public static bool ApplyZoning(ZoneTool z, ushort blockIndex, ref ZoneBlock zoneBlock, Quad2 quad2) { var parameters = new object[] { blockIndex, zoneBlock, quad2 }; bool b = (bool)z.GetType().GetMethod("ApplyZoning", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance, null, new Type[] { typeof(ushort), typeof(ZoneBlock).MakeByRefType(), typeof(Quad2) }, null).Invoke(z, parameters); zoneBlock = (ZoneBlock)parameters[1]; return b; }
public static ItemClass.Zone GetBlockZoneOverride(ref ZoneBlock block, int x, int z, ItemClass.Zone zone1, ItemClass.Zone zone2) { ItemClass.Zone targetZone = block.GetZone(x, z); switch ((int)targetZone) { case 8: case 9: case 10: case 11: case 12: case 13: case 14: if (ZMController.m_ghostMode) { ItemClass.Zone newValue = CustomZoneData.Instance[targetZone].HasZone(zone1) ? zone1 : CustomZoneData.Instance[targetZone].HasZone(zone2) ? zone2 : CustomZoneData.Instance[targetZone].GetLowerestZone(); block.SetZone(x, z, newValue); block.RefreshZoning(0); return(newValue); } else { return(CustomZoneData.Instance[targetZone].HasZone(zone1) ? zone1 : CustomZoneData.Instance[targetZone].HasZone(zone2) ? zone2 : targetZone); } default: return(targetZone); } }
private static bool ApplyZoning(ZoneTool _this, ushort blockIndex, ref ZoneBlock data, Quad2 quad2) { int rowCount = data.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref data); // modified Vector2 vector2_1 = new Vector2(Mathf.Cos(data.m_angle), Mathf.Sin(data.m_angle)) * 8f; Vector2 vector2_2 = new Vector2(vector2_1.y, -vector2_1.x); Vector2 vector2_3 = VectorUtils.XZ(data.m_position); if (!new Quad2() { a = (vector2_3 - 4f * vector2_1 - 4f * vector2_2), b = (vector2_3 + 4f * vector2_1 - 4f * vector2_2), c = (vector2_3 + 4f * vector2_1 + (float)(rowCount - 4) * vector2_2), d = (vector2_3 - 4f * vector2_1 + (float)(rowCount - 4) * vector2_2) }.Intersect(quad2)) { return(false); } bool flag = false; var m_zoning = IsZoningEnabled(_this); // custom var m_dezoning = IsDezoningEnabled(_this); // custom var blockID = ZoneBlockDetour.FindBlockId(ref data); // modified for (int z = 0; z < rowCount; ++z) { Vector2 vector2_4 = ((float)z - 3.5f) * vector2_2; for (int x = 0; x < columnCount; ++x) // custom { Vector2 vector2_5 = ((float)x - 3.5f) * vector2_1; Vector2 p = vector2_3 + vector2_5 + vector2_4; if (quad2.Intersect(p)) { if (m_zoning) { if ((_this.m_zone == ItemClass.Zone.Unzoned || ZoneBlockDetour.GetZoneDeep(ref data, blockID, x, z) == ItemClass.Zone.Unzoned) && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, _this.m_zone)) { flag = true; } } else if (m_dezoning && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, ItemClass.Zone.Unzoned)) { flag = true; } } } } if (!flag) { return(false); } data.RefreshZoning(blockIndex); return(true); }
private static bool ApplyFillBuffer(ZoneTool _this, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block) { var m_zoning = IsZoningEnabled(_this); // custom var m_dezoning = IsDezoningEnabled(_this); // custom var blockID = ZoneBlockDetour.FindBlockId(ref block); // modified int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_1 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); bool flag1 = false; for (int z = 0; z < rowCount; ++z) { Vector3 vector3_3 = ((float)z - 3.5f) * vector3_2; for (int x = 0; x < columnCount; ++x) // custom { Vector3 vector3_4 = ((float)x - 3.5f) * vector3_1; Vector3 vector3_5 = block.m_position + vector3_4 + vector3_3 - position; float f1 = (float)(((double)vector3_5.x * (double)direction.x + (double)vector3_5.z * (double)direction.z) * 0.125 + 32.0); float f2 = (float)(((double)vector3_5.x * (double)direction.z - (double)vector3_5.z * (double)direction.x) * 0.125 + 32.0); int num1 = Mathf.Clamp(Mathf.RoundToInt(f1), 0, 63); int num2 = Mathf.Clamp(Mathf.RoundToInt(f2), 0, 63); bool flag2 = false; var m_fillBuffer1 = GetFillBuffer(_this); // modified for (int index1 = -1; index1 <= 1 && !flag2; ++index1) { for (int index2 = -1; index2 <= 1 && !flag2; ++index2) { int num3 = num1 + index2; int index3 = num2 + index1; if (num3 >= 0 && num3 < 64 && (index3 >= 0 && index3 < 64) && (((double)f1 - (double)num3) * ((double)f1 - (double)num3) + ((double)f2 - (double)index3) * ((double)f2 - (double)index3) < 9.0 / 16.0 && ((long)m_fillBuffer1[index3] & 1L << num3) != 0L)) { if (m_zoning) { if ((_this.m_zone == ItemClass.Zone.Unzoned || ZoneBlockDetour.GetZoneDeep(ref block, blockID, x, z) == ItemClass.Zone.Unzoned) && ZoneBlockDetour.SetZoneDeep(ref block, blockID, x, z, _this.m_zone)) flag1 = true; } else if (m_dezoning && ZoneBlockDetour.SetZoneDeep(ref block, blockID, x, z, ItemClass.Zone.Unzoned)) flag1 = true; flag2 = true; } } } } } if (!flag1) return false; block.RefreshZoning(blockIndex); return true; }
public static void CalculateBlock2(ref ZoneBlock z, ushort blockID) { if (((int)z.m_flags & 3) != 1) return; int rowCount = z.RowCount; Vector2 vector2_1 = new Vector2(Mathf.Cos(z.m_angle), Mathf.Sin(z.m_angle)) * 8f; Vector2 vector2_2 = new Vector2(vector2_1.y, -vector2_1.x); Vector2 vector2_3 = VectorUtils.XZ(z.m_position); Vector2 vector2_4 = vector2_3 - 4f * vector2_1 - 4f * vector2_2; Vector2 vector2_5 = vector2_3 + 0.0f * vector2_1 - 4f * vector2_2; Vector2 vector2_6 = vector2_3 + 0.0f * vector2_1 + (float)(rowCount - 4) * vector2_2; Vector2 vector2_7 = vector2_3 - 4f * vector2_1 + (float)(rowCount - 4) * vector2_2; float minX = Mathf.Min(Mathf.Min(vector2_4.x, vector2_5.x), Mathf.Min(vector2_6.x, vector2_7.x)); float minZ = Mathf.Min(Mathf.Min(vector2_4.y, vector2_5.y), Mathf.Min(vector2_6.y, vector2_7.y)); float maxX = Mathf.Max(Mathf.Max(vector2_4.x, vector2_5.x), Mathf.Max(vector2_6.x, vector2_7.x)); float maxZ = Mathf.Max(Mathf.Max(vector2_4.y, vector2_5.y), Mathf.Max(vector2_6.y, vector2_7.y)); ulong valid = z.m_valid; ulong shared = 0UL; ZoneManager instance = Singleton<ZoneManager>.instance; for (int index = 0; index < instance.m_cachedBlocks.m_size; ++index) CalculateImplementation2(ref z, blockID, ref instance.m_cachedBlocks.m_buffer[index], ref valid, ref shared, minX, minZ, maxX, maxZ); int num1 = Mathf.Max((int)(((double)minX - 46.0) / 64f + FakeZoneManager.HALFGRID), 0); int num2 = Mathf.Max((int)(((double)minZ - 46.0) / 64f + FakeZoneManager.HALFGRID), 0); int num3 = Mathf.Min((int)(((double)maxX + 46.0) / 64f + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); int num4 = Mathf.Min((int)(((double)maxZ + 46.0) / 64f + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); for (int index1 = num2; index1 <= num4; ++index1) { for (int index2 = num1; index2 <= num3; ++index2) { ushort num5 = FakeZoneManager.zoneGrid[index1 * FakeZoneManager.GRIDSIZE + index2]; int num6 = 0; while ((int)num5 != 0) { Vector3 vector3 = instance.m_blocks.m_buffer[(int)num5].m_position; if ((double)Mathf.Max(Mathf.Max(minX - 46f - vector3.x, minZ - 46f - vector3.z), Mathf.Max((float)((double)vector3.x - (double)maxX - 46.0), (float)((double)vector3.z - (double)maxZ - 46.0))) < 0.0 && (int)num5 != (int)blockID) CalculateImplementation2(ref z, blockID, ref instance.m_blocks.m_buffer[(int)num5], ref valid, ref shared, minX, minZ, maxX, maxZ); num5 = instance.m_blocks.m_buffer[(int)num5].m_nextGridBlock; if (++num6 >= 32768) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } ulong num7 = 144680345676153346UL; for (int index = 0; index < 7; ++index) { valid = (ulong)((long)valid & ~(long)num7 | (long)valid & (long)valid << 1 & (long)num7); num7 <<= 1; } z.m_valid = valid; z.m_shared = shared; }
private static void ApplyBrush(ZoneTool _this, ushort blockIndex, ref ZoneBlock data, Vector3 position, float brushRadius) { Vector3 vector3_1 = data.m_position - position; if ((double)Mathf.Abs(vector3_1.x) > 46.0 + (double)brushRadius || (double)Mathf.Abs(vector3_1.z) > 46.0 + (double)brushRadius) { return; } int num = (int)((data.m_flags & 65280U) >> 8); int columnCount = ZoneBlockDetour.GetColumnCount(ref data); // modified Vector3 vector3_2 = new Vector3(Mathf.Cos(data.m_angle), 0.0f, Mathf.Sin(data.m_angle)) * 8f; Vector3 vector3_3 = new Vector3(vector3_2.z, 0.0f, -vector3_2.x); bool flag = false; var m_zoning = IsZoningEnabled(_this); // custom var m_dezoning = IsDezoningEnabled(_this); // custom var blockID = ZoneBlockDetour.FindBlockId(ref data); // modified for (int z = 0; z < num; ++z) { Vector3 vector3_4 = ((float)z - 3.5f) * vector3_3; for (int x = 0; x < columnCount; ++x) // modified { Vector3 vector3_5 = ((float)x - 3.5f) * vector3_2; Vector3 vector3_6 = vector3_1 + vector3_5 + vector3_4; if ((double)vector3_6.x * (double)vector3_6.x + (double)vector3_6.z * (double)vector3_6.z <= (double)brushRadius * (double)brushRadius) { if (m_zoning) { if ((_this.m_zone == ItemClass.Zone.Unzoned || ZoneBlockDetour.GetZoneDeep(ref data, blockID, x, z) == ItemClass.Zone.Unzoned) && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, _this.m_zone)) { flag = true; } } else if (m_dezoning && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, ItemClass.Zone.Unzoned)) { flag = true; } } } } if (!flag) { return; } data.RefreshZoning(blockIndex); if (!m_zoning) { return; } UsedZone(_this, _this.m_zone); }
private static void ApplyBrush(ZoneTool z, ushort blockIndex, ref ZoneBlock data, Vector3 position, float brushRadius) { Vector3 a = data.m_position - position; if (Mathf.Abs(a.x) > 46f + brushRadius || Mathf.Abs(a.z) > 46f + brushRadius) { return; } bool m_zoning = (bool)z.GetType().GetField("m_zoning", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue(z); bool m_dezoning = (bool)z.GetType().GetField("m_dezoning", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue(z); int num = (int)((data.m_flags & 65280u) >> 8); Vector3 a2 = new Vector3(Mathf.Cos(data.m_angle), 0f, Mathf.Sin(data.m_angle)) * 8f; Vector3 a3 = new Vector3(a2.z, 0f, -a2.x); bool flag = false; for (int i = 0; i < num; i++) { Vector3 b = ((float)i - 3.5f) * a3; for (int j = 0; j < 4; j++) { Vector3 b2 = ((float)j - 3.5f) * a2; Vector3 vector = a + b2 + b; float num2 = vector.x * vector.x + vector.z * vector.z; if (num2 <= brushRadius * brushRadius) { if (m_zoning) { if ((z.m_zone == ItemClass.Zone.Unzoned || data.GetZone(j, i) == ItemClass.Zone.Unzoned) && data.SetZone(j, i, z.m_zone)) { flag = true; } } else if (m_dezoning && data.SetZone(j, i, ItemClass.Zone.Unzoned)) { flag = true; } } } } if (!flag) { return; } data.RefreshZoning(blockIndex); if (!m_zoning) { return; } UsedZone(z, z.m_zone); }
private void PlayerDied(ZoneBlock zone, IMyPlayer player, IMyFaction faction) { if (zone.PointsRemovedOnDeath.Value == 0 || !MyAPIGateway.Multiplayer.IsServer) { return; } long facId = faction.FactionId; string planetName = zone.GetClosestPlanet(); if (!Planets.Any(description => description.Name == planetName)) { var world = new PlanetDescription() { Name = planetName, Scores = new List <ScoreDescription>() }; Planets.Add(world); } PlanetDescription planet = Planets.Find(p => p.Name == planetName); if (!planet.Scores.Any(s => s.FactionId == facId)) { planet.Scores.Add(new ScoreDescription() { FactionId = facId, FactionName = faction.Name, FactionTag = faction.Tag, Points = 1, PlanetId = planetName, GridName = (zone.Entity as IMyCubeBlock).CubeGrid.DisplayName, }); } ScoreDescription score = planet.Scores.Find(s => s.FactionId == facId); int original = score.Points; if (original - zone.PointsRemovedOnDeath.Value < 1) { score.Points = 1; } else { score.Points = original - zone.PointsRemovedOnDeath.Value; } string message = $"[{faction.Tag}] {player.DisplayName} Died: {score.Points - original} Points"; Network.Say(message); }
private static void FindClosestZone(BuildingTool _this, BuildingInfo info, ushort block, Vector3 refPos, ref float minD, ref float min2, ref Vector3 minPos, ref float minAngle) { if ((int)block == 0) { return; } ZoneBlock zoneBlock = Singleton <ZoneManager> .instance.m_blocks.m_buffer[(int)block]; if ((double)Mathf.Abs(zoneBlock.m_position.x - refPos.x) >= 52.0 || (double)Mathf.Abs(zoneBlock.m_position.z - refPos.z) >= 52.0) { return; } int rowCount = zoneBlock.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref zoneBlock); // modified Vector3 lhs = new Vector3(Mathf.Cos(zoneBlock.m_angle), 0.0f, Mathf.Sin(zoneBlock.m_angle)) * 8f; Vector3 vector3_1 = new Vector3(lhs.z, 0.0f, -lhs.x); for (int row = 0; row < rowCount; ++row) { Vector3 vector3_2 = ((float)row - 3.5f) * vector3_1; for (int column = 0; (long)column < columnCount; ++column) // modified { if (((long)zoneBlock.m_valid & 1L << (row << 3 | column)) != 0L) { Vector3 vector3_3 = ((float)column - 3.5f) * lhs; Vector3 vector3_4 = zoneBlock.m_position + vector3_3 + vector3_2; float num1 = Mathf.Sqrt((float)(((double)vector3_4.x - (double)refPos.x) * ((double)vector3_4.x - (double)refPos.x) + ((double)vector3_4.z - (double)refPos.z) * ((double)vector3_4.z - (double)refPos.z))); float num2 = Vector3.Dot(lhs, refPos - zoneBlock.m_position); if ((double)num1 <= (double)minD - 0.200000002980232 || (double)num1 < (double)minD + 0.200000002980232 && (double)num2 < (double)min2) { minD = num1; min2 = num2; if ((info.m_cellWidth & 1) == 0) { Vector3 vector3_5 = vector3_4 + vector3_1 * 0.5f; Vector3 vector3_6 = vector3_4 - vector3_1 * 0.5f; minPos = ((double)vector3_5.x - (double)refPos.x) * ((double)vector3_5.x - (double)refPos.x) + ((double)vector3_5.z - (double)refPos.z) * ((double)vector3_5.z - (double)refPos.z) >= ((double)vector3_6.x - (double)refPos.x) * ((double)vector3_6.x - (double)refPos.x) + ((double)vector3_6.z - (double)refPos.z) * ((double)vector3_6.z - (double)refPos.z) ? zoneBlock.m_position + (float)((double)info.m_cellLength * 0.5 - 4.0) * lhs + ((float)row - 4f) * vector3_1 : zoneBlock.m_position + (float)((double)info.m_cellLength * 0.5 - 4.0) * lhs + ((float)row - 3f) * vector3_1; } else { minPos = zoneBlock.m_position + (float)((double)info.m_cellLength * 0.5 - 4.0) * lhs + ((float)row - 3.5f) * vector3_1; } minPos.y = refPos.y; minAngle = zoneBlock.m_angle + 1.570796f; } } } } }
