public void UpdateVisuals()
        {
            NetManager instance          = Singleton <NetManager> .instance;
            uint       currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;

            lastChange      = 0u;
            lastChangeFrame = currentFrameIndex >> 6;

            RoadBaseAI.TrafficLightState trafficLightState3;
            RoadBaseAI.TrafficLightState trafficLightState4;
            bool vehicles;
            bool pedestrians;

            RoadBaseAI.GetTrafficLightState(this.node, ref instance.m_segments.m_buffer[(int)this.segment],
                                            currentFrameIndex - 256u, out trafficLightState3, out trafficLightState4, out vehicles, out pedestrians);

            if (lightMain == RoadBaseAI.TrafficLightState.Red && lightLeft == RoadBaseAI.TrafficLightState.Red && lightRight == RoadBaseAI.TrafficLightState.Red)
            {
                trafficLightState3 = RoadBaseAI.TrafficLightState.Red;
            }
            else
            {
                trafficLightState3 = RoadBaseAI.TrafficLightState.Green;
            }

            trafficLightState4 = lightPedestrian;

            RoadBaseAI.SetTrafficLightState(this.node, ref instance.m_segments.m_buffer[(int)this.segment], currentFrameIndex,
                                            trafficLightState3, trafficLightState4, vehicles, pedestrians);
        }
Exemple #2
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        public bool CustomCheckTrafficLights(ushort node, ushort segment)
        {
            var nodeSimulation = TrafficLightSimulation.GetNodeSimulation(node);

            var instance          = Singleton <NetManager> .instance;
            var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;

            var num  = (uint)((node << 8) / 32768);
            var num2 = currentFrameIndex - num & 255u;

            // NON-STOCK CODE START //
            RoadBaseAI.TrafficLightState pedestrianLightState;
            CustomSegmentLights          lights = CustomTrafficLights.GetSegmentLights(node, segment);

            if (lights == null || nodeSimulation == null || !nodeSimulation.IsSimulationActive())
            {
                RoadBaseAI.TrafficLightState vehicleLightState;
                bool vehicles;
                bool pedestrians;

                RoadBaseAI.GetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);
                if ((pedestrianLightState == RoadBaseAI.TrafficLightState.GreenToRed || pedestrianLightState == RoadBaseAI.TrafficLightState.Red) && !pedestrians && num2 >= 196u)
                {
                    RoadBaseAI.SetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, vehicleLightState, pedestrianLightState, vehicles, true);
                    return(true);
                }
            }
            else
            {
                if (lights.PedestrianLightState == null)
                {
                    Log._Debug($"A pedestrian wants to cross node {node} at segment {segment} but there is no pedestrian traffic light!");
                    pedestrianLightState = lights.GetAutoPedestrianLightState();
                }
                else
                {
                    pedestrianLightState = (RoadBaseAI.TrafficLightState)lights.PedestrianLightState;
                }
            }
            // NON-STOCK CODE END //

            switch (pedestrianLightState)
            {
            case RoadBaseAI.TrafficLightState.RedToGreen:
                if (num2 < 60u)
                {
                    return(false);
                }
                break;

            case RoadBaseAI.TrafficLightState.Red:
            case RoadBaseAI.TrafficLightState.GreenToRed:
                return(false);
            }
            return(true);
        }
Exemple #3
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        public bool CustomCheckTrafficLights(ushort node, ushort segment)
        {
            var nodeSimulation = Options.timedLightsEnabled ? TrafficLightSimulationManager.Instance().GetNodeSimulation(node) : null;

            var instance          = Singleton <NetManager> .instance;
            var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;

            var num  = (uint)((node << 8) / 32768);
            var num2 = currentFrameIndex - num & 255u;

            // NON-STOCK CODE START //
            RoadBaseAI.TrafficLightState pedestrianLightState;
            CustomSegmentLights          lights = CustomTrafficLightsManager.Instance().GetSegmentLights(node, segment);

            if (lights == null || nodeSimulation == null || !nodeSimulation.IsSimulationActive())
            {
                RoadBaseAI.TrafficLightState vehicleLightState;
                bool vehicles;
                bool pedestrians;

                RoadBaseAI.GetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);
                if ((pedestrianLightState == RoadBaseAI.TrafficLightState.GreenToRed || pedestrianLightState == RoadBaseAI.TrafficLightState.Red) && !pedestrians && num2 >= 196u)
                {
                    RoadBaseAI.SetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, vehicleLightState, pedestrianLightState, vehicles, true);
                    return(true);
                }
            }
            else
            {
                if (lights.InvalidPedestrianLight)
                {
                    pedestrianLightState = RoadBaseAI.TrafficLightState.Green;
                }
                else
                {
                    pedestrianLightState = (RoadBaseAI.TrafficLightState)lights.PedestrianLightState;
                }
            }
            // NON-STOCK CODE END //

            switch (pedestrianLightState)
            {
            case RoadBaseAI.TrafficLightState.RedToGreen:
                if (num2 < 60u)
                {
                    return(false);
                }
                break;

            case RoadBaseAI.TrafficLightState.Red:
            case RoadBaseAI.TrafficLightState.GreenToRed:
                return(false);
            }
            return(true);
        }
        public bool CheckTrafficLights(ushort node, ushort segment)
        {
            var nodeSimulation = CustomRoadAI.GetNodeSimulation(node);

            NetManager instance          = Singleton <NetManager> .instance;
            uint       currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
            uint       num  = (uint)(((int)node << 8) / 32768);
            uint       num2 = currentFrameIndex - num & 255u;

            RoadBaseAI.TrafficLightState vehicleLightState;
            RoadBaseAI.TrafficLightState pedestrianLightState;
            bool vehicles;
            bool flag;

            if (nodeSimulation == null || (nodeSimulation.FlagTimedTrafficLights && !nodeSimulation.TimedTrafficLightsActive))
            {
                RoadBaseAI.GetTrafficLightState(node, ref instance.m_segments.m_buffer[(int)segment],
                                                currentFrameIndex - num, out vehicleLightState, out pedestrianLightState, out vehicles, out flag);
                switch (pedestrianLightState)
                {
                case RoadBaseAI.TrafficLightState.RedToGreen:
                    if (num2 < 60u)
                    {
                        return(false);
                    }
                    break;

                case RoadBaseAI.TrafficLightState.Red:
                case RoadBaseAI.TrafficLightState.GreenToRed:
                    if (!flag && num2 >= 196u)
                    {
                        flag = true;
                        RoadBaseAI.SetTrafficLightState(node, ref instance.m_segments.m_buffer[(int)segment],
                                                        currentFrameIndex - num, vehicleLightState, pedestrianLightState, vehicles, flag);
                    }
                    return(false);
                }
                return(true);
            }
            else
            {
                if (TrafficLightsManual.GetSegmentLight(node, segment).GetLightPedestrian() ==
                    RoadBaseAI.TrafficLightState.Red)
                {
                    return(false);
                }
                else
                {
                    return(true);
                }
            }
        }
Exemple #5
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        public void UpdateVisuals()
        {
            var instance = Singleton <NetManager> .instance;

            uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
            uint num = (uint)(((int)nodeId << 8) / 32768);

            LastChange      = 0u;
            LastChangeFrame = currentFrameIndex >> 6;

            RoadBaseAI.TrafficLightState oldVehicleLightState;
            RoadBaseAI.TrafficLightState vehicleLightState;
            RoadBaseAI.TrafficLightState pedestrianLightState;
            bool vehicles;
            bool pedestrians;

            RoadBaseAI.GetTrafficLightState(nodeId, ref instance.m_segments.m_buffer[segmentId],
                                            currentFrameIndex - num, out oldVehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);

            // any green?
            if (LightMain == RoadBaseAI.TrafficLightState.Green ||
                LightLeft == RoadBaseAI.TrafficLightState.Green ||
                LightRight == RoadBaseAI.TrafficLightState.Green)
            {
                vehicleLightState = RoadBaseAI.TrafficLightState.Green;
            }
            else               // all red?
            if (LightMain == RoadBaseAI.TrafficLightState.Red &&
                LightLeft == RoadBaseAI.TrafficLightState.Red &&
                LightRight == RoadBaseAI.TrafficLightState.Red)
            {
                vehicleLightState = RoadBaseAI.TrafficLightState.Red;
            }
            else               // any red+yellow?
            if (LightMain == RoadBaseAI.TrafficLightState.RedToGreen ||
                LightLeft == RoadBaseAI.TrafficLightState.RedToGreen ||
                LightRight == RoadBaseAI.TrafficLightState.RedToGreen)
            {
                vehicleLightState = RoadBaseAI.TrafficLightState.RedToGreen;
            }
            else
            {
                vehicleLightState = RoadBaseAI.TrafficLightState.GreenToRed;
            }

            pedestrianLightState = LightPedestrian;

            RoadBaseAI.SetTrafficLightState(nodeId, ref instance.m_segments.m_buffer[segmentId], currentFrameIndex - num,
                                            vehicleLightState, pedestrianLightState, true, true);
        }
        public bool CustomCheckTrafficLights(ushort node, ushort segment)
        {
            var nodeSimulation = TrafficPriority.GetNodeSimulation(node);

            var instance          = Singleton <NetManager> .instance;
            var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;

            var num  = (uint)((node << 8) / 32768);
            var num2 = currentFrameIndex - num & 255u;

            RoadBaseAI.TrafficLightState pedestrianLightState;
            ManualSegmentLight           light = TrafficLightsManual.GetSegmentLight(node, segment);

            if (light == null || nodeSimulation == null || (nodeSimulation.FlagTimedTrafficLights && !nodeSimulation.TimedTrafficLightsActive))
            {
                RoadBaseAI.TrafficLightState vehicleLightState;
                bool vehicles;
                bool pedestrians;

                RoadBaseAI.GetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);
                if ((pedestrianLightState == RoadBaseAI.TrafficLightState.GreenToRed || pedestrianLightState == RoadBaseAI.TrafficLightState.Red) && !pedestrians && num2 >= 196u)
                {
                    RoadBaseAI.SetTrafficLightState(node, ref instance.m_segments.m_buffer[segment], currentFrameIndex - num, vehicleLightState, pedestrianLightState, vehicles, true);
                    return(true);
                }
            }
            else
            {
                pedestrianLightState = light.GetLightPedestrian();
            }

            switch (pedestrianLightState)
            {
            case RoadBaseAI.TrafficLightState.RedToGreen:
                if (num2 < 60u)
                {
                    return(false);
                }
                break;

            case RoadBaseAI.TrafficLightState.Red:
            case RoadBaseAI.TrafficLightState.GreenToRed:
                return(false);
            }
            return(true);
        }
        public new static void LevelCrossingSimulationStep(ushort nodeID, ref NetNode data)
        {
            NetManager netManager        = Singleton <NetManager> .instance;
            uint       currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;

            bool green = (data.m_finalCounter == 0);

            for (int i = 0; i < 8; ++i)
            {
                ushort segmentID = data.GetSegment(i);

                bool segmentGreen = green;
                if (!segmentGreen)
                {
                    NetSegment segmentData = netManager.m_segments.m_buffer[segmentID];
                    if (segmentData.m_infoIndex == data.m_infoIndex)
                    {
                        segmentGreen = true;
                    }
                }

