private bool StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort visitBuilding, bool isVirtual) { if (visitBuilding == 0) { return(false); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (isVirtual || currentBuilding == visitBuilding) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); CitizenProxy.SetVisitBuilding(ref citizen, visitBuilding); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Visit); return(true); } else if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); CitizenProxy.SetVisitBuilding(ref citizen, visitBuilding); return(true); } return(false); }
private bool StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort visitBuilding) { if (visitBuilding == 0) { return(false); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (currentBuilding == visitBuilding) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Visit); return(true); } CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); if (CitizenProxy.GetVisitBuilding(ref citizen) == 0) { // Building is full and doesn't accept visitors anymore return(false); } if (!residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); return(false); } return(true); }
private void DoScheduledHome(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0) { Log.Debug(LogCategory.State, $"{GetCitizenDesc(citizenId, ref citizen)} is currently homeless. Cannot move home, waiting for the next opportunity"); return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); #if DEBUG string logEntry = $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} back home"; #else const string logEntry = null; #endif if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, homeBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); schedule.Schedule(ResidentState.Unknown); Log.Debug(LogCategory.Movement, TimeInfo.Now, logEntry); } else { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go home from {currentBuilding} but can't, waiting for the next opportunity"); } }
private void DoScheduledHome(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0) { Log.Debug(LogCategory.State, $"WARNING: {GetCitizenDesc(citizenId, ref citizen)} is in corrupt state: want to go home with no home building. Releasing the poor citizen."); CitizenMgr.ReleaseCitizen(citizenId); schedule = default; return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, homeBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); schedule.Schedule(ResidentState.Unknown); Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} back home"); } else { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go home from {currentBuilding} but can't, waiting for the next opportunity"); } }
private void StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort currentBuilding, ushort visitBuilding) { if (touristAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); } }
private void ReturnFromVisit( TAI instance, uint citizenId, ref TCitizen citizen, ushort targetBuilding, Citizen.Location targetLocation, bool isVirtual) { if (targetBuilding == 0 || targetLocation == Citizen.Location.Visit || CitizenProxy.GetVehicle(ref citizen) != 0) { return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); if (isVirtual || targetBuilding == currentBuilding) { CitizenProxy.SetLocation(ref citizen, targetLocation); } else { residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, targetBuilding); } }
private void DoScheduledWork(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); schedule.WorkStatus = WorkStatus.Working; schedule.DepartureToWorkTime = default; if (currentBuilding == schedule.WorkBuilding && schedule.CurrentState != ResidentState.AtSchoolOrWork) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Work); } else if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, schedule.WorkBuilding) && schedule.CurrentState == ResidentState.AtHome) { schedule.DepartureToWorkTime = TimeInfo.Now; } Citizen.AgeGroup citizenAge = CitizenProxy.GetAge(ref citizen); if (workBehavior.ScheduleLunch(ref schedule, citizenAge)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} to school/work {schedule.WorkBuilding} and will go to lunch at {schedule.ScheduledStateTime}"); } else { workBehavior.ScheduleReturnFromWork(ref schedule, citizenAge); Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} to school/work {schedule.WorkBuilding} and will leave work at {schedule.ScheduledStateTime}"); } }
private void ReturnFromVisit(TAI instance, uint citizenId, ref TCitizen citizen, ushort targetBuilding) { if (targetBuilding != 0 && CitizenProxy.GetVehicle(ref citizen) == 0) { CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); residentAI.StartMoving(instance, citizenId, ref citizen, CitizenProxy.GetVisitBuilding(ref citizen), targetBuilding); CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } }
private bool ProcessCitizenMoving(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); if (vehicleId == 0 && instanceId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { CitizenMgr.ReleaseCitizen(citizenId); schedule = default; } else { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); schedule.Schedule(ResidentState.Unknown); } return(true); } if (vehicleId == 0 && CitizenMgr.IsAreaEvacuating(instanceId) && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} was on the way, but the area evacuates. Finding an evacuation place."); schedule.Schedule(ResidentState.Unknown); TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return(true); } ushort targetBuilding = CitizenMgr.GetTargetBuilding(instanceId); if (targetBuilding == CitizenProxy.GetWorkBuilding(ref citizen)) { return(true); } ItemClass.Service targetService = BuildingMgr.GetBuildingService(targetBuilding); if (targetService == ItemClass.Service.Beautification && WeatherInfo.IsBadWeather) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} cancels the trip to a park due to bad weather"); schedule.Schedule(ResidentState.AtHome); return(false); } return(true); }
