private bool ProcessCitizenSick(TAI instance, uint citizenId, ref TCitizen citizen) { Citizen.Location currentLocation = CitizenProxy.GetLocation(ref citizen); if (currentLocation == Citizen.Location.Moving) { return(false); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (currentLocation != Citizen.Location.Home && currentBuilding == 0) { Log.Debug(LogCategory.State, $"Teleporting {GetCitizenDesc(citizenId, ref citizen)} back home because they are sick but no building is specified"); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); return(true); } if (currentLocation != Citizen.Location.Home && CitizenProxy.GetVehicle(ref citizen) != 0) { return(true); } if (currentLocation == Citizen.Location.Visit) { ItemClass.Service service = BuildingMgr.GetBuildingService(CitizenProxy.GetVisitBuilding(ref citizen)); if (service == ItemClass.Service.HealthCare || service == ItemClass.Service.Disaster) { return(true); } } Log.Debug(LogCategory.State, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is sick, trying to get to a hospital"); residentAI.FindHospital(instance, citizenId, currentBuilding, TransferManager.TransferReason.Sick); return(true); }
/// <summary> /// The entry method of the custom AI. /// </summary> /// /// <param name="instance">A reference to an object instance of the original AI.</param> /// <param name="citizenId">The ID of the citizen to process.</param> /// <param name="citizen">A <typeparamref name="TCitizen"/> reference to process.</param> public void UpdateLocation(TAI instance, uint citizenId, ref TCitizen citizen) { if (!EnsureCitizenCanBeProcessed(citizenId, ref citizen)) { return; } if (CitizenProxy.IsDead(ref citizen) || CitizenProxy.IsSick(ref citizen)) { CitizenMgr.ReleaseCitizen(citizenId); return; } switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Home: case Citizen.Location.Work: CitizenMgr.ReleaseCitizen(citizenId); break; case Citizen.Location.Visit: ProcessVisit(instance, citizenId, ref citizen); break; case Citizen.Location.Moving: ProcessMoving(instance, citizenId, ref citizen); break; } }
/// <summary> /// Gets a string that describes the specified citizen. /// </summary> /// /// <param name="citizenId">The citizen ID.</param> /// <param name="citizen">The citizen data reference.</param> /// /// <returns>A short string describing the specified citizen.</returns> protected string GetCitizenDesc(uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); string home = homeBuilding == 0 ? "homeless" : "lives at " + homeBuilding; ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); string employment = workBuilding == 0 ? "unemployed" : "works at " + workBuilding; Citizen.Location location = CitizenProxy.GetLocation(ref citizen); return($"Citizen {citizenId} ({CitizenProxy.GetAge(ref citizen)}, {home}, {employment}, currently {location} at {CitizenProxy.GetCurrentBuilding(ref citizen)}) / instance {CitizenProxy.GetInstance(ref citizen)}"); }
/// <summary> /// Gets a string that describes the provided citizen. /// </summary> /// /// <param name="citizenId">The citizen ID.</param> /// <param name="citizen">The citizen data reference.</param> /// <param name="isVirtual"><c>true</c> if the citizen is in a virtual mode; otherwise, <c>false</c>.</param> /// /// <returns>A short string describing the provided citizen.</returns> protected string GetCitizenDesc(uint citizenId, ref TCitizen citizen, bool?isVirtual) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); string home = homeBuilding == 0 ? "homeless" : "lives at " + homeBuilding; ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); string employment = workBuilding == 0 ? "unemployed" : "works at " + workBuilding; Citizen.Location location = CitizenProxy.GetLocation(ref citizen); string virt = isVirtual.HasValue ? (isVirtual.Value ? " (virtual)" : " (real)") : null; return($"Citizen {citizenId} ({CitizenProxy.GetAge(ref citizen)}, {home}, {employment}, currently {location} at {CitizenProxy.GetCurrentBuilding(ref citizen)}) / instance {CitizenProxy.GetInstance(ref citizen)}{virt}"); }
