private static void CheckZoning(ref Building _this, ItemClass.Zone zone1, ItemClass.Zone zone2, ref uint validCells, ref bool secondary, ref ZoneBlock block) { BuildingInfo.ZoningMode zoningMode = _this.Info.m_zoningMode; int width = _this.Width; int length = _this.Length; Vector3 vector3_1 = new Vector3(Mathf.Cos(_this.m_angle), 0.0f, Mathf.Sin(_this.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_3 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_4 = new Vector3(vector3_3.z, 0.0f, -vector3_3.x); Vector3 vector3_5 = block.m_position - _this.m_position + vector3_1 * (float)((double)width * 0.5 - 0.5) + vector3_2 * (float)((double)length * 0.5 - 0.5); for (int z = 0; z < rowCount; ++z) { Vector3 vector3_6 = ((float)z - 3.5f) * vector3_4; for (int x = 0; (long)x < columnCount; ++x) // modified { if (((long)block.m_valid & ~(long)block.m_shared & 1L << (z << 3 | x)) != 0L) { ItemClass.Zone zone = block.GetZone(x, z); bool flag1 = zone == zone1; if (zone == zone2 && zone2 != ItemClass.Zone.None) { flag1 = true; secondary = true; } if (flag1) { Vector3 vector3_7 = ((float)x - 3.5f) * vector3_3; Vector3 vector3_8 = vector3_5 + vector3_7 + vector3_6; float num1 = (float)((double)vector3_1.x * (double)vector3_8.x + (double)vector3_1.z * (double)vector3_8.z); float num2 = (float)((double)vector3_2.x * (double)vector3_8.x + (double)vector3_2.z * (double)vector3_8.z); int num3 = Mathf.RoundToInt(num1 / 64f); int num4 = Mathf.RoundToInt(num2 / 64f); bool flag2 = false; if (zoningMode == BuildingInfo.ZoningMode.Straight) { flag2 = num4 == 0; } else if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) { flag2 = num4 == 0 && num3 >= width - 2 || num4 <= 1 && num3 == width - 1; } else if (zoningMode == BuildingInfo.ZoningMode.CornerRight) { flag2 = num4 == 0 && num3 <= 1 || num4 <= 1 && num3 == 0; } if ((!flag2 || x == 0) && (num3 >= 0 && num4 >= 0) && (num3 < width && num4 < length)) { validCells = validCells | (uint)(1 << (num4 << 3) + num3); } } } } } }
public static int GetAreaIndex(ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode) { int privateSubServiceIndex = ItemClass.GetPrivateSubServiceIndex(subService); int num = (int)((privateSubServiceIndex == -1 ? ItemClass.GetPrivateServiceIndex(service) : 8 + privateSubServiceIndex) * 5 + level); return(zoningMode != BuildingInfo.ZoningMode.CornerRight ? (int)(((num * 4 + width - 1) * 4 + length - 1) * 2 + zoningMode) : ((num * 4 + length - 1) * 4 + width - 1) * 2 + 1); }
// called before a new building spawns on empty land public static BuildingInfo GetRandomBuildingInfo_Spawn(Vector3 position, ref Randomizer r, ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode) { if (Debugger.Enabled) { Debugger.Log("GetRandomBuildingInfo_Spawn called!"); } var areaIndex = BuildingThemesManager.GetAreaIndex(service, subService, level, width, length, zoningMode); var districtId = Singleton <DistrictManager> .instance.GetDistrict(position); // list of possible prefabs var fastList = Singleton <BuildingThemesManager> .instance.GetAreaBuildings(districtId, areaIndex); if (fastList == null || fastList.m_size == 0) { return((BuildingInfo)null); } // select a random prefab from the list int index = r.Int32((uint)fastList.m_size); var buildingInfo = PrefabCollection <BuildingInfo> .GetPrefab((uint)fastList.m_buffer[index]); return(buildingInfo); }
// Detour // The original GetRandomBuildingInfo method. // The only method that still points here is the "Downgrade" method which resets abandoned buildings to L1 public BuildingInfo GetRandomBuildingInfo(ref Randomizer r, ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode, int style) { return(GetRandomBuildingInfo_Spawn(BuildingThemesMod.position, ref r, service, subService, level, width, length, zoningMode, style)); }
// Called every frame on building upgrade public static BuildingInfo GetRandomBuildingInfo_Upgrade(Vector3 position, ushort prefabIndex, ref Randomizer r, ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode) { // This method is very fragile, no logging here! var districtId = Singleton <DistrictManager> .instance.GetDistrict(position); // See if there is a special upgraded building var buildingInfo = BuildingThemesManager.instance.GetUpgradeBuildingInfo(prefabIndex, districtId); if (buildingInfo != null) { return(buildingInfo); } var areaIndex = BuildingThemesManager.GetAreaIndex(service, subService, level, width, length, zoningMode); // list of possible prefabs var fastList = Singleton <BuildingThemesManager> .instance.GetAreaBuildings(districtId, areaIndex); if (fastList == null || fastList.m_size == 0) { return((BuildingInfo)null); } // select a random prefab from the list int index = r.Int32((uint)fastList.m_size); buildingInfo = PrefabCollection <BuildingInfo> .GetPrefab((uint)fastList.m_buffer[index]); return(buildingInfo); }