private void ProcessCitizenMoving(TAI instance, uint citizenId, ref TCitizen citizen, bool mayCancel) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); // TODO: implement bored of traffic jam trip abandon if (vehicleId == 0 && instanceId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } Log.Debug($"Teleporting {GetCitizenDesc(citizenId, ref citizen)} back home because they are moving but no instance is specified"); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); return; } if (vehicleId == 0 && CitizenMgr.IsAreaEvacuating(instanceId) && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} was on the way, but the area evacuates. Finding an evacuation place."); TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return; } if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.TargetIsNode | CitizenInstance.Flags.OnTour, true)) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (IsChance(AbandonTourChance) && homeBuilding != 0) { CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); residentAI.StartMoving(instance, citizenId, ref citizen, 0, homeBuilding); } } else if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.WaitingTransport | CitizenInstance.Flags.WaitingTaxi)) { if (mayCancel && CitizenMgr.GetInstanceWaitCounter(instanceId) == 255 && IsChance(AbandonTransportWaitChance)) { ushort home = CitizenProxy.GetHomeBuilding(ref citizen); if (home == 0) { return; } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} doesn't want to wait for transport anymore, goes back home"); residentAI.StartMoving(instance, citizenId, ref citizen, 0, home); } } }
private bool StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort visitBuilding) { if (visitBuilding == 0) { return(false); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding); CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); CitizenProxy.SetVisitBuilding(ref citizen, visitBuilding); return(true); }
private void StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort currentBuilding, ushort visitBuilding, bool isVirtual) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); CitizenProxy.SetVisitBuilding(ref citizen, visitBuilding); if (isVirtual) { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Visit); touristAI.AddTouristVisit(instance, citizenId, visitBuilding); } else { touristAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding); } }
private bool StartMovingToVisitBuilding(TAI instance, uint citizenId, ref TCitizen citizen, ushort currentBuilding, ushort visitBuilding) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, visitBuilding); if (CitizenProxy.GetVisitBuilding(ref citizen) == 0) { // Building is full and doesn't accept visitors anymore return(false); } if (!touristAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, visitBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); return(false); } return(true); }
private void ProcessCitizenDead(TAI instance, uint citizenId, ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); Citizen.Location currentLocation = CitizenProxy.GetLocation(ref citizen); switch (currentLocation) { case Citizen.Location.Home when currentBuilding != 0: CitizenProxy.SetWorkplace(ref citizen, citizenId, 0); CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); break; case Citizen.Location.Work when currentBuilding != 0: CitizenProxy.SetHome(ref citizen, citizenId, 0); CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); break; case Citizen.Location.Visit when currentBuilding != 0: CitizenProxy.SetHome(ref citizen, citizenId, 0); CitizenProxy.SetWorkplace(ref citizen, citizenId, 0); if (BuildingMgr.GetBuildingService(CitizenProxy.GetVisitBuilding(ref citizen)) == ItemClass.Service.HealthCare) { return; } break; case Citizen.Location.Moving when CitizenProxy.GetVehicle(ref citizen) != 0: CitizenProxy.SetHome(ref citizen, citizenId, 0); CitizenProxy.SetWorkplace(ref citizen, citizenId, 0); CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); return; default: Log.Debug(LogCategory.State, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is released because of death"); residentSchedules[citizenId] = default; CitizenMgr.ReleaseCitizen(citizenId); return; } residentAI.FindHospital(instance, citizenId, currentBuilding, TransferManager.TransferReason.Dead); Log.Debug(LogCategory.State, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is dead, body should get serviced"); }
private void DoScheduledWork(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); schedule.WorkStatus = WorkStatus.Working; if (currentBuilding == schedule.WorkBuilding && schedule.CurrentState != ResidentState.AtSchoolOrWork) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Work); return; } #if DEBUG string citizenDesc = GetCitizenDesc(citizenId, ref citizen); #else const string citizenDesc = null; #endif if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, schedule.WorkBuilding)) { if (schedule.CurrentState != ResidentState.AtHome) { // The start moving method will register a departure from any building to work, // but we are only interested in the 'home->work' route. schedule.DepartureTime = default; } Citizen.AgeGroup citizenAge = CitizenProxy.GetAge(ref citizen); if (workBehavior.ScheduleLunch(ref schedule, citizenAge)) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{citizenDesc} is going from {currentBuilding} to school/work {schedule.WorkBuilding} and will go to lunch at {schedule.ScheduledStateTime}"); } else { workBehavior.ScheduleReturnFromWork(ref schedule, citizenAge); Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{citizenDesc} is going from {currentBuilding} to school/work {schedule.WorkBuilding} and will leave work at {schedule.ScheduledStateTime}"); } } else { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go to work from {currentBuilding} but can't, will try once again next time"); schedule.Schedule(ResidentState.Unknown); } }
