/// <summary>
        /// Plans over an intersection
        /// </summary>
        /// <param name="exitWaypoint"></param>
        /// <param name="goal"></param>
        /// <returns></returns>
        public IntersectionPlan PlanIntersection(ITraversableWaypoint exitWaypoint, INavigableNode goal)
        {
            // road plan if the itnersection has a road available to take from it
            RoadPlan rp = null;

            // check if road waypoint
            if (exitWaypoint is ArbiterWaypoint)
            {
                // get exit
                ArbiterWaypoint awp = (ArbiterWaypoint)exitWaypoint;

                // check if it has lane partition moving outwards
                if (awp.NextPartition != null)
                {
                    // road plan ignoring exit
                    List <ArbiterWaypoint> iws = RoadToolkit.WaypointsClose(awp.Lane.Way, awp.Position, awp);
                    rp = this.PlanNavigableArea(awp.Lane, awp.Position, goal, iws);
                }
            }

            // get exit plan
            IntersectionPlan ip = this.GetIntersectionExitPlan(exitWaypoint, goal);

            // add road plan if exists
            ip.SegmentPlan = rp;

            // return the plan
            return(ip);
        }
Exemple #2
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        /// <summary>
        /// Check if we can go
        /// </summary>
        /// <param name="vs"></param>
        private bool CanGo(VehicleState vs)
        {
            #region Moving Vehicles Inside Turn

            // check if we can still go through this turn
            if (TacticalDirector.VehicleAreas.ContainsKey(this.turn))
            {
                // get the subpath of the interconnect we care about
                LinePath.PointOnPath frontPos  = this.turn.InterconnectPath.GetClosestPoint(vs.Front);
                LinePath             aiSubpath = this.turn.InterconnectPath.SubPath(frontPos, this.turn.InterconnectPath.EndPoint);

                if (aiSubpath.PathLength > 4.0)
                {
                    aiSubpath = aiSubpath.SubPath(aiSubpath.StartPoint, aiSubpath.PathLength - 2.0);

                    // get vehicles
                    List <VehicleAgent> turnVehicles = TacticalDirector.VehicleAreas[this.turn];

                    // loop vehicles
                    foreach (VehicleAgent va in turnVehicles)
                    {
                        // check if inside turn
                        LinePath.PointOnPath vaPop = aiSubpath.GetClosestPoint(va.ClosestPosition);
                        if (!va.IsStopped && this.turn.TurnPolygon.IsInside(va.ClosestPosition) && !vaPop.Equals(aiSubpath.StartPoint) && !vaPop.Equals(aiSubpath.EndPoint))
                        {
                            ArbiterOutput.Output("Vehicle seen inside our turn: " + va.ToString() + ", stopping");
                            return(false);
                        }
                    }
                }
            }

            #endregion

            // test if this turn is part of an intersection
            if (CoreCommon.RoadNetwork.IntersectionLookup.ContainsKey(this.turn.InitialGeneric.AreaSubtypeWaypointId))
            {
                // intersection
                ArbiterIntersection inter = CoreCommon.RoadNetwork.IntersectionLookup[this.turn.InitialGeneric.AreaSubtypeWaypointId];

                // check if priority lanes exist for this interconnect
                if (inter.PriorityLanes.ContainsKey(this.turn))
                {
                    // get all the default priority lanes
                    List <IntersectionInvolved> priorities = inter.PriorityLanes[this.turn];

                    // get the subpath of the interconnect we care about
                    //LinePath.PointOnPath frontPos = this.turn.InterconnectPath.GetClosestPoint(vs.Front);
                    LinePath aiSubpath = new LinePath(new List <Coordinates>(new Coordinates[] { vs.Front, this.turn.FinalGeneric.Position }));                   //this.turn.InterconnectPath.SubPath(frontPos, this.turn.InterconnectPath.EndPoint);

                    // check if path ended
                    if (aiSubpath.Count < 2)
                    {
                        return(true);
                    }

                    // determine all of the new priority lanes
                    List <IntersectionInvolved> updatedPriorities = new List <IntersectionInvolved>();

                    #region Determine new priority areas given position

                    // loop through old priorities
                    foreach (IntersectionInvolved ii in priorities)
                    {
                        // check ii lane
                        if (ii.Area is ArbiterLane)
                        {
                            #region Lane Intersects Turn Path w/ Point of No Return