private static int GetAreaIndex(ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode) { Debugging.writeDebugToFile("GetAreaIndex has not been reversed correctly!"); return(0); }
public BuildingInfo GetRandomBuildingInfo(ref Randomizer r, ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode, int style) { getPrivates(); if (!m_buildingsRefreshed) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Random buildings not refreshed yet!"); return(null); } int num = GetAreaIndex(service, subService, level, width, length, zoningMode); FastList <ushort> fastList; if (style > 0) { style--; DistrictStyle districtStyle = Singleton <DistrictManager> .instance.m_Styles[style]; if (style <= m_styleBuildings.Length && m_styleBuildings[style] != null && m_styleBuildings[style].Count > 0 && districtStyle.AffectsService(service, subService, level)) { if (m_styleBuildings[style].ContainsKey(num)) { fastList = m_styleBuildings[style][num]; } else { fastList = null; } } else { fastList = m_areaBuildings[num]; } } else { fastList = m_areaBuildings[num]; } if (fastList == null) { return(null); } if (fastList.m_size == 0) { return(null); } num = r.Int32((uint)fastList.m_size); BuildingInfo retVal = PrefabCollection <BuildingInfo> .GetPrefab((uint)fastList.m_buffer[num]); float heightLimit = getHeightLimit(service, subService, AI_PrivateBuilding.highRiseBan); AI_PrivateBuilding.highRiseBan = false; // Height limits are on all buildings which are reaosnably expected to have really tall buildings while (retVal.m_size.y > heightLimit) { Debugging.writeDebugToFile(retVal.m_size.y + " > " + heightLimit); num = r.Int32((uint)fastList.m_size); // num++ % fastList.m_size - Maybe to just go through the list retVal = PrefabCollection <BuildingInfo> .GetPrefab((uint)fastList.m_buffer[num]); } return(retVal); } // end
public static int GetAreaIndex(ItemClass.Service service, ItemClass.SubService subService, ItemClass.Level level, int width, int length, BuildingInfo.ZoningMode zoningMode) { int areaIndex; if (subService != ItemClass.SubService.None) { areaIndex = 8 + subService - ItemClass.SubService.ResidentialLow; } else { areaIndex = service - ItemClass.Service.Residential; } areaIndex = (int)(areaIndex * 5 + level); if (zoningMode == BuildingInfo.ZoningMode.CornerRight) { areaIndex = areaIndex * 4 + length - 1; areaIndex = areaIndex * 4 + width - 1; areaIndex = areaIndex * 2 + 1; } else { areaIndex = areaIndex * 4 + width - 1; areaIndex = areaIndex * 4 + length - 1; areaIndex = (int)(areaIndex * 2 + zoningMode); } return(areaIndex); }
// Detours public static void SimulationStep(ref ZoneBlock zoneBlock, ushort blockID) { // This is the decompiled ZoneBlock.SimulationStep() method // Segments which were changed are marked with "begin mod" and "end mod" if (Debugger.Enabled && debugCount < 10) { debugCount++; Debugger.LogFormat("Building Themes: Detoured ZoneBlock.SimulationStep was called. blockID: {0}, position: {1}.", blockID, zoneBlock.m_position); } ZoneManager zoneManager = Singleton <ZoneManager> .instance; int rowCount = zoneBlock.RowCount; float m_angle = zoneBlock.m_angle; Vector2 xDirection = new Vector2(Mathf.Cos(m_angle), Mathf.Sin(m_angle)) * 8f; Vector2 zDirection = new Vector2(xDirection.y, -xDirection.x); ulong num = zoneBlock.m_valid & ~(zoneBlock.m_occupied1 | zoneBlock.m_occupied2); int spawnpointRow = 0; ItemClass.Zone zone = ItemClass.Zone.Unzoned; int num3 = 0; while (num3 < 4 && zone == ItemClass.Zone.Unzoned) { spawnpointRow = Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)rowCount); if ((num & 1uL << (spawnpointRow << 3)) != 0uL) { zone = zoneBlock.GetZone(0, spawnpointRow); } num3++; } DistrictManager instance2 = Singleton <DistrictManager> .instance; Vector3 m_position = (Vector3)zoneBlock.m_position; byte district = instance2.GetDistrict(m_position); int num4; switch (zone) { case ItemClass.Zone.ResidentialLow: num4 = zoneManager.m_actualResidentialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateResidentialLowDemandOffset(); break; case ItemClass.Zone.ResidentialHigh: num4 = zoneManager.m_actualResidentialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateResidentialHighDemandOffset(); break; case ItemClass.Zone.CommercialLow: num4 = zoneManager.m_actualCommercialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateCommercialLowDemandOffset(); break; case ItemClass.Zone.CommercialHigh: num4 = zoneManager.m_actualCommercialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateCommercialHighDemandOffset(); break; case ItemClass.Zone.Industrial: num4 = zoneManager.m_actualWorkplaceDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateIndustrialDemandOffset(); break; case ItemClass.Zone.Office: num4 = zoneManager.m_actualWorkplaceDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateOfficeDemandOffset(); break; default: return; } Vector2 a = VectorUtils.XZ(m_position); Vector2 vector3 = a - 3.5f * xDirection + ((float)spawnpointRow - 3.5f) * zDirection; int[] tmpXBuffer = zoneManager.m_tmpXBuffer; for (int i = 0; i < 13; i++) { tmpXBuffer[i] = 0; } Quad2 quad = default(Quad2); quad.a = a - 4f * xDirection + ((float)spawnpointRow - 10f) * zDirection; quad.b = a + 3f * xDirection + ((float)spawnpointRow - 10f) * zDirection; quad.c = a + 3f * xDirection + ((float)spawnpointRow + 2f) * zDirection; quad.d = a - 4f * xDirection + ((float)spawnpointRow + 2f) * zDirection; Vector2 vector4 = quad.Min(); Vector2 vector5 = quad.Max(); //begin mod int num5 = Mathf.Max((int)((vector4.x - 46f) / 64f + _zoneGridHalfResolution), 0); int num6 = Mathf.Max((int)((vector4.y - 46f) / 64f + _zoneGridHalfResolution), 0); int num7 = Mathf.Min((int)((vector5.x + 46f) / 64f + _zoneGridHalfResolution), _zoneGridResolution - 1); int num8 = Mathf.Min((int)((vector5.y + 46f) / 64f + _zoneGridHalfResolution), _zoneGridResolution - 1); //end mod for (int j = num6; j <= num8; j++) { for (int k = num5; k <= num7; k++) { //begin mod ushort num9 = zoneManager.m_zoneGrid[j * _zoneGridResolution + k]; //end mod int num10 = 0; while (num9 != 0) { Vector3 positionVar = zoneManager.m_blocks.m_buffer[(int)num9].m_position; float num11 = Mathf.Max(Mathf.Max(vector4.x - 46f - positionVar.x, vector4.y - 46f - positionVar.z), Mathf.Max(positionVar.x - vector5.x - 46f, positionVar.z - vector5.y - 46f)); if (num11 < 0f) { _CheckBlock.Invoke(zoneBlock, new object[] { zoneManager.m_blocks.m_buffer[(int)num9], tmpXBuffer, zone, vector3, xDirection, zDirection, quad }); } num9 = zoneManager.m_blocks.m_buffer[(int)num9].m_nextGridBlock; if (++num10 >= 49152) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } } for (int l = 0; l < 13; l++) { uint num12 = (uint)tmpXBuffer[l]; int num13 = 0; bool flag = (num12 & 196608u) == 196608u; bool flag2 = false; while ((num12 & 1u) != 0u) { num13++; flag2 = ((num12 & 65536u) != 0u); num12 >>= 1; } if (num13 == 5 || num13 == 6) { if (flag2) { num13 -= Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) + 2; } else { num13 = 4; } num13 |= 131072; } else if (num13 == 7) { num13 = 4; num13 |= 131072; } if (flag) { num13 |= 65536; } tmpXBuffer[l] = num13; } int num14 = tmpXBuffer[6] & 65535; if (num14 == 0) { return; } bool flag3 = (bool)_IsGoodPlace.Invoke(zoneBlock, new object[] { vector3 }); if (Singleton <SimulationManager> .instance.m_randomizer.Int32(100u) >= num4) { if (flag3) { zoneManager.m_goodAreaFound[(int)zone] = 1024; } return; } if (!flag3 && zoneManager.m_goodAreaFound[(int)zone] > -1024) { if (zoneManager.m_goodAreaFound[(int)zone] == 0) { zoneManager.m_goodAreaFound[(int)zone] = -1; } return; } int num15 = 6; int num16 = 6; bool flag4 = true; while (true) { if (flag4) { while (num15 != 0) { if ((tmpXBuffer[num15 - 1] & 65535) != num14) { break; } num15--; } while (num16 != 12) { if ((tmpXBuffer[num16 + 1] & 65535) != num14) { break; } num16++; } } else { while (num15 != 0) { if ((tmpXBuffer[num15 - 1] & 65535) < num14) { break; } num15--; } while (num16 != 12) { if ((tmpXBuffer[num16 + 1] & 65535) < num14) { break; } num16++; } } int num17 = num15; int num18 = num16; while (num17 != 0) { if ((tmpXBuffer[num17 - 1] & 65535) < 2) { break; } num17--; } while (num18 != 12) { if ((tmpXBuffer[num18 + 1] & 65535) < 2) { break; } num18++; } bool flag5 = num17 != 0 && num17 == num15 - 1; bool flag6 = num18 != 12 && num18 == num16 + 1; if (flag5 && flag6) { if (num16 - num15 > 2) { break; } if (num14 <= 2) { if (!flag4) { goto Block_34; } } else { num14--; } } else if (flag5) { if (num16 - num15 > 1) { goto Block_36; } if (num14 <= 2) { if (!flag4) { goto Block_38; } } else { num14--; } } else if (flag6) { if (num16 - num15 > 1) { goto Block_40; } if (num14 <= 2) { if (!flag4) { goto Block_42; } } else { num14--; } } else { if (num15 != num16) { goto IL_884; } if (num14 <= 2) { if (!flag4) { goto Block_45; } } else { num14--; } } flag4 = false; } num15++; num16--; Block_34: goto IL_891; Block_36: num15++; Block_38: goto IL_891; Block_40: num16--; Block_42: Block_45: IL_884: IL_891: int num19; int num20; if (num14 == 1 && num16 - num15 >= 