private static void CheckZoning(ref Building _this, ItemClass.Zone zone1, ItemClass.Zone zone2, ref uint validCells, ref bool secondary, ref ZoneBlock block) { BuildingInfo.ZoningMode zoningMode = _this.Info.m_zoningMode; int width = _this.Width; int length = _this.Length; Vector3 vector3_1 = new Vector3(Mathf.Cos(_this.m_angle), 0.0f, Mathf.Sin(_this.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_3 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_4 = new Vector3(vector3_3.z, 0.0f, -vector3_3.x); Vector3 vector3_5 = block.m_position - _this.m_position + vector3_1 * (float)((double)width * 0.5 - 0.5) + vector3_2 * (float)((double)length * 0.5 - 0.5); for (int z = 0; z < rowCount; ++z) { Vector3 vector3_6 = ((float)z - 3.5f) * vector3_4; for (int x = 0; (long)x < columnCount; ++x) // modified { if (((long)block.m_valid & ~(long)block.m_shared & 1L << (z << 3 | x)) != 0L) { ItemClass.Zone zone = block.GetZone(x, z); bool flag1 = zone == zone1; if (zone == zone2 && zone2 != ItemClass.Zone.None) { flag1 = true; secondary = true; } if (flag1) { Vector3 vector3_7 = ((float)x - 3.5f) * vector3_3; Vector3 vector3_8 = vector3_5 + vector3_7 + vector3_6; float num1 = (float)((double)vector3_1.x * (double)vector3_8.x + (double)vector3_1.z * (double)vector3_8.z); float num2 = (float)((double)vector3_2.x * (double)vector3_8.x + (double)vector3_2.z * (double)vector3_8.z); int num3 = Mathf.RoundToInt(num1 / 64f); int num4 = Mathf.RoundToInt(num2 / 64f); bool flag2 = false; if (zoningMode == BuildingInfo.ZoningMode.Straight) flag2 = num4 == 0; else if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) flag2 = num4 == 0 && num3 >= width - 2 || num4 <= 1 && num3 == width - 1; else if (zoningMode == BuildingInfo.ZoningMode.CornerRight) flag2 = num4 == 0 && num3 <= 1 || num4 <= 1 && num3 == 0; if ((!flag2 || x == 0) && (num3 >= 0 && num4 >= 0) && (num3 < width && num4 < length)) validCells = validCells | (uint)(1 << (num4 << 3) + num3); } } } } }
private static void CheckZoning(Building bz, ItemClass.Zone zone, ref uint validCells, ref ZoneBlock block) { BuildingInfo.ZoningMode zoningMode = bz.Info.m_zoningMode; int width = bz.Width; int length = bz.Length; Vector3 a = new Vector3(Mathf.Cos(bz.m_angle), 0f, Mathf.Sin(bz.m_angle)) * 8f; Vector3 a2 = new Vector3(a.z, 0f, -a.x); int rowCount = block.RowCount; Vector3 a3 = new Vector3(Mathf.Cos(block.m_angle), 0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 a4 = new Vector3(a3.z, 0f, -a3.x); Vector3 a5 = block.m_position - bz.m_position + a * ((float)width * 0.5f - 0.5f) + a2 * ((float)length * 0.5f - 0.5f); for (int i = 0; i < rowCount; i++) { Vector3 b = ((float)i - 3.5f) * a4; int num = 0; while ((long)num < 4L) { if ((block.m_valid & ~block.m_shared & 1uL << (i << 3 | num)) != 0uL && block.GetZone(num, i) == zone) { Vector3 b2 = ((float)num - 3.5f) * a3; Vector3 vector = a5 + b2 + b; float num2 = a.x * vector.x + a.z * vector.z; float num3 = a2.x * vector.x + a2.z * vector.z; int num4 = Mathf.RoundToInt(num2 / 64f); int num5 = Mathf.RoundToInt(num3 / 64f); bool flag = false; if (zoningMode == BuildingInfo.ZoningMode.Straight) { flag = (num5 == 0); } else if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) { flag = ((num5 == 0 && num4 >= width - 2) || (num5 <= 1 && num4 == width - 1)); } else if (zoningMode == BuildingInfo.ZoningMode.CornerRight) { flag = ((num5 == 0 && num4 <= 1) || (num5 <= 1 && num4 == 0)); } if ((!flag || num == 0) && num4 >= 0 && num5 >= 0 && num4 < width && num5 < length) { validCells |= 1u << (num5 << 3) + num4; } } num++; } } }
private static void ApplyBrush(ZoneTool z,ushort blockIndex, ref ZoneBlock data, Vector3 position, float brushRadius) { Vector3 a = data.m_position - position; if (Mathf.Abs(a.x) > 46f + brushRadius || Mathf.Abs(a.z) > 46f + brushRadius) { return; } bool m_zoning = (bool)z.GetType().GetField("m_zoning", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue(z); bool m_dezoning = (bool)z.GetType().GetField("m_dezoning", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue(z); int num = (int)((data.m_flags & 65280u) >> 8); Vector3 a2 = new Vector3(Mathf.Cos(data.m_angle), 0f, Mathf.Sin(data.m_angle)) * 8f; Vector3 a3 = new Vector3(a2.z, 0f, -a2.x); bool flag = false; for (int i = 0; i < num; i++) { Vector3 b = ((float)i - 3.5f) * a3; for (int j = 0; j < 4; j++) { Vector3 b2 = ((float)j - 3.5f) * a2; Vector3 vector = a + b2 + b; float num2 = vector.x * vector.x + vector.z * vector.z; if (num2 <= brushRadius * brushRadius) { if (m_zoning) { if ((z.m_zone == ItemClass.Zone.Unzoned || data.GetZone(j, i) == ItemClass.Zone.Unzoned) && data.SetZone(j, i, z.m_zone)) { flag = true; } } else if (m_dezoning && data.SetZone(j, i, ItemClass.Zone.Unzoned)) { flag = true; } } } } if (flag) { data.RefreshZoning(blockIndex); if (m_zoning) { UsedZone(z.m_zone); } } }
private static void ApplyBrush(ZoneTool _this, ushort blockIndex, ref ZoneBlock data, Vector3 position, float brushRadius) { Vector3 vector3_1 = data.m_position - position; if ((double)Mathf.Abs(vector3_1.x) > 46.0 + (double)brushRadius || (double)Mathf.Abs(vector3_1.z) > 46.0 + (double)brushRadius) return; int num = (int)((data.m_flags & 65280U) >> 8); int columnCount = ZoneBlockDetour.GetColumnCount(ref data); // modified Vector3 vector3_2 = new Vector3(Mathf.Cos(data.m_angle), 0.0f, Mathf.Sin(data.m_angle)) * 8f; Vector3 vector3_3 = new Vector3(vector3_2.z, 0.0f, -vector3_2.x); bool flag = false; var m_zoning = IsZoningEnabled(_this); // custom var m_dezoning = IsDezoningEnabled(_this); // custom var blockID = ZoneBlockDetour.FindBlockId(ref data); // modified for (int z = 0; z < num; ++z) { Vector3 vector3_4 = ((float)z - 3.5f) * vector3_3; for (int x = 0; x < columnCount; ++x) // modified { Vector3 vector3_5 = ((float)x - 3.5f) * vector3_2; Vector3 vector3_6 = vector3_1 + vector3_5 + vector3_4; if ((double)vector3_6.x * (double)vector3_6.x + (double)vector3_6.z * (double)vector3_6.z <= (double)brushRadius * (double)brushRadius) { if (m_zoning) { if ((_this.m_zone == ItemClass.Zone.Unzoned || ZoneBlockDetour.GetZoneDeep(ref data, blockID, x, z) == ItemClass.Zone.Unzoned) && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, _this.m_zone)) flag = true; } else if (m_dezoning && ZoneBlockDetour.SetZoneDeep(ref data, blockID, x, z, ItemClass.Zone.Unzoned)) flag = true; } } } if (!flag) return; data.RefreshZoning(blockIndex); if (!m_zoning) return; UsedZone(_this, _this.m_zone); }
private static void InitializeBlock(ZoneManager zm, ushort block, ref ZoneBlock data) { //begin mod int num = Mathf.Clamp((int)(data.m_position.x / 64.0 + HALFGRID), 0, GRIDSIZE - 1); int index = Mathf.Clamp((int)(data.m_position.z / 64.0 + HALFGRID), 0, GRIDSIZE - 1) * GRIDSIZE + num; //end mod while (!Monitor.TryEnter(zm.m_zoneGrid, SimulationManager.SYNCHRONIZE_TIMEOUT)) { } try { zm.m_blocks.m_buffer[block].m_nextGridBlock = zm.m_zoneGrid[index]; zm.m_zoneGrid[index] = block; } finally { Monitor.Exit(zm.m_zoneGrid); } }
public static bool GetBlockZoneSanitize(ref ZoneBlock block, int x, int z) { ItemClass.Zone targetZone = block.GetZone(x, z); switch ((int)targetZone) { case 8: case 9: case 10: case 11: case 12: case 13: case 14: if (ZMController.m_ghostMode) { ItemClass.Zone newValue = CustomZoneData.Instance[targetZone].GetLowerestZone(); block.SetZone(x, z, newValue); return(true); } break; } return(false); }
public static bool SetZoneDeep(ref ZoneBlock _this, ushort blockID, int x, int z, ItemClass.Zone zone) { if (zone == ItemClass.Zone.Distant) { zone = ItemClass.Zone.Unzoned; } // 0000 0000 0000 0000 0000 0000 00zz zx00 // 0|0, 2|0 --> 0 // 0|1, 2|1 --> 4 // 1|0, 1|2 --> 8 // 1|1, 3|1 --> 12 // 0|2, 2|2 --> 16 int posShift = z << 3 | (x & 1) << 2; // 4 bits for every cell to store the zone type // that means 16 zone types are the maximum // this mask resets the 4 bits of the cell ulong invertedCellMask = ~(15UL << posShift); if (x < 2) // use zone1 { ulong newZoneMask = _this.m_zone1 & invertedCellMask | (ulong)zone << posShift; if (newZoneMask != _this.m_zone1) { _this.m_zone1 = newZoneMask; return true; } } else if (x < 4) // use zone2 { ulong newZoneMask = _this.m_zone2 & invertedCellMask | (ulong)zone << posShift; if (newZoneMask != _this.m_zone2) { _this.m_zone2 = newZoneMask; return true; } } // --- support for deeper zones --- else if (x < 6) // use zone3 { if (DataExtension.zones3 != null) { ulong newZoneMask = DataExtension.zones3[blockID] & invertedCellMask | (ulong)zone << posShift; if (newZoneMask != DataExtension.zones3[blockID]) { DataExtension.zones3[blockID] = newZoneMask; return true; } } } else if (x < 8) // use zone4 { if (DataExtension.zones4 != null) { ulong newZoneMask = DataExtension.zones4[blockID] & invertedCellMask | (ulong)zone << posShift; if (newZoneMask != DataExtension.zones4[blockID]) { DataExtension.zones4[blockID] = newZoneMask; return true; } } } return false; }
public static void SetColumnCount(ref ZoneBlock block, int value) { block.m_flags = block.m_flags & ~FLAG_COLUMNS | (uint)Mathf.Clamp(value, 1, 8) << 24; }
public static ItemClass.Zone GetZoneDeep(ref ZoneBlock _this, ushort blockID, int x, int z) { if(x >= ZoneBlockDetour.GetColumnCount(ref _this)) return ItemClass.Zone.Distant; int num = z << 3 | (x & 1) << 2; if (x < 2) return (ItemClass.Zone)(_this.m_zone1 >> num & 15L); else if (x < 4) return (ItemClass.Zone)(_this.m_zone2 >> num & 15L); // --- support for deeper zones --- else if (x < 6 && DataExtension.zones3 != null) return (ItemClass.Zone)(DataExtension.zones3[blockID] >> num & 15L); else if (x < 8 && DataExtension.zones4 != null) return (ItemClass.Zone)(DataExtension.zones4[blockID] >> num & 15L); return ItemClass.Zone.Distant; }
public static int GetColumnCount(ref ZoneBlock block) { var count = (int) ((block.m_flags & FLAG_COLUMNS) >> 24); return count > 0 ? count : 4; // return 4 (vanilla depth) for blocks with unset column count }
public static void CalculateBlock3(ref ZoneBlock _this, ushort blockID) { // skip zone blocks which are not in use if (((int)_this.m_flags & 3) != ZoneBlock.FLAG_CREATED) return; // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // bounds of the zone block Vector2 a = positionXZ - 4f * columnDirection - 4f * rowDirection; Vector2 b = positionXZ + (columnCount - 4f) * columnDirection - 4f * rowDirection; Vector2 c = positionXZ + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection; Vector2 d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection; float minX = Mathf.Min(Mathf.Min(a.x, b.x), Mathf.Min(c.x, d.x)); float minZ = Mathf.Min(Mathf.Min(a.y, b.y), Mathf.Min(c.y, d.y)); float maxX = Mathf.Max(Mathf.Max(a.x, b.x), Mathf.Max(c.x, d.x)); float maxZ = Mathf.Max(Mathf.Max(a.y, b.y), Mathf.Max(c.y, d.y)); BuildingManager buildingManager = Singleton<BuildingManager>.instance; // calculate which building grid cells are touched by this zone block int gridMinX = Mathf.Max((int)(((double)minX - 72.0) / 64.0 + 135.0), 0); int gridMinZ = Mathf.Max((int)(((double)minZ - 72.0) / 64.0 + 135.0), 0); int gridMaxX = Mathf.Min((int)(((double)maxX + 72.0) / 64.0 + 135.0), 269); int gridMaxZ = Mathf.Min((int)(((double)maxZ + 72.0) / 64.0 + 135.0), 269); // masks for zones and occupation ulong occupied1 = 0; ulong occupied2 = 0; ulong zone1 = _this.m_zone1; ulong zone2 = _this.m_zone2; // --- support for deeper zones --- ulong zone3 = DataExtension.zones3 != null ? DataExtension.zones3[blockID] : 0; ulong zone4 = DataExtension.zones4 != null ? DataExtension.zones4[blockID] : 0; // Cycle through all touched grid cells for (int gridZ = gridMinZ; gridZ <= gridMaxZ; ++gridZ) { for (int gridX = gridMinX; gridX <= gridMaxX; ++gridX) { // Cycle through all buildings in grid cell ushort buildingID = buildingManager.m_buildingGrid[gridZ * 270 + gridX]; int counter = 0; while ((int)buildingID != 0) { BuildingInfo info; int width; int length; buildingManager.m_buildings.m_buffer[(int)buildingID].GetInfoWidthLength(out info, out width, out length); if (info.m_class.m_layer == ItemClass.Layer.Default) { Vector3 buildingPosition = buildingManager.m_buildings.m_buffer[(int)buildingID].m_position; // check if the zone block can touch the building float num7 = Mathf.Min(72f, (float)(width + length) * 4f); if ((double)Mathf.Max(Mathf.Max(minX - num7 - buildingPosition.x, minZ - num7 - buildingPosition.z), Mathf.Max(buildingPosition.x - maxX - num7, buildingPosition.z - maxZ - num7)) < 0.0) { // Mark cells colliding with the building as occupied (and remove the zoning) CalculateImplementation3(ref _this, ref zone3, ref zone4, blockID, info, ref buildingManager.m_buildings.m_buffer[(int)buildingID], ref occupied1, ref occupied2, ref zone1, ref zone2, minX, minZ, maxX, maxZ); } } // next building in grid cell (linked list) buildingID = buildingManager.m_buildings.m_buffer[(int)buildingID].m_nextGridBuilding; if (++counter >= 49152) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } // apply new masks _this.m_occupied1 = occupied1; _this.m_occupied2 = occupied2; _this.m_zone1 = zone1; _this.m_zone2 = zone2; // --- support for deeper zones --- if (DataExtension.zones3 != null) DataExtension.zones3[blockID] = zone3; if (DataExtension.zones4 != null) DataExtension.zones4[blockID] = zone4; }
