public override void Build(City c)
        {
            if (this.n1 is BuilderAllWayStopNode)
            {
                BuilderAllWayStopNode n1 = this.n1 as BuilderAllWayStopNode;
                n1.Connect(this, out s1, out e1, out p11, out p21);
            }
            if (this.n1 is BuilderDeadEndNode)
            {
                BuilderDeadEndNode n1 = this.n1 as BuilderDeadEndNode;
                n1.Connect(this, out s1, out e1, out p11, out p21);
            }


            if (this.n2 is BuilderAllWayStopNode)
            {
                BuilderAllWayStopNode n2 = this.n2 as BuilderAllWayStopNode;
                n2.Connect(this, out s2, out e2, out p12, out p22);
            }
            if (this.n2 is BuilderDeadEndNode)
            {
                BuilderDeadEndNode n2 = this.n2 as BuilderDeadEndNode;
                n2.Connect(this, out s2, out e2, out p12, out p22);
            }

            s1.Connect(e2, CityPathType.privates);
            s2.Connect(e1, CityPathType.privates);
        }
Beispiel #2
0
        public override void Build(City c)
        {
            if (this.n1 is BuilderAllWayStopNode)
            {
                BuilderAllWayStopNode n1 = this.n1 as BuilderAllWayStopNode;
                n1.Connect(this, out s1, out e1, out p11, out p12);
            }
            if (this.n1 is BuilderTrafficCircleNode)
            {
                BuilderTrafficCircleNode n1 = this.n1 as BuilderTrafficCircleNode;
                n1.Connect(this, out s1, out e1, out p11, out p12);
            }
            if (this.n1 is BuilderDeadEndNode)
            {
                BuilderDeadEndNode n1 = this.n1 as BuilderDeadEndNode;
                n1.Connect(this, out s1, out e1, out p11, out p12);
            }


            if (this.n2 is BuilderAllWayStopNode)
            {
                BuilderAllWayStopNode n2 = this.n2 as BuilderAllWayStopNode;
                n2.Connect(this, out s2, out e2, out p21, out p22);
            }
            if (this.n2 is BuilderTrafficCircleNode)
            {
                BuilderTrafficCircleNode n2 = this.n2 as BuilderTrafficCircleNode;
                n2.Connect(this, out s2, out e2, out p21, out p22);
            }
            if (this.n2 is BuilderDeadEndNode)
            {
                BuilderDeadEndNode n2 = this.n2 as BuilderDeadEndNode;
                n2.Connect(this, out s2, out e2, out p21, out p22);
            }

            double dist      = Util.Distance(s1.x, s1.y, e2.x, e2.y);
            int    parkCount = (int)(dist / PARKING_LENGTH);
            double dir       = Util.GetLookatDir(s1.x, s1.y, e2.x, e2.y);

            CityNode last     = s1;
            CityNode lastPark = p11;

            for (int i = 1; i <= parkCount; i++)
            {
                int       x    = s1.x + (int)(i * PARKING_LENGTH * Math.Cos(dir));
                int       y    = s1.y + (int)(i * PARKING_LENGTH * Math.Sin(dir));
                MergeNode exit = new MergeNode(x, y, new MergePoint());

                x -= (int)(PARKING_LENGTH / 2 * Math.Cos(dir));
                x += (int)(20 * Math.Cos(dir + Math.PI / 2));
                y -= (int)(PARKING_LENGTH / 2 * Math.Sin(dir));
                y += (int)(20 * Math.Sin(dir + Math.PI / 2));
                ParkingNode park = new ParkingNode(x, y);

                CityPath priority = last.Connect(exit, CityPathType.privates);
                last.Connect(park, CityPathType.privates);
                park.Connect(exit, CityPathType.privates);

                lastPark.Connect(park, CityPathType.pedestrians);
                park.Connect(lastPark, CityPathType.pedestrians);

                c.nodes.Add(exit);
                c.nodes.Add(park);

                (exit.intersection as MergePoint).priority = priority;

                last     = exit;
                lastPark = park;
            }
            last.Connect(e2, CityPathType.privates);
            lastPark.Connect(p22, CityPathType.pedestrians);
            p22.Connect(lastPark, CityPathType.pedestrians);


            dist      = Util.Distance(s2.x, s2.y, e1.x, e1.y);
            parkCount = (int)(dist / PARKING_LENGTH);
            dir       = Util.GetLookatDir(s2.x, s2.y, e1.x, e1.y);

            last     = s2;
            lastPark = p21;
            for (int i = 1; i <= parkCount; i++)
            {
                int      x    = s2.x + (int)(i * PARKING_LENGTH * Math.Cos(dir));
                int      y    = s2.y + (int)(i * PARKING_LENGTH * Math.Sin(dir));
                CityNode exit = new CityNode(x, y);

                x -= (int)(PARKING_LENGTH / 2 * Math.Cos(dir));
                x += (int)(20 * Math.Cos(dir + Math.PI / 2));
                y -= (int)(PARKING_LENGTH / 2 * Math.Sin(dir));
                y += (int)(20 * Math.Sin(dir + Math.PI / 2));
                ParkingNode park = new ParkingNode(x, y);

                last.Connect(exit, CityPathType.privates);
                last.Connect(park, CityPathType.privates);
                park.Connect(exit, CityPathType.privates);

                lastPark.Connect(park, CityPathType.pedestrians);
                park.Connect(lastPark, CityPathType.pedestrians);

                c.nodes.Add(exit);
                c.nodes.Add(park);

                last     = exit;
                lastPark = park;
            }
            last.Connect(e1, CityPathType.privates);
            lastPark.Connect(p12, CityPathType.pedestrians);
            p12.Connect(lastPark, CityPathType.pedestrians);
        }