mirror of
https://github.com/MaSzyna-EU07/StarterNG.git
synced 2026-11-05 13:24:51 +01:00
Move new domain/infra modules out of Classes into Domain/ and Infrastructure/
Consist/scenery/vehicle logic (TrainsetDisplay, TexRandomizer, SceneryI18n) goes under Domain/; the loading-screen bitmap writer under Infrastructure/, instead of the flat Classes/ bucket.
This commit is contained in:
272
StarterNG/Domain/TrainsetDisplay.cs
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272
StarterNG/Domain/TrainsetDisplay.cs
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Text;
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using StarterNG.Classes;
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namespace StarterNG.Domain;
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/// <summary>Shared trainset list labels and status-bar formatting for Scenarios / Depot.</summary>
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public static class TrainsetDisplay
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{
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public static bool IsEmpty(Trainset trainset) =>
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trainset.Vehicles.Count == 0 ||
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trainset.Vehicles.All(v => string.IsNullOrWhiteSpace(v.Name) && string.IsNullOrWhiteSpace(v.SkinFile));
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/// <summary>
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/// Composition caption like Pascal <c>PrepareTrainsetDesc</c>: first loco/EZT by
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/// name, then collapse consecutive same-class wagons as <c>Mini(N)</c>.
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/// </summary>
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public static string? CompositionText(Trainset trainset)
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{
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if (IsEmpty(trainset))
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return null;
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var db = GameData.Instance.Vehicles;
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var sb = new StringBuilder();
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string? prevKey = null;
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int run = 0;
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void Flush()
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{
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if (prevKey is null || run == 0) return;
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if (sb.Length > 0) sb.Append(" + ");
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sb.Append(run > 1 ? $"{prevKey}({run})" : prevKey);
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prevKey = null;
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run = 0;
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}
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for (int i = 0; i < trainset.Vehicles.Count; i++)
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{
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var v = trainset.Vehicles[i];
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var tex = db.TextureForSkin(v.SkinFile);
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string cat = tex?.ResolvedCategory ?? "";
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bool powered = cat is "e" or "s" or "p" or "z" or "a";
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if (i == 0 && powered)
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{
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string head = !string.IsNullOrWhiteSpace(v.Name) ? v.Name! :
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(!string.IsNullOrEmpty(tex?.ResolvedClass) ? tex!.ResolvedClass : BaseSkin(v));
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sb.Append(head);
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prevKey = null;
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run = 0;
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continue;
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}
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string key = !string.IsNullOrEmpty(tex?.ResolvedClass) ? tex!.ResolvedClass
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: (!string.IsNullOrWhiteSpace(v.Name) ? v.Name! : BaseSkin(v));
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if (string.Equals(key, prevKey, StringComparison.OrdinalIgnoreCase))
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{
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run++;
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}
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else
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{
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Flush();
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prevKey = key;
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run = 1;
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}
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}
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Flush();
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return sb.Length > 0 ? sb.ToString() : string.Join(" + ", trainset.Vehicles.Select(v =>
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!string.IsNullOrWhiteSpace(v.Name) ? v.Name! : BaseSkin(v)));
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}
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private static string BaseSkin(Dynamic v) =>
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string.IsNullOrWhiteSpace(v.SkinFile) ? "?" :
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System.IO.Path.GetFileNameWithoutExtension(v.SkinFile);
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/// <summary>
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/// Like Pascal <c>SelectTrain</c>: prefer the last car if it has cab crew
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/// (push-pull), else the first staffed/passenger car, else the first car.
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/// </summary>
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public static string? DefaultStartingVehicle(Trainset trainset)
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{
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if (trainset.Vehicles.Count == 0)
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return null;
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var last = trainset.Vehicles[^1];
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if (last.DriverType is eDriverType.Headdriver or eDriverType.Reardriver)
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return last.Name;
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var staffed = trainset.Vehicles.FirstOrDefault(v =>
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v.DriverType is eDriverType.Headdriver or eDriverType.Reardriver or eDriverType.Passenger);
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return staffed?.Name ?? trainset.Vehicles[0].Name;
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}
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/// <summary>
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/// Length / mass / vehicle count / track (+ speed), with Pascal mass rules
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/// (<c>IncludeVehicleToMass</c> + 200 t AllVehicles retry).