private static void Snap(ZoneTool _this, ref Vector3 point, ref Vector3 direction, ref ItemClass.Zone zone, ref bool occupied1, ref bool occupied2, ref ZoneBlock block) { direction = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)); Vector3 vector3_1 = direction * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); Vector3 vector3_3 = block.m_position + vector3_1 * 0.5f + vector3_2 * 0.5f; Vector2 vector2 = new Vector2(point.x - vector3_3.x, point.z - vector3_3.z); int num1 = Mathf.RoundToInt((float)(((double)vector2.x * (double)vector3_1.x + (double)vector2.y * (double)vector3_1.z) * (1.0 / 64.0))); int num2 = Mathf.RoundToInt((float)(((double)vector2.x * (double)vector3_2.x + (double)vector2.y * (double)vector3_2.z) * (1.0 / 64.0))); point.x = (float)((double)vector3_3.x + (double)num1 * (double)vector3_1.x + (double)num2 * (double)vector3_2.x); point.z = (float)((double)vector3_3.z + (double)num1 * (double)vector3_1.z + (double)num2 * (double)vector3_2.z); // changed from: // if (num1 < -4 || num1 >= 0 || (num2 < -4 || num2 >= 4)) if (num1 < -4 || num1 >= 4 || (num2 < -4 || num2 >= 4)) { return; } zone = block.GetZone(num1 + 4, num2 + 4); // keep old method (it's only a single call) occupied1 = block.IsOccupied1(num1 + 4, num2 + 4); occupied2 = block.IsOccupied2(num1 + 4, num2 + 4); }
private void AwardPoints(ZoneBlock zone, IMyFaction faction, int enemies, bool displayHeader) { if (!MyAPIGateway.Multiplayer.IsServer) { return; } string planetName = zone.GetClosestPlanet(); if (!Planets.Any(description => description.Name == planetName)) { PlanetDescription p = new PlanetDescription() { Name = planetName, Scores = new List <ScoreDescription>() }; Planets.Add(p); } long facId = faction.FactionId; PlanetDescription planet = Planets.Find(w => w.Name == planetName); IMyCubeGrid kothGrid = (zone.Entity as IMyCubeBlock).CubeGrid; if (!planet.Scores.Any(s => s.FactionId == facId)) { planet.Scores.Add(new ScoreDescription() { FactionId = facId, FactionName = faction.Name, FactionTag = faction.Tag, Points = 1, PlanetId = planetName, GridName = kothGrid.DisplayName }); } int total = GetTotalScore(planet); ScoreDescription score = planet.Scores.Find(s => s.FactionId == facId); int current = score.Points; int points; if (zone.PointsOnCap.Value == 0) { points = (int)(((float)(total - current) / (float)total) * 5f * enemies) + 1 + enemies; } else { points = zone.PointsOnCap.Value; } planet.Scores.Find(s => s.FactionId == facId).Points += points; zone.PointsEarnedSincePrize += points; if (zone.AwardPointsAsCredits.Value) { faction.RequestChangeBalance(points * zone.CreditsPerPoint.Value); } if (zone.PointsEarnedSincePrize >= zone.PointsForPrize.Value) { zone.PointsEarnedSincePrize -= zone.PointsForPrize.Value; IMyCargoContainer prizebox = null; List <IMySlimBlock> temp = new List <IMySlimBlock>(); kothGrid.GetBlocks(temp, s => { if (prizebox == null && s.FatBlock != null && s.FatBlock is IMyCargoContainer && s.FatBlock.BlockDefinition.SubtypeId == "Prizebox") { prizebox = s.FatBlock as IMyCargoContainer; } return(false); }); if (zone.UseComponentReward.Value) { string prizeType = (zone.AdvancedComponentSelection.Value) ? zone.PrizeComponentSubtypeId.Value : zone.SelectedComponentString.Value; int amount = zone.PrizeAmountComponent.Value; MyDefinitionId definitionId = new MyDefinitionId(typeof(MyObjectBuilder_Component), prizeType); MyObjectBuilder_Component content = (MyObjectBuilder_Component)MyObjectBuilderSerializer.CreateNewObject(definitionId); MyObjectBuilder_InventoryItem inventoryItem = new MyObjectBuilder_InventoryItem { Amount = amount, Content = content }; if (zone.SpawnIntoPrizeBox.Value) { if (prizebox == null) { Tools.Log(MyLogSeverity.Error, $"Could not find prize box on grid: {kothGrid.DisplayName} - {kothGrid.EntityId}"); } else if (prizebox.GetInventory().CanItemsBeAdded(amount, definitionId)) { prizebox.GetInventory().AddItems(amount, inventoryItem.Content); } } else { if (zone.Entity.GetInventory().CanItemsBeAdded(amount, definitionId)) { zone.Entity.GetInventory().AddItems(amount, inventoryItem.Content); } } } if (zone.UseIngotReward.Value) { string prizeType = (zone.AdvancedIngotSelection.Value) ? zone.PrizeIngotSubtypeId.Value : zone.SelectedIngotString.Value; int amount = zone.PrizeAmountIngot.Value; MyDefinitionId definitionId = new MyDefinitionId(typeof(MyObjectBuilder_Ingot), prizeType); MyObjectBuilder_Ingot content = (MyObjectBuilder_Ingot)MyObjectBuilderSerializer.CreateNewObject(definitionId); MyObjectBuilder_InventoryItem inventoryItem = new MyObjectBuilder_InventoryItem { Amount = amount, Content = content }; if (zone.SpawnIntoPrizeBox.Value) { if (prizebox == null) { Tools.Log(MyLogSeverity.Error, $"Could not find prize box on grid: {kothGrid.DisplayName} - {kothGrid.EntityId}"); } else if (prizebox.GetInventory().CanItemsBeAdded(amount, definitionId)) { prizebox.GetInventory().AddItems(amount, inventoryItem.Content); } } else { if (zone.Entity.GetInventory().CanItemsBeAdded(amount, definitionId)) { zone.Entity.GetInventory().AddItems(amount, inventoryItem.Content); } } } if (zone.UseOreReward.Value) { string prizeType = (zone.AdvancedOreSelection.Value) ? zone.PrizeOreSubtypeId.Value : zone.SelectedOreString.Value; int amount = zone.PrizeAmountOre.Value; MyDefinitionId definitionId = new MyDefinitionId(typeof(MyObjectBuilder_Ore), prizeType); MyObjectBuilder_Ore content = (MyObjectBuilder_Ore)MyObjectBuilderSerializer.CreateNewObject(definitionId); MyObjectBuilder_InventoryItem inventoryItem = new MyObjectBuilder_InventoryItem { Amount = amount, Content = content }; if (zone.SpawnIntoPrizeBox.Value) { if (prizebox == null) { Tools.Log(MyLogSeverity.Error, $"Could not find prize box on grid: {kothGrid.DisplayName} - {kothGrid.EntityId}"); } else if (prizebox.GetInventory().CanItemsBeAdded(amount, definitionId)) { prizebox.GetInventory().AddItems(amount, inventoryItem.Content); } } else { if (zone.Entity.GetInventory().CanItemsBeAdded(amount, definitionId)) { zone.Entity.GetInventory().AddItems(amount, inventoryItem.Content); } } } } StringBuilder message = new StringBuilder(); if (displayHeader && zone.IsLocationNamed.Value) { if (zone.EncampmentMode.Value) { message.Append($"{kothGrid.DisplayName} on {planetName} Encampment Payout"); } else { message.Append($"{kothGrid.DisplayName} on {planetName} under attack"); } } byte[] bytes = Encoding.ASCII.GetBytes(message.ToString()); MyAPIGateway.Multiplayer.SendMessageToServer(8008, bytes); Network.Say(message.ToString()); message.Clear(); if (zone.AwardPointsAsCredits.Value) { message.Append($"{faction.Name} Scored {points} Points! ({points * zone.CreditsPerPoint.Value} credits)"); } else { message.Append($"{faction.Name} Scored {points} Points!"); } SaveData(); //NEXUS: if nexus is initialized, broadcast the message to nexus (and all other sectors in that way) //NEXUS: KotH should work normally if nexus is not initialized if (nexusInit) { //NEXUS: sends the message this sector displays in the chat to all the other sectors byte[] nexMessage = Encoding.ASCII.GetBytes(message.ToString()); Nexus.SendMessageToAllServers(nexMessage); //NEXUS: score is broadcasted to other sectors, this basically triggers the save not just on this sector but on all the others with the same score var serializedScore = MyAPIGateway.Utilities.SerializeToBinary <List <PlanetDescription> >(Planets); Nexus2.SendMessageToAllServers(serializedScore); } bytes = Encoding.ASCII.GetBytes(message.ToString()); MyAPIGateway.Multiplayer.SendMessageToServer(8008, bytes); Network.Say(message.ToString()); }
/// <summary> /// Loads the file from the specified stream. /// </summary> /// <param name="stream">The stream to read from.</param> public override void Load(Stream stream) { BinaryReader reader = new BinaryReader(stream, Encoding.GetEncoding("us-ascii")); int blockCount = reader.ReadInt32(); for (int i = 0; i < blockCount; i++) { ZoneBlock type = (ZoneBlock)reader.ReadInt32(); int offset = reader.ReadInt32(); long nextBlock = stream.Position; stream.Seek(offset, SeekOrigin.Begin); switch (type) { case ZoneBlock.Info: Type = (ZoneType)reader.ReadInt32(); Width = reader.ReadInt32(); Height = reader.ReadInt32(); GridCount = reader.ReadInt32(); GridSize = reader.ReadSingle(); StartPosition = new IntVector2(reader.ReadInt32(), reader.ReadInt32()); for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { Positions[w, h].IsUsed = reader.ReadBoolean(); Positions[w, h].Position = reader.ReadVector2(); } } break; case ZoneBlock.SpawnPoints: int spawnCount = reader.ReadInt32(); for (int j = 0; j < spawnCount; j++) { SpawnPoint spawnPoint = new SpawnPoint(); spawnPoint.Position = reader.ReadVector3(); spawnPoint.Name = reader.ReadByteString(); SpawnPoints.Add(spawnPoint); } break; case ZoneBlock.Textures: int textureCount = reader.ReadInt32(); for (int j = 0; j < textureCount; j++) { Textures.Add(reader.ReadByteString()); } break; case ZoneBlock.Tiles: int tileCount = reader.ReadInt32(); for (int j = 0; j < tileCount; j++) { ZoneTile tile = new ZoneTile(); tile.Layer1 = reader.ReadInt32(); tile.Layer2 = reader.ReadInt32(); tile.Offset1 = reader.ReadInt32(); tile.Offset2 = reader.ReadInt32(); tile.BlendingEnabled = reader.ReadInt32() != 0; tile.Rotation = (TileRotation)reader.ReadInt32(); tile.TileType = reader.ReadInt32(); Tiles.Add(tile); } break; case ZoneBlock.Economy: Name = reader.ReadByteString(); IsUnderground = reader.ReadInt32() != 0; BackgroundMusicFilePath = reader.ReadByteString(); SkyFilePath = reader.ReadByteString(); EconomyCheckRate = reader.ReadInt32(); PopulationBase = reader.ReadInt32(); PopulationGrowthRate = reader.ReadInt32(); MetalConsumption = reader.ReadInt32(); StoneConsumption = reader.ReadInt32(); WoodConsumption = reader.ReadInt32(); LeatherConsumption = reader.ReadInt32(); ClothConsumption = reader.ReadInt32(); AlchemyConsumption = reader.ReadInt32(); ChemicalConsumption = reader.ReadInt32(); IndustrialConsumption = reader.ReadInt32(); MedicineConsumption = reader.ReadInt32(); FoodConsumption = reader.ReadInt32(); break; } if (i < blockCount - 1) { stream.Seek(nextBlock, SeekOrigin.Begin); } } }
public static void CheckSpace(ZoneManager _this, ushort block, Vector3 position, float angle, int width, int length, ref ulong space1, ref ulong space2, ref ulong space3, ref ulong space4) { ZoneBlock zoneBlock = _this.m_blocks.m_buffer[(int)block]; // difference of 2 radian angles (360 deg = 2*PI * 0.6366197f = 4f) // that means an angle difference of 90 deg would result in 1f float angleDiff = Mathf.Abs(zoneBlock.m_angle - angle) * 0.6366197f; float rightAngleDiff = angleDiff - Mathf.Floor(angleDiff); // check if the input angle and the zone block are in right angle (0 90 180 270 deg), otherwise return if ((double)rightAngleDiff >= 0.0199999995529652 && (double)rightAngleDiff <= 0.980000019073486) { return; } float searchRadius = Mathf.Min(72f, (float)(width + length) * 4f) + 6f; float minX = position.x - searchRadius; float minZ = position.z - searchRadius; float maxX = position.x + searchRadius; float maxZ = position.z + searchRadius; // check if the zone block is in the area of interest, otherwise return if ((double)zoneBlock.m_position.x + 46.0 < (double)minX || (double)zoneBlock.m_position.x - 46.0 > (double)maxX || ((double)zoneBlock.m_position.z + 46.0 < (double)minZ || (double)zoneBlock.m_position.z - 46.0 > (double)maxZ)) { return; } // width of the zone block int rowCount = zoneBlock.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref zoneBlock); // modified // orientation of the zone block Vector3 columnDirection = new Vector3(Mathf.Cos(zoneBlock.m_angle), 0.0f, Mathf.Sin(zoneBlock.m_angle)) * 8f; Vector3 rowDirection = new Vector3(columnDirection.z, 0.0f, -columnDirection.x); // direction vectors for the given angle Vector3 angleParallelDirection = new Vector3(Mathf.Cos(angle), 0.0f, Mathf.Sin(angle)) * 8f; Vector3 angleOrthogonalDirection = new Vector3(angleParallelDirection.z, 0.0f, -angleParallelDirection.x); for (int row = 0; row < rowCount; ++row) { Vector3 rowMiddleLength = ((float)row - 3.5f) * rowDirection; for (int column = 0; (long)column < columnCount; ++column) { // check if the current cell is valid (not shared, not occupied) if (((long)zoneBlock.m_valid & ~(long)zoneBlock.m_shared & ~((long)zoneBlock.m_occupied1 | (long)zoneBlock.m_occupied2) & 1L << (row << 3 | column)) != 0L) { Vector3 columnMiddleLength = ((float)column - 3.5f) * columnDirection; // absolute position of the zone block cell Vector3 cellPosition = zoneBlock.m_position + columnMiddleLength + rowMiddleLength; // check if the cell is in search radius if ((double)Mathf.Abs(position.x - cellPosition.x) < (double)searchRadius && (double)Mathf.Abs(position.z - cellPosition.z) < (double)searchRadius) { // cycle through every cell of the building plot // find the cell that is in the same position as the zone block cell bool cellsMatch = false; for (int plotColumn = 0; plotColumn < length && !cellsMatch; ++plotColumn) { Vector3 plotColumnMiddleLength = (float)((double)plotColumn - (double)length * 0.5 + 0.5) * angleOrthogonalDirection; for (int plotRow = 0; plotRow < width && !cellsMatch; ++plotRow) { Vector3 plotRowMiddleLength = (float)((double)plotRow - (double)width * 0.5 + 0.5) * angleParallelDirection; // absolute position of the building plot cell Vector3 plotCellPosition = position + plotRowMiddleLength + plotColumnMiddleLength; // check if zone block cell and building plot cell positions match if ((double)Mathf.Abs(plotCellPosition.x - cellPosition.x) < 0.200000002980232 && (double)Mathf.Abs(plotCellPosition.z - cellPosition.z) < 0.200000002980232) { cellsMatch = true; // depending on column, use one of the 4 masks to report that a cell was found if (plotColumn < 4) { space1 = space1 | (ulong)(1L << (plotColumn << 4 | plotRow)); } else if (plotColumn < 8) { space2 = space2 | (ulong)(1L << (plotColumn - 4 << 4 | plotRow)); } else if (plotColumn < 12) { space3 = space3 | (ulong)(1L << (plotColumn - 8 << 4 | plotRow)); } else { space4 = space4 | (ulong)(1L << (plotColumn - 12 << 4 | plotRow)); } } } } } } } } }
