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https://github.com/MaSzyna-EU07/maszyna.git
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Merge branch 'master' into feat/gl46-migration
This commit is contained in:
@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
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#include "utilities/translation.h"
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#include "utilities/Logs.h"
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#include "vehicle/Train.h"
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#include "vehicle/handover.h"
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#include "world/mtable.h"
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#include "vehicle/DynObj.h"
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#include "world/Event.h"
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@@ -5561,6 +5562,12 @@ void TController::TakeControl( bool const Aidriver, bool const Forcevehiclecheck
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{ // teraz AI prowadzi
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AIControllFlag = AIdriver;
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pVehicle->Controller = AIdriver;
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// the AI doesn't operate the headlight dimmer, drop the state left by the human driver
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// so the lights set by the AI aren't hidden (dimmer in off position) or dimmed
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pVehicle->HeadlightsAoff = false;
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pVehicle->HeadlightsBoff = false;
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pVehicle->DimHeadlights = false;
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pVehicle->HighBeamLights = false;
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control_lights(); // reinicjalizacja swiatel
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mvOccupied->CabActivisation(true);
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iDirection = 0; // kierunek jazdy trzeba dopiero zgadnąć
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@@ -5598,10 +5605,23 @@ void TController::TakeControl( bool const Aidriver, bool const Forcevehiclecheck
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}
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else
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{ // a teraz użytkownik
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if (!is_train() || !is_car()) // gasimy swiatla jesli przejmujemy odstawione
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if (eAction == TAction::actSleep || OrderCurrentGet() == Wait_for_orders) // gasimy swiatla jesli przejmujemy odstawione
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pVehicle->RaLightsSet(0, 0);
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auto const aiwasdriving { AIControllFlag == AIdriver };
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if( aiwasdriving ) {
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// the horn, sandbox, departure signal and brake releaser the AI may have latched are momentary for the human driver
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handover::release_ai_controls( *mvOccupied, *mvControlling );
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fWarningDuration = 0.0;
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remove_hint( driver_hint::hornon );
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// the AI sets the lights directly, leave the selector in matching position so it doesn't revert them later
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sync_lights_selector();
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}
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AIControllFlag = Humandriver;
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pVehicle->Controller = Humandriver;
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if( aiwasdriving ) {
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// same with the headlight dimmer, which is only applied for the human driver
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sync_lights_dimmer();
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}
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if( eAction == TAction::actSleep ) {
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eAction = TAction::actUnknown;
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}
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@@ -6329,6 +6349,57 @@ TController::control_handles() {
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} } // enginetype
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}
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// moves the light preset selector to the position matching the lights set directly by the AI,
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// otherwise the next SetLights() call (e.g. from CheckVehicles()) reverts them to the untouched selector position
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void
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TController::sync_lights_selector() {
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if( mvOccupied->LightsPosNo <= 0 ) { return; }
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auto const *headvehicle { pVehicles[ end::front ] };
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if( headvehicle == nullptr ) { return; }
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// same choice of the light table as in TDynamicObject::SetLights()
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auto const lightstable { ( mvOccupied->CabOccupied * pVehicle->DirectionGet() >= 0 ? end::front : end::rear ) };
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// same choice of the lit vehicle end as in TDynamicObject::RaLightsSet()
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auto const headend { ( headvehicle->iDirection > 0 ? end::front : end::rear ) };
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auto const position { handover::light_selector_position(
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*mvOccupied, lightstable, headvehicle->MoverParameters->iLights[ headend ], headvehicle->LightList( headend ) ) };
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if( position == mvOccupied->LightsPos ) { return; }
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mvOccupied->LightsPos = position;
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// visual feedback
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auto *train { simulation::Trains.find( pVehicle->name() ) };
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if( train != nullptr ) {
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train->ggLightsButton.PutValue( static_cast<float>( position - 1 ) );
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}
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}
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// re-applies the headlight dimmer state after the AI handed the vehicle over to the human driver,
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// moving the dimmer out of the off position if it'd hide the head lights set by the AI
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void
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TController::sync_lights_dimmer() {
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if( mvOccupied->dimPositions.empty() ) { return; }
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auto const *headvehicle { pVehicles[ end::front ] };
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auto const headend { ( headvehicle != nullptr && headvehicle->iDirection > 0 ? end::front : end::rear ) };
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auto const headlightson {
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headvehicle != nullptr
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&& ( headvehicle->MoverParameters->iLights[ headend ] & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 };
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auto const position { handover::dimmer_position( *mvOccupied, headlightson ) };
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if( position != mvOccupied->modernDimmerPosition ) {
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mvOccupied->modernDimmerPosition = position;
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// visual feedback
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auto *train { simulation::Trains.find( pVehicle->name() ) };
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if( train != nullptr ) {
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train->ggModernLightDimSw.PutValue( static_cast<float>( position ) );
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}
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}
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if( position < 0 || position >= static_cast<int>( mvOccupied->dimPositions.size() ) ) { return; } // SetLightDimmings() doesn't check the range
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pVehicle->SetLightDimmings();