private bool ProcessCitizenArrested(ref TCitizen citizen) { switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Moving: return(false); case Citizen.Location.Visit when BuildingMgr.GetBuildingService(CitizenProxy.GetVisitBuilding(ref citizen)) == ItemClass.Service.PoliceDepartment: return(true); } CitizenProxy.SetArrested(ref citizen, false); return(false); }
/// <summary> /// Ensures that the specified citizen is in a valid state and can be processed. /// </summary> /// /// <param name="citizenId">The citizen ID to check.</param> /// <param name="citizen">The citizen data reference.</param> /// /// <returns><c>true</c> if the specified citizen is in a valid state; otherwise, <c>false</c>.</returns> protected bool EnsureCitizenCanBeProcessed(uint citizenId, ref TCitizen citizen) { if (CitizenProxy.IsEmpty(ref citizen) || CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn) && CitizenProxy.GetLocation(ref citizen) == Citizen.Location.Home) { CitizenMgr.ReleaseCitizen(citizenId); return(false); } if (CitizenProxy.IsCollapsed(ref citizen)) { Log.Debug(LogCategory.State, $"{GetCitizenDesc(citizenId, ref citizen)} is collapsed, doing nothing..."); return(false); } return(true); }
private void ProcessCitizenAtSchoolOrWork(TAI instance, uint citizenId, ref TCitizen citizen) { ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); if (workBuilding == 0) { Log.Debug($"WARNING: {GetCitizenDesc(citizenId, ref citizen)} is in corrupt state: at school/work with no work building. Teleporting home."); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); return; } if (ShouldGoToLunch(CitizenProxy.GetAge(ref citizen))) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); Citizen.Location currentLocation = CitizenProxy.GetLocation(ref citizen); ushort lunchPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance); if (lunchPlace != 0) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going for lunch from {currentBuilding} ({currentLocation}) to {lunchPlace}"); } else { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go for lunch from {currentBuilding} ({currentLocation}), but there were no buildings close enough"); } return; } if (!ShouldReturnFromSchoolOrWork(CitizenProxy.GetAge(ref citizen))) { return; } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} leaves their workplace {workBuilding}"); if (CitizenGoesToEvent(instance, citizenId, ref citizen)) { return; } if (!CitizenGoesShopping(instance, citizenId, ref citizen) && !CitizenGoesRelaxing(instance, citizenId, ref citizen)) { residentAI.StartMoving(instance, citizenId, ref citizen, workBuilding, CitizenProxy.GetHomeBuilding(ref citizen)); } }
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 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 ProcessCitizenSick(TAI instance, uint citizenId, ref TCitizen citizen) { var currentLocation = CitizenProxy.GetLocation(ref citizen); if (currentLocation == Citizen.Location.Moving) { return(false); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (currentLocation != Citizen.Location.Home && currentBuilding == 0) { Log.Debug(LogCategory.State, $"Teleporting {GetCitizenDesc(citizenId, ref citizen)} back home because they are sick but no building is specified"); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); return(true); } if (currentLocation != Citizen.Location.Home && CitizenProxy.GetVehicle(ref citizen) != 0) { return(true); } if (currentLocation == Citizen.Location.Visit) { ushort visitBuilding = CitizenProxy.GetVisitBuilding(ref citizen); switch (BuildingMgr.GetBuildingService(visitBuilding)) { case ItemClass.Service.HealthCare: UpdateSickStateOnVisitingHealthcare(citizenId, visitBuilding, ref citizen); return(true); case ItemClass.Service.Disaster when !BuildingMgr.BuildingHasFlags(visitBuilding, Building.Flags.Downgrading): return(true); } } Log.Debug(LogCategory.State, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is sick, trying to get to a hospital"); residentAI.FindHospital(instance, citizenId, currentBuilding, TransferManager.TransferReason.Sick); return(true); }