public static void CalculateBlock2(ref ZoneBlock block, ushort blockID) { if (((int)block.m_flags & 3) != 1) { return; } int rowCount = block.RowCount; Vector2 vector2_1 = new Vector2(Mathf.Cos(block.m_angle), Mathf.Sin(block.m_angle)) * 8f; Vector2 vector2_2 = new Vector2(vector2_1.y, -vector2_1.x); Vector2 vector2_3 = VectorUtils.XZ(block.m_position); Vector2 vector2_4 = vector2_3 - 4f * vector2_1 - 4f * vector2_2; Vector2 vector2_5 = vector2_3 + 0.0f * vector2_1 - 4f * vector2_2; Vector2 vector2_6 = vector2_3 + 0.0f * vector2_1 + (float)(rowCount - 4) * vector2_2; Vector2 vector2_7 = vector2_3 - 4f * vector2_1 + (float)(rowCount - 4) * vector2_2; float minX = Mathf.Min(Mathf.Min(vector2_4.x, vector2_5.x), Mathf.Min(vector2_6.x, vector2_7.x)); float minZ = Mathf.Min(Mathf.Min(vector2_4.y, vector2_5.y), Mathf.Min(vector2_6.y, vector2_7.y)); float maxX = Mathf.Max(Mathf.Max(vector2_4.x, vector2_5.x), Mathf.Max(vector2_6.x, vector2_7.x)); float maxZ = Mathf.Max(Mathf.Max(vector2_4.y, vector2_5.y), Mathf.Max(vector2_6.y, vector2_7.y)); ulong valid = block.m_valid; ulong shared = 0UL; ZoneManager instance = Singleton <ZoneManager> .instance; for (int index = 0; index < instance.m_cachedBlocks.m_size; ++index) { //begin mod CalculateImplementation2(ref block, blockID, ref instance.m_cachedBlocks.m_buffer[index], ref valid, ref shared, minX, minZ, maxX, maxZ); } //end mod //begin mod int num1 = Mathf.Max((int)(((double)minX - 46.0) / 64f + FakeZoneManager.HALFGRID), 0); int num2 = Mathf.Max((int)(((double)minZ - 46.0) / 64f + FakeZoneManager.HALFGRID), 0); int num3 = Mathf.Min((int)(((double)maxX + 46.0) / 64f + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); int num4 = Mathf.Min((int)(((double)maxZ + 46.0) / 64f + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); //end mod for (int index1 = num2; index1 <= num4; ++index1) { for (int index2 = num1; index2 <= num3; ++index2) { //begin mod ushort num5 = instance.m_zoneGrid[index1 * FakeZoneManager.GRIDSIZE + index2]; //end mod int num6 = 0; while ((int)num5 != 0) { Vector3 vector3 = instance.m_blocks.m_buffer[(int)num5].m_position; if ((double)Mathf.Max(Mathf.Max(minX - 46f - vector3.x, minZ - 46f - vector3.z), Mathf.Max((float)((double)vector3.x - (double)maxX - 46.0), (float)((double)vector3.z - (double)maxZ - 46.0))) < 0.0 && (int)num5 != (int)blockID) { //begin mod CalculateImplementation2(ref block, blockID, ref instance.m_blocks.m_buffer[(int)num5], ref valid, ref shared, minX, minZ, maxX, maxZ); } //end mod num5 = instance.m_blocks.m_buffer[(int)num5].m_nextGridBlock; if (++num6 >= ZoneManager.MAX_BLOCK_COUNT) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } ulong num7 = 144680345676153346UL; for (int index = 0; index < 7; ++index) { valid = (ulong)((long)valid & ~(long)num7 | (long)valid & (long)valid << 1 & (long)num7); num7 <<= 1; } block.m_valid = valid; block.m_shared = shared; }
private static bool ApplyFillBuffer(ZoneTool z, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block) { UnityEngine.Debug.Log($"{z}-{position}-{direction}-{angle}-{blockIndex}-{block}"); return(false); }
private static void CalculateFillBuffer(ZoneTool zt, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block, ItemClass.Zone requiredZone, bool occupied1, bool occupied2) { var m_fillBuffer1 = (ulong[])typeof(ZoneTool).GetField("m_fillBuffer1", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).GetValue(zt); float f1 = Mathf.Abs(block.m_angle - angle) * 0.6366197f; float num1 = f1 - Mathf.Floor(f1); if ((double)num1 >= 0.00999999977648258 && (double)num1 <= 0.990000009536743) { return; } int rowCount = block.RowCount; Vector3 vector3_1 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); for (int z = 0; z < rowCount; ++z) { Vector3 vector3_3 = ((float)z - 3.5f) * vector3_2; for (int x = 0; x < 4; ++x) { if (((long)block.m_valid & 1L << (z << 3 | x)) != 0L && block.GetZone(x, z) == requiredZone) { if (occupied1) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied1 & 1L << (z << 3 | x)) == 0L) { continue; } } else if (occupied2) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied2 & 1L << (z << 3 | x)) == 0L) { continue; } } else if ((((long)block.m_occupied1 | (long)block.m_occupied2) & 1L << (z << 3 | x)) != 0L) { continue; } Vector3 vector3_4 = ((float)x - 3.5f) * vector3_1; Vector3 vector3_5 = block.m_position + vector3_4 + vector3_3 - position; float f2 = (float)(((double)vector3_5.x * (double)direction.x + (double)vector3_5.z * (double)direction.z) * 0.125 + 32.0); float f3 = (float)(((double)vector3_5.x * (double)direction.z - (double)vector3_5.z * (double)direction.x) * 0.125 + 32.0); int num2 = Mathf.RoundToInt(f2); int index = Mathf.RoundToInt(f3); if (num2 >= 0 && num2 < 64 && (index >= 0 && index < 64) && ((double)Mathf.Abs(f2 - (float)num2) < 0.0125000001862645 && (double)Mathf.Abs(f3 - (float)index) < 0.0125000001862645)) { m_fillBuffer1[index] |= (ulong)(1L << num2); } } } } }
private static bool ApplyZoning(ZoneTool z, ushort blockIndex, ref ZoneBlock data, Quad2 quad2) { UnityEngine.Debug.Log($"{z}-{blockIndex}-{data}-{quad2}"); return(false); }
private static bool ApplyFillBuffer(ZoneTool z, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock zoneBlock) { var parameters = new object[] { position, direction, angle, blockIndex, zoneBlock }; bool b = (bool)z.GetType().GetMethod("ApplyFillBuffer", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance, null, new Type[] { typeof(Vector3), typeof(Vector3), typeof(float), typeof(ushort), typeof(ZoneBlock).MakeByRefType() }, null).Invoke(z, parameters); zoneBlock = (ZoneBlock)parameters[4]; return b; }
private static void CalculateImplementation2(ref ZoneBlock zoneBlock, ushort blockID, ref ZoneBlock other, ref ulong valid, ref ulong shared, float minX, float minZ, float maxX, float maxZ) { UnityEngine.Debug.Log($"{zoneBlock}-{blockID}-{other}-{valid}-{shared}-{minX}-{minZ}-{maxX}-{maxZ}"); }
// Detours public static void SimulationStep(ref ZoneBlock zoneBlock, ushort blockID) { // This is the decompiled ZoneBlock.SimulationStep() method // Segments which were changed are marked with "begin mod" and "end mod" if (Debugger.Enabled && debugCount < 10) { debugCount++; Debugger.LogFormat("Building Themes: Detoured ZoneBlock.SimulationStep was called. blockID: {0}, position: {1}.", blockID, zoneBlock.m_position); } ZoneManager zoneManager = Singleton <ZoneManager> .instance; int rowCount = zoneBlock.RowCount; float m_angle = zoneBlock.m_angle; Vector2 xDirection = new Vector2(Mathf.Cos(m_angle), Mathf.Sin(m_angle)) * 8f; Vector2 zDirection = new Vector2(xDirection.y, -xDirection.x); ulong num = zoneBlock.m_valid & ~(zoneBlock.m_occupied1 | zoneBlock.m_occupied2); int spawnpointRow = 0; ItemClass.Zone zone = ItemClass.Zone.Unzoned; int num3 = 0; while (num3 < 4 && zone == ItemClass.Zone.Unzoned) { spawnpointRow = Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)rowCount); if ((num & 1uL << (spawnpointRow << 3)) != 0uL) { zone = zoneBlock.GetZone(0, spawnpointRow); } num3++; } DistrictManager instance2 = Singleton <DistrictManager> .instance; Vector3 m_position = (Vector3)zoneBlock.m_position; byte district = instance2.GetDistrict(m_position); int num4; switch (zone) { case ItemClass.Zone.ResidentialLow: num4 = zoneManager.m_actualResidentialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateResidentialLowDemandOffset(); break; case ItemClass.Zone.ResidentialHigh: num4 = zoneManager.m_actualResidentialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateResidentialHighDemandOffset(); break; case ItemClass.Zone.CommercialLow: num4 = zoneManager.m_actualCommercialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateCommercialLowDemandOffset(); break; case ItemClass.Zone.CommercialHigh: num4 = zoneManager.m_actualCommercialDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateCommercialHighDemandOffset(); break; case ItemClass.Zone.Industrial: num4 = zoneManager.m_actualWorkplaceDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateIndustrialDemandOffset(); break; case ItemClass.Zone.Office: num4 = zoneManager.m_actualWorkplaceDemand; num4 += instance2.m_districts.m_buffer[(int)district].CalculateOfficeDemandOffset(); break; default: return; } Vector2 a = VectorUtils.XZ(m_position); Vector2 vector3 = a - 3.5f * xDirection + ((float)spawnpointRow - 3.5f) * zDirection; int[] tmpXBuffer = zoneManager.m_tmpXBuffer; for (int i = 0; i < 13; i++) { tmpXBuffer[i] = 0; } Quad2 quad = default(Quad2); quad.a = a - 4f * xDirection + ((float)spawnpointRow - 10f) * zDirection; quad.b = a + 3f * xDirection + ((float)spawnpointRow - 10f) * zDirection; quad.c = a + 3f * xDirection + ((float)spawnpointRow + 2f) * zDirection; quad.d = a - 4f * xDirection + ((float)spawnpointRow + 2f) * zDirection; Vector2 vector4 = quad.Min(); Vector2 vector5 = quad.Max(); //begin mod int num5 = Mathf.Max((int)((vector4.x - 46f) / 64f + _zoneGridHalfResolution), 0); int num6 = Mathf.Max((int)((vector4.y - 46f) / 64f + _zoneGridHalfResolution), 0); int num7 = Mathf.Min((int)((vector5.x + 46f) / 64f + _zoneGridHalfResolution), _zoneGridResolution - 1); int num8 = Mathf.Min((int)((vector5.y + 46f) / 64f + _zoneGridHalfResolution), _zoneGridResolution - 1); //end mod for (int j = num6; j <= num8; j++) { for (int k = num5; k <= num7; k++) { //begin mod ushort num9 = zoneManager.m_zoneGrid[j * _zoneGridResolution + k]; //end mod int num10 = 0; while (num9 != 0) { Vector3 positionVar = zoneManager.m_blocks.m_buffer[(int)num9].m_position; float num11 = Mathf.Max(Mathf.Max(vector4.x - 46f - positionVar.x, vector4.y - 46f - positionVar.z), Mathf.Max(positionVar.x - vector5.x - 46f, positionVar.z - vector5.y - 46f)); if (num11 < 0f) { _CheckBlock.Invoke(zoneBlock, new object[] { zoneManager.m_blocks.m_buffer[(int)num9], tmpXBuffer, zone, vector3, xDirection, zDirection, quad }); } num9 = zoneManager.m_blocks.m_buffer[(int)num9].m_nextGridBlock; if (++num10 >= 49152) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } } for (int l = 0; l < 13; l++) { uint num12 = (uint)tmpXBuffer[l]; int num13 = 0; bool flag = (num12 & 196608u) == 196608u; bool flag2 = false; while ((num12 & 1u) != 0u) { num13++; flag2 = ((num12 & 65536u) != 0u); num12 >>= 1; } if (num13 == 5 || num13 == 6) { if (flag2) { num13 -= Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) + 2; } else { num13 = 4; } num13 |= 131072; } else if (num13 == 7) { num13 = 4; num13 |= 131072; } if (flag) { num13 |= 65536; } tmpXBuffer[l] = num13; } int num14 = tmpXBuffer[6] & 65535; if (num14 == 0) { return; } bool flag3 = (bool)_IsGoodPlace.Invoke(zoneBlock, new object[] { vector3 }); if (Singleton <SimulationManager> .instance.m_randomizer.Int32(100u) >= num4) { if (flag3) { zoneManager.m_goodAreaFound[(int)zone] = 1024; } return; } if (!flag3 && zoneManager.m_goodAreaFound[(int)zone] > -1024) { if (zoneManager.m_goodAreaFound[(int)zone] == 0) { zoneManager.m_goodAreaFound[(int)zone] = -1; } return; } int num15 = 6; int num16 = 6; bool flag4 = true; while (true) { if (flag4) { while (num15 != 0) { if ((tmpXBuffer[num15 - 1] & 65535) != num14) { break; } num15--; } while (num16 != 12) { if ((tmpXBuffer[num16 + 1] & 65535) != num14) { break; } num16++; } } else { while (num15 != 0) { if ((tmpXBuffer[num15 - 1] & 65535) < num14) { break; } num15--; } while (num16 != 12) { if ((tmpXBuffer[num16 + 1] & 65535) < num14) { break; } num16++; } } int num17 = num15; int num18 = num16; while (num17 != 0) { if ((tmpXBuffer[num17 - 1] & 65535) < 2) { break; } num17--; } while (num18 != 12) { if ((tmpXBuffer[num18 + 1] & 65535) < 2) { break; } num18++; } bool flag5 = num17 != 0 && num17 == num15 - 1; bool flag6 = num18 != 12 && num18 == num16 + 1; if (flag5 && flag6) { if (num16 - num15 > 2) { break; } if (num14 <= 2) { if (!flag4) { goto Block_34; } } else { num14--; } } else if (flag5) { if (num16 - num15 > 1) { goto Block_36; } if (num14 <= 2) { if (!flag4) { goto Block_38; } } else { num14--; } } else if (flag6) { if (num16 - num15 > 1) { goto Block_40; } if (num14 <= 2) { if (!flag4) { goto Block_42; } } else { num14--; } } else { if (num15 != num16) { goto IL_884; } if (num14 <= 2) { if (!flag4) { goto Block_45; } } else { num14--; } } flag4 = false; } num15++; num16--; Block_34: goto IL_891; Block_36: num15++; Block_38: goto IL_891; Block_40: num16--; Block_42: Block_45: IL_884: IL_891: int num19; int num20; if (num14 == 1 && num16 - num15 >= 1) { num15 += Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)(num16 - num15)); num16 = num15 + 1; num19 = num15 + Singleton <SimulationManager> .instance.m_randomizer.Int32(2u); num20 = num19; } else { do { num19 = num15; num20 = num16; if (num16 - num15 == 2) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num20--; } else { num19++; } } else if (num16 - num15 == 3) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num20 -= 2; } else { num19 += 2; } } else if (num16 - num15 == 4) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 -= 2; num20 -= 3; } else { num15 += 2; num19 += 3; } } else if (num16 - num15 == 5) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 -= 3; num20 -= 2; } else { num15 += 3; num19 += 2; } } else if (num16 - num15 >= 6) { if (num15 == 0 || num16 == 12) { if (num15 == 0) { num15 = 3; num19 = 2; } if (num16 == 12) { num16 = 9; num20 = 10; } } else if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0) { num16 = num15 + 3; num20 = num19 + 2; } else { num15 = num16 - 3; num19 = num20 - 2; } } }while (num16 - num15 > 3 || num20 - num19 > 3); } int depth_A = 4; int width_A = num16 - num15 + 1; BuildingInfo.ZoningMode zoningMode = BuildingInfo.ZoningMode.Straight; bool flag7 = true; for (int m = num15; m <= num16; m++) { depth_A = Mathf.Min(depth_A, tmpXBuffer[m] & 65535); if ((tmpXBuffer[m] & 131072) == 0) { flag7 = false; } } if (num16 > num15) { if ((tmpXBuffer[num15] & 65536) != 0) { zoningMode = BuildingInfo.ZoningMode.CornerLeft; num20 = num15 + num20 - num19; num19 = num15; } if ((tmpXBuffer[num16] & 65536) != 0 && (zoningMode != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0)) { zoningMode = BuildingInfo.ZoningMode.CornerRight; num19 = num16 + num19 - num20; num20 = num16; } } int depth_B = 4; int width_B = num20 - num19 + 1; BuildingInfo.ZoningMode zoningMode2 = BuildingInfo.ZoningMode.Straight; bool flag8 = true; for (int n = num19; n <= num20; n++) { depth_B = Mathf.Min(depth_B, tmpXBuffer[n] & 65535); if ((tmpXBuffer[n] & 131072) == 0) { flag8 = false; } } if (num20 > num19) { if ((tmpXBuffer[num19] & 65536) != 0) { zoningMode2 = BuildingInfo.ZoningMode.CornerLeft; } if ((tmpXBuffer[num20] & 65536) != 0 && (zoningMode2 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2u) == 0)) { zoningMode2 = BuildingInfo.ZoningMode.CornerRight; } } ItemClass.SubService subService = ItemClass.SubService.None; ItemClass.Level level = ItemClass.Level.Level1; ItemClass.Service service; switch (zone) { case ItemClass.Zone.ResidentialLow: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialLow; break; case ItemClass.Zone.ResidentialHigh: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialHigh; break; case ItemClass.Zone.CommercialLow: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialLow; break; case ItemClass.Zone.CommercialHigh: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialHigh; break; case ItemClass.Zone.Industrial: service = ItemClass.Service.Industrial; break; case ItemClass.Zone.Office: service = ItemClass.Service.Office; subService = ItemClass.SubService.None; break; default: return; } BuildingInfo buildingInfo = null; Vector3 vector6 = Vector3.zero; int num25_row = 0; int length = 0; int width = 0; BuildingInfo.ZoningMode zoningMode3 = BuildingInfo.ZoningMode.Straight; int num28 = 0; // begin mod int depth_alt = Mathf.Min(depth_A, 4); int width_alt = width_A; // end mod while (num28 < 8) // while (num28 < 6) { switch (num28) { // Corner cases case 0: if (zoningMode != BuildingInfo.ZoningMode.Straight) { num25_row = num15 + num16 + 1; length = depth_A; width = width_A; zoningMode3 = zoningMode; goto IL_D6A; } break; case 1: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { num25_row = num19 + num20 + 1; length = depth_B; width = width_B; zoningMode3 = zoningMode2; goto IL_D6A; } break; case 2: if (zoningMode != BuildingInfo.ZoningMode.Straight) { if (depth_A >= 4) { num25_row = num15 + num16 + 1; length = ((!flag7) ? 2 : 3); width = width_A; zoningMode3 = zoningMode; goto IL_D6A; } } break; case 3: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { if (depth_B >= 4) { num25_row = num19 + num20 + 1; length = ((!flag8) ? 2 : 3); width = width_B; zoningMode3 = zoningMode2; goto IL_D6A; } } break; // begin mod case 4: if (zoningMode != BuildingInfo.ZoningMode.Straight) { if (width_alt > 1) { width_alt--; } else if (depth_alt > 1) { depth_alt--; width_alt = width_A; } else { break; } if (width_alt == width_A) { num25_row = num15 + num16 + 1; } else { if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) { num25_row = num15 + num16 + 1 - (width_A - width_alt); } else { num25_row = num15 + num16 + 1 + (width_A - width_alt); } } length = depth_alt; width = width_alt; zoningMode3 = zoningMode; num28--; goto IL_D6A; } break; // end mod // Straight cases case 5: num25_row = num15 + num16 + 1; length = depth_A; width = width_A; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto IL_D6A; case 6: // begin mod // reset variables depth_alt = Mathf.Min(depth_A, 4); width_alt = width_A; // end mod //int width_B = num20 - num19 + 1; num25_row = num19 + num20 + 1; length = depth_B; width = width_B; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto IL_D6A; // begin mod case 7: if (width_alt > 1) { width_alt--; } else { break; } if (width_alt == width_A) { num25_row = num15 + num16 + 1; } else if (width_A % 2 != width_alt % 2) { num25_row = num15 + num16; } else { num25_row = num15 + num16 + 1; } length = depth_alt; width = width_alt; zoningMode3 = BuildingInfo.ZoningMode.Straight; num28--; goto IL_D6A; // end mod default: goto IL_D6A; } IL_DF0: num28++; continue; IL_D6A: vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); if (zone == ItemClass.Zone.Industrial) { ZoneBlock.GetIndustryType(vector6, out subService, out level); } else if (zone == ItemClass.Zone.CommercialLow || zone == ItemClass.Zone.CommercialHigh) { ZoneBlock.GetCommercialType(vector6, zone, width, length, out subService, out level); } byte district2 = instance2.GetDistrict(vector6); ushort style = instance2.m_districts.m_buffer[(int)district2].m_Style; // begin mod // Here we are calling a custom getRandomBuildingInfo method buildingInfo = BuildingManagerDetour.GetRandomBuildingInfo_Spawn(vector6, ref Singleton <SimulationManager> .instance.m_randomizer, service, subService, level, width, length, zoningMode3, style); // end mod if (buildingInfo != null) { // begin mod // If the depth of the found prefab is smaller than the one we were looking for, recalculate the size // This is done by checking the position of every prop // Plots only get shrinked when no assets are placed on the extra space // This is needed for themes which only contain small buildings (e.g. 1x2) // because those buildings would occupy more space than needed! if (buildingInfo.GetWidth() == width && buildingInfo.GetLength() != length) { // Calculate the z position of the furthest away prop float biggestPropPosZ = 0; if (buildingInfo.m_props != null) { foreach (var prop in buildingInfo.m_props) { if (prop == null) { continue; } biggestPropPosZ = Mathf.Max(biggestPropPosZ, buildingInfo.m_expandFrontYard ? prop.m_position.z : -prop.m_position.z); } } // Check if the furthest away prop is outside of the bounds of the prefab float occupiedExtraSpace = biggestPropPosZ - buildingInfo.GetLength() * 4; if (occupiedExtraSpace <= 0) { // No? Then shrink the plot to the prefab length so no space is wasted! length = buildingInfo.GetLength(); } else { // Yes? Shrink the plot so all props are in the bounds int newLength = buildingInfo.GetLength() + Mathf.CeilToInt(occupiedExtraSpace / 8); length = Mathf.Min(length, newLength); } vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); } // This block handles Corner buildings. We always shrink them else if (buildingInfo.GetLength() == width && buildingInfo.GetWidth() != length) { length = buildingInfo.GetWidth(); vector6 = m_position + VectorUtils.X_Y(((float)length * 0.5f - 4f) * xDirection + ((float)num25_row * 0.5f + (float)spawnpointRow - 10f) * zDirection); } // end mod if (Debugger.Enabled) { Debugger.LogFormat("Found prefab: {5} - {0}, {1}, {2}, {3} x {4}", service, subService, level, width, length, buildingInfo.name); } break; } if (Debugger.Enabled) { } goto IL_DF0; } if (buildingInfo == null) { if (Debugger.Enabled) { Debugger.LogFormat("No prefab found: {0}, {1}, {2}, {3} x {4}", service, subService, level, width, length); } return; } float num29 = Singleton <TerrainManager> .instance.WaterLevel(VectorUtils.XZ(vector6)); if (num29 > vector6.y) { return; } float num30 = m_angle + 1.57079637f; if (zoningMode3 == BuildingInfo.ZoningMode.CornerLeft && buildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { num30 -= 1.57079637f; length = width; } else if (zoningMode3 == BuildingInfo.ZoningMode.CornerRight && buildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { num30 += 1.57079637f; length = width; } ushort num31; if (Singleton <BuildingManager> .instance.CreateBuilding(out num31, ref Singleton <SimulationManager> .instance.m_randomizer, buildingInfo, vector6, num30, length, Singleton <SimulationManager> .instance.m_currentBuildIndex)) { Singleton <SimulationManager> .instance.m_currentBuildIndex += 1u; switch (service) { case ItemClass.Service.Residential: zoneManager.m_actualResidentialDemand = Mathf.Max(0, zoneManager.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: zoneManager.m_actualCommercialDemand = Mathf.Max(0, zoneManager.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; } switch (zone) { case ItemClass.Zone.ResidentialHigh: case ItemClass.Zone.CommercialHigh: { Building[] expr_FD7_cp_0 = Singleton <BuildingManager> .instance.m_buildings.m_buffer; ushort expr_FD7_cp_1 = num31; expr_FD7_cp_0[(int)expr_FD7_cp_1].m_flags = (expr_FD7_cp_0[(int)expr_FD7_cp_1].m_flags | Building.Flags.HighDensity); break; } } } zoneManager.m_goodAreaFound[(int)zone] = 1024; }
private static bool IsGoodPlace(ref ZoneBlock zoneBlock, Vector2 position) { UnityEngine.Debug.Log($"{zoneBlock}-{position}"); return(false); }
public static void UnRegisterZone(ZoneBlock zone) { Zones.Remove(zone); }
private static void CheckZoning(ref Building b, ItemClass.Zone zone1, ItemClass.Zone zone2, ref uint validCells, ref bool secondary, ref ZoneBlock block) { UnityEngine.Debug.LogError("FakeBuilding - Failed to redirect reverse CheckZoning()"); }
public static void CalculateBlock1(ref ZoneBlock _this, ushort blockID) { // skip zone blocks which are not in use if (((int)_this.m_flags & 3) != ZoneBlock.FLAG_CREATED) return; // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // origin of the zone block // this position is in the center of the 8x8 zone block (4 columns and 4 rows away from the lower corner) Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // area of the zone block (8x4 cells) Quad2 zoneBlockQuad = new Quad2() { a = positionXZ - 4f * columnDirection - 4f * rowDirection, b = positionXZ + (columnCount - 4f) * columnDirection - 4f * rowDirection, c = positionXZ + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection, d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection }; Vector2 quadMin = zoneBlockQuad.Min(); Vector2 quadMax = zoneBlockQuad.Max(); NetManager netManager = Singleton<NetManager>.instance; // calculate which net segment grid cells are touched by this zone block int gridMinX = Mathf.Max((int)(((double)quadMin.x - 64.0) / 64.0 + 135.0), 0); int gridMinY = Mathf.Max((int)(((double)quadMin.y - 64.0) / 64.0 + 135.0), 0); int gridMaxX = Mathf.Min((int)(((double)quadMax.x + 64.0) / 64.0 + 135.0), 269); int gridMaxY = Mathf.Min((int)(((double)quadMax.y + 64.0) / 64.0 + 135.0), 269); // This bitmask stores which which cells are "valid" and which are "invalid" // (e.g. colliding with existing buildings or height too steep) // This mask limits the maximum size of a zone block to 64 cells (e.g. 8x8) // Sort order: (row 8|col 8)(row 8|col 7)...(row 8|col 2)(row 8|col 1)(row 7|col 4)(row 7|col 3)...(row 1|col 1) ulong valid = ulong.MaxValue; bool quadOutOfArea = Singleton<GameAreaManager>.instance.QuadOutOfArea(zoneBlockQuad); // Mark cells which are on too steep terrain or outside of the purchased tiles as invalid for (int row = 0; row < rowCount; ++row) { // calculate 3 relative row positions: // * One in between 2 cell grid points // * one 0.1m from previous row // * one 0.1m from next row Vector2 rowMiddleLength = ((float)row - 3.5f) * rowDirection; Vector2 rowNearPreviousLength = ((float)row - 3.9f) * rowDirection; Vector2 rowNearNextLength = ((float)row - 3.1f) * rowDirection; // calculate terrain height of the row (5 columns away from zone block origin) // that's where the road is float height = Singleton<TerrainManager>.instance.SampleRawHeightSmooth(VectorUtils.X_Y(positionXZ + rowMiddleLength - 5f * columnDirection)); for (int column = 0; column < columnCount; ++column) { // calculate 2 relative column positions: // * one 0.1m from previous column // * one 0.1m from next column Vector2 columnNearPreviousLength = ((float)column - 3.9f) * columnDirection; Vector2 columnNearNextLength = ((float)column - 3.1f) * columnDirection; // calculate terrain height of the cell (row middle, side away from road) float cellHeight = Singleton<TerrainManager>.instance.SampleRawHeightSmooth(VectorUtils.X_Y(positionXZ + rowMiddleLength + columnNearNextLength)); // if the height difference between road and cell is greater than 8m, mark the cell as invalid if ((double)Mathf.Abs(cellHeight - height) > 8.0) // TODO maybe this should be raised for 8 cell deep zones? { valid &= ~(1UL << (row << 3 | column)); } else if (quadOutOfArea) { // if the cell is outside of the purchased tiles, mark the cell as invalid if (Singleton<GameAreaManager>.instance.QuadOutOfArea(new Quad2() { a = positionXZ + columnNearPreviousLength + rowNearPreviousLength, b = positionXZ + columnNearNextLength + rowNearPreviousLength, c = positionXZ + columnNearNextLength + rowNearNextLength, d = positionXZ + columnNearPreviousLength + rowNearNextLength })) valid &= ~(1UL << (row << 3 | column)); } } } // Mark cells which are overlapped by network segments as invalid for (int gridY = gridMinY; gridY <= gridMaxY; ++gridY) { for (int gridX = gridMinX; gridX <= gridMaxX; ++gridX) { // cycle through all net segments in the grid cell ushort segmentID = netManager.m_segmentGrid[gridY * 270 + gridX]; int counter = 0; while ((int)segmentID != 0) { if (netManager.m_segments.m_buffer[(int)segmentID].Info.m_class.m_layer == ItemClass.Layer.Default) { ushort startNode = netManager.m_segments.m_buffer[(int)segmentID].m_startNode; ushort endNode = netManager.m_segments.m_buffer[(int)segmentID].m_endNode; Vector3 startNodePos = netManager.m_nodes.m_buffer[(int)startNode].m_position; Vector3 endNodePos = netManager.m_nodes.m_buffer[(int)endNode].m_position; // check if the segment (one of its nodes) is in the area of zone block if ((double)Mathf.Max(Mathf.Max(quadMin.x - 64f - startNodePos.x, quadMin.y - 64f - startNodePos.z), Mathf.Max((float)((double)startNodePos.x - (double)quadMax.x - 64.0), (float)((double)startNodePos.z - (double)quadMax.y - 64.0))) < 0.0 || (double)Mathf.Max(Mathf.Max(quadMin.x - 64f - endNodePos.x, quadMin.y - 64f - endNodePos.z), Mathf.Max((float)((double)endNodePos.x - (double)quadMax.x - 64.0), (float)((double)endNodePos.z - (double)quadMax.y - 64.0))) < 0.0) { // Mark zone cells overlapped by network segments as invalid CalculateImplementation1(ref _this, blockID, segmentID, ref netManager.m_segments.m_buffer[(int)segmentID], ref valid, quadMin.x, quadMin.y, quadMax.x, quadMax.y); } } // next segment in grid cell (linked list) segmentID = netManager.m_segments.m_buffer[(int)segmentID].m_nextGridSegment; if (++counter >= 36864) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } // This part marks all cells as invalid which are behind existing invalid cells (so that there are no cells with no road access) // 0000 0100 0000 0100 0000 0100 0000 0100 // 0000 0100 0000 0100 0000 0100 0000 0100 ulong mask = 144680345676153346; for (int iteration = 0; iteration < 7; ++iteration) { valid = valid & ~mask | valid & valid << 1 & mask; mask <<= 1; } // apply the new mask, reset shared mask _this.m_valid = valid; _this.m_shared = 0UL; }
