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* fix(ai): release what the AI was holding when the player takes over * fix(ai): keep the light selector lookup within its table, Sonar findings of the handover - the light selector size comes from the vehicle definition (LightsList Size) and isn't limited, while the table holds 18 positions; a bigger selector read past the table, and so did a table index other than the front or rear one. Only the positions the table holds are looked at now, and the selector stays where it is for a bad table index (cpp:S2259), - the lambdas of the handover capture what they use explicitly (cpp:S3608), - the chained assignments resetting the headlight state on the AI taking over are split (cpp:S1121).
77 lines
2.7 KiB
C++
77 lines
2.7 KiB
C++
/*
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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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