1) { num15 += Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)(num16 - num15)); num16 = num15 + 1; num19 = num15 + Singleton <SimulationManager> .instance.m_randomizer.Int32(2u); num20 = num19; } else { do { num19 = num15; num20 = num16; if (num16 - num15 == 2) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num20--; } else { num19++; } } else if (num16 - num15 == 3) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num20 -= 2; } else { num19 += 2; } } else if (num16 - num15 == 4) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 -= 2; num20 -= 3; } else { num15 += 2; num19 += 3; } } else if (num16 - num15 == 5) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 -= 3; num20 -= 2; } else { num15 += 3; num19 += 2; } } else if (num16 - num15 >= 6) { if (num15 == 0 || num16 == 12) { if (num15 == 0) { num15 = 3; num19 = 2; } if (num16 == 12) { num16 = 9; num20 = 10; } } else if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 = num15 + 3; num20 = num19 + 2; } else { num15 = num16 - 3; num19 = num20 - 2; } } }while (num16 - num15 > 3 || num20 - num19 > 3); } int depth_A = 4; int width_A = num16 - num15 + 1; BuildingInfo.ZoningMode zoningMode = BuildingInfo.ZoningMode.Straight; bool flag7 = true; for (int m = num15; m <= num16; m++) { depth_A = Mathf.Min(depth_A, tmpXBuffer[m] & 65535); if ((tmpXBuffer[m] & 131072) == 0) { flag7 = false; } } if (num16 > num15) { if ((tmpXBuffer[num15] & 65536) != 0) { zoningMode = BuildingInfo.ZoningMode.CornerLeft; num20 = num15 + num20 - num19; num19 = num15; } if ((tmpXBuffer[num16] & 65536) != 0 && (zoningMode != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0)) { zoningMode = BuildingInfo.ZoningMode.CornerRight; num19 = num16 + num19 - num20; num20 = num16; } } int depth_B = 4; int width_B = num20 - num19 + 1; BuildingInfo.ZoningMode zoningMode2 = BuildingInfo.ZoningMode.Straight; bool flag8 = true; for (int n = num19; n <= num20; n++) { depth_B = Mathf.Min(depth_B, tmpXBuffer[n] & 65535); if ((tmpXBuffer[n] & 131072) == 0) { flag8 = false; } } if (num20 > num19) { if ((tmpXBuffer[num19] & 65536) != 0) { zoningMode2 = BuildingInfo.ZoningMode.CornerLeft; } if ((tmpXBuffer[num20] & 65536) != 0 && (zoningMode2 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0)) { zoningMode2 = BuildingInfo.ZoningMode.CornerRight; } } ItemClass.SubService subService = ItemClass.SubService.None; ItemClass.Level level = ItemClass.Level.Level1; ItemClass.Service service; switch (zone) { case ItemClass.Zone.ResidentialLow: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialLow; break; case ItemClass.Zone.ResidentialHigh: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialHigh; break; case ItemClass.Zone.CommercialLow: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialLow; break; case ItemClass.Zone.CommercialHigh: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialHigh; break; case ItemClass.Zone.Industrial: service = ItemClass.Service.Industrial; break; case ItemClass.Zone.Office: service = ItemClass.Service.Office; subService = ItemClass.SubService.None; break; default: return; } BuildingInfo buildingInfo = null; Vector3 vector6 = Vector3.zero; int num25_row = 0; int length = 0; int width = 0; BuildingInfo.ZoningMode zoningMode3 = BuildingInfo.ZoningMode.Straight; int num28 = 0; // begin mod int depth_alt = Mathf.Min(depth_A, 4); int width_alt = width_A; // end mod while (num28 < 8) // while (num28 < 6) { switch (num28) { // Corner cases case 0: if (zoningMode != BuildingInfo.ZoningMode.Straight) { num25_row = num15 + num16 + 1; length = depth_A; width = width_A; zoningMode3 = zoningMode; goto IL_D6A; } break; case 1: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { num25_row = num19 + num20 + 1; length = depth_B; width = width_B; zoningMode3 = zoningMode2; goto IL_D6A; } break; case 2: if (zoningMode != BuildingInfo.ZoningMode.Straight) { if (depth_A >= 4) { num25_row = num15 + num16 + 1; length = ((!flag7) ? 2 : 3); width = width_A; zoningMode3 = zoningMode; goto IL_D6A; } } break; case 3: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { if (depth_B >= 4) { num25_row = num19 + num20 + 1; length = ((!flag8) ? 