                RoadBaseAI.GetTrafficLightState(nodeID, ref netManager.m_segments.m_buffer[segmentID], currentFrameIndex - 256, out RoadBaseAI.TrafficLightState vehicleLightState, out RoadBaseAI.TrafficLightState _, out _, out _);

                vehicleLightState &= ~RoadBaseAI.TrafficLightState.IsChanging;

                if (!segmentGreen)
                {
                    if ((vehicleLightState & RoadBaseAI.TrafficLightState.Red) == 0)
                    {
                        vehicleLightState = RoadBaseAI.TrafficLightState.GreenToRed;
                    }
                }
                else
                {
                    if ((vehicleLightState & RoadBaseAI.TrafficLightState.Red) != 0)
                    {
                        vehicleLightState = RoadBaseAI.TrafficLightState.RedToGreen;
                    }
                }
                RoadBaseAI.SetTrafficLightState(nodeID, ref netManager.m_segments.m_buffer[segmentID], currentFrameIndex, vehicleLightState, RoadBaseAI.TrafficLightState.Red, false, false);
            }
        }
Exemple #8
0
        /// <summary>
        /// slightly modified version of TrainAI.ForceTrafficLights(PathUnit.Position)
        /// </summary>
        /// <param name="transitNodeId"></param>
        /// <param name="position"></param>
        private static void ForceTrafficLights(ushort transitNodeId, PathUnit.Position position)
        {
            NetManager netMan = NetManager.instance;

            if ((netMan.m_nodes.m_buffer[transitNodeId].m_flags & NetNode.Flags.TrafficLights) == NetNode.Flags.None)
            {
                return;
            }

            uint frame    = SimulationManager.instance.m_currentFrameIndex;
            uint simGroup = (uint)transitNodeId >> 7;
            uint rand     = frame - simGroup & 255u;

            RoadBaseAI.GetTrafficLightState(
                transitNodeId,
                ref netMan.m_segments.m_buffer[position.m_segment],
                frame - simGroup,
                out RoadBaseAI.TrafficLightState vehicleLightState,
                out RoadBaseAI.TrafficLightState pedestrianLightState,
                out bool vehicles,
                out bool pedestrians);

            if (vehicles || rand < 196u)
            {
                return;
            }

            vehicles = true;
            RoadBaseAI.SetTrafficLightState(
                transitNodeId,
                ref netMan.m_segments.m_buffer[position.m_segment],
                frame - simGroup,
                vehicleLightState,
                pedestrianLightState,
                true,
                pedestrians);
        }
        public void TmCalculateSegmentPosition(ushort vehicleId, ref Vehicle vehicleData, PathUnit.Position nextPosition,
                                               PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID,
                                               byte prevOffset, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            var netManager = Singleton <NetManager> .instance;

            //var vehicleManager = Singleton<VehicleManager>.instance;
            netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection(offset * 0.003921569f, out pos, out dir);

            var lastFrameData       = vehicleData.GetLastFrameData();
            var lastFrameVehiclePos = lastFrameData.m_position;

            if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
            {
                // add vehicle to our vehicle list
                if (!TrafficPriority.VehicleList.ContainsKey(vehicleId))
                {
                    TrafficPriority.VehicleList.Add(vehicleId, new PriorityCar());
                }
            }

            HandleVehicle(vehicleId, ref vehicleData);

            // I think this is supposed to be the lane position?
            // [VN, 12/23/2015] It's the 3D car position on the Bezier curve of the lane.
            // This crazy 0.003921569f equals to 1f/255 and prevOffset is the byte value (0..255) of the car position.
            var vehiclePosOnBezier = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition(prevOffset * 0.003921569f);
            //ushort currentSegmentId = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_segment;

            ushort destinationNodeId;
            ushort sourceNodeId;

            if (offset < position.m_offset)
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
            }
            else
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
            }
            var interestingNodeId = prevOffset == 0 ? netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode :
                                    netManager.m_segments.m_buffer[prevPos.m_segment].m_endNode;

            // this seems to be like the required braking force in order to stop the vehicle within its half length.
            var crazyValue = 0.5f * lastFrameData.m_velocity.sqrMagnitude / m_info.m_braking + m_info.m_generatedInfo.m_size.z * 0.5f;

            // Essentially, this is true if the car has enough time and space to brake (e.g. for a red traffic light)
            if (destinationNodeId == interestingNodeId)
            {
                if (Vector3.Distance(lastFrameVehiclePos, vehiclePosOnBezier) >= crazyValue - 1f)
                {
                    var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                    var num5 = (uint)((interestingNodeId << 8) / 32768);
                    var num6 = currentFrameIndex - num5 & 255u;

                    var nodeFlags        = netManager.m_nodes.m_buffer[destinationNodeId].m_flags;
                    var prevLaneFlags    = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    var hasTrafficLight  = (nodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    var hasCrossing      = (nodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    var isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    if ((nodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) ==
                        NetNode.Flags.Junction && netManager.m_nodes.m_buffer[destinationNodeId].CountSegments() != 2)
                    {
                        var len = vehicleData.CalculateTotalLength(vehicleId) + 2f;
                        if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            var sufficientSpace = false;
                            if (nextPosition.m_segment != 0 &&
                                netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                var flags3 = netManager.m_nodes.m_buffer[sourceNodeId].m_flags;
                                if ((flags3 &
                                     (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) !=
                                    NetNode.Flags.Junction || netManager.m_nodes.m_buffer[sourceNodeId].CountSegments() == 2)
                                {
                                    var laneId2 = PathManager.GetLaneID(nextPosition);
                                    if (laneId2 != 0u)
                                    {
                                        sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)laneId2)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!sufficientSpace)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }

                    if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
                    {
                        if (hasTrafficLight && (!isJoinedJunction || hasCrossing))
                        {
                            var nodeSimulation = TrafficPriority.GetNodeSimulation(interestingNodeId);

                            var destinationInfo = netManager.m_nodes.m_buffer[destinationNodeId].Info;
                            RoadBaseAI.TrafficLightState vehicleLightState;
                            ManualSegmentLight           light = TrafficLightsManual.GetSegmentLight(interestingNodeId, prevPos.m_segment);                   // TODO rework

                            if (light == null || nodeSimulation == null ||
                                (nodeSimulation.FlagTimedTrafficLights && !nodeSimulation.TimedTrafficLightsActive))
                            {
                                RoadBaseAI.TrafficLightState pedestrianLightState;
                                bool flag5;
                                bool pedestrians;
                                RoadBaseAI.GetTrafficLightState(interestingNodeId,
                                                                ref netManager.m_segments.m_buffer[prevPos.m_segment],
                                                                currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5,
                                                                out pedestrians);
                                if (!flag5 && num6 >= 196u)
                                {
                                    flag5 = true;
                                    RoadBaseAI.SetTrafficLightState(interestingNodeId,
                                                                    ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5,
                                                                    vehicleLightState, pedestrianLightState, flag5, pedestrians);
                                }

                                if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None ||
                                    destinationInfo.m_class.m_service != ItemClass.Service.Road)
                                {
                                    switch (vehicleLightState)
                                    {
                                    case RoadBaseAI.TrafficLightState.RedToGreen:
                                        if (num6 < 60u)
                                        {
                                            maxSpeed = 0f;
                                            return;
                                        }
                                        break;

                                    case RoadBaseAI.TrafficLightState.Red:
                                        maxSpeed = 0f;
                                        return;

                                    case RoadBaseAI.TrafficLightState.GreenToRed:
                                        if (num6 >= 30u)
                                        {
                                            maxSpeed = 0f;
                                            return;
                                        }
                                        break;
                                    }
                                }
                            }
                            else
                            {
                                // traffic light simulation is active
                                var stopCar = false;

                                // determine responsible traffic light (left, right or main)
                                if (TrafficPriority.IsLeftSegment(prevPos.m_segment, position.m_segment, destinationNodeId))
                                {
                                    vehicleLightState = light.GetLightLeft();
                                }
                                else if (TrafficPriority.IsRightSegment(prevPos.m_segment, position.m_segment, destinationNodeId))
                                {
                                    vehicleLightState = light.GetLightRight();
                                }
                                else
                                {
                                    vehicleLightState = light.GetLightMain();
                                }

                                if (vehicleLightState == RoadBaseAI.TrafficLightState.Green)
                                {
                                    var hasIncomingCars = TrafficPriority.HasIncomingVehicles(vehicleId, destinationNodeId);

                                    if (hasIncomingCars)
                                    {
                                        // green light but other cars are incoming: slow approach
                                        maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f) * 0.01f;
                                        //stopCar = true;
                                    }
                                }

                                if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None ||
                                    destinationInfo.m_class.m_service != ItemClass.Service.Road)
                                {
                                    switch (vehicleLightState)
                                    {
                                    case RoadBaseAI.TrafficLightState.RedToGreen:
                                        if (num6 < 60u)
                                        {
                                            stopCar = true;
                                        }
                                        break;

                                    case RoadBaseAI.TrafficLightState.Red:
                                        stopCar = true;
                                        break;

                                    case RoadBaseAI.TrafficLightState.GreenToRed:
                                        if (num6 >= 30u)
                                        {
                                            stopCar = true;
                                        }
                                        break;
                                    }
                                }

                                if (stopCar)
                                {
                                    maxSpeed = 0f;
                                    return;
                                }
                            }
                        }
                        else
                        {
                            if (TrafficPriority.VehicleList.ContainsKey(vehicleId) &&
                                TrafficPriority.IsPrioritySegment(destinationNodeId, prevPos.m_segment))
                            {
                                var currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                                var frame = currentFrameIndex2 >> 4;

                                var prioritySegment = TrafficPriority.GetPrioritySegment(destinationNodeId, prevPos.m_segment);

                                if (TrafficPriority.VehicleList[vehicleId].CarState == CarState.None)
                                {
                                    TrafficPriority.VehicleList[vehicleId].CarState = CarState.Enter;
                                }

                                if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None &&
                                    TrafficPriority.VehicleList[vehicleId].CarState != CarState.Leave)
                                {
                                    bool hasIncomingCars;
                                    switch (prioritySegment.Type)
                                    {
                                    case PrioritySegment.PriorityType.Stop:
                                        if (TrafficPriority.VehicleList[vehicleId].WaitTime < 75)
                                        {
                                            TrafficPriority.VehicleList[vehicleId].CarState = CarState.Stop;

                                            if (lastFrameData.m_velocity.sqrMagnitude < 0.1f ||
                                                TrafficPriority.VehicleList[vehicleId].Stopped)
                                            {
                                                TrafficPriority.VehicleList[vehicleId].Stopped = true;
                                                TrafficPriority.VehicleList[vehicleId].WaitTime++;

                                                if (TrafficPriority.VehicleList[vehicleId].WaitTime > 2)
                                                {
                                                    hasIncomingCars = TrafficPriority.HasIncomingVehicles(vehicleId, destinationNodeId);

                                                    if (hasIncomingCars)
                                                    {
                                                        maxSpeed = 0f;
                                                        return;
                                                    }
                                                    TrafficPriority.VehicleList[vehicleId].CarState =
                                                        CarState.Leave;
                                                }
                                                else
                                                {
                                                    maxSpeed = 0f;
                                                    return;
                                                }
                                            }
                                            else
                                            {
                                                maxSpeed = 0f;
                                                return;
                                            }
                                        }
                                        else
                                        {
                                            TrafficPriority.VehicleList[vehicleId].CarState = CarState.Leave;
                                        }
                                        break;

                                    case PrioritySegment.PriorityType.Yield:
                                        if (TrafficPriority.VehicleList[vehicleId].WaitTime < 75)
                                        {
                                            TrafficPriority.VehicleList[vehicleId].WaitTime++;
                                            TrafficPriority.VehicleList[vehicleId].CarState = CarState.Stop;
                                            maxSpeed = 0f;

                                            if (lastFrameData.m_velocity.sqrMagnitude <
                                                TrafficPriority.VehicleList[vehicleId].ReduceSpeedByValueToYield)
                                            {
                                                hasIncomingCars = TrafficPriority.HasIncomingVehicles(vehicleId, destinationNodeId);

                                                if (hasIncomingCars)
                                                {
                                                    return;
                                                }
                                            }
                                            else
                                            {
                                                maxSpeed = lastFrameData.m_velocity.sqrMagnitude -
                                                           TrafficPriority.VehicleList[vehicleId]
                                                           .ReduceSpeedByValueToYield;
                                                return;
                                            }
                                        }
                                        else
                                        {
                                            TrafficPriority.VehicleList[vehicleId].CarState = CarState.Leave;
                                        }
                                        break;

                                    case PrioritySegment.PriorityType.Main:
                                        TrafficPriority.VehicleList[vehicleId].WaitTime++;
                                        TrafficPriority.VehicleList[vehicleId].CarState = CarState.Stop;
                                        maxSpeed = 0f;

