Class Crossing

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----
 
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*Messages sent to and from Crossings objects are listed below:
 
*Messages sent to and from Crossings objects are listed below:
*Note that these are only a subset of the messages exchanged by the parent [[Class SceneryWithTrack|SceneryWithTrack]] class.
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*Note that more messages are also posted by the parent [[Class SceneryWithTrack|SceneryWithTrack]] class.
 
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{{TableHeader|width=50%|margin=15px}}
 
{{TableHeader|width=50%|margin=15px}}
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|[[Object Messages|Object]]||Leave||Crossing||Crossing
 
|[[Object Messages|Object]]||Leave||Crossing||Crossing
 
|-
 
|-
|[[Crossing]]||StateChanged||Crossing||Crossing
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|Crossing||StateChanged||Crossing||Crossing
 
|}
 
|}
 
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*Returns the crossing owner, if any.
 
*Returns the crossing owner, if any.
 
*Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
 
*Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
*Introduced for [[Class InterlockingTower|Interlocking Towers].
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*Introduced for [[Class InterlockingTower|Interlocking Towers]].
 
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*Updates the crossing 'owner', which is used to lock access to various functions.
 
*Updates the crossing 'owner', which is used to lock access to various functions.
 
*Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
 
*Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
*Introduced for [[Class InterlockingTower|Interlocking Towers].
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*Introduced for [[Class InterlockingTower|Interlocking Towers]].
 
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  SetCrossingState(null, Crossing.CROSSING_STATE_CLOSED);
 
  SetCrossingState(null, Crossing.CROSSING_STATE_CLOSED);
 
;Notes
 
;Notes
*
 
 
*If you intend to alter the crossing state you should first disable automatic control (See SetCrossingAutomatic)
 
*If you intend to alter the crossing state you should first disable automatic control (See SetCrossingAutomatic)
 
*The crossing state will be altered as requested even if the crossing is under automatic control, but native code may quickly change it back.
 
*The crossing state will be altered as requested even if the crossing is under automatic control, but native code may quickly change it back.

Latest revision as of 15:02, 26 February 2024


  • A script class to represent a level crossing or similar object.
  • By default a crossing is automatically controlled by Trainz native code.
  • The crossing will close when a train is within the trigger distance of the crossing (as specified by the asset).
  • The crossing will reopen to road traffic when there are no trains within the trigger disance.


Contents

[edit] Constants & Messages


[edit] Crossing States


  • These values define the possible state of a crossing.
public define int CROSSING_STATE_OPEN = 0 Crossing is open to road traffic.
public define int CROSSING_STATE_CLOSING = 1 Crossing is in the act of closing.
public define int CROSSING_STATE_CLOSED = 2 Crossing is closed to road traffic.
public define int CROSSING_STATE_OPENING = 3 Crossing is in the act of opening.


[edit] Related Messages


  • Messages sent to and from Crossings objects are listed below:
  • Note that more messages are also posted by the parent SceneryWithTrack class.


Major Minor Source Destination
Object Enter Crossing Crossing
Object Leave Crossing Crossing
Crossing StateChanged Crossing Crossing


[edit] Methods

[edit] GetCrossingAutomatic

public native bool GetCrossingAutomatic(void)
Parameters
  • None
Returned Value
  • Whether the crossing operating in automatic mode.
Syntax
bool bIsAutomaticMode = crossing.GetCrossingAutomatic();
Notes


[edit] GetCrossingHasNearbyTrain

public native bool GetCrossingHasNearbyTrain(void)
Parameters
  • None
Returned Value
  • Whether any trains are within the trigger radius (default 200m, overridable by the asset).
Syntax
bool bHasNearbyTrain = crossing.GetCrossingHasNearbyTrain();
Notes
  • This function will continue to operate when the crossing is in manual script mode.
  • The default crossing trigger distance is 200 metres, but this can be overridden by the asset config.
  • The crossing trigger distance cannot be overridden by script.


[edit] GetCrossingOwner

public native TrainzGameObject GetCrossingOwner(void)
Parameters
  • None
Returned Value
  • The crossing owner, or null.
Syntax;
if (crossing.GetCrossingOwner())
 return; // The crossing is owned, so we cannot alter state.
Notes
  • Returns the crossing owner, if any.
  • Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
  • Introduced for Interlocking Towers.


[edit] GetCrossingState

public native int GetCrossingState(void)
Parameters
  • None
Returned Value
  • One of the crossing state constants indicating the current condition of the crossing.
Syntax
switch(GetCrossingState())
{
case CROSSING_STATE_OPEN:
  // Crossing is open to road traffic.
  break;

case CROSSING_STATE_CLOSING:
case CROSSING_STATE_CLOSED:
case CROSSING_STATE_OPENING:
  // Crossing is NOT open to road traffic.
  break;
}
Notes
  • A "Crossing","StateChanged" message will be posted to the crossing whenever this value changes.


[edit] SetCrossingAutomatic

public native void SetCrossingAutomatic(SecurityToken token, bool auto)
Parameters
  • token = A token for the crossing owner with rights "crossing-state", or null.
  • auto = True to select automatic mode, false to disable automatic control.
Returned Value
  • None
Syntax
SetCrossingAutomatic(null, false);
Notes
  • The token is unused if the crossing is unowned, and can be passed as null.


[edit] SetCrossingOwner

public native void SetCrossingOwner(SecurityToken token, TrainzGameObject owner)
Parameters
  • token - A token for the crossing owner (new and current, if applicable) with rights "crossing-owner".
  • owner - New owner to set, may be null.
Returned Value
  • Whether the call succeeded, and the crossing owner was changed.
Syntax;
string[] rights = new string[1];
rights[0] = "crossing-owner";
SecurityToken token = IssueSecurityToken(GetAsset().GetKUID(), rights);
crossing.SetCrossingOwner(token, me);
Notes
  • Updates the crossing 'owner', which is used to lock access to various functions.
  • Owned crossings cannot have their state altered by any script except the owner, including the crossing itself.
  • Introduced for Interlocking Towers.


[edit] SetCrossingState

public native void SetCrossingState(SecurityToken token, int state)
Parameters
  • token = A token for the crossing owner with rights "crossing-state", or null.
  • state = One of the crossing state constants indicating which state to set.
Returned Value
  • None
Syntax
SetCrossingState(null, Crossing.CROSSING_STATE_CLOSED);
Notes
  • If you intend to alter the crossing state you should first disable automatic control (See SetCrossingAutomatic)
  • The crossing state will be altered as requested even if the crossing is under automatic control, but native code may quickly change it back.
  • The token is unused if the crossing is unowned, and can be passed as null.


[edit] Categories

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