2 : 3); width = width_B; zoningMode3 = zoningMode2; goto IL_D6A; } } break; // begin mod case 4: if (zoningMode != BuildingInfo.ZoningMode.Straight) { if (width_alt > 1) { width_alt--; } else if (depth_alt > 1) { depth_alt--; width_alt = width_A; } else { break; } if (width_alt == width_A) { num25_row = num15 + num16 + 1; } else { if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) { num25_row = num15 + num16 + 1 - (width_A - width_alt); } else { num25_row = num15 + num16 + 1 + (width_A - width_alt); } } length = depth_alt; width = width_alt; zoningMode3 = zoningMode; num28--; goto IL_D6A; } break; // end mod // Straight cases case 5: num25_row = num15 + num16 + 1; length = depth_A; width = width_A; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto IL_D6A; case 6: // begin mod // reset variables depth_alt = Mathf.Min(depth_A, 4); width_alt = width_A; // end mod //int width_B = num20 - num19 + 1; num25_row = num19 + num20 + 1; length = depth_B; width = width_B; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto IL_D6A; // begin mod case 7: if (width_alt > 1) { width_alt--; } else { break; } if (width_alt == width_A) { num25_row = num15 + num16 + 1; } else if (width_A % 2 != width_alt % 2) { num25_row = num15 + num16; } else { num25_row = num15 + num16 + 1; } length = depth_alt; width = width_alt; zoningMode3 = BuildingInfo.ZoningMode.Straight; num28--; goto IL_D6A; // end mod default: goto IL_D6A; } IL_DF0: num28++; continue; IL_D6A: vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); if (zone == ItemClass.Zone.Industrial) { ZoneBlock.GetIndustryType(vector6, out subService, out level); } else if (zone == ItemClass.Zone.CommercialLow || zone == ItemClass.Zone.CommercialHigh) { ZoneBlock.GetCommercialType(vector6, zone, width, length, out subService, out level); } byte district2 = instance2.GetDistrict(vector6); ushort style = instance2.m_districts.m_buffer[(int)district2].m_Style; // begin mod // Here we are calling a custom getRandomBuildingInfo method buildingInfo = BuildingManagerDetour.GetRandomBuildingInfo_Spawn(vector6, ref Singleton <SimulationManager> .instance.m_randomizer, service, subService, level, width, length, zoningMode3, style); // end mod if (buildingInfo != null) { // begin mod // If the depth of the found prefab is smaller than the one we were looking for, recalculate the size // This is done by checking the position of every prop // Plots only get shrinked when no assets are placed on the extra space // This is needed for themes which only contain small buildings (e.g. 1x2) // because those buildings would occupy more space than needed! if (buildingInfo.GetWidth() == width && buildingInfo.GetLength() != length) { // Calculate the z position of the furthest away prop float biggestPropPosZ = 0; if (buildingInfo.m_props != null) { foreach (var prop in buildingInfo.m_props) { if (prop == null) { continue; } biggestPropPosZ = Mathf.Max(biggestPropPosZ, buildingInfo.m_expandFrontYard ? prop.m_position.z : -prop.m_position.z); } } // Check if the furthest away prop is outside of the bounds of the prefab float occupiedExtraSpace = biggestPropPosZ - buildingInfo.GetLength() * 4; if (occupiedExtraSpace <= 0) { // No? Then shrink the plot to the prefab length so no space is wasted! length = buildingInfo.GetLength(); } else { // Yes? Shrink the plot so all props are in the bounds int newLength = buildingInfo.GetLength() + Mathf.CeilToInt(occupiedExtraSpace / 8); length = Mathf.Min(length, newLength); } vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); } // This block handles Corner buildings. We always shrink them else if (buildingInfo.GetLength() == width && buildingInfo.GetWidth() != length) { length = buildingInfo.GetWidth(); vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); } // end mod if (Debugger.Enabled) { Debugger.LogFormat("Found prefab: {5} - {0}, {1}, {2}, {3} x {4}", service, subService, level, width, length, buildingInfo.name); } break; } if (Debugger.Enabled) { } goto IL_DF0; } if (buildingInfo == null) { if (Debugger.Enabled) { Debugger.LogFormat("No prefab found: {0}, {1}, {2}, {3} x {4}", service, subService, level, width, length); } return; } float num29 = Singleton <TerrainManager> .instance.WaterLevel(VectorUtils.XZ(vector6)); if (num29 > vector6.y) { return; } float num30 = m_angle + 1.57079637f; if (zoningMode3 == BuildingInfo.ZoningMode.CornerLeft && buildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { num30 -= 1.57079637f; length = width; } else if (zoningMode3 == BuildingInfo.ZoningMode.CornerRight && buildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { num30 += 1.57079637f; length = width; } ushort num31; if (Singleton <BuildingManager> .instance.CreateBuilding(out num31, ref Singleton <SimulationManager> .instance.m_randomizer, buildingInfo, vector6, num30, length, Singleton <SimulationManager> .instance.m_currentBuildIndex)) { Singleton <SimulationManager> .instance.m_currentBuildIndex += 1u; switch (service) { case ItemClass.Service.Residential: zoneManager.m_actualResidentialDemand = Mathf.Max(0, zoneManager.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: zoneManager.m_actualCommercialDemand = Mathf.Max(0, zoneManager.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; } switch (zone) { case ItemClass.Zone.ResidentialHigh: case ItemClass.Zone.CommercialHigh: { Building[] expr_FD7_cp_0 = Singleton <BuildingManager> .instance.m_buildings.m_buffer; ushort expr_FD7_cp_1 = num31; expr_FD7_cp_0[(int)expr_FD7_cp_1].m_flags = (expr_FD7_cp_0[(int)expr_FD7_cp_1].m_flags | Building.Flags.HighDensity); break; } } } zoneManager.m_goodAreaFound[(int)zone] = 1024; }