                                        hasIncomingCars = TrafficPriority.HasIncomingVehicles(vehicleId, destinationNodeId);

                                        if (hasIncomingCars)
                                        {
                                            TrafficPriority.VehicleList[vehicleId].Stopped = true;
                                            return;
                                        }
                                        TrafficPriority.VehicleList[vehicleId].Stopped = false;

                                        var info3 = netManager.m_segments.m_buffer[position.m_segment].Info;
                                        if (info3.m_lanes != null && info3.m_lanes.Length > position.m_lane)
                                        {
                                            maxSpeed =
                                                CalculateTargetSpeed(vehicleId, ref vehicleData,
                                                                     info3.m_lanes[position.m_lane].m_speedLimit,
                                                                     netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve) * 0.8f;
                                        }
                                        else
                                        {
                                            maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f) *
                                                       0.8f;
                                        }
                                        return;
                                    }
                                }
                                else
                                {
                                    TrafficPriority.VehicleList[vehicleId].CarState = CarState.Transit;
                                }
                            }
                        }
                    }
                }
            }

            var info2 = netManager.m_segments.m_buffer[position.m_segment].Info;

            if (info2.m_lanes != null && info2.m_lanes.Length > position.m_lane)
            {
                var laneSpeedLimit = info2.m_lanes[position.m_lane].m_speedLimit;

                if (TrafficRoadRestrictions.IsSegment(position.m_segment))
                {
                    var restrictionSegment = TrafficRoadRestrictions.GetSegment(position.m_segment);

                    if (restrictionSegment.SpeedLimits[position.m_lane] > 0.1f)
                    {
                        laneSpeedLimit = restrictionSegment.SpeedLimits[position.m_lane];
                    }
                }

                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, laneSpeedLimit,
                                                netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
            }
            else
            {
                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f);
            }
        }
        /// <summary>
        /// Checks for traffic lights and priority signs when changing segments (for road & rail vehicles).
        /// Sets the maximum allowed speed <paramref name="maxSpeed"/> if segment change is not allowed (otherwise <paramref name="maxSpeed"/> has to be set by the calling method).
        /// </summary>
        /// <param name="vehicleId">vehicle id</param>
        /// <param name="vehicleData">vehicle data</param>
        /// <param name="lastFrameData">last frame data of vehicle</param>
        /// <param name="isRecklessDriver">if true, this vehicle ignores red traffic lights and priority signs</param>
        /// <param name="prevPos">previous path position</param>
        /// <param name="prevTargetNodeId">previous target node</param>
        /// <param name="prevLaneID">previous lane</param>
        /// <param name="position">current path position</param>
        /// <param name="targetNodeId">transit node</param>
        /// <param name="laneID">current lane</param>
        /// <param name="nextPosition">next path position</param>
        /// <param name="nextTargetNodeId">next target node</param>
        /// <param name="maxSpeed">maximum allowed speed (only valid if method returns false)</param>
        /// <returns>true, if the vehicle may change segments, false otherwise.</returns>
        internal static bool MayChangeSegment(ushort vehicleId, ref Vehicle vehicleData, ref Vehicle.Frame lastFrameData, bool isRecklessDriver, ref PathUnit.Position prevPos, ushort prevTargetNodeId, uint prevLaneID, ref PathUnit.Position position, ushort targetNodeId, uint laneID, ref PathUnit.Position nextPosition, ushort nextTargetNodeId, out float maxSpeed, bool debug = false)
        {
            debug = false;
            if (prevTargetNodeId != targetNodeId)
            {
                // method should only be called if targetNodeId == prevTargetNode
                maxSpeed = 0f;
                return(true);
            }

            bool         forceUpdatePos = false;
            VehicleState vehicleState   = null;

            try {
                vehicleState = VehicleStateManager.GetVehicleState(vehicleId);

                if (vehicleState == null)
                {
                    VehicleStateManager.OnPathFindReady(vehicleId, ref vehicleData);
                    vehicleState = VehicleStateManager.GetVehicleState(vehicleId);

                    if (vehicleState == null)
                    {
#if DEBUG
                        Log._Debug($"Could not get vehicle state of {vehicleId}!");
#endif
                    }
                    else
                    {
                        forceUpdatePos = true;
                    }
                }
            } catch (Exception e) {
                Log.Error("VehicleAI MayChangeSegment vehicle state error: " + e.ToString());
            }

            if (forceUpdatePos || Options.simAccuracy >= 2)
            {
                try {
                    VehicleStateManager.UpdateVehiclePos(vehicleId, ref vehicleData, ref prevPos, ref position);
                } catch (Exception e) {
                    Log.Error("VehicleAI MayChangeSegment Error: " + e.ToString());
                }
            }

            var netManager = Singleton <NetManager> .instance;

            uint currentFrameIndex        = Singleton <SimulationManager> .instance.m_currentFrameIndex;
            uint prevTargetNodeLower8Bits = (uint)((prevTargetNodeId << 8) / 32768);
            uint random = currentFrameIndex - prevTargetNodeLower8Bits & 255u;

            bool isRailVehicle = (vehicleData.Info.m_vehicleType & (VehicleInfo.VehicleType.Train | VehicleInfo.VehicleType.Metro)) != VehicleInfo.VehicleType.None;

            NetNode.Flags targetNodeFlags    = netManager.m_nodes.m_buffer[targetNodeId].m_flags;
            bool          hasTrafficLight    = (targetNodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
            bool          checkTrafficLights = false;
            if (!isRailVehicle)
            {
                // check if to check space

#if DEBUG
                if (debug)
                {
                    Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} is not a train.");
                }
#endif

                var  prevLaneFlags    = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                var  hasCrossing      = (targetNodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                var  isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                bool checkSpace       = !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == targetNodeId) && !isRecklessDriver;
                //TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(destinationNodeId);
                //if (timedNode != null && timedNode.vehiclesMayEnterBlockedJunctions) {
                //	checkSpace = false;
                //}

                if (checkSpace)
                {
                    // check if there is enough space
                    if ((targetNodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction &&
                        netManager.m_nodes.m_buffer[targetNodeId].CountSegments() != 2)
                    {
                        var len = vehicleData.CalculateTotalLength(vehicleId) + 2f;
                        if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            var sufficientSpace = false;
                            if (nextPosition.m_segment != 0 && netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                NetNode.Flags nextTargetNodeFlags = netManager.m_nodes.m_buffer[nextTargetNodeId].m_flags;
                                if ((nextTargetNodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction ||
                                    netManager.m_nodes.m_buffer[nextTargetNodeId].CountSegments() == 2)
                                {
                                    uint nextLaneId = PathManager.GetLaneID(nextPosition);
                                    if (nextLaneId != 0u)
                                    {
                                        sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)nextLaneId)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!sufficientSpace)
                            {
                                maxSpeed = 0f;
                                try {
                                    if (vehicleState != null)
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to BLOCKED");
                                        }
#endif

                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Blocked;
                                    }
                                } catch (Exception e) {
                                    Log.Error("VehicleAI MayChangeSegment error while setting junction state to BLOCKED: " + e.ToString());
                                }
                                return(false);
                            }
                        }
                    }
                }

                checkTrafficLights = (!isJoinedJunction || hasCrossing);
            }
            else
            {
#if DEBUG
                if (debug)
                {
                    Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} is a train.");
                }
#endif

                checkTrafficLights = true;
            }

            try {
                if (vehicleState != null && vehicleState.JunctionTransitState == VehicleJunctionTransitState.Blocked)
                {
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState from BLOCKED to ENTER");
                    }
#endif
                    vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter;
                }

                if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0)
                {
                    if (hasTrafficLight && checkTrafficLights)
                    {
#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"CustomVehicleAI.MayChangeSegment: Node {targetNodeId} has a traffic light.");
                        }
#endif

                        var destinationInfo = netManager.m_nodes.m_buffer[targetNodeId].Info;

                        if (vehicleState != null && vehicleState.JunctionTransitState == VehicleJunctionTransitState.None)
                        {
#if DEBUG
                            if (debug)
                            {
                                Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to ENTER (1)");
                            }
#endif
                            vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter;
                        }

                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool vehicles;
                        bool pedestrians;
                        CustomRoadAI.GetTrafficLightState(vehicleId, ref vehicleData, targetNodeId, prevPos.m_segment, prevPos.m_lane, position.m_segment, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - prevTargetNodeLower8Bits, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);

                        if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car && isRecklessDriver)                           // no reckless driving at railroad crossings
                        {
                            vehicleLightState = RoadBaseAI.TrafficLightState.Green;
                        }

#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} has {vehicleLightState} at node {targetNodeId}");
                        }
#endif

                        if (!vehicles && random >= 196u)
                        {
                            vehicles = true;
                            RoadBaseAI.SetTrafficLightState(targetNodeId, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - prevTargetNodeLower8Bits, vehicleLightState, pedestrianLightState, vehicles, pedestrians);
                        }

                        var stopCar = false;
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (random < 60u)
                            {
                                stopCar = true;
                            }
                            else
                            {
#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (RedToGreen)");
                                }
#endif
                                if (vehicleState != null)
                                {
                                    vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                }
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            stopCar = true;
                            break;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (random >= 30u)
                            {
                                stopCar = true;
                            }
                            else if (vehicleState != null)
                            {
#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (GreenToRed)");
                                }
#endif
                                vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                            }
                            break;
                        }

                        /*if ((vehicleLightState == RoadBaseAI.TrafficLightState.Green || vehicleLightState == RoadBaseAI.TrafficLightState.RedToGreen) && !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == targetNodeId)) {
                         *      var hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, targetNodeId);
                         *
                         *      if (hasIncomingCars) {
                         *              // green light but other cars are incoming and they have priority: stop
                         *              stopCar = true;
                         *      }
                         * }*/

                        if (stopCar)
                        {
                            if (vehicleState != null)
                            {
#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP");
                                }
#endif
                                vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop;
                            }
                            maxSpeed = 0f;
                            return(false);
                        }
                    }
                    else if (vehicleState != null)
                    {
#if DEBUG
                        //bool debug = destinationNodeId == 10864;
                        //bool debug = destinationNodeId == 13531;
                        //bool debug = false;// targetNodeId == 5027;
#endif
                        //bool debug = false;
#if DEBUG
                        if (debug)
                        {
                            Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {targetNodeId} which is not a traffic light.");
                        }
#endif

                        var prioritySegment = TrafficPriority.GetPrioritySegment(targetNodeId, prevPos.m_segment);
                        if (prioritySegment != null)
                        {
#if DEBUG
                            if (debug)
                            {
                                Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {targetNodeId} which is not a traffic light and is a priority segment.");
                            }
#endif
                            //if (prioritySegment.HasVehicle(vehicleId)) {
#if DEBUG
                            if (debug)
                            {
                                Log._Debug($"Vehicle {vehicleId}: segment target position found");
                            }
#endif
#if DEBUG
                            if (debug)
                            {
                                Log._Debug($"Vehicle {vehicleId}: global target position found. carState = {vehicleState.JunctionTransitState.ToString()}");
                            }
#endif
                            var   currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                            var   frame = currentFrameIndex2 >> 4;
                            float speed = lastFrameData.m_velocity.magnitude;

                            if (vehicleState.JunctionTransitState == VehicleJunctionTransitState.None)
                            {
#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to ENTER (prio)");
                                }
#endif
                                vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter;
                            }

                            if (vehicleState.JunctionTransitState != VehicleJunctionTransitState.Leave)
                            {
                                bool hasIncomingCars;
                                switch (prioritySegment.Type)
                                {
                                case SegmentEnd.PriorityType.Stop:
#if DEBUG
                                    if (debug)
                                    {
                                        Log._Debug($"Vehicle {vehicleId}: STOP sign. waittime={vehicleState.WaitTime}, vel={speed}");
                                    }
#endif

                                    if (Options.simAccuracy <= 2 || (Options.simAccuracy >= 3 && vehicleState.WaitTime < MaxPriorityWaitTime))
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop;