/// <summary> /// Ensures that the provided citizen is in a valid state and can be processed. /// </summary> /// /// <param name="citizenId">The citizen ID to check.</param> /// <param name="citizen">The citizen data reference.</param> /// /// <returns><c>true</c> if the provided citizen is in a valid state; otherwise, <c>false</c>.</returns> protected bool EnsureCitizenCanBeProcessed(uint citizenId, ref TCitizen citizen) { if ((CitizenProxy.GetHomeBuilding(ref citizen) == 0 && CitizenProxy.GetWorkBuilding(ref citizen) == 0 && CitizenProxy.GetVisitBuilding(ref citizen) == 0 && CitizenProxy.GetInstance(ref citizen) == 0 && CitizenProxy.GetVehicle(ref citizen) == 0) || (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn) && CitizenProxy.GetLocation(ref citizen) == Citizen.Location.Home)) { CitizenMgr.ReleaseCitizen(citizenId); return(false); } if (CitizenProxy.IsCollapsed(ref citizen)) { Log.Debug($"{GetCitizenDesc(citizenId, ref citizen, false)} is collapsed, doing nothing..."); return(false); } return(true); }
private ScheduleAction UpdateCitizenState(ref TCitizen citizen, ref CitizenSchedule schedule) { if (schedule.CurrentState == ResidentState.Ignored) { return(ScheduleAction.Ignore); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.DummyTraffic)) { schedule.CurrentState = ResidentState.Ignored; return(ScheduleAction.Ignore); } Citizen.Location location = CitizenProxy.GetLocation(ref citizen); if (location == Citizen.Location.Moving) { if (CitizenMgr.InstanceHasFlags( CitizenProxy.GetInstance(ref citizen), CitizenInstance.Flags.OnTour | CitizenInstance.Flags.TargetIsNode, true)) { // Guided tours are treated as visits schedule.CurrentState = ResidentState.Visiting; schedule.Hint = ScheduleHint.OnTour; return(ScheduleAction.ProcessState); } return(ScheduleAction.ProcessTransition); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (currentBuilding == 0) { schedule.CurrentState = ResidentState.Unknown; return(ScheduleAction.ProcessState); } ItemClass.Service buildingService = BuildingMgr.GetBuildingService(currentBuilding); if (BuildingMgr.BuildingHasFlags(currentBuilding, Building.Flags.Evacuating) && buildingService != ItemClass.Service.Disaster) { schedule.CurrentState = ResidentState.Evacuation; schedule.Schedule(ResidentState.InShelter); return(ScheduleAction.ProcessState); } switch (location) { case Citizen.Location.Home: schedule.CurrentState = ResidentState.AtHome; return(ScheduleAction.ProcessState); case Citizen.Location.Work: if (buildingService == ItemClass.Service.Disaster && CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { schedule.CurrentState = ResidentState.InShelter; return(ScheduleAction.ProcessState); } if (CitizenProxy.GetVisitBuilding(ref citizen) == currentBuilding && schedule.WorkStatus != WorkStatus.Working) { // A citizen may visit their own work building (e.g. shopping), // but the game sets the location to 'work' even if the citizen visits the building. goto case Citizen.Location.Visit; } schedule.CurrentState = ResidentState.AtSchoolOrWork; return(ScheduleAction.ProcessState); case Citizen.Location.Visit: switch (buildingService) { case ItemClass.Service.Beautification: case ItemClass.Service.Monument: case ItemClass.Service.Tourism: case ItemClass.Service.Commercial when BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure && schedule.WorkStatus != WorkStatus.Working: schedule.CurrentState = ResidentState.Relaxing; return(ScheduleAction.ProcessState); case ItemClass.Service.Commercial: schedule.CurrentState = ResidentState.Shopping; return(ScheduleAction.ProcessState); case ItemClass.Service.Disaster when CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating): schedule.CurrentState = ResidentState.InShelter; return(ScheduleAction.ProcessState); } schedule.CurrentState = ResidentState.Visiting; return(ScheduleAction.ProcessState); } return(ScheduleAction.Ignore); }