public static void SimulationStep(ref ZoneBlock block, ushort blockID) { ZoneManager instance1 = Singleton <ZoneManager> .instance; int rowCount = block.RowCount; Vector2 xDir = new Vector2(Mathf.Cos(block.m_angle), Mathf.Sin(block.m_angle)) * 8f; Vector2 zDir = new Vector2(xDir.y, -xDir.x); ulong num1 = block.m_valid & (ulong)~((long)block.m_occupied1 | (long)block.m_occupied2); int z = 0; ItemClass.Zone zone = ItemClass.Zone.Unzoned; for (int index = 0; index < 4 && zone == ItemClass.Zone.Unzoned; ++index) { z = Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)rowCount); if (((long)num1 & 1L << (z << 3)) != 0L) { zone = block.GetZone(0, z); } } DistrictManager instance2 = Singleton <DistrictManager> .instance; byte district1 = instance2.GetDistrict(block.m_position); int num2; switch (zone) { case ItemClass.Zone.ResidentialLow: num2 = instance1.m_actualResidentialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateResidentialLowDemandOffset(); break; case ItemClass.Zone.ResidentialHigh: num2 = instance1.m_actualResidentialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateResidentialHighDemandOffset(); break; case ItemClass.Zone.CommercialLow: num2 = instance1.m_actualCommercialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateCommercialLowDemandOffset(); break; case ItemClass.Zone.CommercialHigh: num2 = instance1.m_actualCommercialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateCommercialHighDemandOffset(); break; case ItemClass.Zone.Industrial: num2 = instance1.m_actualWorkplaceDemand + instance2.m_districts.m_buffer[(int)district1].CalculateIndustrialDemandOffset(); break; case ItemClass.Zone.Office: num2 = instance1.m_actualWorkplaceDemand + instance2.m_districts.m_buffer[(int)district1].CalculateOfficeDemandOffset(); break; default: return; } Vector2 vector2_1 = VectorUtils.XZ(block.m_position); Vector2 vector2_2 = vector2_1 - 3.5f * xDir + ((float)z - 3.5f) * zDir; int[] xBuffer = instance1.m_tmpXBuffer; for (int index = 0; index < 13; ++index) { xBuffer[index] = 0; } Quad2 quad = new Quad2(); quad.a = vector2_1 - 4f * xDir + ((float)z - 10f) * zDir; quad.b = vector2_1 + 3f * xDir + ((float)z - 10f) * zDir; quad.c = vector2_1 + 3f * xDir + ((float)z + 2f) * zDir; quad.d = vector2_1 - 4f * xDir + ((float)z + 2f) * zDir; Vector2 vector2_3 = quad.Min(); Vector2 vector2_4 = quad.Max(); //begin mod int num3 = Mathf.Max((int)(((double)vector2_3.x - 46.0) / 64.0 + FakeZoneManager.HALFGRID), 0); int num4 = Mathf.Max((int)(((double)vector2_3.y - 46.0) / 64.0 + FakeZoneManager.HALFGRID), 0); int num5 = Mathf.Min((int)(((double)vector2_4.x + 46.0) / 64.0 + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); int num6 = Mathf.Min((int)(((double)vector2_4.y + 46.0) / 64.0 + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); //end mod for (int index1 = num4; index1 <= num6; ++index1) { for (int index2 = num3; index2 <= num5; ++index2) { //begin mod ushort num7 = instance1.m_zoneGrid[index1 * FakeZoneManager.GRIDSIZE + index2]; //end mod int num8 = 0; while ((int)num7 != 0) { Vector3 vector3 = instance1.m_blocks.m_buffer[(int)num7].m_position; if ((double)Mathf.Max(Mathf.Max(vector2_3.x - 46f - vector3.x, vector2_3.y - 46f - vector3.z), Mathf.Max((float)((double)vector3.x - (double)vector2_4.x - 46.0), (float)((double)vector3.z - (double)vector2_4.y - 46.0))) < 0.0) { //begin mod CheckBlock(ref block, ref instance1.m_blocks.m_buffer[(int)num7], xBuffer, zone, vector2_2, xDir, zDir, quad); } //end mod num7 = instance1.m_blocks.m_buffer[(int)num7].m_nextGridBlock; if (++num8 >= 49152) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } for (int index = 0; index < 13; ++index) { uint num7 = (uint)xBuffer[index]; int num8 = 0; bool flag1 = ((int)num7 & 196608) == 196608; bool flag2 = false; while (((int)num7 & 1) != 0) { ++num8; flag2 = ((int)num7 & 65536) != 0; num7 >>= 1; } if (num8 == 5 || num8 == 6) { num8 = (!flag2 ? 