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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-28 20:27:28 +01:00

fix(ai): release horn when human driver takes over from AI

This commit is contained in:
jerrrrycho
2026-10-16 13:10:50 +02:00
parent 05ffb9058c
commit ccb973e049
24 changed files with 8090 additions and 83 deletions

View File

@@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/.
#include "stdafx.h"
#include "vehicle/Train.h"
#include "vehicle/horn.h"
#include "utilities/Globals.h"
#include "simulation/simulation.h"
@@ -7841,16 +7842,10 @@ void TTrain::OnCommand_hornlowactivate(TTrain *Train, command_data const &Comman
if (Command.action == GLFW_PRESS)
{
// only need to react to press, sound will continue until stopped
if (false == TestFlag(Train->mvOccupied->WarningSignal, 1))
if (false == TestFlag(Train->mvOccupied->WarningSignal, horn::low))
{
// turn on
Train->mvOccupied->WarningSignal |= 1;
/*
if( true == TestFlag( Train->mvOccupied->WarningSignal, 2 ) ) {
// low and high horn are treated as mutually exclusive
Train->mvControlled->WarningSignal &= ~2;
}
*/
Train->mvOccupied->WarningSignal = horn::pressed(Train->mvOccupied->WarningSignal, horn::low, Train->has_single_horn_lever());
// visual feedback
Train->ggHornButton.UpdateValue(-1.0);
Train->ggHornLowButton.UpdateValue(1.0);
@@ -7863,9 +7858,13 @@ void TTrain::OnCommand_hornlowactivate(TTrain *Train, command_data const &Comman
// NOTE: we turn off both low and high horn, due to unreliability of release event when shift key is involved
Train->mvOccupied->WarningSignal &= ~( 1 | 2 );
*/
Train->mvOccupied->WarningSignal &= ~1;
Train->mvOccupied->WarningSignal = horn::released(Train->mvOccupied->WarningSignal, horn::low);
// visual feedback
Train->ggHornButton.UpdateValue(0.0);
if (false == (Train->has_single_horn_lever() && TestFlag(Train->mvOccupied->WarningSignal, horn::high)))
{
// leave the single lever alone if it was moved to the other tone in the meantime
Train->ggHornButton.UpdateValue(0.0);
}
Train->ggHornLowButton.UpdateValue(0.0);
}
}
@@ -7885,16 +7884,10 @@ void TTrain::OnCommand_hornhighactivate(TTrain *Train, command_data const &Comma
if (Command.action == GLFW_PRESS)
{
// only need to react to press, sound will continue until stopped
if (false == TestFlag(Train->mvOccupied->WarningSignal, 2))
if (false == TestFlag(Train->mvOccupied->WarningSignal, horn::high))
{
// turn on
Train->mvOccupied->WarningSignal |= 2;
/*
if( true == TestFlag( Train->mvOccupied->WarningSignal, 1 ) ) {
// low and high horn are treated as mutually exclusive
Train->mvControlled->WarningSignal &= ~1;
}
*/
Train->mvOccupied->WarningSignal = horn::pressed(Train->mvOccupied->WarningSignal, horn::high, Train->has_single_horn_lever());
// visual feedback
Train->ggHornButton.UpdateValue(1.0);
Train->ggHornHighButton.UpdateValue(1.0);
@@ -7907,9 +7900,13 @@ void TTrain::OnCommand_hornhighactivate(TTrain *Train, command_data const &Comma
// NOTE: we turn off both low and high horn, due to unreliability of release event when shift key is involved
Train->mvOccupied->WarningSignal &= ~( 1 | 2 );
*/
Train->mvOccupied->WarningSignal &= ~2;
Train->mvOccupied->WarningSignal = horn::released(Train->mvOccupied->WarningSignal, horn::high);
// visual feedback
Train->ggHornButton.UpdateValue(0.0);
if (false == (Train->has_single_horn_lever() && TestFlag(Train->mvOccupied->WarningSignal, horn::low)))
{
// leave the single lever alone if it was moved to the other tone in the meantime
Train->ggHornButton.UpdateValue(0.0);
}
Train->ggHornHighButton.UpdateValue(0.0);
}
}