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/// </summary>
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public static string FormatStats(Trainset? trainset, Func<Dynamic, Physics?> physicsFor,
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string lengthLabel, string massLabel, string vehiclesLabel, string trackLabel,
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Func<Dynamic, string?>? categoryOf = null,
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Func<string?, int>? loadWeightKg = null)
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{
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if (trainset is null)
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return "";
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var (lengthM, massKg, loadKg) = RecalcParams(trainset, physicsFor, categoryOf, loadWeightKg, allVehicles: false);
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if (massKg < 200_000)
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(lengthM, massKg, loadKg) = RecalcParams(trainset, physicsFor, categoryOf, loadWeightKg, allVehicles: true);
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var inv = CultureInfo.InvariantCulture;
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string track = trainset.Track ?? "";
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if (trainset.Velocity > 0)
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track = $"{track} ({trainset.Velocity.ToString("0.#", inv)} km/h)";
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string massPart = $"{massLabel}: {(massKg / 1000.0).ToString("0.#", inv)} t";
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if (loadKg > 0)
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massPart += $" / {((massKg + loadKg) / 1000.0).ToString("0.#", inv)} t";
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return $"{lengthLabel}: {lengthM.ToString("0.#", inv)} m · " +
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$"{massPart} · " +
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$"{vehiclesLabel}: {trainset.Vehicles.Count} · " +
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$"{trackLabel}: {track}";
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}
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private static (double lengthM, double massKg, double loadKg) RecalcParams(
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Trainset trainset,
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Func<Dynamic, Physics?> physicsFor,
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Func<Dynamic, string?>? categoryOf,
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Func<string?, int>? loadWeightKg,
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bool allVehicles)
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{
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double lengthM = 0, massKg = 0, loadKg = 0;
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foreach (var car in trainset.Vehicles)
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{
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var p = physicsFor(car);
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if (p != null)
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lengthM += p.Length;
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if (!IncludeVehicleToMass(car, p, categoryOf?.Invoke(car), allVehicles))
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continue;
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if (p != null)
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massKg += p.Mass;
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if (loadWeightKg != null &&
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car.LoadCount > 0 &&
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!string.IsNullOrEmpty(car.LoadType) &&
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LoadAccepted(p, car.LoadType))
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loadKg += (double)car.LoadCount * loadWeightKg(car.LoadType);
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}
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return (lengthM, massKg, loadKg);
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}
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private static bool IncludeVehicleToMass(Dynamic car, Physics? p, string? category, bool allVehicles)
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{
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if (p == null) return false;
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if (allVehicles) return true;
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if (category is "z" or "a") return true;
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return car.DriverType is eDriverType.Passenger or eDriverType.Nobody;
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}
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private static bool LoadAccepted(Physics? p, string loadType)
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{
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if (p == null || string.IsNullOrWhiteSpace(p.LoadAccepted))
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return true;
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return p.LoadAccepted.Contains(loadType, StringComparison.OrdinalIgnoreCase);
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}
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/// <summary>
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/// Pascal <c>UniqueVehicleName</c> / <c>UniqueVehiclesName</c> at launch:
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/// EZT/szynobus → rename every car; otherwise only the start vehicle.
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/// Returns the (possibly new) name of the start vehicle.
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/// </summary>
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public static string? UniquifyForLaunch(Trainset trainset, Scenery scenery, string? startName)
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{
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var used = CollectNames(scenery);
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var db = GameData.Instance.Vehicles;
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bool mu = trainset.Vehicles.Any(v =>
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{
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string? cat = db.TextureForSkin(v.SkinFile)?.ResolvedCategory;
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return cat is "z" or "a";
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});
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Dynamic? target = null;
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if (!string.IsNullOrEmpty(startName))
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target = trainset.Vehicles.FirstOrDefault(v =>
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string.Equals(v.Name, startName, StringComparison.OrdinalIgnoreCase));
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target ??= trainset.Vehicles.FirstOrDefault(v =>
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v.DriverType is eDriverType.Headdriver or eDriverType.Reardriver or eDriverType.Passenger);
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target ??= trainset.Vehicles.FirstOrDefault();
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if (mu)
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{
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foreach (var v in trainset.Vehicles)
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{
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if (!string.IsNullOrEmpty(v.Name))
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used.Remove(v.Name!);
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v.Name = EnsureUnique(PreferredBaseName(v), used);
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}
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return target?.Name;
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}
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if (target != null)
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{
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if (!string.IsNullOrEmpty(target.Name))
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used.Remove(target.Name!);
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target.Name = EnsureUnique(PreferredBaseName(target), used);
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}
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return target?.Name;
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}
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public static string PreferredBaseName(Dynamic v)
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{
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var tex = GameData.Instance.Vehicles.TextureForSkin(v.SkinFile);
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if (tex != null)
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{
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// Prefer texture_mini when it is more specific than the class mini (≈ MiniD).
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if (!string.IsNullOrEmpty(tex.TextureMini) &&
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!string.Equals(tex.TextureMini, tex.ResolvedClass, StringComparison.OrdinalIgnoreCase))
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return SanitizeName(tex.TextureMini!);
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if (!string.IsNullOrEmpty(tex.Skinfile))
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return SanitizeName(Path.GetFileNameWithoutExtension(tex.Skinfile));
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}
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if (!string.IsNullOrWhiteSpace(v.SkinFile))
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return SanitizeName(Path.GetFileNameWithoutExtension(v.SkinFile));
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return SanitizeName(string.IsNullOrWhiteSpace(v.Name) ? "vehicle" : v.Name!);
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}
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public static string EnsureUnique(string baseName, HashSet<string> used)
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{
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baseName = SanitizeName(baseName);
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if (!used.Contains(baseName))
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{
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used.Add(baseName);
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return baseName;
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}
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int n = 1;
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string candidate;
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do
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candidate = $"{baseName}_{n++}";
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while (used.Contains(candidate));
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used.Add(candidate);
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return candidate;
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}
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public static HashSet<string> CollectNames(Scenery scenery, Trainset? except = null)
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{
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var used = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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foreach (string n in scenery.LooseVehicleNames)
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used.Add(n);
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foreach (var d in scenery.LooseVehicles)
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if (!string.IsNullOrEmpty(d.Name))
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used.Add(d.Name!);
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foreach (var ts in scenery.Trainsets)
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{
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if (ReferenceEquals(ts, except)) continue;
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foreach (var v in ts.Vehicles)
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if (!string.IsNullOrEmpty(v.Name))
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used.Add(v.Name!);
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}
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return used;
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}
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private static string SanitizeName(string name) =>
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string.IsNullOrWhiteSpace(name) ? "vehicle" : name.Replace(' ', '_');
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}
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