                                        if (speed <= TrafficPriority.maxStopVelocity)
                                        {
                                            vehicleState.WaitTime++;

                                            float minStopWaitTime = UnityEngine.Random.Range(0f, 3f);
                                            if (vehicleState.WaitTime >= minStopWaitTime)
                                            {
                                                if (Options.simAccuracy >= 4)
                                                {
                                                    vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                                }
                                                else
                                                {
                                                    hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position);
#if DEBUG
                                                    if (debug)
                                                    {
                                                        Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                    }
#endif

                                                    if (hasIncomingCars)
                                                    {
                                                        maxSpeed = 0f;
                                                        return(false);
                                                    }
#if DEBUG
                                                    if (debug)
                                                    {
                                                        Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (min wait timeout)");
                                                    }
#endif
                                                    vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                                }
                                            }
                                            else
                                            {
                                                maxSpeed = 0;
                                                return(false);
                                            }
                                        }
                                        else
                                        {
                                            vehicleState.WaitTime = 0;
                                            maxSpeed = 0f;
                                            return(false);
                                        }
                                    }
                                    else
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (max wait timeout)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                    }
                                    break;

                                case SegmentEnd.PriorityType.Yield:
#if DEBUG
                                    if (debug)
                                    {
                                        Log._Debug($"Vehicle {vehicleId}: YIELD sign. waittime={vehicleState.WaitTime}");
                                    }
#endif

                                    if (Options.simAccuracy <= 2 || (Options.simAccuracy >= 3 && vehicleState.WaitTime < MaxPriorityWaitTime))
                                    {
                                        vehicleState.WaitTime++;
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop;

                                        if (speed <= TrafficPriority.maxYieldVelocity || Options.simAccuracy <= 2)
                                        {
                                            if (Options.simAccuracy >= 4)
                                            {
                                                vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                            }
                                            else
                                            {
                                                hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position);
#if DEBUG
                                                if (debug)
                                                {
                                                    Log._Debug($"Vehicle {vehicleId}: hasIncomingCars: {hasIncomingCars}");
                                                }
#endif

                                                if (hasIncomingCars)
                                                {
                                                    maxSpeed = 0f;
                                                    return(false);
                                                }
                                                else
                                                {
#if DEBUG
                                                    if (debug)
                                                    {
                                                        Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (no incoming cars)");
                                                    }
#endif
                                                    vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                                }
                                            }
                                        }
                                        else
                                        {
#if DEBUG
                                            if (debug)
                                            {
                                                Log._Debug($"Vehicle {vehicleId}: Vehicle has not yet reached yield speed (reduce {speed} by {vehicleState.ReduceSpeedByValueToYield})");
                                            }
#endif

                                            // vehicle has not yet reached yield speed
                                            maxSpeed = TrafficPriority.maxYieldVelocity;
                                            return(false);
                                        }
                                    }
                                    else
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (max wait timeout)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                    }
                                    break;

                                case SegmentEnd.PriorityType.Main:
                                case SegmentEnd.PriorityType.None:
#if DEBUG
                                    if (debug)
                                    {
                                        Log._Debug($"Vehicle {vehicleId}: MAIN sign. waittime={vehicleState.WaitTime}");
                                    }
#endif
                                    maxSpeed = 0f;

                                    if (Options.simAccuracy == 4)
                                    {
                                        return(true);
                                    }

                                    if (Options.simAccuracy <= 2 || (Options.simAccuracy == 3 && vehicleState.WaitTime < MaxPriorityWaitTime))
                                    {
                                        vehicleState.WaitTime++;
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop;

                                        hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position);
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                        }
#endif

                                        if (hasIncomingCars)
                                        {
                                            return(false);
                                        }
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (no conflicting car)");
                                        }
#endif
                                        vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave;
                                    }
                                    return(true);
                                }
                            }
                            else if (speed <= TrafficPriority.maxStopVelocity)
                            {
                                // vehicle is not moving. reset allowance to leave junction
#if DEBUG
                                if (debug)
                                {
                                    Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState from LEAVE to BLOCKED (speed to low)");
                                }
#endif
                                vehicleState.JunctionTransitState = VehicleJunctionTransitState.Blocked;

                                maxSpeed = 0f;
                                return(false);
                            }
                        }
                    }
                }
            } catch (Exception e) {
                Log.Error($"Error occured in MayChangeSegment: {e.ToString()}");
            }
            maxSpeed = 0f;             // maxSpeed should be set by caller
            return(true);
        }
        protected override void CalculateSegmentPosition(ushort vehicleID, ref Vehicle vehicleData, PathUnit.Position nextPosition, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, int index, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            NetManager instance = Singleton <NetManager> .instance;

            instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection((float)offset * 0.003921569f, out pos, out dir);
            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       position2     = lastFrameData.m_position;
            Vector3       b             = instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition((float)prevOffset * 0.003921569f);
            float         num           = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking + this.m_info.m_generatedInfo.m_size.z * 0.5f;

            if (Vector3.Distance(position2, b) >= num - 1f)
            {
                Segment3 segment;
                segment.a = pos;
                ushort num2;
                ushort num3;
                if (offset < position.m_offset)
                {
                    segment.b = pos + dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                else
                {
                    segment.b = pos - dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                ushort num4;
                if (prevOffset == 0)
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num4)
                {
                    NetNode.Flags flags  = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    NetLane.Flags flags2 = (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    bool          flag   = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    bool          flag2  = (flags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    bool          flag3  = (flags2 & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    if ((flags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction && instance.m_nodes.m_buffer[(int)num2].CountSegments() != 2)
                    {
                        float len = vehicleData.CalculateTotalLength(vehicleID) + 2f;
                        if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            bool flag4 = false;
                            if (nextPosition.m_segment != 0 && instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                NetNode.Flags flags3 = instance.m_nodes.m_buffer[(int)num3].m_flags;
                                if ((flags3 & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction || instance.m_nodes.m_buffer[(int)num3].CountSegments() == 2)
                                {
                                    uint laneID2 = PathManager.GetLaneID(nextPosition);
                                    if (laneID2 != 0u)
                                    {
                                        flag4 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!flag4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }
                    if (flag && (!flag3 || flag2))
                    {
                        uint    currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint    num5 = (uint)(((int)num4 << 8) / 32768);
                        uint    num6 = currentFrameIndex - num5 & 255u;
                        NetInfo info = instance.m_nodes.m_buffer[(int)num2].Info;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag5;
                        bool pedestrians;
                        RoadBaseAI.GetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5, out pedestrians);
                        if (!flag5 && num6 >= 196u)
                        {
                            flag5 = true;
                            RoadBaseAI.SetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, flag5, pedestrians);
                        }
                        if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0 || info.m_class.m_service != ItemClass.Service.Road)
                        {
                            switch (vehicleLightState)
                            {
                            case RoadBaseAI.TrafficLightState.RedToGreen:
                                if (num6 < 60u)
                                {
                                    maxSpeed = 0f;
                                    return;
                                }
                                break;

                            case RoadBaseAI.TrafficLightState.Red:
                                maxSpeed = 0f;
                                return;

                            case RoadBaseAI.TrafficLightState.GreenToRed:
                                if (num6 >= 30u)
                                {
                                    maxSpeed = 0f;
                                    return;
                                }
                                break;
                            }
                        }
                    }
                }
            }
            NetInfo info2 = instance.m_segments.m_buffer[(int)position.m_segment].Info;

            if (info2.m_lanes != null && info2.m_lanes.Length > (int)position.m_lane)
            {
                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, LaneManager.GetLaneSpeed(laneID, info2.m_lanes[(int)position.m_lane]), instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
            }
            else
            {
                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, 1f, 0f);
            }
            if (instance.m_treatWetAsSnow)
            {
                DistrictManager instance2 = Singleton <DistrictManager> .instance;
                byte            district  = instance2.GetDistrict(pos);
                DistrictPolicies.CityPlanning cityPlanningPolicies = instance2.m_districts.m_buffer[(int)district].m_cityPlanningPolicies;
                if ((cityPlanningPolicies & DistrictPolicies.CityPlanning.StuddedTires) != DistrictPolicies.CityPlanning.None)
                {
                    maxSpeed *= 1f - (float)instance.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.0005882353f;
                    District[] expr_5C2_cp_0 = instance2.m_districts.m_buffer;
                    byte       expr_5C2_cp_1 = district;
                    expr_5C2_cp_0[(int)expr_5C2_cp_1].m_cityPlanningPoliciesEffect = (expr_5C2_cp_0[(int)expr_5C2_cp_1].m_cityPlanningPoliciesEffect | DistrictPolicies.CityPlanning.StuddedTires);
                }
                else
                {
                    maxSpeed *= 1f - (float)instance.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.00117647066f;
                }
            }
            else
            {
                maxSpeed *= 1f - (float)instance.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.0005882353f;
            }
            maxSpeed *= 1f + (float)instance.m_segments.m_buffer[(int)position.m_segment].m_condition * 0.0005882353f;
        }
        public void CalculateSegmentPosition(ushort vehicleID, ref Vehicle vehicleData, PathUnit.Position nextPosition,
                                             PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID,
                                             byte prevOffset, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            NetManager instance = Singleton <NetManager> .instance;

            instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection((float)offset * 0.003921569f, out pos, out dir);
            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       position2     = lastFrameData.m_position;
            Vector3       b             = instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition((float)prevOffset * 0.003921569f);
            float         num           = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking + this.m_info.m_generatedInfo.m_size.z * 0.5f;

            if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
            {
                if (!TrafficPriority.vehicleList.ContainsKey(vehicleID))
                {
                    TrafficPriority.vehicleList.Add(vehicleID, new PriorityCar());
                }
            }

            if (Vector3.Distance(position2, b) >= num - 1f)
            {
                Segment3 segment;
                segment.a = pos;
                ushort num2;
                ushort num3;
                if (offset < position.m_offset)
                {
                    segment.b = pos + dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                else
                {
                    segment.b = pos - dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                ushort num4;
                if (prevOffset == 0)
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }

                if (num2 == num4)
                {
                    uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                    uint num5 = (uint)(((int)num4 << 8) / 32768);
                    uint num6 = currentFrameIndex - num5 & 255u;

                    NetNode.Flags flags  = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    NetLane.Flags flags2 =
                        (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    bool flag  = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    bool flag2 = (flags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    bool flag3 = (flags2 & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    if ((flags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) ==
                        NetNode.Flags.Junction && instance.m_nodes.m_buffer[(int)num2].CountSegments() != 2)
                    {
                        float len = vehicleData.CalculateTotalLength(vehicleID) + 2f;
                        if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            bool flag4 = false;
                            if (nextPosition.m_segment != 0 &&
                                instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                NetNode.Flags flags3 = instance.m_nodes.m_buffer[(int)num3].m_flags;
                                if ((flags3 &
                                     (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) !=
                                    NetNode.Flags.Junction || instance.m_nodes.m_buffer[(int)num3].CountSegments() == 2)
                                {
                                    uint laneID2 = PathManager.GetLaneID(nextPosition);
                                    if (laneID2 != 0u)
                                    {
                                        flag4 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!flag4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }

                    if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car &&
                        TrafficPriority.vehicleList.ContainsKey(vehicleID) &&
                        TrafficPriority.isPrioritySegment(num2, prevPos.m_segment))
                    {
                        uint currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint frame = currentFrameIndex2 >> 4;

                        var prioritySegment = TrafficPriority.getPrioritySegment(num2, prevPos.m_segment);
                        if (TrafficPriority.vehicleList[vehicleID].toNode != num2 ||
                            TrafficPriority.vehicleList[vehicleID].fromSegment != prevPos.m_segment)
                        {
                            if (TrafficPriority.vehicleList[vehicleID].toNode != 0 &&
                                TrafficPriority.vehicleList[vehicleID].fromSegment != 0)
                            {
                                var oldNode    = TrafficPriority.vehicleList[vehicleID].toNode;
                                var oldSegment = TrafficPriority.vehicleList[vehicleID].fromSegment;