private ResidentState GetResidentState(ref TCitizen citizen) { if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.DummyTraffic)) { return(ResidentState.Ignored); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); ItemClass.Service buildingService = BuildingMgr.GetBuildingService(currentBuilding); if (BuildingMgr.BuildingHasFlags(currentBuilding, Building.Flags.Evacuating) && buildingService != ItemClass.Service.Disaster) { return(ResidentState.Evacuating); } switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Home: return(currentBuilding != 0 ? ResidentState.AtHome : ResidentState.Unknown); case Citizen.Location.Work: if (buildingService == ItemClass.Service.Disaster && CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { return(ResidentState.InShelter); } if (CitizenProxy.GetVisitBuilding(ref citizen) == currentBuilding) { // A citizen may visit their own work building (e.g. shopping) goto case Citizen.Location.Visit; } return(currentBuilding != 0 ? ResidentState.AtSchoolOrWork : ResidentState.Unknown); case Citizen.Location.Visit: if (currentBuilding == 0) { return(ResidentState.Unknown); } switch (buildingService) { case ItemClass.Service.Commercial: if (CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDay && TimeInfo.CurrentHour > Config.LunchBegin && TimeInfo.CurrentHour < GetSpareTimeBeginHour(CitizenProxy.GetAge(ref citizen))) { return(ResidentState.AtLunch); } if (BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure) { return(ResidentState.AtLeisureArea); } return(ResidentState.Shopping); case ItemClass.Service.Beautification: return(ResidentState.AtLeisureArea); case ItemClass.Service.Disaster: return(ResidentState.InShelter); } return(ResidentState.Visiting); case Citizen.Location.Moving: ushort instanceId = CitizenProxy.GetInstance(ref citizen); if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.OnTour | CitizenInstance.Flags.TargetIsNode, true)) { return(ResidentState.OnTour); } ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); return(homeBuilding != 0 && CitizenMgr.GetTargetBuilding(instanceId) == homeBuilding ? ResidentState.MovingHome : ResidentState.MovingToTarget); default: return(ResidentState.Unknown); } }
private bool CitizenGoesWorking(TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (!ShouldMoveToSchoolOrWork(workBuilding, currentBuilding, CitizenProxy.GetAge(ref citizen))) { return(false); } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} ({CitizenProxy.GetLocation(ref citizen)}) to school/work {workBuilding}"); residentAI.StartMoving(instance, citizenId, ref citizen, homeBuilding, workBuilding); return(true); }
private ResidentState GetResidentState(ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); ItemClass.Service buildingService = BuildingMgr.GetBuildingService(currentBuilding); if (BuildingMgr.BuildingHasFlags(currentBuilding, Building.Flags.Evacuating) && buildingService != ItemClass.Service.Disaster) { return(ResidentState.Evacuating); } switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Home: if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { return(ResidentState.LeftCity); } if (currentBuilding != 0) { return(ResidentState.AtHome); } return(ResidentState.Unknown); case Citizen.Location.Work: if (buildingService == ItemClass.Service.Disaster && CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { return(ResidentState.InShelter); } return(currentBuilding != 0 ? ResidentState.AtSchoolOrWork : ResidentState.Unknown); case Citizen.Location.Visit: if (currentBuilding == 0) { return(ResidentState.Unknown); } switch (buildingService) { case ItemClass.Service.Commercial: if (CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDay && TimeInfo.CurrentHour > Config.LunchBegin && TimeInfo.CurrentHour < GetSpareTimeBeginHour(CitizenProxy.GetAge(ref citizen))) { return(ResidentState.AtLunch); } if (BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure) { return(ResidentState.AtLeisureArea); } return(ResidentState.Shopping); case ItemClass.Service.Beautification: return(ResidentState.AtLeisureArea); case ItemClass.Service.Disaster: return(ResidentState.InShelter); } return(ResidentState.Visiting); case Citizen.Location.Moving: ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); return(homeBuilding != 0 && CitizenMgr.GetTargetBuilding(CitizenProxy.GetInstance(ref citizen)) == homeBuilding ? ResidentState.MovingHome : ResidentState.MovingToTarget); default: return(ResidentState.Unknown); } }