private void ProcessCitizenDead(TAI instance, uint citizenId, ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); Citizen.Location currentLocation = CitizenProxy.GetLocation(ref citizen); if (currentBuilding == 0 || (currentLocation == Citizen.Location.Moving && CitizenProxy.GetVehicle(ref citizen) == 0)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is released"); residentSchedules[citizenId] = default; CitizenMgr.ReleaseCitizen(citizenId); return; } if (currentLocation != Citizen.Location.Home && CitizenProxy.GetHomeBuilding(ref citizen) != 0) { CitizenProxy.SetHome(ref citizen, citizenId, 0); } if (currentLocation != Citizen.Location.Work && CitizenProxy.GetWorkBuilding(ref citizen) != 0) { CitizenProxy.SetWorkplace(ref citizen, citizenId, 0); } if (currentLocation != Citizen.Location.Visit && CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (currentLocation == Citizen.Location.Moving || CitizenProxy.GetVehicle(ref citizen) != 0) { return; } if (currentLocation == Citizen.Location.Visit && BuildingMgr.GetBuildingService(CitizenProxy.GetVisitBuilding(ref citizen)) == ItemClass.Service.HealthCare) { return; } residentAI.FindHospital(instance, citizenId, currentBuilding, TransferManager.TransferReason.Dead); Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is dead, body should get serviced"); }
private bool ProcessCitizenMoving(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); if (instanceId == 0) { if (vehicleId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { CitizenMgr.ReleaseCitizen(citizenId); schedule = default; } else { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); schedule.Schedule(ResidentState.Unknown); } } return(true); } if (vehicleId == 0 && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating) && CitizenMgr.IsAreaEvacuating(instanceId)) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} was on the way, but the area evacuates. Finding an evacuation place."); schedule.Schedule(ResidentState.Unknown); schedule.DepartureTime = default; TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return(true); } ushort targetBuilding = CitizenMgr.GetTargetBuilding(instanceId); bool headingToWork = targetBuilding == CitizenProxy.GetWorkBuilding(ref citizen); if (vehicleId != 0 && schedule.DepartureTime != default) { float maxTravelTime = headingToWork ? abandonCarRideToWorkDurationThreshold : abandonCarRideDurationThreshold; if ((TimeInfo.Now - schedule.DepartureTime).TotalHours > maxTravelTime) { buildingAI.RegisterReachingTrouble(targetBuilding); if (targetBuilding == CitizenProxy.GetHomeBuilding(ref citizen)) { return(true); } Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} cancels the trip because of traffic jam"); schedule.Schedule(ResidentState.Relaxing); schedule.Hint = ScheduleHint.RelaxNearbyOnly; schedule.CurrentState = ResidentState.InTransition; return(false); } } if (headingToWork) { return(true); } ItemClass.Service targetService = BuildingMgr.GetBuildingService(targetBuilding); if (targetService == ItemClass.Service.Beautification && WeatherInfo.IsBadWeather) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} cancels the trip to a park due to bad weather"); schedule.Schedule(ResidentState.AtHome); schedule.CurrentState = ResidentState.InTransition; return(false); } return(true); }
private void ProcessCitizenMoving(TAI instance, uint citizenId, ref TCitizen citizen, bool mayCancel) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); if (vehicleId == 0 && instanceId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { CitizenMgr.ReleaseCitizen(citizenId); } else { // TODO: check whether this makes sense and maybe remove/replace this logic // Don't know why the original game does this... CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); } return; } if (vehicleId == 0 && CitizenMgr.IsAreaEvacuating(instanceId) && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} was on the way, but the area evacuates. Finding an evacuation place."); TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return; } bool returnHome = false; ushort targetBuilding = CitizenMgr.GetTargetBuilding(instanceId); if (targetBuilding != CitizenProxy.GetWorkBuilding(ref citizen)) { ItemClass.Service targetService = BuildingMgr.GetBuildingService(targetBuilding); if (targetService == ItemClass.Service.Beautification && IsBadWeather(citizenId)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} cancels the trip to a park due to bad weather"); returnHome = true; } } if (!returnHome && CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.WaitingTransport | CitizenInstance.Flags.WaitingTaxi)) { if (mayCancel && CitizenMgr.GetInstanceWaitCounter(instanceId) == 255 && Random.ShouldOccur(AbandonTransportWaitChance)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} goes back home"); returnHome = true; } } if (returnHome) { ushort home = CitizenProxy.GetHomeBuilding(ref citizen); if (home == 0) { return; } residentAI.StartMoving(instance, citizenId, ref citizen, 0, home); } }