Example #1
0
        public static void Init()
        {
            if (Utils.IsModActive(1764208250))
            {
                UnityEngine.Debug.LogWarning("More Vehicles is enabled, applying compatibility workaround");
                MaxVehicleCount = ushort.MaxValue + 1;
            }
            else
            {
                UnityEngine.Debug.Log("More Vehicles is not enabled");
                MaxVehicleCount = VehicleManager.MAX_VEHICLE_COUNT;
            }

            if (VehicleManagerMod._isDeployed)
            {
                return;
            }
            if (!VehicleManagerMod.TryLoadData(out VehicleManagerMod.m_cachedVehicleData))
            {
                Utils.Log((object)"Loading default vehicle data.");
            }
            Redirector <VehicleManagerMod> .Deploy();

            SerializableDataExtension.instance.EventSaveData += new SerializableDataExtension.SaveDataEventHandler(VehicleManagerMod.OnSaveData);
            VehicleManagerMod._isDeployed = true;
        }
        //TODO(earalov): do we need to redirect this?
        public static void StartTransfer(ushort buildingID, ref Building data, TransferManager.TransferReason reason, TransferManager.TransferOffer offer, string prefabName)
        {
            //begin mod(+): some initializing
            var buildingAi = Singleton <BuildingManager> .instance.m_buildings.m_buffer[(int)buildingID].Info?.m_buildingAI;
            var depotAi    = buildingAi as DepotAI;

            if (depotAi == null)
            {
                throw new Exception("Non-depot building was selected as depot! Actual AI type: " + buildingAi?.GetType());
            }
            //end mod

            if (reason == depotAi.m_transportInfo.m_vehicleReason)
            {
                //begin mod(*): use our custom vehicle manager
                VehicleInfo randomVehicleInfo = VehicleManagerMod.GetVehicleInfo(ref Singleton <SimulationManager> .instance.m_randomizer, depotAi.m_info.m_class, offer.TransportLine, prefabName);
                //end mod
                if (randomVehicleInfo == null)
                {
                    return;
                }
                Array16 <Vehicle> vehicles = Singleton <VehicleManager> .instance.m_vehicles;
                Vector3           position;
                Vector3           target;
                depotAi.CalculateSpawnPosition(buildingID, ref data, ref Singleton <SimulationManager> .instance.m_randomizer, randomVehicleInfo, out position, out target);
                ushort vehicle;
                if (!Singleton <VehicleManager> .instance.CreateVehicle(out vehicle, ref Singleton <SimulationManager> .instance.m_randomizer, randomVehicleInfo, position, reason, false, true))
                {
                    return;
                }
                randomVehicleInfo.m_vehicleAI.SetSource(vehicle, ref vehicles.m_buffer[(int)vehicle], buildingID);
                randomVehicleInfo.m_vehicleAI.StartTransfer(vehicle, ref vehicles.m_buffer[(int)vehicle], reason, offer);
            }
            else if (depotAi.m_secondaryTransportInfo != null && reason == depotAi.m_secondaryTransportInfo.m_vehicleReason)
            {
                //begin mod(*): use our custom vehicle manager
                VehicleInfo randomVehicleInfo = VehicleManagerMod.GetVehicleInfo(ref Singleton <SimulationManager> .instance.m_randomizer, depotAi.m_info.m_class, offer.TransportLine, prefabName);
                //end mod
                if (randomVehicleInfo == null)
                {
                    return;
                }
                Array16 <Vehicle> vehicles = Singleton <VehicleManager> .instance.m_vehicles;
                Vector3           position;
                Vector3           target;
                depotAi.CalculateSpawnPosition(buildingID, ref data, ref Singleton <SimulationManager> .instance.m_randomizer, randomVehicleInfo, out position, out target);
                ushort vehicle;
                if (!Singleton <VehicleManager> .instance.CreateVehicle(out vehicle, ref Singleton <SimulationManager> .instance.m_randomizer, randomVehicleInfo, position, reason, false, true))
                {
                    return;
                }
                randomVehicleInfo.m_vehicleAI.SetSource(vehicle, ref vehicles.m_buffer[(int)vehicle], buildingID);
                randomVehicleInfo.m_vehicleAI.StartTransfer(vehicle, ref vehicles.m_buffer[(int)vehicle], reason, offer);
            }
            //begin mod(-): no need fo this else case
            //end mid
        }
        public static void Init()
        {
            if (VehicleManagerMod._isDeployed)
            {
                return;
            }
            if (!VehicleManagerMod.TryLoadData(out VehicleManagerMod.m_cachedVehicleData))
            {
                Utils.Log((object)"Loading default vehicle data.");
            }
            Redirector <VehicleManagerMod> .Deploy();

            SerializableDataExtension.instance.EventSaveData += new SerializableDataExtension.SaveDataEventHandler(VehicleManagerMod.OnSaveData);
            VehicleManagerMod._isDeployed = true;
        }