                            // check if the waypoint is not the last waypoint in the lane
                            if (ii.Exit == null || ((ArbiterWaypoint)ii.Exit).NextPartition != null)
                            {
                                // check where line intersects path
                                Coordinates?intersect = this.LaneIntersectsPath(ii, aiSubpath, this.turn.FinalGeneric);

                                // check for an intersection
                                if (intersect.HasValue)
                                {
                                    // distance to intersection
                                    double distanceToIntersection = (intersect.Value.DistanceTo(vs.Front) + ((ArbiterLane)ii.Area).LanePath().GetClosestPoint(vs.Front).Location.DistanceTo(vs.Front)) / 2.0;

                                    // determine if we can stop before or after the intersection
                                    double distanceToStoppage = RoadToolkit.DistanceToStop(CoreCommon.Communications.GetVehicleSpeed().Value);

                                    // check dist to intersection > distance to stoppage
                                    if (distanceToIntersection > distanceToStoppage)
                                    {
                                        // add updated priority
                                        updatedPriorities.Add(new IntersectionInvolved(new ArbiterWaypoint(intersect.Value, new ArbiterWaypointId(0, ((ArbiterLane)ii.Area).LaneId)),
                                                                                       ii.Area, ArbiterTurnDirection.Straight));
                                    }
                                    else
                                    {
                                        ArbiterOutput.Output("Passed point of No Return for Lane: " + ii.Area.ToString());
                                    }
                                }
                            }

                            #endregion

                            // we know there is an exit and it is the last waypoint of the segment, fuxk!
                            else
                            {
                                #region Turns Intersect

                                // get point to look at if exists
                                ArbiterInterconnect interconnect;
                                Coordinates?        intersect = this.TurnIntersects(aiSubpath, ii.Exit, out interconnect);

                                // check for the intersect
                                if (intersect.HasValue)
                                {
                                    ArbiterLane al = (ArbiterLane)ii.Area;
                                    LinePath    lp = al.LanePath().SubPath(al.LanePath().StartPoint, al.LanePath().GetClosestPoint(ii.Exit.Position));
                                    lp.Add(interconnect.InterconnectPath.EndPoint.Location);

                                    // get our time to the intersection point
                                    //double ourTime = Math.Min(4.0, Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value) < 0.001 ? aiSubpath.PathLength / 1.0 : aiSubpath.PathLength / Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value));

                                    // get our time to the intersection point
                                    double ourSpeed         = Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value);
                                    double stoppedTime      = ourSpeed < 1.0 ? 1.5 : 0.0;
                                    double extraTime        = 1.5;
                                    double interconnectTime = aiSubpath.PathLength / this.turn.MaximumDefaultSpeed;
                                    double ourTime          = Math.Min(6.5, stoppedTime + extraTime + interconnectTime);

                                    // get closest vehicle in that lane to the intersection
                                    List <VehicleAgent> toLook = new List <VehicleAgent>();
                                    if (TacticalDirector.VehicleAreas.ContainsKey(ii.Area))
                                    {
                                        foreach (VehicleAgent tmpVa in TacticalDirector.VehicleAreas[ii.Area])
                                        {
                                            double upstreamDist = al.DistanceBetween(tmpVa.ClosestPosition, ii.Exit.Position);
                                            if (upstreamDist > 0 && tmpVa.PassedDelayedBirth)
                                            {
                                                toLook.Add(tmpVa);
                                            }
                                        }
                                    }
                                    if (TacticalDirector.VehicleAreas.ContainsKey(interconnect))
                                    {
                                        toLook.AddRange(TacticalDirector.VehicleAreas[interconnect]);
                                    }

                                    // check length of stuff to look at
                                    if (toLook.Count > 0)
                                    {
                                        foreach (VehicleAgent va in toLook)
                                        {
                                            // distance along path to location of intersect
                                            double distToIntersect = lp.DistanceBetween(lp.GetClosestPoint(va.ClosestPosition), lp.GetClosestPoint(aiSubpath.GetClosestPoint(va.ClosestPosition).Location));

                                            double speed  = va.Speed == 0.0 ? 0.01 : va.Speed;
                                            double vaTime = distToIntersect / Math.Abs(speed);
                                            if (vaTime > 0 && vaTime < ourTime)
                                            {
                                                ArbiterOutput.Output("va: " + va.ToString() + " CollisionTimer: " + vaTime.ToString("f2") + " < TimeUs: " + ourTime.ToString("F2") + ", NOGO");
                                                return(false);
                                            }
                                        }
                                    }
                                }

                                #endregion
                            }
                        }
                    }