4 : num8 - (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) + 2)) | 131072; } else if (num8 == 7) { num8 = 4 | 131072; } if (flag1) { num8 |= 65536; } xBuffer[index] = num8; } int num9 = xBuffer[6] & (int)ushort.MaxValue; if (num9 == 0) { return; } //begin mod bool flag3 = IsGoodPlace(ref block, vector2_2); //end mod if (Singleton <SimulationManager> .instance.m_randomizer.Int32(100U) >= num2) { if (!flag3) { return; } instance1.m_goodAreaFound[(int)zone] = (short)1024; } else if (!flag3 && (int)instance1.m_goodAreaFound[(int)zone] > -1024) { if ((int)instance1.m_goodAreaFound[(int)zone] != 0) { return; } instance1.m_goodAreaFound[(int)zone] = (short)-1; } else { int index1 = 6; int index2 = 6; bool flag1 = true; while (true) { if (flag1) { while (index1 != 0 && (xBuffer[index1 - 1] & (int)ushort.MaxValue) == num9) { --index1; } while (index2 != 12 && (xBuffer[index2 + 1] & (int)ushort.MaxValue) == num9) { ++index2; } } else { while (index1 != 0 && (xBuffer[index1 - 1] & (int)ushort.MaxValue) >= num9) { --index1; } while (index2 != 12 && (xBuffer[index2 + 1] & (int)ushort.MaxValue) >= num9) { ++index2; } } int num7 = index1; int num8 = index2; while (num7 != 0 && (xBuffer[num7 - 1] & (int)ushort.MaxValue) >= 2) { --num7; } while (num8 != 12 && (xBuffer[num8 + 1] & (int)ushort.MaxValue) >= 2) { ++num8; } bool flag2 = num7 != 0 && num7 == index1 - 1; bool flag4 = num8 != 12 && num8 == index2 + 1; if (flag2 && flag4) { if (index2 - index1 <= 2) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { break; } } else if (flag2) { if (index2 - index1 <= 1) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_73; } } else if (flag4) { if (index2 - index1 <= 1) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_79; } } else if (index1 == index2) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_88; } flag1 = false; } ++index1; --index2; goto label_88; label_73: ++index1; goto label_88; label_79: --index2; label_88: int index3; int index4; if (num9 == 1 && index2 - index1 >= 1) { index1 += Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)(index2 - index1)); index2 = index1 + 1; index3 = index1 + Singleton <SimulationManager> .instance.m_randomizer.Int32(2U); index4 = index3; } else { do { index3 = index1; index4 = index2; if (index2 - index1 == 2) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { --index4; } else { ++index3; } } else if (index2 - index1 == 3) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index4 -= 2; } else { index3 += 2; } } else if (index2 - index1 == 4) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 -= 2; index4 -= 3; } else { index1 += 2; index3 += 3; } } else if (index2 - index1 == 5) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 -= 3; index4 -= 2; } else { index1 += 3; index3 += 2; } } else if (index2 - index1 >= 6) { if (index1 == 0 || index2 == 12) { if (index1 == 0) { index1 = 3; index3 = 2; } if (index2 == 12) { index2 = 9; index4 = 10; } } else if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 = index1 + 3; index4 = index3 + 2; } else { index1 = index2 - 3; index3 = index4 - 2; } } }while (index2 - index1 > 3 || index4 - index3 > 3); } int a1 = 4; int num10 = index2 - index1 + 1; BuildingInfo.ZoningMode zoningMode1 = BuildingInfo.ZoningMode.Straight; bool flag5 = true; for (int index5 = index1; index5 <= index2; ++index5) { a1 = Mathf.Min(a1, xBuffer[index5] & (int)ushort.MaxValue); if ((xBuffer[index5] & 131072) == 0) { flag5 = false; } } if (index2 > index1) { if ((xBuffer[index1] & 65536) != 0) { zoningMode1 = BuildingInfo.ZoningMode.CornerLeft; index4 = index1 + index4 - index3; index3 = index1; } if ((xBuffer[index2] & 65536) != 0 && (zoningMode1 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0)) { zoningMode1 = BuildingInfo.ZoningMode.CornerRight; index3 = index2 + index3 - index4; index4 = index2; } } int a2 = 4; int num11 = index4 - index3 + 1; BuildingInfo.ZoningMode zoningMode2 = BuildingInfo.ZoningMode.Straight; bool flag6 = true; for (int index5 = index3; index5 <= index4; ++index5) { a2 = Mathf.Min(a2, xBuffer[index5] & (int)ushort.MaxValue); if ((xBuffer[index5] & 131072) == 0) { flag6 = false; } } if (index4 > index3) { if ((xBuffer[index3] & 65536) != 0) { zoningMode2 = BuildingInfo.ZoningMode.CornerLeft; } if ((xBuffer[index4] & 65536) != 0 && (zoningMode2 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0)) { zoningMode2 = BuildingInfo.ZoningMode.CornerRight; } } ItemClass.SubService subService = ItemClass.SubService.None; ItemClass.Level level = ItemClass.Level.Level1; ItemClass.Service service; switch (zone) { case ItemClass.Zone.ResidentialLow: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialLow; break; case ItemClass.Zone.ResidentialHigh: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialHigh; break; case