                                if (TrafficPriority.isPrioritySegment(oldNode, oldSegment))
                                {
                                    var oldPrioritySegment = TrafficPriority.getPrioritySegment(oldNode, oldSegment);
                                    TrafficPriority.vehicleList[vehicleID].waitTime = 0;
                                    TrafficPriority.vehicleList[vehicleID].stopped  = false;
                                    oldPrioritySegment.RemoveCar(vehicleID);
                                }
                            }

                            // prevPos - current segment
                            // position - next segment
                            TrafficPriority.vehicleList[vehicleID].toNode        = num2;
                            TrafficPriority.vehicleList[vehicleID].fromSegment   = prevPos.m_segment;
                            TrafficPriority.vehicleList[vehicleID].toSegment     = position.m_segment;
                            TrafficPriority.vehicleList[vehicleID].toLaneID      = PathManager.GetLaneID(position);
                            TrafficPriority.vehicleList[vehicleID].fromLaneID    = PathManager.GetLaneID(prevPos);
                            TrafficPriority.vehicleList[vehicleID].fromLaneFlags =
                                instance.m_lanes.m_buffer[PathManager.GetLaneID(prevPos)].m_flags;
                            TrafficPriority.vehicleList[vehicleID].yieldSpeedReduce = UnityEngine.Random.Range(13f,
                                                                                                               18f);

                            prioritySegment.AddCar(vehicleID);
                        }

                        TrafficPriority.vehicleList[vehicleID].lastFrame = frame;
                        TrafficPriority.vehicleList[vehicleID].lastSpeed =
                            vehicleData.GetLastFrameData().m_velocity.sqrMagnitude;
                    }

                    if (flag && (!flag3 || flag2))
                    {
                        var nodeSimulation = CustomRoadAI.GetNodeSimulation(num4);

                        NetInfo info = instance.m_nodes.m_buffer[(int)num2].Info;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag5;
                        bool pedestrians;

                        if (nodeSimulation == null || (nodeSimulation.FlagTimedTrafficLights && !nodeSimulation.TimedTrafficLightsActive))
                        {
                            RoadBaseAI.GetTrafficLightState(num4,
                                                            ref instance.m_segments.m_buffer[(int)prevPos.m_segment],
                                                            currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5,
                                                            out pedestrians);
                            if (!flag5 && num6 >= 196u)
                            {
                                flag5 = true;
                                RoadBaseAI.SetTrafficLightState(num4,
                                                                ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5,
                                                                vehicleLightState, pedestrianLightState, flag5, pedestrians);
                            }

                            if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None ||
                                info.m_class.m_service != ItemClass.Service.Road)
                            {
                                switch (vehicleLightState)
                                {
                                case RoadBaseAI.TrafficLightState.RedToGreen:
                                    if (num6 < 60u)
                                    {
                                        maxSpeed = 0f;
                                        return;
                                    }
                                    break;

                                case RoadBaseAI.TrafficLightState.Red:
                                    maxSpeed = 0f;
                                    return;

                                case RoadBaseAI.TrafficLightState.GreenToRed:
                                    if (num6 >= 30u)
                                    {
                                        maxSpeed = 0f;
                                        return;
                                    }
                                    break;
                                }
                            }
                        }
                        else
                        {
                            var stopCar = false;

                            if (TrafficPriority.isLeftSegment(prevPos.m_segment, position.m_segment, num2))
                            {
                                vehicleLightState =
                                    TrafficLightsManual.GetSegmentLight(num4, prevPos.m_segment).GetLightLeft();
                            }
                            else if (TrafficPriority.isRightSegment(prevPos.m_segment, position.m_segment, num2))
                            {
                                vehicleLightState =
                                    TrafficLightsManual.GetSegmentLight(num4, prevPos.m_segment).GetLightRight();
                            }
                            else
                            {
                                vehicleLightState =
                                    TrafficLightsManual.GetSegmentLight(num4, prevPos.m_segment).GetLightMain();
                            }

                            if (vehicleLightState == RoadBaseAI.TrafficLightState.Green)
                            {
                                var hasIncomingCars = TrafficPriority.incomingVehicles(vehicleID, num2);

                                if (hasIncomingCars)
                                {
                                    stopCar = true;
                                }
                            }

                            if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None ||
                                info.m_class.m_service != ItemClass.Service.Road)
                            {
                                switch (vehicleLightState)
                                {
                                case RoadBaseAI.TrafficLightState.RedToGreen:
                                    if (num6 < 60u)
                                    {
                                        stopCar = true;
                                    }
                                    break;

                                case RoadBaseAI.TrafficLightState.Red:
                                    stopCar = true;
                                    break;

                                case RoadBaseAI.TrafficLightState.GreenToRed:
                                    if (num6 >= 30u)
                                    {
                                        stopCar = true;
                                    }
                                    break;
                                }
                            }

                            if (stopCar)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }
                    else
                    {
                        if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car &&
                            TrafficPriority.vehicleList.ContainsKey(vehicleID) &&
                            TrafficPriority.isPrioritySegment(num2, prevPos.m_segment))
                        {
                            uint currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                            uint frame = currentFrameIndex2 >> 4;

                            var prioritySegment = TrafficPriority.getPrioritySegment(num2, prevPos.m_segment);

                            if (TrafficPriority.vehicleList[vehicleID].carState == PriorityCar.CarState.None)
                            {
                                TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Enter;
                            }

                            if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None &&
                                TrafficPriority.vehicleList[vehicleID].carState != PriorityCar.CarState.Leave)
                            {
                                if (prioritySegment.type == PrioritySegment.PriorityType.Stop)
                                {
                                    if (TrafficPriority.vehicleList[vehicleID].waitTime < 75)
                                    {
                                        TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Stop;

                                        if (vehicleData.GetLastFrameData().m_velocity.sqrMagnitude < 0.1f ||
                                            TrafficPriority.vehicleList[vehicleID].stopped)
                                        {
                                            TrafficPriority.vehicleList[vehicleID].stopped = true;
                                            TrafficPriority.vehicleList[vehicleID].waitTime++;

                                            if (TrafficPriority.vehicleList[vehicleID].waitTime > 2)
                                            {
                                                var hasIncomingCars = TrafficPriority.incomingVehicles(vehicleID, num2);

                                                if (hasIncomingCars)
                                                {
                                                    maxSpeed = 0f;
                                                    return;
                                                }
                                            }
                                            else
                                            {
                                                maxSpeed = 0f;
                                                return;
                                            }
                                        }
                                        else
                                        {
                                            maxSpeed = 0f;
                                            return;
                                        }
                                    }
                                    else
                                    {
                                        TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Leave;
                                    }
                                }
                                else if (prioritySegment.type == PrioritySegment.PriorityType.Yield)
                                {
                                    if (TrafficPriority.vehicleList[vehicleID].waitTime < 75)
                                    {
                                        TrafficPriority.vehicleList[vehicleID].waitTime++;
                                        TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Stop;
                                        maxSpeed = 0f;

                                        if (vehicleData.GetLastFrameData().m_velocity.sqrMagnitude <
                                            TrafficPriority.vehicleList[vehicleID].yieldSpeedReduce)
                                        {
                                            var hasIncomingCars = TrafficPriority.incomingVehicles(vehicleID, num2);

                                            if (hasIncomingCars)
                                            {
                                                return;
                                            }
                                        }
                                        else
                                        {
                                            return;
                                        }
                                    }
                                    else
                                    {
                                        TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Leave;
                                    }
                                }
                                else if (prioritySegment.type == PrioritySegment.PriorityType.Main)
                                {
                                    TrafficPriority.vehicleList[vehicleID].waitTime++;
                                    TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Stop;
                                    maxSpeed = 0f;

                                    var hasIncomingCars = TrafficPriority.incomingVehicles(vehicleID, num2);

                                    if (hasIncomingCars)
                                    {
                                        TrafficPriority.vehicleList[vehicleID].stopped = true;
                                        return;
                                    }
                                    else
                                    {
                                        TrafficPriority.vehicleList[vehicleID].stopped = false;

                                        NetInfo info3 = instance.m_segments.m_buffer[(int)position.m_segment].Info;
                                        if (info3.m_lanes != null && info3.m_lanes.Length > (int)position.m_lane)
                                        {
                                            maxSpeed =
                                                this.CalculateTargetSpeed(vehicleID, ref vehicleData,
                                                                          info3.m_lanes[(int)position.m_lane].m_speedLimit,
                                                                          instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve) * 0.8f;
                                        }
                                        else
                                        {
                                            maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, 1f, 0f) *
                                                       0.8f;
                                        }
                                        return;
                                    }
                                }
                            }
                            else
                            {
                                TrafficPriority.vehicleList[vehicleID].carState = PriorityCar.CarState.Transit;
                            }
                        }
                    }
                }
            }

            NetInfo info2 = instance.m_segments.m_buffer[(int)position.m_segment].Info;

            if (info2.m_lanes != null && info2.m_lanes.Length > (int)position.m_lane)
            {
                var laneSpeedLimit = info2.m_lanes[(int)position.m_lane].m_speedLimit;

                if (TrafficRoadRestrictions.isSegment(position.m_segment))
                {
                    var restrictionSegment = TrafficRoadRestrictions.getSegment(position.m_segment);

                    if (restrictionSegment.speedLimits[(int)position.m_lane] > 0.1f)
                    {
                        laneSpeedLimit = restrictionSegment.speedLimits[(int)position.m_lane];
                    }
                }

                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, laneSpeedLimit, instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
            }
            else
            {
                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, 1f, 0f);
            }
        }
Exemple #13
0
        public void CustomCheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier)
        {
            NetManager instance = Singleton <NetManager> .instance;

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b             = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b;
            a2 -= b;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, bezier.a);
            float b2  = Vector3.Distance(a2, bezier.a);

            if (Mathf.Min(a3, b2) >= num - 5f)
            {
                if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                Vector3  vector = bezier.Position(0.5f);
                Segment3 segment;
                if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector))
                {
                    segment = new Segment3(vehicleData.m_segment.a, vector);
                }
                else
                {
                    segment = new Segment3(bezier.a, vector);
                }
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;
                    if (CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
                        maxSpeed = 0f;
                        return;
                    }
                }
                segment = new Segment3(vector, bezier.d);
                if (segment.LengthSqr() >= 1f && CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                ushort num2;
                if (offset < position.m_offset)
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                else
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                ushort num3;
                if (prevOffset == 0)
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num3)
                {
                    NetNode.Flags flags = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    if ((flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None)
                    {
                        uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint num4 = (uint)(((int)num3 << 8) / 32768);
                        uint num5 = currentFrameIndex - num4 & 255u;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag;
                        bool pedestrians;
                        /// NON-STOCK CODE START ///
                        CustomRoadAI.GetTrafficLightState(vehicleID, ref vehicleData, num3, prevPos.m_segment, position.m_segment, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        /// NON-STOCK CODE END ///
                        //RoadBaseAI.GetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        if (!flag && num5 >= 196u)
                        {
                            flag = true;
                            RoadBaseAI.SetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, vehicleLightState, pedestrianLightState, flag, pedestrians);
                        }
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (num5 < 60u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            maxSpeed = 0f;
                            return;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (num5 >= 30u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;
                        }
                    }
                }
            }
        }
Exemple #14
0
        public void CustomCalculateSegmentPosition(ushort vehicleId, ref Vehicle vehicleData, PathUnit.Position nextPosition,
                                                   PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID,
                                                   byte prevOffset, int index, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            var netManager = Singleton <NetManager> .instance;