private static void CheckZoning(ref Building _this, ItemClass.Zone zone1, ItemClass.Zone zone2, ref uint validCells, ref bool secondary, ref ZoneBlock block) { BuildingInfo.ZoningMode zoningMode = _this.Info.m_zoningMode; int width = _this.Width; int length = _this.Length; Vector3 vector3_1 = new Vector3(Mathf.Cos(_this.m_angle), 0.0f, Mathf.Sin(_this.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_3 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_4 = new Vector3(vector3_3.z, 0.0f, -vector3_3.x); Vector3 vector3_5 = block.m_position - _this.m_position + vector3_1 * (float)((double)width * 0.5 - 0.5) + vector3_2 * (float)((double)length * 0.5 - 0.5); for (int z = 0; z < rowCount; ++z) { Vector3 vector3_6 = ((float)z - 3.5f) * vector3_4; for (int x = 0; (long)x < columnCount; ++x) // modified { if (((long)block.m_valid & ~(long)block.m_shared & 1L << (z << 3 | x)) != 0L) { ItemClass.Zone zone = block.GetZone(x, z); bool flag1 = zone == zone1; if (zone == zone2 && zone2 != ItemClass.Zone.None) { flag1 = true; secondary = true; } if (flag1) { Vector3 vector3_7 = ((float)x - 3.5f) * vector3_3; Vector3 vector3_8 = vector3_5 + vector3_7 + vector3_6; float num1 = (float)((double)vector3_1.x * (double)vector3_8.x + (double)vector3_1.z * (double)vector3_8.z); float num2 = (float)((double)vector3_2.x * (double)vector3_8.x + (double)vector3_2.z * (double)vector3_8.z); int num3 = Mathf.RoundToInt(num1 / 64f); int num4 = Mathf.RoundToInt(num2 / 64f); bool flag2 = false; if (zoningMode == BuildingInfo.ZoningMode.Straight) { flag2 = num4 == 0; } else if (zoningMode == BuildingInfo.ZoningMode.CornerLeft) { flag2 = num4 == 0 && num3 >= width - 2 || num4 <= 1 && num3 == width - 1; } else if (zoningMode == BuildingInfo.ZoningMode.CornerRight) { flag2 = num4 == 0 && num3 <= 1 || num4 <= 1 && num3 == 0; } if ((!flag2 || x == 0) && (num3 >= 0 && num4 >= 0) && (num3 < width && num4 < length)) { validCells = validCells | (uint)(1 << (num4 << 3) + num3); } } } } } }
// helper method public static ushort FindBlockId(ref ZoneBlock data) { var zoneManager = ZoneManager.instance; int gridX = Mathf.Clamp((int)((double)data.m_position.x / 64.0 + 75.0), 0, 149); int gridZ = Mathf.Clamp((int)((double)data.m_position.z / 64.0 + 75.0), 0, 149) * 150 + gridX; ushort blockID = zoneManager.m_zoneGrid[gridZ]; int counter = 0; while (blockID != 0) { ushort nextBlockID = zoneManager.m_blocks.m_buffer[(int)blockID].m_nextGridBlock; if (nextBlockID == data.m_nextGridBlock) return blockID; blockID = nextBlockID; if (++counter >= 49152) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } return 0; }
public static void ZonesUpdated(ref ZoneBlock _this, ushort blockID, float minX, float minZ, float maxX, float maxZ) { // skip zone blocks which are not in use if (((int)_this.m_flags & 3) != ZoneBlock.FLAG_CREATED) return; // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // bounds of the zone block Vector2 a = positionXZ - 4f * columnDirection - 4f * rowDirection; Vector2 b = positionXZ + 0.0f * columnDirection - 4f * rowDirection; Vector2 c = positionXZ + 0.0f * columnDirection + (float)(rowCount - 4) * rowDirection; Vector2 d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection; float minX2 = Mathf.Min(Mathf.Min(a.x, b.x), Mathf.Min(c.x, d.x)); float minZ2 = Mathf.Min(Mathf.Min(a.y, b.y), Mathf.Min(c.y, d.y)); float maxX2 = Mathf.Max(Mathf.Max(a.x, b.x), Mathf.Max(c.x, d.x)); float maxZ2 = Mathf.Max(Mathf.Max(a.y, b.y), Mathf.Max(c.y, d.y)); // return if the area is not in hitbox range of this block if ((double)maxX2 < (double)minX || (double)minX2 > (double)maxX || ((double)maxZ2 < (double)minZ || (double)minZ2 > (double)maxZ)) { return; } bool isAssetEditor = (Singleton<ToolManager>.instance.m_properties.m_mode & ItemClass.Availability.AssetEditor) != ItemClass.Availability.None; // absolute position of cell at row 5, column 5 Vector2 positionR5C5 = positionXZ + columnDirection * 0.5f + rowDirection * 0.5f; // combined masks for valid and occupied ulong validMask = _this.m_valid & ~_this.m_shared; ulong occupiedMask = _this.m_occupied1 | _this.m_occupied2; for (int row = 0; row < rowCount; ++row) { int row2 = row; // calculate relative position between previous row and current row Vector2 rowPreviousLength = ((float)row - 4f) * rowDirection; for (; row + 1 < rowCount; ++row) // continue cycling through rows { int column; for (column = 0; column < columnCount; ++column) { ulong bitOfOuterRow = 1UL << (row2 << 3 | column); ulong bitOfInnerRow = 1UL << (row + 1 << 3 | column); // if the cell (row2) differs from the other cell (row) in any way, break if ((validMask & bitOfOuterRow) != 0UL != ((validMask & bitOfInnerRow) != 0UL) || (occupiedMask & bitOfOuterRow) != 0UL != ((occupiedMask & bitOfInnerRow) != 0UL) || !isAssetEditor && GetZoneDeep(ref _this, blockID, column, row + 1) != GetZoneDeep(ref _this, blockID, column, row2)) { break; } } if (column < columnCount) break; // no idea what this does } // calculate relative position between current row and next row Vector2 rowNextLength = ((float)row - 3f) * rowDirection; for (int column = 0; column < columnCount; ++column) { ulong bitOfOuterColumn = 1UL << (row2 << 3 | column); if ((validMask & bitOfOuterColumn) != 0UL) // if cell is valid { bool occupied = (occupiedMask & bitOfOuterColumn) != 0UL; // is cell occupied? int column2 = column; ItemClass.Zone zone = !isAssetEditor ? GetZoneDeep(ref _this, blockID, column, row2) : ItemClass.Zone.ResidentialLow; // calculate relative position between previous column and current column Vector2 columnPreviousLength = ((float)column - 4f) * columnDirection; for (; column != 3 && column + 1 < 8; ++column) { ulong bitOfInnerColumn = 1UL << (row2 << 3 | column + 1); // break if cell is invalid or occupied status differs from other cell or zone differs if ((validMask & bitOfInnerColumn) == 0UL || (occupiedMask & bitOfInnerColumn) != 0UL != occupied || !isAssetEditor && GetZoneDeep(ref _this, blockID, column + 1, row2) != zone) { break; } } // calculate relative position between current column and next column Vector2 columnNextLength = ((float)column - 3f) * columnDirection; // Send zone cell to rendering pipeline TerrainModify.ApplyQuad(positionXZ + columnPreviousLength + rowPreviousLength, positionXZ + columnNextLength + rowPreviousLength, positionXZ + columnNextLength + rowNextLength, positionXZ + columnPreviousLength + rowNextLength, zone, occupied, _this.m_angle, positionR5C5, columnDirection, rowDirection, 4 - column, 4 - column2, 4 - row, 4 - row2); } } } }
public static ItemClass.Zone GetZone(ref ZoneBlock _this, int x, int z) { // Calling this method should be avoided! Use GetZoneDeep instead return GetZoneDeep(ref _this, FindBlockId(ref _this), x, z); }
/// <summary> /// This method marks zone cells overlapped by network segments as invalid. Called by CalculateBlock1. /// </summary> /// <param name="_this"></param> /// <param name="blockID"></param> /// <param name="segmentID"></param> /// <param name="data"></param> /// <param name="valid"></param> /// <param name="minX"></param> /// <param name="minZ"></param> /// <param name="maxX"></param> /// <param name="maxZ"></param> private static void CalculateImplementation1(ref ZoneBlock _this, ushort blockID, ushort segmentID, ref NetSegment data, ref ulong valid, float minX, float minZ, float maxX, float maxZ) { // do nothing if the block belongs to the network segment if ((int)data.m_blockStartLeft == (int)blockID || (int)data.m_blockStartRight == (int)blockID || ((int)data.m_blockEndLeft == (int)blockID || (int)data.m_blockEndRight == (int)blockID)) { return; } NetInfo info = data.Info; if (!info.m_canCollide) return; // water pipes etc. float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth(); NetNode[] netNodeArray = Singleton<NetManager>.instance.m_nodes.m_buffer; // calculate network bezier curve Bezier3 bezier = new Bezier3(); bezier.a = netNodeArray[(int)data.m_startNode].m_position; bezier.d = netNodeArray[(int)data.m_endNode].m_position; NetSegment.CalculateMiddlePoints(bezier.a, data.m_startDirection, bezier.d, data.m_endDirection, true, true, out bezier.b, out bezier.c); // remove vertical component Bezier2 bezierXZ = Bezier2.XZ(bezier); // do nothing if the collision hitbox is outside of the hitbox of the zone block Vector2 collisionAreaMin = bezierXZ.Min() + new Vector2(-collisionHalfWidth, -collisionHalfWidth); Vector2 collisionAreaMax = bezierXZ.Max() + new Vector2(collisionHalfWidth, collisionHalfWidth); if ((double)collisionAreaMin.x > (double)maxX || (double)collisionAreaMin.y > (double)maxZ || ((double)minX > (double)collisionAreaMax.x || (double)minZ > (double)collisionAreaMax.y)) { return; } // width of the zone block int rowCount = _this.RowCount; // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // origin of the zone block // this position is in the center of the 8x8 zone block (4 columns and 4 rows away from the lower corner) Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // area of the zone block (8x8 cells) Quad2 zoneBlockQuad = new Quad2 { a = positionXZ - 4f * columnDirection - 4f * rowDirection, b = positionXZ + 4f * columnDirection - 4f * rowDirection, c = positionXZ + 4f * columnDirection + (float)(rowCount - 4) * rowDirection, d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection }; // Calculate the bounds of the network segment at the start node float start; float end; info.m_netAI.GetTerrainModifyRange(out start, out end); float halfStart = start * 0.5f; // e.g. 0.25f ---> 0.125f float halfEnd = (float)(1.0 - (1.0 - (double)end) * 0.5); // e.g. 0.75f --> 0.875f float t = halfStart; Vector2 startBezierPos = bezierXZ.Position(halfStart); Vector2 startBezierTan = bezierXZ.Tangent(halfStart); Vector2 startOrthogonalNormalized = new Vector2(-startBezierTan.y, startBezierTan.x).normalized; // tangent rotated by -90 deg = orthogonal Quad2 bezierQuad = new Quad2(); // set the initial a/b bounds if ((double)t < 0.00999999977648258 && (info.m_clipSegmentEnds || (netNodeArray[(int)data.m_startNode].m_flags & NetNode.Flags.Bend) != NetNode.Flags.None)) { Vector2 ortho4m = startOrthogonalNormalized * 4f; bezierQuad.a = startBezierPos + ortho4m - VectorUtils.XZ(data.m_startDirection) * 4f; bezierQuad.d = startBezierPos - ortho4m - VectorUtils.XZ(data.m_startDirection) * 4f; } else { Vector2 orthoHalfWidth = startOrthogonalNormalized * collisionHalfWidth; bezierQuad.a = startBezierPos + orthoHalfWidth; bezierQuad.d = startBezierPos - orthoHalfWidth; } // overlap 8 quads describing the position int steps = 8; for (int step = 1; step <= steps; ++step) { float interp = halfStart + (halfEnd - halfStart) * (float)step / (float)steps; Vector2 interpBezierPos = bezierXZ.Position(interp); Vector2 interpBezierTangent = bezierXZ.Tangent(interp); interpBezierTangent = new Vector2(-interpBezierTangent.y, interpBezierTangent.x).normalized; // set the c/d bounds if ((double)interp > 0.990000009536743 && (info.m_clipSegmentEnds || (netNodeArray[(int)data.m_endNode].m_flags & NetNode.Flags.Bend) != NetNode.Flags.None)) { interpBezierTangent *= 4f; bezierQuad.b = interpBezierPos + interpBezierTangent - VectorUtils.XZ(data.m_endDirection) * 4f; bezierQuad.c = interpBezierPos - interpBezierTangent - VectorUtils.XZ(data.m_endDirection) * 4f; } else { interpBezierTangent *= collisionHalfWidth; bezierQuad.b = interpBezierPos + interpBezierTangent; bezierQuad.c = interpBezierPos - interpBezierTangent; } Vector2 quadMin = bezierQuad.Min(); Vector2 quadMax = bezierQuad.Max(); // Overlap the quad with the zone block quad if ((double)quadMin.x <= (double)maxX && (double)quadMin.y <= (double)maxZ && ((double)minX <= (double)quadMax.x && (double)minZ <= (double)quadMax.y) && zoneBlockQuad.Intersect(bezierQuad)) { // mark colliding cells as invalid valid = valid & ~OverlapQuad(ref _this, bezierQuad); } // set the a/b bounds for the next quad bezierQuad.a = bezierQuad.b; bezierQuad.d = bezierQuad.c; } }