ItemClass.Zone.CommercialLow: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialLow; break; case ItemClass.Zone.CommercialHigh: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialHigh; break; case ItemClass.Zone.Industrial: service = ItemClass.Service.Industrial; break; case ItemClass.Zone.Office: service = ItemClass.Service.Office; break; default: return; } BuildingInfo info = (BuildingInfo)null; Vector3 vector3 = Vector3.zero; int num12 = 0; int num13 = 0; int width = 0; BuildingInfo.ZoningMode zoningMode3 = BuildingInfo.ZoningMode.Straight; for (int index5 = 0; index5 < 6; ++index5) { switch (index5) { case 0: if (zoningMode1 != BuildingInfo.ZoningMode.Straight) { num12 = index1 + index2 + 1; num13 = a1; width = num10; zoningMode3 = zoningMode1; goto default; } else { break; } case 1: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { num12 = index3 + index4 + 1; num13 = a2; width = num11; zoningMode3 = zoningMode2; goto default; } else { break; } case 2: if (zoningMode1 != BuildingInfo.ZoningMode.Straight && a1 >= 4) { num12 = index1 + index2 + 1; num13 = !flag5 ? 2 : 3; width = num10; zoningMode3 = zoningMode1; goto default; } else { break; } case 3: if (zoningMode2 != BuildingInfo.ZoningMode.Straight && a2 >= 4) { num12 = index3 + index4 + 1; num13 = !flag6 ? 2 : 3; width = num11; zoningMode3 = zoningMode2; goto default; } else { break; } case 4: num12 = index1 + index2 + 1; num13 = a1; width = num10; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto default; case 5: num12 = index3 + index4 + 1; num13 = a2; width = num11; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto default; default: vector3 = block.m_position + VectorUtils.X_Y((float)((double)num13 * 0.5 - 4.0) * xDir + (float)((double)num12 * 0.5 + (double)z - 10.0) * zDir); if (zone == ItemClass.Zone.Industrial) { ZoneBlock.GetIndustryType(vector3, out subService, out level); } else if (zone == ItemClass.Zone.CommercialLow || zone == ItemClass.Zone.CommercialHigh) { ZoneBlock.GetCommercialType(vector3, zone, width, num13, out subService, out level); } else if (zone == ItemClass.Zone.ResidentialLow || zone == ItemClass.Zone.ResidentialHigh) { ZoneBlock.GetResidentialType(vector3, zone, width, num13, out subService, out level); } else if (zone == ItemClass.Zone.Office) { ZoneBlock.GetOfficeType(vector3, zone, width, num13, out subService, out level); } byte district2 = instance2.GetDistrict(vector3); ushort style = instance2.m_districts.m_buffer[(int)district2].m_Style; if (Singleton <BuildingManager> .instance.m_BuildingWrapper != null) { Singleton <BuildingManager> .instance.m_BuildingWrapper.OnCalculateSpawn(vector3, ref service, ref subService, ref level, ref style); } info = Singleton <BuildingManager> .instance.GetRandomBuildingInfo(ref Singleton <SimulationManager> .instance.m_randomizer, service, subService, level, width, num13, zoningMode3, (int)style); if (info == null) { break; } goto label_169; } } label_169: if (info == null || (double)Singleton <TerrainManager> .instance.WaterLevel(VectorUtils.XZ(vector3)) > (double)vector3.y || Singleton <DisasterManager> .instance.IsEvacuating(vector3)) { return; } float angle = block.m_angle + 1.570796f; if (zoningMode3 == BuildingInfo.ZoningMode.CornerLeft && info.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { angle -= 1.570796f; num13 = width; } else if (zoningMode3 == BuildingInfo.ZoningMode.CornerRight && info.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { angle += 1.570796f; num13 = width; } ushort building; if (Singleton <BuildingManager> .instance.CreateBuilding(out building, ref Singleton <SimulationManager> .instance.m_randomizer, info, vector3, angle, num13, Singleton <SimulationManager> .instance.m_currentBuildIndex)) { ++Singleton <SimulationManager> .instance.m_currentBuildIndex; switch (service) { case ItemClass.Service.Residential: instance1.m_actualResidentialDemand = Mathf.Max(0, instance1.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: instance1.m_actualCommercialDemand = Mathf.Max(0, instance1.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: instance1.m_actualWorkplaceDemand = Mathf.Max(0, instance1.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: instance1.m_actualWorkplaceDemand = Mathf.Max(0, instance1.m_actualWorkplaceDemand - 5); break; } switch (zone) { case ItemClass.Zone.ResidentialHigh: case ItemClass.Zone.CommercialHigh: Singleton <BuildingManager> .instance.m_buildings.m_buffer[(int)building].m_flags |= Building.Flags.HighDensity; break; } } instance1.m_goodAreaFound[(int)zone] = (short)1024; } }