            //var vehicleManager = Singleton<VehicleManager>.instance;
            netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection(offset * 0.003921569f, out pos, out dir);
            bool isRecklessDriver = IsRecklessDriver(vehicleId, ref vehicleData);

            var lastFrameData       = vehicleData.GetLastFrameData();
            var lastFrameVehiclePos = lastFrameData.m_position;

            var  camPos = Camera.main.transform.position;
            bool simulatePrioritySigns = (lastFrameVehiclePos - camPos).sqrMagnitude < FarLod && !isRecklessDriver;

            if (Options.simAccuracy <= 0)
            {
                if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
                {
                    VehiclePosition vehiclePos = TrafficPriority.GetVehiclePosition(vehicleId);
                    if (vehiclePos.Valid && simulatePrioritySigns)                       // TODO check if this should be !vehiclePos.Valid
                    {
                        try {
                            CustomVehicleAI.HandleVehicle(vehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[vehicleId], false, false);
                        } catch (Exception e) {
                            Log.Error("CarAI TmCalculateSegmentPosition Error: " + e.ToString());
                        }
                    }
                }
                else
                {
                    //Log._Debug($"TmCalculateSegmentPosition does not handle vehicles of type {vehicleData.Info.m_vehicleType}");
                }
            }

            // I think this is supposed to be the lane position?
            // [VN, 12/23/2015] It's the 3D car position on the Bezier curve of the lane.
            // This crazy 0.003921569f equals to 1f/255 and prevOffset is the byte value (0..255) of the car position.
            var vehiclePosOnBezier = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition(prevOffset * 0.003921569f);
            //ushort currentSegmentId = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_segment;

            ushort destinationNodeId;
            ushort sourceNodeId;

            if (offset < position.m_offset)
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
            }
            else
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
            }
            var previousDestinationNode = prevOffset == 0 ? netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode : netManager.m_segments.m_buffer[prevPos.m_segment].m_endNode;

            // this seems to be like the required braking force in order to stop the vehicle within its half length.
            var crazyValue = 0.5f * lastFrameData.m_velocity.sqrMagnitude / m_info.m_braking + m_info.m_generatedInfo.m_size.z * 0.5f;

            // Essentially, this is true if the car has enough time and space to brake (e.g. for a red traffic light)
            if (destinationNodeId == previousDestinationNode)
            {
                if (Vector3.Distance(lastFrameVehiclePos, vehiclePosOnBezier) >= crazyValue - 1f)
                {
                    var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                    var num5 = (uint)((previousDestinationNode << 8) / 32768);
                    var num6 = currentFrameIndex - num5 & 255u;

                    var  nodeFlags        = netManager.m_nodes.m_buffer[destinationNodeId].m_flags;
                    var  prevLaneFlags    = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    var  hasTrafficLight  = (nodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    var  hasCrossing      = (nodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    var  isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    bool checkSpace       = !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId) && !isRecklessDriver;
                    //TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(destinationNodeId);

                    /*if (timedNode != null && timedNode.vehiclesMayEnterBlockedJunctions) {
                     *      checkSpace = false;
                     * }*/

                    if (checkSpace)
                    {
                        // check if there is enough space
                        if ((nodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction &&
                            netManager.m_nodes.m_buffer[destinationNodeId].CountSegments() != 2)
                        {
                            var len = vehicleData.CalculateTotalLength(vehicleId) + 2f;
                            if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                            {
                                var sufficientSpace = false;
                                if (nextPosition.m_segment != 0 &&
                                    netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                                {
                                    var flags3 = netManager.m_nodes.m_buffer[sourceNodeId].m_flags;
                                    if ((flags3 &
                                         (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) !=
                                        NetNode.Flags.Junction || netManager.m_nodes.m_buffer[sourceNodeId].CountSegments() == 2)
                                    {
                                        var laneId2 = PathManager.GetLaneID(nextPosition);
                                        if (laneId2 != 0u)
                                        {
                                            sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)laneId2)].CheckSpace(len);
                                        }
                                    }
                                }
                                if (!sufficientSpace)
                                {
                                    maxSpeed = 0f;
                                    return;
                                }
                            }
                        }
                    }

                    try {
                        VehiclePosition globalTargetPos = TrafficPriority.GetVehiclePosition(vehicleId);

                        if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0)
                        {
                            if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
                            {
                                if (hasTrafficLight && (!isJoinedJunction || hasCrossing))
                                {
                                    var destinationInfo = netManager.m_nodes.m_buffer[destinationNodeId].Info;

                                    if (globalTargetPos.CarState == VehicleJunctionTransitState.None)
                                    {
                                        globalTargetPos.CarState = VehicleJunctionTransitState.Enter;
                                    }

                                    RoadBaseAI.TrafficLightState vehicleLightState;
                                    RoadBaseAI.TrafficLightState pedestrianLightState;
                                    bool vehicles;
                                    bool pedestrians;
                                    CustomRoadAI.GetTrafficLightState(vehicleId, ref vehicleData, destinationNodeId, prevPos.m_segment, position.m_segment, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);

                                    if (isRecklessDriver && (destinationInfo.GetConnectionClass().m_service & ItemClass.Service.PublicTransport) == ItemClass.Service.None)                                       // no reckless driving at railroad crossings
                                    {
                                        vehicleLightState = RoadBaseAI.TrafficLightState.Green;
                                    }

                                    if (!vehicles && num6 >= 196u)
                                    {
                                        vehicles = true;
                                        RoadBaseAI.SetTrafficLightState(destinationNodeId, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, vehicles, pedestrians);
                                    }

                                    var stopCar = false;
                                    switch (vehicleLightState)
                                    {
                                    case RoadBaseAI.TrafficLightState.RedToGreen:
                                        if (num6 < 60u)
                                        {
                                            stopCar = true;
                                        }
                                        else
                                        {
                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                        }
                                        break;

                                    case RoadBaseAI.TrafficLightState.Red:
                                        stopCar = true;
                                        break;

                                    case RoadBaseAI.TrafficLightState.GreenToRed:
                                        if (num6 >= 30u)
                                        {
                                            stopCar = true;
                                        }
                                        else
                                        {
                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                        }
                                        break;
                                    }

                                    if ((vehicleLightState == RoadBaseAI.TrafficLightState.Green || vehicleLightState == RoadBaseAI.TrafficLightState.RedToGreen) && !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId))
                                    {
                                        var hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);

                                        if (hasIncomingCars)
                                        {
                                            // green light but other cars are incoming and they have priority: stop
                                            stopCar = true;
                                        }
                                    }

                                    if (stopCar)
                                    {
                                        globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                        maxSpeed = 0f;
                                        return;
                                    }
                                }
                                else if (simulatePrioritySigns)
                                {
#if DEBUG
                                    //bool debug = destinationNodeId == 10864;
                                    //bool debug = destinationNodeId == 13531;
                                    bool debug = false;
#endif
                                    //bool debug = false;
#if DEBUG
                                    if (debug)
                                    {
                                        Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light.");
                                    }
#endif

                                    var prioritySegment = TrafficPriority.GetPrioritySegment(destinationNodeId, prevPos.m_segment);
                                    if (prioritySegment != null)
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light and is a priority segment.");
                                        }
#endif
                                        if (prioritySegment.HasVehicle(vehicleId))
                                        {
#if DEBUG
                                            if (debug)
                                            {
                                                Log._Debug($"Vehicle {vehicleId}: segment target position found");
                                            }
#endif
                                            if (globalTargetPos.Valid)
                                            {
#if DEBUG
                                                if (debug)
                                                {
                                                    Log._Debug($"Vehicle {vehicleId}: global target position found. carState = {globalTargetPos.CarState.ToString()}");
                                                }
#endif
                                                var currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                                                var frame = currentFrameIndex2 >> 4;

                                                if (globalTargetPos.CarState == VehicleJunctionTransitState.None)
                                                {
                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Enter;
                                                }

                                                if (globalTargetPos.CarState != VehicleJunctionTransitState.Leave)
                                                {
                                                    bool hasIncomingCars;
                                                    switch (prioritySegment.Type)
                                                    {
                                                    case SegmentEnd.PriorityType.Stop:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: STOP sign. waittime={globalTargetPos.WaitTime}, vel={lastFrameData.m_velocity.magnitude}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;

                                                            if (lastFrameData.m_velocity.magnitude < 0.5f ||
                                                                globalTargetPos.Stopped)
                                                            {
                                                                globalTargetPos.Stopped = true;
                                                                globalTargetPos.WaitTime++;

                                                                float minStopWaitTime = Random.Range(0f, 3f);
                                                                if (globalTargetPos.WaitTime >= minStopWaitTime)
                                                                {
                                                                    hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                                    if (debug)
                                                                    {
                                                                        Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                                    }
#endif

                                                                    if (hasIncomingCars)
                                                                    {
                                                                        maxSpeed = 0f;
                                                                        return;
                                                                    }
                                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                                }
                                                                else
                                                                {
                                                                    maxSpeed = 0;
                                                                    return;
                                                                }
                                                            }
                                                            else
                                                            {
                                                                maxSpeed = 0f;
                                                                return;
                                                            }
                                                        }
                                                        else
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        break;

                                                    case SegmentEnd.PriorityType.Yield:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: YIELD sign. waittime={globalTargetPos.WaitTime}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.WaitTime++;
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                                            hasIncomingCars          = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                            if (debug)
                                                            {
                                                                Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                            }
#endif
                                                            if (hasIncomingCars)
                                                            {
                                                                if (lastFrameData.m_velocity.magnitude > 0)
                                                                {
                                                                    maxSpeed = Math.Max(0f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield);
                                                                }
                                                                else
                                                                {
                                                                    maxSpeed = 0;
                                                                }
#if DEBUG
                                                                /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621)
                                                                 *      Log.Message($"Vehicle {vehicleId} is yielding at node {destinationNodeId}. Speed: {maxSpeed}, Waiting time: {TrafficPriority.Vehicles[vehicleId].WaitTime}");*/
#endif
                                                                return;
                                                            }
                                                            else
                                                            {
#if DEBUG
                                                                /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621)
                                                                 *      Log.Message($"Vehicle {vehicleId} is NOT yielding at node {destinationNodeId}.");*/
#endif
                                                                if (lastFrameData.m_velocity.magnitude > 0)
                                                                {
                                                                    maxSpeed = Math.Max(1f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield * 0.5f);
                                                                }
                                                            }
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        else
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        break;

                                                    case SegmentEnd.PriorityType.Main:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: MAIN sign. waittime={globalTargetPos.WaitTime}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.WaitTime++;
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                                            maxSpeed = 0f;

                                                            hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                            if (debug)
                                                            {
                                                                Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                            }
#endif

                                                            if (hasIncomingCars)
                                                            {
                                                                globalTargetPos.Stopped = true;
                                                                return;
                                                            }
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                            globalTargetPos.Stopped  = false;
                                                        }

                                                        var info3 = netManager.m_segments.m_buffer[position.m_segment].Info;
                                                        if (info3.m_lanes != null && info3.m_lanes.Length > position.m_lane)
                                                        {
                                                            //maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, info3.m_lanes[position.m_lane].m_speedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve) * 0.8f;
                                                            maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info3.m_lanes[position.m_lane]), netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
                                                        }
                                                        else
                                                        {
                                                            maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f);
                                                        }
                                                        return;
                                                    }
                                                }
                                                else
                                                {
                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                }
                                            }
                                            else
                                            {
#if DEBUG
                                                if (debug)
                                                {
                                                    Log._Debug($"globalTargetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}");
                                                }
#endif
                                            }
                                        }
                                        else
                                        {
#if DEBUG
                                            if (debug)
                                            {
                                                Log._Debug($"targetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}");
                                            }
#endif
                                        }
                                    }
                                }
                            }
                        }
                    } catch (Exception e) {
                        Log.Error($"Error occured in TmCalculateSegmentPosition: {e.ToString()}");
                    }
                }
            }

            var info2 = netManager.m_segments.m_buffer[position.m_segment].Info;
            if (info2.m_lanes != null && info2.m_lanes.Length > position.m_lane)
            {
                var laneSpeedLimit = SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info2.m_lanes[position.m_lane]);                 // info2.m_lanes[position.m_lane].m_speedLimit;

#if DEBUG
                /*if (position.m_segment == 275) {
                 *      Log._Debug($"Applying lane speed limit of {laneSpeedLimit} to lane {laneID} @ seg. {position.m_segment}");
                 * }*/
#endif