                    #endregion

                    #region Updated Priority Intersection Code

                    // loop through updated priorities
                    bool updatedPrioritiesClear = true;
                    foreach (IntersectionInvolved ii in updatedPriorities)
                    {
                        // lane
                        ArbiterLane al = (ArbiterLane)ii.Area;

                        // get our time to the intersection point
                        double ourSpeed         = Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value);
                        double stoppedTime      = ourSpeed < 1.0 ? 1.5 : 0.0;
                        double extraTime        = 1.5;
                        double interconnectTime = aiSubpath.PathLength / this.turn.MaximumDefaultSpeed;
                        double ourTime          = Math.Min(6.5, stoppedTime + extraTime + interconnectTime);

                        // double outTime = Math.Min(4.0, Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value) < 0.001 ? aiSubpath.PathLength / 1.0 : aiSubpath.PathLength / Math.Abs(CoreCommon.Communications.GetVehicleSpeed().Value));

                        // get closest vehicle in that lane to the intersection
                        if (TacticalDirector.VehicleAreas.ContainsKey(ii.Area))
                        {
                            // get lane vehicles
                            List <VehicleAgent> vas = TacticalDirector.VehicleAreas[ii.Area];

                            // determine for all
                            VehicleAgent closestLaneVa     = null;
                            double       closestDistanceVa = Double.MaxValue;
                            double       closestTime       = Double.MaxValue;
                            foreach (VehicleAgent testVa in vas)
                            {
                                // check upstream
                                double distance = al.DistanceBetween(testVa.ClosestPosition, ii.Exit.Position);

                                // get speed
                                double speed = testVa.Speed;
                                double time  = testVa.StateMonitor.Observed.speedValid ? distance / Math.Abs(speed) : distance / al.Way.Segment.SpeedLimits.MaximumSpeed;

                                // check distance > 0
                                if (distance > 0)
                                {
                                    // check if closer or none other exists
                                    if (closestLaneVa == null || time < closestTime)
                                    {
                                        closestLaneVa     = testVa;
                                        closestDistanceVa = distance;
                                        closestTime       = time;
                                    }
                                }
                            }

                            // check if closest exists
                            if (closestLaneVa != null)
                            {
                                // set va
                                VehicleAgent va       = closestLaneVa;
                                double       distance = closestDistanceVa;

                                // check dist and birth time
                                if (distance > 0 && va.PassedDelayedBirth)
                                {
                                    // check time
                                    double speed = va.Speed == 0.0 ? 0.01 : va.Speed;
                                    double time  = va.StateMonitor.Observed.speedValid ? distance / Math.Abs(speed) : distance / al.Way.Segment.SpeedLimits.MaximumSpeed;

                                    // too close
                                    if (!al.LanePolygon.IsInside(CoreCommon.Communications.GetVehicleState().Front) &&
                                        distance < 25 && (!va.StateMonitor.Observed.speedValid || !va.StateMonitor.Observed.isStopped) &&
                                        CoreCommon.Communications.GetVehicleState().Front.DistanceTo(va.ClosestPosition) < 20)
                                    {
                                        ArbiterOutput.Output("Turn, NOGO, Lane: " + al.ToString() + " vehicle: " + va.ToString() + " possibly moving to close, stopping");
                                        //return false;
                                        updatedPrioritiesClear = false;
                                        return(false);
                                    }
                                    else if (time > 0 && time < ourTime)
                                    {
                                        ArbiterOutput.Output("Turn, NOGO, Lane: " + al.ToString() + ", va: " + va.ToString() + ", stopped: " + va.IsStopped.ToString() + ", timeUs: " + ourTime.ToString("f2") + ", timeThem: " + time.ToString("f2"));
                                        //return false;
                                        updatedPrioritiesClear = false;
                                        return(false);
                                    }
                                    else
                                    {
                                        ArbiterOutput.Output("Turn, CANGO, Lane: " + al.ToString() + ", va: " + va.ToString() + ", stopped: " + va.IsStopped.ToString() + ", timeUs: " + ourTime.ToString("f2") + ", timeThem: " + time.ToString("f2"));
                                        //return true;
                                    }
                                }
                            }
                            else
                            {
                                ArbiterOutput.Output("Turn, CANGO, Lane: " + al.ToString() + " has no traffic vehicles");
                            }
                        }
                    }
                    return(updatedPrioritiesClear);

                    #endregion
                }
            }

            // fall through fine to go
            ArbiterOutput.Output("In Turn, CAN GO, Clear of vehicles upstream");
            return(true);
        }