManagement">
<HintPath>lib\DV.UserManagement.dll</HintPath>
<Private>False</Private>
@@ -86,6 +90,10 @@
<HintPath>lib\UnityEngine.InputLegacyModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>lib\UnityEngine.PhysicsModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>lib\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
+1 -1
View File
@@ -2,7 +2,7 @@
"Id":"CommunityMapLocation",
"DisplayName":"Derail Valley Community Map Location",
"Author":"BenjaminGreene",
"Version":"0.0.1",
"Version":"0.0.2",
"ManagerVersion":"0.31.1.0",
"EntryMethod":"CommunityMapLocation.Main.Load"
}
+2
View File
@@ -2,9 +2,11 @@ Assuming Visual Studio Community:
1. Add the following to the `lib` folder from `[steam common dir]/Derail Valley/DerailValley_Data/Managed`:
- `Assembly-CSharp.dll`
- `DV.Utils.dll`
- `DV.OriginShiftInfo.dll`
- `UnityEngine.dll`
- `UnityEngine.IMGUIModule.dll`
- `UnityEngine.PhysicsModule.dll`
- `UnityEngine.CoreModule.dll`
- `/UnityModManager/0Harmony.dll`
- `/UnityModManager/UnityModManager.dll`