                /*if (TrafficRoadRestrictions.IsSegment(position.m_segment)) {
                 *      var restrictionSegment = TrafficRoadRestrictions.GetSegment(position.m_segment);
                 *
                 *      if (restrictionSegment.SpeedLimits[position.m_lane] > 0.1f) {
                 *              laneSpeedLimit = restrictionSegment.SpeedLimits[position.m_lane];
                 *      }
                 * }*/

                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, laneSpeedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
            }
            else
            {
                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f);
            }

            maxSpeed = CalcMaxSpeed(vehicleId, ref vehicleData, position, pos, maxSpeed, isRecklessDriver);
        }
        //from source code
        private void CheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier)
        {
            NetManager instance = Singleton <NetManager> .instance;

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b             = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b;
            a2 -= b;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, bezier.a);
            float b2  = Vector3.Distance(a2, bezier.a);

            if (Mathf.Min(a3, b2) >= num - 5f)
            {
                if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID))
                {
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return;
                }
                Vector3  vector = bezier.Position(0.5f);
                Segment3 segment;
                if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector))
                {
                    segment = new Segment3(vehicleData.m_segment.a, vector);
                }
                else
                {
                    segment = new Segment3(bezier.a, vector);
                }
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;
                    if (SingleTrainTrackAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
                        vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                        vehicleData.m_waitCounter = 0;
                        maxSpeed = 0f;
                        return;
                    }
                }
                segment = new Segment3(vector, bezier.d);
                if (segment.LengthSqr() >= 1f && SingleTrainTrackAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return;
                }
                if (this.m_info.m_vehicleType != VehicleInfo.VehicleType.Monorail)
                {
                    ushort num2;
                    if (offset < position.m_offset)
                    {
                        num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    }
                    else
                    {
                        num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    }
                    ushort num3;
                    if (prevOffset == 0)
                    {
                        num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                    }
                    else
                    {
                        num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                    }
                    if (num2 == num3)
                    {
                        NetNode.Flags flags  = instance.m_nodes.m_buffer[(int)num2].m_flags;
                        NetLane.Flags flags2 = (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                        bool          flag   = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                        bool          flag2  = (flags2 & (NetLane.Flags.YieldStart | NetLane.Flags.YieldEnd)) != NetLane.Flags.None && (flags & (NetNode.Flags.Junction | NetNode.Flags.TrafficLights | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction;
                        if (flag)
                        {
                            uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                            uint num4 = (uint)(((int)num3 << 8) / 32768);
                            uint num5 = currentFrameIndex - num4 & 255u;
                            RoadBaseAI.TrafficLightState trafficLightState;
                            RoadBaseAI.TrafficLightState pedestrianLightState;
                            bool flag3;
                            bool pedestrians;
                            RoadBaseAI.GetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out trafficLightState, out pedestrianLightState, out flag3, out pedestrians);
                            if (!flag3 && num5 >= 196u)
                            {
                                flag3 = true;
                                RoadBaseAI.SetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, trafficLightState, pedestrianLightState, flag3, pedestrians);
                            }
                            if (trafficLightState != RoadBaseAI.TrafficLightState.RedToGreen)
                            {
                                if (trafficLightState != RoadBaseAI.TrafficLightState.GreenToRed)
                                {
                                    if (trafficLightState == RoadBaseAI.TrafficLightState.Red)
                                    {
                                        vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                        vehicleData.m_waitCounter = 0;
                                        maxSpeed = 0f;
                                        return;
                                    }
                                }
                                else if (num5 >= 30u)
                                {
                                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                    vehicleData.m_waitCounter = 0;
                                    maxSpeed = 0f;
                                    return;
                                }
                            }
                            else if (num5 < 60u)
                            {
                                vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                vehicleData.m_waitCounter = 0;
                                maxSpeed = 0f;
                                return;
                            }
                        }
                        if (flag2 && (vehicleData.m_flags2 & Vehicle.Flags2.Yielding) != (Vehicle.Flags2) 0)
                        {
                            vehicleData.m_waitCounter = (byte)Mathf.Min((int)(vehicleData.m_waitCounter + 1), 4);
                            if (vehicleData.m_waitCounter < 4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            vehicleData.m_flags2     &= ~Vehicle.Flags2.Yielding;
                            vehicleData.m_waitCounter = 0;
                        }
                    }
                }
            }
        }
Exemple #16
0
        public void OriginalSimulationStep(ushort nodeID, ref NetNode data)
        {
            NetManager instance = Singleton <NetManager> .instance;

            if ((data.m_flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None)
            {
                uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                int  num   = (int)(data.m_maxWaitTime & 3);
                int  num2  = data.m_maxWaitTime >> 2 & 7;
                int  num3  = data.m_maxWaitTime >> 5;
                int  num4  = -1;
                int  num5  = -1;
                int  num6  = -1;
                int  num7  = -1;
                int  num8  = -1;
                int  num9  = -1;
                int  num10 = 0;
                int  num11 = 0;
                int  num12 = 0;
                int  num13 = 0;
                int  num14 = 0;
                for (int i = 0; i < 8; i++)
                {
                    ushort segment = data.GetSegment(i);
                    if (segment != 0)
                    {
                        int num15 = 0;
                        int num16 = 0;
                        instance.m_segments.m_buffer[(int)segment].CountLanes(segment, NetInfo.LaneType.Vehicle, VehicleInfo.VehicleType.Car, ref num15, ref num16);
                        bool flag  = instance.m_segments.m_buffer[(int)segment].m_startNode == nodeID;
                        bool flag2 = (!flag) ? (num15 != 0) : (num16 != 0);
                        bool flag3 = (!flag) ? (num16 != 0) : (num15 != 0);
                        if (flag2)
                        {
                            num10 |= 1 << i;
                        }
                        if (flag3)
                        {
                            num11 |= 1 << i;
                            num13++;
                        }
                        RoadBaseAI.TrafficLightState trafficLightState;
                        RoadBaseAI.TrafficLightState trafficLightState2;
                        bool flag4;
                        bool flag5;
                        RoadBaseAI.GetTrafficLightState(nodeID, ref instance.m_segments.m_buffer[(int)segment], currentFrameIndex - 256u, out trafficLightState, out trafficLightState2, out flag4, out flag5);
                        if ((trafficLightState2 & RoadBaseAI.TrafficLightState.Red) != RoadBaseAI.TrafficLightState.Green && flag5)
                        {
                            if (num7 == -1)
                            {
                                num7 = i;
                            }
                            if (num9 == -1 && num14 >= num3)
                            {
                                num9 = i;
                            }
                        }
                        num14++;
                        if (flag2 || flag4)
                        {
                            if ((trafficLightState & RoadBaseAI.TrafficLightState.Red) == RoadBaseAI.TrafficLightState.Green)
                            {
                                num5 = i;
                                if (flag4)
                                {
                                    num4 = i;
                                }
                            }
                            else if (flag4)
                            {
                                if (num6 == -1)
                                {
                                    num6 = i;
                                }
                                if (num8 == -1 && num12 >= num2)
                                {
                                    num8 = i;
                                }
                            }
                            num12++;
                        }
                    }
                }
                if (num8 == -1)
                {
                    num8 = num6;
                }
                if (num9 == -1)
                {
                    num9 = num7;
                }
                if (num5 != -1 && num4 != -1 && num <= 1)
                {
                    num8 = -1;
                    num9 = -1;
                    num++;
                }
                if (num9 != -1 && num8 != -1 && Singleton <SimulationManager> .instance.m_randomizer.Int32(3u) != 0)
                {
                    num9 = -1;
                }
                if (num8 != -1)
                {
                    num5 = num8;
                }
                if (num9 == num5)
                {
                    num5 = -1;
                }
                Vector3 vector = Vector3.zero;
                if (num9 != -1)
                {
                    ushort segment2 = data.GetSegment(num9);
                    vector = instance.m_segments.m_buffer[(int)segment2].GetDirection(nodeID);
                    if (num5 != -1)
                    {
                        segment2 = data.GetSegment(num5);
                        Vector3 direction = instance.m_segments.m_buffer[(int)segment2].GetDirection(nodeID);
                        if (direction.x * vector.x + direction.z * vector.z < -0.5f)
                        {
                            num5 = -1;
                        }
                    }
                    if (num5 == -1)
                    {
                        for (int j = 0; j < 8; j++)
                        {
                            if (j != num9 && (num10 & 1 << j) != 0)
                            {
                                segment2 = data.GetSegment(j);
                                if (segment2 != 0)
                                {
                                    Vector3 direction2 = instance.m_segments.m_buffer[(int)segment2].GetDirection(nodeID);
                                    if (direction2.x * vector.x + direction2.z * vector.z >= -0.5f)
                                    {
                                        num5 = j;
                                        break;
                                    }
                                }
                            }
                        }
                    }
                }
                int     num17   = -1;
                Vector3 vector2 = Vector3.zero;
                Vector3 vector3 = Vector3.zero;
                if (num5 != -1)
                {
                    ushort segment3 = data.GetSegment(num5);
                    vector2 = instance.m_segments.m_buffer[(int)segment3].GetDirection(nodeID);
                    if ((num10 & num11 & 1 << num5) != 0)
                    {
                        for (int k = 0; k < 8; k++)
                        {
                            if (k != num5 && k != num9 && (num10 & num11 & 1 << k) != 0)
                            {
                                segment3 = data.GetSegment(k);
                                if (segment3 != 0)
                                {
                                    vector3 = instance.m_segments.m_buffer[(int)segment3].GetDirection(nodeID);
                                    if (num9 == -1 || vector3.x * vector.x + vector3.z * vector.z >= -0.5f)
                                    {
                                        if (num13 == 2)
                                        {
                                            num17 = k;
                                            break;
                                        }
                                        if (vector3.x * vector2.x + vector3.z * vector2.z < -0.9396926f)
                                        {
                                            num17 = k;
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                for (int l = 0; l < 8; l++)
                {
                    ushort segment4 = data.GetSegment(l);
                    if (segment4 != 0)
                    {
                        RoadBaseAI.TrafficLightState trafficLightState3;
                        RoadBaseAI.TrafficLightState trafficLightState4;
                        RoadBaseAI.GetTrafficLightState(nodeID, ref instance.m_segments.m_buffer[(int)segment4], currentFrameIndex - 256u, out trafficLightState3, out trafficLightState4);
                        trafficLightState3 &= ~RoadBaseAI.TrafficLightState.RedToGreen;
                        trafficLightState4 &= ~RoadBaseAI.TrafficLightState.RedToGreen;
                        if (num5 == l || num17 == l)
                        {
                            if ((trafficLightState3 & RoadBaseAI.TrafficLightState.Red) != RoadBaseAI.TrafficLightState.Green)
                            {
                                trafficLightState3 = RoadBaseAI.TrafficLightState.RedToGreen;
                                num = 0;
                                if (++num2 >= num12)
                                {
                                    num2 = 0;
                                }
                            }
                            if ((trafficLightState4 & RoadBaseAI.TrafficLightState.Red) == RoadBaseAI.TrafficLightState.Green)
                            {
                                trafficLightState4 = RoadBaseAI.TrafficLightState.GreenToRed;
                            }
                        }
                        else
                        {
                            if ((trafficLightState3 & RoadBaseAI.TrafficLightState.Red) == RoadBaseAI.TrafficLightState.Green)
                            {
                                trafficLightState3 = RoadBaseAI.TrafficLightState.GreenToRed;
                            }
                            Vector3 direction3 = instance.m_segments.m_buffer[(int)segment4].GetDirection(nodeID);
                            if ((num11 & 1 << l) != 0 && num9 != l && ((num5 != -1 && direction3.x * vector2.x + direction3.z * vector2.z < -0.5f) || (num17 != -1 && direction3.x * vector3.x + direction3.z * vector3.z < -0.5f)))
                            {
                                if ((trafficLightState4 & RoadBaseAI.TrafficLightState.Red) == RoadBaseAI.TrafficLightState.Green)
                                {
                                    trafficLightState4 = RoadBaseAI.TrafficLightState.GreenToRed;
                                }
                            }
                            else if ((trafficLightState4 & RoadBaseAI.TrafficLightState.Red) != RoadBaseAI.TrafficLightState.Green)
                            {
                                trafficLightState4 = RoadBaseAI.TrafficLightState.RedToGreen;
                                if (++num3 >= num14)
                                {
                                    num3 = 0;
                                }
                            }
                        }
                        RoadBaseAI.SetTrafficLightState(nodeID, ref instance.m_segments.m_buffer[(int)segment4], currentFrameIndex, trafficLightState3, trafficLightState4, false, false);
                    }
                }
                data.m_maxWaitTime = (byte)(num3 << 5 | num2 << 2 | num);
            }
            int num18 = 0;