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}
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// activate consist lamp codes
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void
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TController::control_lights() {
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@@ -324,6 +324,8 @@ private:
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void control_security_system( double const Timedelta );
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void control_handles();
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void control_lights();
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void sync_lights_selector();
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void sync_lights_dimmer();
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void control_compartment_lights();
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void control_doors();
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void UpdateCommand();
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76
vehicle/handover.cpp
Normal file
76
vehicle/handover.cpp
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@@ -0,0 +1,76 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "vehicle/handover.h"
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#include "McZapkie/MOVER.h"
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namespace handover {
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void release_ai_controls(TMoverParameters &Occupied, TMoverParameters &Controlling) {
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// the AI's hornoff action touches the horn only while the AI drives
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Occupied.WarningSignal = 0;
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// the AI drives the sandbox directly, bypassing the manual and automatic sanding states
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if (Controlling.SandDose && false == (Controlling.SandDoseManual || Controlling.SandDoseAuto)) {
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Controlling.Sandbox(false);
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}
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if (Occupied.DepartureSignal) {
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Occupied.signal_departure(false);
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}
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if (Occupied.Hamulec->Releaser()) {
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Occupied.BrakeReleaser(0);
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}
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}
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int light_selector_position(TMoverParameters const &Occupied, int const Lightstable, int const Headlights, int const Inventory) {
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// the selector size comes from the vehicle definition, the table holds a fixed number of positions
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auto const positioncount{std::min(Occupied.LightsPosNo, static_cast<int>(std::size(Occupied.Lights[0])))};
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if (positioncount <= 0 || Lightstable < 0 || Lightstable >= static_cast<int>(std::size(Occupied.Lights))) {
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return Occupied.LightsPos;
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}
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auto const &lights{Occupied.Lights[Lightstable]};
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auto const lightsmatch{[&lights, Inventory, Headlights](int const Position) { return (lights[Position - 1] & Inventory) == Headlights; }};
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if (Occupied.LightsPos >= 1 && Occupied.LightsPos <= positioncount && lightsmatch(Occupied.LightsPos)) {
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return Occupied.LightsPos;
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}
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for (auto position = 1; position <= positioncount; ++position) {
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if (lightsmatch(position)) {
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return position;
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}
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}
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return Occupied.LightsPos;
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}
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int dimmer_position(TMoverParameters const &Occupied, bool const Headlightson) {
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auto const &positions{Occupied.dimPositions};
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auto const current{Occupied.modernDimmerPosition};
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auto const count{static_cast<int>(positions.size())};
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auto const isoff{[&positions, count](int const Position) { return Position < 0 || Position >= count || positions[Position].isOff; }};
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if (false == Occupied.enableModernDimmer || false == Headlightson || false == isoff(current)) {
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return current;
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}
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if (false == isoff(Occupied.modernDimmerDefaultPosition)) {
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return Occupied.modernDimmerDefaultPosition;
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}
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for (auto position = 0; position < count; ++position) {
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if (false == (positions[position].isOff || positions[position].isDimmed || positions[position].isHighBeam)) {
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return position;
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}
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}
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for (auto position = 0; position < count; ++position) {
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if (false == positions[position].isOff) {
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return position;
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}
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}
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return current;
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}
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} // namespace handover
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33
vehicle/handover.h
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33
vehicle/handover.h
Normal file
@@ -0,0 +1,33 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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class TMoverParameters;
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// what changes about a vehicle when the AI hands it over to the human driver. the AI operates some
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// controls directly, bypassing the cab controls a human uses, and only the AI ever releases them;
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// the human gets them in the state matching the cab controls instead.
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namespace handover {
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// releases what the AI latches, but which is held only while pressed for the human driver:
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// the horn, the sandbox, the departure signal and the brake releaser
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void release_ai_controls(TMoverParameters &Occupied, TMoverParameters &Controlling);
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// position of the light preset selector [1..LightsPosNo] for the human driver: the current one when it
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// gives the head lights the AI has set, else the first one which does, else the current one.
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// Lightstable is the end of the selector's table in use, Inventory the lights the head end has
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int light_selector_position(TMoverParameters const &Occupied, int Lightstable, int Headlights, int Inventory);
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// position of the headlight dimmer for the human driver: the current one, unless it's the off position
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// which would hide the head lights the AI has lit. then the default one, else the first regular one,
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// else any other than off
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int dimmer_position(TMoverParameters const &Occupied, bool Headlightson);
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} // namespace handover
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