Files
TweaksAndThings/TweaksAndThings/Extensions/Car_Extensions.cs

137 lines
5.4 KiB
C#

using Game.Messages;
using Game.State;
using Helpers;
using Model;
using Model.Definition.Data;
using Model.Ops;
using Serilog;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace RMROC451.TweaksAndThings.Extensions;
public static class Car_Extensions
{
private static bool EndGearIssue(this Car car, Car.LogicalEnd end) =>
(!car[end].IsCoupled && car[end].IsAnglecockOpen) ||
(car[end].IsCoupled && !car[end].IsAirConnectedAndOpen);
public static bool EndAirSystemIssue(this Car car)
{
bool AEndAirSystemIssue = car.EndGearIssue(Car.LogicalEnd.A);
bool BEndAirSystemIssue = car.EndGearIssue(Car.LogicalEnd.B);
bool EndAirSystemIssue = AEndAirSystemIssue || BEndAirSystemIssue;
return EndAirSystemIssue;
}
public static bool HandbrakeApplied(this Model.Car car) =>
car.air.handbrakeApplied;
public static bool CarOrEndGearIssue(this Model.Car car) =>
car.EndAirSystemIssue() || car.HandbrakeApplied();
public static bool CarAndEndGearIssue(this Model.Car car) =>
car.EndAirSystemIssue() && car.HandbrakeApplied();
public static Car? DetermineFuelCar(this Car engine, bool returnEngineIfNull = false)
{
if (engine == null) return null;
Car? car;
if (engine is SteamLocomotive steamLocomotive && new Func<Car>(steamLocomotive.FuelCar) != null)
{
car = steamLocomotive.FuelCar();
}
else
{
car = engine is DieselLocomotive ? engine : null;
if (returnEngineIfNull && car == null) car = engine;
}
return car;
}
public static bool NotMotivePower(this Car car) => car is not BaseLocomotive && car.Archetype != Model.Definition.CarArchetype.Tender;
/// <summary>
/// For every car in the consist, cost 1 minute of AI Engineer time.
/// </summary>
/// <param name="consist"></param>
public static int CalculateCostForAutoEngineerEndGearSetting(this IEnumerable<Car> consist) =>
consist.Count() * 60;
public static bool IsCaboose(this Car car) => car.Archetype == Model.Definition.CarArchetype.Caboose;
public static bool IsCabooseAndStoppedForLoadRefresh(this Car car) => car.IsCaboose() && car.IsStopped(30f);
public static Car? CabooseInConsist(this IEnumerable<Car> input) => input.FirstOrDefault(c => c.IsCaboose());
public static Car? CabooseWithSufficientCrewHours(this Car car, float timeNeeded, HashSet<string> carIdsCheckedAlready, bool decrement = false)
{
Car? output = null;
if (carIdsCheckedAlready.Contains(car.id) || !car.IsCaboose()) return null;
List<LoadSlot> loadSlots = car.Definition.LoadSlots;
for (int i = 0; i < loadSlots.Count; i++)
{
CarLoadInfo? loadInfo = car.GetLoadInfo(i);
if (loadInfo.HasValue)
{
CarLoadInfo valueOrDefault = loadInfo.GetValueOrDefault();
output = valueOrDefault.Quantity >= timeNeeded ? car : null;
if (decrement && output != null) output.SetLoadInfo(i, valueOrDefault with { Quantity = valueOrDefault.Quantity - timeNeeded });
break;
}
}
return output;
}
public static Car? HuntingForCabeeseNearCar(this Car car, float timeNeeded, TrainController tc, HashSet<string> carIdsCheckedAlready, bool decrement = false)
{
List<(string carId, float distance)> source =
CarsNearCurrentCar(car, timeNeeded, tc, carIdsCheckedAlready, decrement);
Car output = FindNearestCabooseFromNearbyCars(tc, source);
if (output != null) output.CabooseWithSufficientCrewHours(timeNeeded, carIdsCheckedAlready, decrement);
return output;
}
private static Car FindNearestCabooseFromNearbyCars(TrainController tc, List<(string carId, float distance)> source) =>
(
from t in source
where t.distance < 21f //todo: add setting slider for catchment
orderby t.distance ascending
select tc.CarForId(t.carId)
).FirstOrDefault();
private static List<(string carId, float distance)> CarsNearCurrentCar(Car car, float timeNeeded, TrainController tc, HashSet<string> carIdsCheckedAlready, bool decrement)
{
Vector3 position = car.GetMotionSnapshot().Position;
Vector3 center = WorldTransformer.WorldToGame(position);
var cars = tc.CarIdsInRadius(center, 60f);
Log.Information($"{nameof(HuntingForCabeeseNearCar)} => {cars.Count()}");
List<(string carId, float distance)> source =
cars
.Select(carId =>
{
Car car = tc.CarForId(carId);
if (car == null || !car.CabooseWithSufficientCrewHours(timeNeeded, carIdsCheckedAlready))
{
return (carId: carId, distance: 1000f);
}
Vector3 a = WorldTransformer.WorldToGame(car.GetMotionSnapshot().Position);
return (carId: carId, distance: Vector3.Distance(a, center));
}).ToList();
return source;
}
public static void AdjustHotboxValue(this Car car, float hotboxValue) =>
StateManager.ApplyLocal(
new PropertyChange(
car.id, PropertyChange.KeyForControl(PropertyChange.Control.Hotbox),
new FloatPropertyValue(hotboxValue)
)
);
}