            if (this.m_noiseAccumulation != 0)
            {
                int num19 = 0;
                for (int m = 0; m < 8; m++)
                {
                    ushort segment5 = data.GetSegment(m);
                    if (segment5 != 0)
                    {
                        num18 += (int)instance.m_segments.m_buffer[(int)segment5].m_trafficDensity;
                        num19++;
                    }
                }
                if (num19 != 0)
                {
                    num18 /= num19;
                }
            }
            int num20 = 100 - (num18 - 100) * (num18 - 100) / 100;
            int num21 = this.m_noiseAccumulation * num20 / 100;

            if (num21 != 0)
            {
                Singleton <ImmaterialResourceManager> .instance.AddResource(ImmaterialResourceManager.Resource.NoisePollution, num21, data.m_position, this.m_noiseRadius);
            }
            if ((data.m_problems & Notification.Problem.RoadNotConnected) != Notification.Problem.None && (data.m_flags & NetNode.Flags.Original) != NetNode.Flags.None)
            {
                GuideController properties = Singleton <GuideManager> .instance.m_properties;
                if (properties != null)
                {
                    instance.m_outsideNodeNotConnected.Activate(properties.m_outsideNotConnected, nodeID, Notification.Problem.RoadNotConnected);
                }
            }
        }
Exemple #17
0
        public bool CustomCheckTrafficLights(ushort nodeId, ushort segmentId)
        {
#if DEBUG
            bool logTimedLights = DebugSwitch.TimedTrafficLights.Get() &&
                                  DebugSettings.NodeId == nodeId;
#endif
            NetManager netManager        = Singleton <NetManager> .instance;
            uint       currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
            uint       simGroup          = (uint)nodeId >> 7;
            uint       stepWaitTime      = currentFrameIndex - simGroup & 255u;

            // NON-STOCK CODE START
            bool customSim = Options.timedLightsEnabled &&
                             TrafficLightSimulationManager.Instance.HasActiveSimulation(nodeId);

            RoadBaseAI.TrafficLightState pedestrianLightState;
            NetSegment[] segmentsBuffer = netManager.m_segments.m_buffer;
            bool         startNode      = segmentsBuffer[segmentId].m_startNode == nodeId;

            ICustomSegmentLights lights = null;
            using (var bm = Benchmark.MaybeCreateBenchmark(null, "GetSegmentLights")) {
                if (customSim)
                {
                    lights = CustomSegmentLightsManager.Instance.GetSegmentLights(
                        segmentId,
                        startNode,
                        false);
                }
            }

            if (lights == null)
            {
                // NON-STOCK CODE END
#if DEBUG
                Log._DebugIf(
                    logTimedLights,
                    () => $"CustomHumanAI.CustomCheckTrafficLights({nodeId}, " +
                    $"{segmentId}): No custom simulation!");
#endif

                RoadBaseAI.GetTrafficLightState(
                    nodeId,
                    ref segmentsBuffer[segmentId],
                    currentFrameIndex - simGroup,
                    out RoadBaseAI.TrafficLightState vehicleLightState,
                    out pedestrianLightState,
                    out bool vehicles,
                    out bool pedestrians);

                if (pedestrianLightState == RoadBaseAI.TrafficLightState.GreenToRed ||
                    pedestrianLightState == RoadBaseAI.TrafficLightState.Red)
                {
                    if (!pedestrians && stepWaitTime >= 196u)
                    {
                        RoadBaseAI.SetTrafficLightState(
                            nodeId,
                            ref segmentsBuffer[segmentId],
                            currentFrameIndex - simGroup,
                            vehicleLightState,
                            pedestrianLightState,
                            vehicles,
                            true);
                    }

                    return(false);
                }

                // NON-STOCK CODE START
            }
            else
            {
                if (lights.InvalidPedestrianLight)
                {
                    pedestrianLightState = RoadBaseAI.TrafficLightState.Green;
                }
                else
                {
                    pedestrianLightState = (RoadBaseAI.TrafficLightState)lights.PedestrianLightState;
                }

#if DEBUG
                Log._DebugIf(
                    logTimedLights,
                    () => $"CustomHumanAI.CustomCheckTrafficLights({nodeId}, {segmentId}): " +
                    $"Custom simulation! pedestrianLightState={pedestrianLightState}, " +
                    $"lights.InvalidPedestrianLight={lights.InvalidPedestrianLight}");
#endif
            }

            // NON-STOCK CODE END
            switch (pedestrianLightState)
            {
            case RoadBaseAI.TrafficLightState.RedToGreen:
                if (stepWaitTime < 60u)
                {
                    return(false);
                }

                break;

            case RoadBaseAI.TrafficLightState.Red:
            case RoadBaseAI.TrafficLightState.GreenToRed:
                return(false);
            }

            return(true);
        }
Exemple #18
0
        public void CustomCalculateSegmentPosition(ushort vehicleID, ref Vehicle vehicleData, PathUnit.Position nextPosition, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, int index, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            NetManager instance = Singleton <NetManager> .instance;

            instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection((float)offset * 0.003921569f, out pos, out dir);
            Vector3 b = instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition((float)prevOffset * 0.003921569f);

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b2            = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b2;
            a2 -= b2;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, b);
            float b3  = Vector3.Distance(a2, b);

            if (Mathf.Min(a3, b3) >= num - 1f)
            {
                Segment3 segment;
                segment.a = pos;
                ushort num2;
                ushort num3;
                if (offset < position.m_offset)
                {
                    segment.b = pos + dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                else
                {
                    segment.b = pos - dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                ushort num4;
                if (prevOffset == 0)
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num4)
                {
                    NetNode.Flags flags      = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    NetLane.Flags flags2     = (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    bool          flag       = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    bool          flag2      = (flags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    bool          flag3      = (flags2 & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    bool          checkSpace = !Options.allowEnterBlockedJunctions;            // NON-STOCK CODE
                    if (checkSpace && (flags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction && instance.m_nodes.m_buffer[(int)num2].CountSegments() != 2)
                    {
                        float len = vehicleData.CalculateTotalLength(vehicleID) + 2f;
                        if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            bool flag4 = false;
                            if (nextPosition.m_segment != 0 && instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                NetNode.Flags flags3 = instance.m_nodes.m_buffer[(int)num3].m_flags;
                                if ((flags3 & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction || instance.m_nodes.m_buffer[(int)num3].CountSegments() == 2)
                                {
                                    uint laneID2 = PathManager.GetLaneID(nextPosition);
                                    if (laneID2 != 0u)
                                    {
                                        flag4 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!flag4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }
                    if (flag && (!flag3 || flag2))
                    {
                        uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint num5 = (uint)(((int)num4 << 8) / 32768);
                        uint num6 = currentFrameIndex - num5 & 255u;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag5;
                        bool pedestrians;
                        /// NON-STOCK CODE START ///
                        CustomRoadAI.GetTrafficLightState(vehicleID, ref vehicleData, num4, prevPos.m_segment, position.m_segment, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5, out pedestrians);
                        /// NON-STOCK CODE END ///
                        //RoadBaseAI.GetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5, out pedestrians);
                        if (!flag5 && num6 >= 196u)
                        {
                            flag5 = true;
                            RoadBaseAI.SetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, flag5, pedestrians);
                        }
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (num6 < 60u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            maxSpeed = 0f;
                            return;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (num6 >= 30u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;
                        }
                    }
                }
            }
            NetInfo info = instance.m_segments.m_buffer[(int)position.m_segment].Info;

            if (info.m_lanes != null && info.m_lanes.Length > (int)position.m_lane)
            {
                //maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, info.m_lanes[(int)position.m_lane].m_speedLimit, instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
                maxSpeed = CalculateTargetSpeed(vehicleID, ref vehicleData, SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info.m_lanes[position.m_lane]), instance.m_lanes.m_buffer[laneID].m_curve);
            }
            else
            {
                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, 1f, 0f);
            }
        }
Exemple #19
0
        public bool CustomCheckTrafficLights(ushort nodeId, ushort segmentId)
        {
#if DEBUGTTL
            bool debug = GlobalConfig.Instance.Debug.Switches[7] && GlobalConfig.Instance.Debug.NodeId == nodeId;
#endif

            var netManager = Singleton <NetManager> .instance;

            var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
            var num          = (uint)(((int)nodeId << 8) / 32768);
            var stepWaitTime = currentFrameIndex - num & 255u;

            // NON-STOCK CODE START //

            bool customSim = false;
#if BENCHMARK
            using (var bm = new Benchmark(null, "GetNodeSimulation")) {
#endif
            customSim = Options.timedLightsEnabled && TrafficLightSimulationManager.Instance.HasActiveSimulation(nodeId);
#if BENCHMARK
        }
#endif
            RoadBaseAI.TrafficLightState pedestrianLightState;
            bool startNode = netManager.m_segments.m_buffer[segmentId].m_startNode == nodeId;

            ICustomSegmentLights lights = null;
#if BENCHMARK
            using (var bm = new Benchmark(null, "GetSegmentLights")) {
#endif
            if (customSim)
            {
                lights = CustomSegmentLightsManager.Instance.GetSegmentLights(segmentId, startNode, false);
            }
#if BENCHMARK
        }
#endif

            if (lights == null)
            {
                // NON-STOCK CODE END //
                RoadBaseAI.TrafficLightState vehicleLightState;
                bool vehicles;
                bool pedestrians;

#if DEBUGTTL
                if (debug)
                {
                    Log._Debug($"CustomHumanAI.CustomCheckTrafficLights({nodeId}, {segmentId}): No custom simulation!");
                }
#endif

                RoadBaseAI.GetTrafficLightState(nodeId, ref netManager.m_segments.m_buffer[segmentId], currentFrameIndex - num, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);
                if (pedestrianLightState == RoadBaseAI.TrafficLightState.GreenToRed || pedestrianLightState == RoadBaseAI.TrafficLightState.Red)
                {
                    if (!pedestrians && stepWaitTime >= 196u)
                    {
                        RoadBaseAI.SetTrafficLightState(nodeId, ref netManager.m_segments.m_buffer[segmentId], currentFrameIndex - num, vehicleLightState, pedestrianLightState, vehicles, true);
                    }
                    return(false);
                }
                // NON-STOCK CODE START //
            }
            else
            {
                if (lights.InvalidPedestrianLight)
                {
                    pedestrianLightState = RoadBaseAI.TrafficLightState.Green;
                }
                else
                {
                    pedestrianLightState = (RoadBaseAI.TrafficLightState)lights.PedestrianLightState;
                }

#if DEBUGTTL
                if (debug)
                {
                    Log._Debug($"CustomHumanAI.CustomCheckTrafficLights({nodeId}, {segmentId}): Custom simulation! pedestrianLightState={pedestrianLightState}, lights.InvalidPedestrianLight={lights.InvalidPedestrianLight}");
                }
#endif
            }
            // NON-STOCK CODE END //

            switch (pedestrianLightState)
            {
            case RoadBaseAI.TrafficLightState.RedToGreen:
                if (stepWaitTime < 60u)
                {
                    return(false);
                }
                break;

            case RoadBaseAI.TrafficLightState.Red:
            case RoadBaseAI.TrafficLightState.GreenToRed:
                return(false);
            }
            return(true);
        }