public static float PointDistanceSq(ref ZoneBlock _this, Vector3 point, float minDistanceSq) { // width of the zone int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector3 columnDirection = new Vector3(Mathf.Cos(_this.m_angle), 0.0f, Mathf.Sin(_this.m_angle)) * 8f; Vector3 rowDirection = new Vector3(columnDirection.z, 0.0f, -columnDirection.x); float minDistance = Mathf.Sqrt(minDistanceSq); // bounds of the zone block Vector3 a = _this.m_position - 4f * columnDirection - 4f * rowDirection; Vector3 b = _this.m_position + (columnCount - 4f) * columnDirection - 4f * rowDirection; Vector3 c = _this.m_position + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection; Vector3 d = _this.m_position - 4f * columnDirection + (float)(rowCount - 4) * rowDirection; // note the minDistance tolerance float minX = Mathf.Min(Mathf.Min(a.x, b.x), Mathf.Min(c.x, d.x)) - minDistance; float minZ = Mathf.Min(Mathf.Min(a.z, b.z), Mathf.Min(c.z, d.z)) - minDistance; float maxX = Mathf.Max(Mathf.Max(a.x, b.x), Mathf.Max(c.x, d.x)) + minDistance; float maxZ = Mathf.Max(Mathf.Max(a.z, b.z), Mathf.Max(c.z, d.z)) + minDistance; // check if point is in the zone block (+ minDistance tolerance) if ((double)point.x <= (double)maxX && (double)point.z <= (double)maxZ && ((double)minX <= (double)point.x && (double)minZ <= (double)point.z)) { for (int row = 0; row < rowCount; ++row) { // Calculate distance between row (center) and point Vector3 distancePointToRow = _this.m_position - point + ((float)row - 3.5f) * rowDirection; for (int column = 0; column < columnCount; ++column) { if ((_this.m_valid & 1uL << (row << 3 | column)) != 0uL) { // relative column position Vector3 columnMiddleLength = ((float)column - 3.5f) * columnDirection; // total distance between cell and point Vector3 distancePointToCell = distancePointToRow + columnMiddleLength; // increase distance if cell is shared by adding y component (so that the cell of the other zone block is closer), otherwise set y = 0 distancePointToCell.y = (_this.m_shared & 1uL << (row << 3 | column)) == 0uL ? 0.0f : 4f; float newDistance = Vector3.SqrMagnitude(distancePointToCell); // set as new minDistance if it is shorter if ((double)newDistance < (double)minDistanceSq) { minDistanceSq = newDistance; } } } } } return minDistanceSq; }
private static void CalculateFillBuffer(ZoneTool zt, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block, ItemClass.Zone requiredZone, bool occupied1, bool occupied2) { var m_fillBuffer1 = (ulong[])typeof(ZoneTool).GetField("m_fillBuffer1", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).GetValue(zt); float f1 = Mathf.Abs(block.m_angle - angle) * 0.6366197f; float num1 = f1 - Mathf.Floor(f1); if ((double)num1 >= 0.00999999977648258 && (double)num1 <= 0.990000009536743) return; int rowCount = block.RowCount; Vector3 vector3_1 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); for (int z = 0; z < rowCount; ++z) { Vector3 vector3_3 = ((float)z - 3.5f) * vector3_2; for (int x = 0; x < 4; ++x) { if (((long)block.m_valid & 1L << (z << 3 | x)) != 0L && block.GetZone(x, z) == requiredZone) { if (occupied1) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied1 & 1L << (z << 3 | x)) == 0L) continue; } else if (occupied2) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied2 & 1L << (z << 3 | x)) == 0L) continue; } else if ((((long)block.m_occupied1 | (long)block.m_occupied2) & 1L << (z << 3 | x)) != 0L) continue; Vector3 vector3_4 = ((float)x - 3.5f) * vector3_1; Vector3 vector3_5 = block.m_position + vector3_4 + vector3_3 - position; float f2 = (float)(((double)vector3_5.x * (double)direction.x + (double)vector3_5.z * (double)direction.z) * 0.125 + 32.0); float f3 = (float)(((double)vector3_5.x * (double)direction.z - (double)vector3_5.z * (double)direction.x) * 0.125 + 32.0); int num2 = Mathf.RoundToInt(f2); int index = Mathf.RoundToInt(f3); if (num2 >= 0 && num2 < 64 && (index >= 0 && index < 64) && ((double)Mathf.Abs(f2 - (float)num2) < 0.0125000001862645 && (double)Mathf.Abs(f3 - (float)index) < 0.0125000001862645)) m_fillBuffer1[index] |= (ulong)(1L << num2); } } } }
public static bool SetZone(ref ZoneBlock _this, int x, int z, ItemClass.Zone zone) { // Calling this method should be avoided! Use SetZoneDeep instead return SetZoneDeep(ref _this, FindBlockId(ref _this), x, z, zone); }
private static void InitializeBlock(ZoneManager zm, ushort block, ref ZoneBlock data) { int num = Mathf.Clamp((int)(data.m_position.x / 64f + HALFGRID), 0, GRIDSIZE - 1); int num2 = Mathf.Clamp((int)(data.m_position.z / 64f + HALFGRID), 0, GRIDSIZE - 1); int num3 = num2 * GRIDSIZE + num; while (!Monitor.TryEnter(zoneGrid, SimulationManager.SYNCHRONIZE_TIMEOUT)) { } try { ZoneManager.instance.m_blocks.m_buffer[(int)block].m_nextGridBlock = zoneGrid[num3]; zoneGrid[num3] = block; } finally { Monitor.Exit(zoneGrid); } }
public static void SimulationStep(ref ZoneBlock _this, ushort blockID) { ZoneManager zoneManager = Singleton<ZoneManager>.instance; // width of the zone block int rowCount = _this.RowCount; // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // bitmask of valid cells that are not occupied ulong validFreeCellMask = _this.m_valid & ~(_this.m_occupied1 | _this.m_occupied2); // select a random zoned, unoccupied row and get its zone type // this will be our seed row int seedRow = 0; ItemClass.Zone zone = ItemClass.Zone.Unzoned; for (int index = 0; index < 4 && zone == ItemClass.Zone.Unzoned; ++index) { seedRow = Singleton<SimulationManager>.instance.m_randomizer.Int32((uint)rowCount); if ((validFreeCellMask & 1UL << (seedRow << 3)) != 0UL) { zone = GetZoneDeep(ref _this, blockID, 0, seedRow); } } // get the demand for the given zone type in the district DistrictManager districtManager = Singleton<DistrictManager>.instance; byte district = districtManager.GetDistrict(_this.m_position); int demand; switch (zone) { case ItemClass.Zone.ResidentialLow: demand = zoneManager.m_actualResidentialDemand + districtManager.m_districts.m_buffer[(int)district].CalculateResidentialLowDemandOffset(); break; case ItemClass.Zone.ResidentialHigh: demand = zoneManager.m_actualResidentialDemand + districtManager.m_districts.m_buffer[(int)district].CalculateResidentialHighDemandOffset(); break; case ItemClass.Zone.CommercialLow: demand = zoneManager.m_actualCommercialDemand + districtManager.m_districts.m_buffer[(int)district].CalculateCommercialLowDemandOffset(); break; case ItemClass.Zone.CommercialHigh: demand = zoneManager.m_actualCommercialDemand + districtManager.m_districts.m_buffer[(int)district].CalculateCommercialHighDemandOffset(); break; case ItemClass.Zone.Industrial: demand = zoneManager.m_actualWorkplaceDemand + districtManager.m_districts.m_buffer[(int)district].CalculateIndustrialDemandOffset(); break; case ItemClass.Zone.Office: demand = zoneManager.m_actualWorkplaceDemand + districtManager.m_districts.m_buffer[(int)district].CalculateOfficeDemandOffset(); break; default: return; } // origin of the zone block Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // middle position of random row (roadside seed cell) Vector2 seedCellMiddlePosition = positionXZ - 3.5f * columnDirection + ((float)seedRow - 3.5f) * rowDirection; // This buffer contains 13 masks (for 13 rows) // The masks are split into two 16-bit segments // The higher 16 bits store which columns have road access // The lower 16 bits store which columns are unoccupied int[] xBuffer = zoneManager.m_tmpXBuffer; // TODO maybe use a bigger buffer? for (int index = 0; index < 13; ++index) xBuffer[index] = 0; // reset the buffer // put the surrounding area of the seed cell into a quad // TODO maybe check a bigger area? Quad2 seedPointAreaQuad = new Quad2 { a = positionXZ - 4f * columnDirection + ((float)seedRow - 10f) * rowDirection, b = positionXZ + 3f * columnDirection + ((float)seedRow - 10f) * rowDirection, c = positionXZ + 3f * columnDirection + ((float)seedRow + 2f) * rowDirection, d = positionXZ - 4f * columnDirection + ((float)seedRow + 2f) * rowDirection }; Vector2 seedPointAreaMin = seedPointAreaQuad.Min(); Vector2 seedPointAreaMax = seedPointAreaQuad.Max(); // calculate which zone block grid cells are touched by this zone block int gridMinX = Mathf.Max((int)(((double)seedPointAreaMin.x - 46.0) / 64.0 + 75.0), 0); int gridMinZ = Mathf.Max((int)(((double)seedPointAreaMin.y - 46.0) / 64.0 + 75.0), 0); int gridMaxX = Mathf.Min((int)(((double)seedPointAreaMax.x + 46.0) / 64.0 + 75.0), 149); int gridMaxZ = Mathf.Min((int)(((double)seedPointAreaMax.y + 46.0) / 64.0 + 75.0), 149); // Cycle through all touched grid cells for (int gridZ = gridMinZ; gridZ <= gridMaxZ; ++gridZ) { for (int gridX = gridMinX; gridX <= gridMaxX; ++gridX) { // Cycle through all zone blocks in grid cell ushort otherBlockID = zoneManager.m_zoneGrid[gridZ * 150 + gridX]; int counter = 0; while ((int)otherBlockID != 0) { Vector3 otherPosition = zoneManager.m_blocks.m_buffer[(int)otherBlockID].m_position; // check if other zone block is in range if ((double)Mathf.Max(Mathf.Max(seedPointAreaMin.x - 46f - otherPosition.x, seedPointAreaMin.y - 46f - otherPosition.z), Mathf.Max((float)((double)otherPosition.x - (double)seedPointAreaMax.x - 46.0), (float)((double)otherPosition.z - (double)seedPointAreaMax.y - 46.0))) < 0.0) { // Checks if the other block intersects and extends this block (orthogonal) and marks unoccupied cells and cells with road access in the XBuffer CheckBlock(ref _this, otherBlockID, ref zoneManager.m_blocks.m_buffer[(int)otherBlockID], xBuffer, zone, seedCellMiddlePosition, columnDirection, rowDirection, seedPointAreaQuad); } // next zone block in grid cell (linked list) otherBlockID = zoneManager.m_blocks.m_buffer[(int)otherBlockID].m_nextGridBlock; if (++counter >= 49152) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } for (int row = 0; row < 13; ++row) { uint columnMask = (uint)xBuffer[row]; int columnCount = 0; // counts the unoccupied columns // check if the first the 2 cells in the column have road access // that means the area is suitable for corner buildings // 196608 = 0000 0000 0000 0011 0000 0000 0000 0000 bool cornerRoadAccess = ((int)columnMask & 196608) == 196608; // stores if the last checked cell has road access bool backsideRoadAccess = false; // count unoccupied cells in this column while (((int)columnMask & 1) != 0) { ++columnCount; // check if the cell has road access // 65536 = 0000 0000 0000 0001 0000 0000 0000 0000 backsideRoadAccess = ((int)columnMask & 65536) != 0; // move on to the next cell columnMask >>= 1; } if (columnCount == 5 || columnCount == 6) { // if the last checked cell has road access, decrease max depth to number between 2 and 4, otherwise set it to 4 // always set the "depth shortened flag" (131072) columnCount = (!backsideRoadAccess ? 4 : columnCount - (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) + 2)) | 131072; } else if (columnCount == 7) { // 131072 = 0000 0000 0000 0010 0000 0000 0000 0000 // set the "depth shortened flag" and and set max depth to 4 columnCount = 4 | 131072; } // TODO add support for larger lots! (8,9,10,11,12,13,14,15) if (cornerRoadAccess) { // set corner flag // 65536 = 0000 0000 0000 0001 0000 0000 0000 0000 columnCount |= 65536; } // store result in buffer xBuffer[row] = columnCount; } // use bitmask to read depth at seed row // 0000 0000 0000 0000 1111 1111 1111 1111 int targetColumnCount = xBuffer[6] & 65535; // all columns at seed row occupied? bad seed row! if (targetColumnCount == 0) return; // checks if there is electricity available bool isGoodPlace = IsGoodPlace(ref _this, seedCellMiddlePosition); // if demand is too low, only report that a good area was found and return // (or instantly return if area is bad) if (Singleton<SimulationManager>.instance.m_randomizer.Int32(100U) >= demand) { if (isGoodPlace) // no electricity? f**k this. { zoneManager.m_goodAreaFound[(int)zone] = (short)1024; // note that a good area was found } return; } // if area is bad but a good area was found some time ago else if (!isGoodPlace && (int)zoneManager.m_goodAreaFound[(int)zone] > -1024) { if ((int)zoneManager.m_goodAreaFound[(int)zone] == 0) { zoneManager.m_goodAreaFound[(int)zone] = (short)-1; // note that no good area was found today } return; } // let's spawn a building! // STEP 1: this calculates a left and right row range for the building to spawn else { int calculatedLeftRow = 6; int calculatedRightRow = 6; bool firstTry = true; // search loop for plot size finding // The goal is to avoid one cell width holes in the zone grid // the minimum targeted width is 2 while (true) { if (firstTry) // in first try search for exact matching rows { // search for rows left and right of seed row with a similar depth while (calculatedLeftRow != 0 && (xBuffer[calculatedLeftRow - 1] & 65535) == targetColumnCount) --calculatedLeftRow; while (calculatedRightRow != 12 && (xBuffer[calculatedRightRow + 1] & 65535) == targetColumnCount) ++calculatedRightRow; } else // in the second/third try search for any matching rows { // search for rows left and right of seed row with a similar or larger depth while (calculatedLeftRow != 0 && (xBuffer[calculatedLeftRow - 1] & 65535) >= targetColumnCount) --calculatedLeftRow; while (calculatedRightRow != 12 && (xBuffer[calculatedRightRow + 1] & 65535) >= targetColumnCount) ++calculatedRightRow; } int extraLeftRange = calculatedLeftRow; int extraRightRange = calculatedRightRow; // search for further rows with a min depth of 2 while (extraLeftRange != 0 && (xBuffer[extraLeftRange - 1] & 65535) >= 2) --extraLeftRange; while (extraRightRange != 12 && (xBuffer[extraRightRange + 1] & 65535) >= 2) ++extraRightRange; // checks if a exactly one single extra row with min depth of 2 was found // if that is the case, the algorithm will try to preserve space on that side so a 2 cells width building can fit bool exactlyOneRowLeftFound = extraLeftRange != 0 && extraLeftRange == calculatedLeftRow - 1; bool exactlyOneRowRightFound = extraRightRange != 12 && extraRightRange == calculatedRightRow + 1; // 1-cell space found on both sides // goal: preserve space on both sides if (exactlyOneRowLeftFound && exactlyOneRowRightFound) { // if 3 or less regular rows found if (calculatedRightRow - calculatedLeftRow <= 2) { // if target depth 2 or less if (targetColumnCount <= 2) { if (!firstTry) // if second try { // 1x1, 1x2, 2x1, 2x2, 3x1, 3x2 goto selectRandomRows; // --> next step } // --> search again (exact mode off) } // if target depth is at least 3 (but only 3 or less rows found) else { // decrease target depth by one --targetColumnCount; // --> search again (exact mode off) } } // 4 regular rows found else { // reserve space on both sides for 2-cell wide buildings // (++rowLeft;--rowRight;) break; // --> next step } } // 1-cell space found on left side only else if (exactlyOneRowLeftFound) { // if 2 or less regular rows found if (calculatedRightRow - calculatedLeftRow <= 1) { // if target depth 2 or less if (targetColumnCount <= 2) { if (!firstTry) // if second try { goto selectRandomRows; // --> next step } // --> search again (exact mode off) } // if target depth is at least 3 (but only 2 or less rows found) else { // decrease target depth by one --targetColumnCount; // --> search again (exact mode off) } } // 4 regular rows found else { // reserve space on left side for 2-cell wide buildings // (++rowLeft;) goto selectRandomRowsPreserveL; // --> next step } } // 1-cell space found on right side only else if (exactlyOneRowRightFound) { // if 2 or less regular rows found if (calculatedRightRow - calculatedLeftRow <= 1) { // if target depth 2 or less if (targetColumnCount <= 2) { if (!firstTry) // if second try { goto selectRandomRows; // --> next step } } // if target depth is at least 3 (but only 2 or less rows found) else { // decrease target depth by one --targetColumnCount; // --> search again (exact mode off) } } // 4 regular rows found else { // reserve space on right side for 2-cell wide buildings // (--rowRight;) goto selectRandomRowsPreserveR; // --> next step } } // only one row found // we don't want 1-cell wide buildings! else if (calculatedLeftRow == calculatedRightRow) { // if target depth 2 or less if (targetColumnCount <= 2) { if (!firstTry) // if second try { goto selectRandomRows; // --> next step } // --> search again (exact mode off) } // if target depth is at least 3 (but only 1 row found) else { --targetColumnCount; // --> search again (exact mode off) } } // no 1-cell spaces found. Everything is ok! else { goto selectRandomRows; // --> next step } firstTry = false; // turn off exact mode and search again } // fix 1-cell space on both sides // selectRandomRowsPreserveBoth: ++calculatedLeftRow; --calculatedRightRow; goto selectRandomRows; // fix 1-cell space on left side selectRandomRowsPreserveL: ++calculatedLeftRow; goto selectRandomRows; // fix 1-cell space on right side selectRandomRowsPreserveR: --calculatedRightRow; // NEXT STEP: Create an alternative randomized row range for the building to spawn // (alternative width and spawn position) // Goal: Leave no small gaps selectRandomRows: // the randomized row values int randomozedLeftRow; int randomizedRightRow; // if only one cell deep, but 2 or more cells wide // select one of the rows and set the width to 1 if (targetColumnCount == 1 && calculatedRightRow - calculatedLeftRow >= 1) { // select a random row in the valid range calculatedLeftRow += Singleton<SimulationManager>.instance.m_randomizer.Int32((uint)(calculatedRightRow - calculatedLeftRow)); calculatedRightRow = calculatedLeftRow + 1; randomozedLeftRow = calculatedLeftRow + Singleton<SimulationManager>.instance.m_randomizer.Int32(2U); randomizedRightRow = randomozedLeftRow; } else { do { randomozedLeftRow = calculatedLeftRow; randomizedRightRow = calculatedRightRow; if (calculatedRightRow - calculatedLeftRow == 2) // 3 cells wide { // coin toss: reduce width by 1 (taking only from one side) if (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0) --randomizedRightRow; else ++randomozedLeftRow; } else if (calculatedRightRow - calculatedLeftRow == 3) // 4 cells wide { // coin toss: reduce width by 2 (taking only from one side) if (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0) randomizedRightRow -= 2; else randomozedLeftRow += 2; } else if (calculatedRightRow - calculatedLeftRow == 4) // 5 cells wide { // coin toss: reduce width by 2 from one side and 3 from the other if (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0) { calculatedRightRow -= 2; randomizedRightRow -= 3; } else { calculatedLeftRow += 2; randomozedLeftRow += 3; } } else if (calculatedRightRow - calculatedLeftRow == 5) // 6 cells wide { // coin toss: reduce width by 2 from one side and 3 from the other if (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0) { calculatedRightRow -= 3; randomizedRightRow -= 2; } else { calculatedLeftRow += 3; randomozedLeftRow += 2; } } else if (calculatedRightRow - calculatedLeftRow >= 6) // 7 cells wide { // check if one range is far away from seed point // reduce width by 2 from that side, also reduce that range by 3 if (calculatedLeftRow == 0 || calculatedRightRow == 12) { if (calculatedLeftRow == 0) { calculatedLeftRow = 3; randomozedLeftRow = 2; } if (calculatedRightRow == 12) { calculatedRightRow = 9; randomizedRightRow = 10; } } // otherwise: // coin toss: reduce width by 2 from one side and 3 from the other else if (Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0) { calculatedRightRow = calculatedLeftRow + 3; randomizedRightRow = randomozedLeftRow + 2; } else { calculatedLeftRow = calculatedRightRow - 3; randomozedLeftRow = randomizedRightRow - 2; } } } // do this while the selected width or the width range are greater than 4 // TODO this needs to be changed to 8 while (calculatedRightRow - calculatedLeftRow > 3 || randomizedRightRow - randomozedLeftRow > 3); } // STEP 3: Calculate final position, width, depth and zoning mode based on calculated row range int calculatedDepth = 4; int calculatedWidth = calculatedRightRow - calculatedLeftRow + 1; BuildingInfo.ZoningMode calculatedZoningMode = BuildingInfo.ZoningMode.Straight; // stores if there is reserve space for a higher depth bool calculatedSpaceBehindAllColumns = true; for (int row = calculatedLeftRow; row <= calculatedRightRow; ++row) { // calculate the maximum possible depth in the range calculatedDepth = Mathf.Min(calculatedDepth, xBuffer[row] & 65535); if ((xBuffer[row] & 131072) == 0) // check for depth shortened flag { calculatedSpaceBehindAllColumns = false; } } if (calculatedRightRow > calculatedLeftRow) // width at least 2 { // check for left corner flag if ((xBuffer[calculatedLeftRow] & 65536) != 0) { // move building to left side, set corner mode calculatedZoningMode = BuildingInfo.ZoningMode.CornerLeft; randomizedRightRow = calculatedLeftRow + randomizedRightRow - randomozedLeftRow; randomozedLeftRow = calculatedLeftRow; } // check for right corner flag (coin toss if left corner flag found) if ((xBuffer[calculatedRightRow] & 65536) != 0 && (calculatedZoningMode != BuildingInfo.ZoningMode.CornerLeft || Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0)) { // move building to right side, set corner mode calculatedZoningMode = BuildingInfo.ZoningMode.CornerRight; randomozedLeftRow = calculatedRightRow + randomozedLeftRow - randomizedRightRow; randomizedRightRow = calculatedRightRow; } } // STEP 4: Calculate final position, width, depth and zoning mode based on randomized row range int randomizedDepth = 4; int randomizedWidth = randomizedRightRow - randomozedLeftRow + 1; BuildingInfo.ZoningMode randomizedZoningMode = BuildingInfo.ZoningMode.Straight; // stores if there is reserve space for a higher depth bool randomizedSpaceBehindAllColumns = true; for (int row = randomozedLeftRow; row <= randomizedRightRow; ++row) { // calculate the maximum possible depth in the range randomizedDepth = Mathf.Min(randomizedDepth, xBuffer[row] & (int)ushort.MaxValue); if ((xBuffer[row] & 131072) == 0) // check for depth shortened flag { randomizedSpaceBehindAllColumns = false; } } if (randomizedRightRow > randomozedLeftRow) // width at least 2 { // check for left corner flag if ((xBuffer[randomozedLeftRow] & 65536) != 0) { randomizedZoningMode = BuildingInfo.ZoningMode.CornerLeft; // set corner mode } // check for right corner flag (coin toss if left corner flag found) if ((xBuffer[randomizedRightRow] & 65536) != 0 && (randomizedZoningMode != BuildingInfo.ZoningMode.CornerLeft || Singleton<SimulationManager>.instance.m_randomizer.Int32(2U) == 0)) { randomizedZoningMode = BuildingInfo.ZoningMode.CornerRight; // set corner mode } } // STEP 5: Assemble ItemClass information ItemClass.SubService subService = ItemClass.SubService.None; ItemClass.Level level = ItemClass.Level.Level1; ItemClass.Service service; switch (zone) { case ItemClass.Zone.ResidentialLow: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialLow; break; case ItemClass.Zone.ResidentialHigh: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialHigh; break; case ItemClass.Zone.CommercialLow: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialLow; break; case ItemClass.Zone.CommercialHigh: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialHigh; break; case ItemClass.Zone.Industrial: service = ItemClass.Service.Industrial; break; case ItemClass.Zone.Office: service = ItemClass.Service.Office; subService = ItemClass.SubService.None; break; default: return; } // STEP 6: Find a prefab using either calculated or randomized size, spawn position and zoning mode // The fallback if no corner was found is always straight mode BuildingInfo info = (BuildingInfo)null; Vector3 buildingSpawnPos = Vector3.zero; int finalSpawnRowDouble = 0; // this is the doubled relative spawn position int finalDepth = 0; int finalWidth = 0; BuildingInfo.ZoningMode finalZoningMode = BuildingInfo.ZoningMode.Straight; for (int iteration = 0; iteration < 6; ++iteration) { switch (iteration) { case 0: //corner, calculated if (calculatedZoningMode != BuildingInfo.ZoningMode.Straight) { finalSpawnRowDouble = calculatedLeftRow + calculatedRightRow + 1; finalDepth = calculatedDepth; finalWidth = calculatedWidth; finalZoningMode = calculatedZoningMode; goto default; } else break; case 1: //corner, randomized if (randomizedZoningMode != BuildingInfo.ZoningMode.Straight) { finalSpawnRowDouble = randomozedLeftRow + randomizedRightRow + 1; finalDepth = randomizedDepth; finalWidth = randomizedWidth; finalZoningMode = randomizedZoningMode; goto default; } else break; case 2: //corner, calculated, limited depth if (calculatedZoningMode != BuildingInfo.ZoningMode.Straight && calculatedDepth >= 4) { finalSpawnRowDouble = calculatedLeftRow + calculatedRightRow + 1; finalDepth = !calculatedSpaceBehindAllColumns ? 2 : 3; // prevent 1-cell gaps finalWidth = calculatedWidth; finalZoningMode = calculatedZoningMode; goto default; } else break; case 3: //corner, randomized, limited depth if (randomizedZoningMode != BuildingInfo.ZoningMode.Straight && randomizedDepth >= 4) { finalSpawnRowDouble = randomozedLeftRow + randomizedRightRow + 1; finalDepth = !randomizedSpaceBehindAllColumns ? 2 : 3; // prevent 1-cell gaps finalWidth = randomizedWidth; finalZoningMode = randomizedZoningMode; goto default; } else break; case 4: // straight, calculated finalSpawnRowDouble = calculatedLeftRow + calculatedRightRow + 1; finalDepth = calculatedDepth; finalWidth = calculatedWidth; finalZoningMode = BuildingInfo.ZoningMode.Straight; goto default; case 5: // straight, randomized finalSpawnRowDouble = randomozedLeftRow + randomizedRightRow + 1; finalDepth = randomizedDepth; finalWidth = randomizedWidth; finalZoningMode = BuildingInfo.ZoningMode.Straight; goto default; default: // calculate building spawn position (plot center) buildingSpawnPos = _this.m_position + VectorUtils.X_Y( (float)((double)finalDepth * 0.5 - 4.0) * columnDirection + (float)((double)finalSpawnRowDouble * 0.5 + ((double)seedRow - 6) - 4) * rowDirection); // industrial specialisations if (zone == ItemClass.Zone.Industrial) { ZoneBlock.GetIndustryType(buildingSpawnPos, out subService, out level); } // commercial specialisations else if (zone == ItemClass.Zone.CommercialLow || zone == ItemClass.Zone.CommercialHigh) { ZoneBlock.GetCommercialType(buildingSpawnPos, zone, finalWidth, finalDepth, out subService, out level); } // get district style byte buildingDistrict = districtManager.GetDistrict(buildingSpawnPos); ushort style = districtManager.m_districts.m_buffer[(int)buildingDistrict].m_Style; // find random building info = Singleton<BuildingManager>.instance.GetRandomBuildingInfo(ref Singleton<SimulationManager>.instance.m_randomizer, service, subService, level, finalWidth, finalDepth, finalZoningMode, (int)style); // no building found? go back to switch statement and use different calculations if (info == null) break; // spawn the building! goto spawnBuilding; } } // STEP 7: Spawn the building! spawnBuilding: // No underwater buildings! if (info == null || (double)Singleton<TerrainManager>.instance.WaterLevel(VectorUtils.XZ(buildingSpawnPos)) > (double)buildingSpawnPos.y) return; // Rotate corner buildings correctly float angle = _this.m_angle + 1.570796f; // 0.5*PI = 180 deg if (finalZoningMode == BuildingInfo.ZoningMode.CornerLeft && info.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { angle -= 1.570796f; finalDepth = finalWidth; } else if (finalZoningMode == BuildingInfo.ZoningMode.CornerRight && info.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { angle += 1.570796f; finalDepth = finalWidth; } // Try to spawn the building ushort buildingID; if (Singleton<BuildingManager>.instance.CreateBuilding(out buildingID, ref Singleton<SimulationManager>.instance.m_randomizer, info, buildingSpawnPos, angle, finalDepth, Singleton<SimulationManager>.instance.m_currentBuildIndex)) { ++Singleton<SimulationManager>.instance.m_currentBuildIndex; // Lower demand switch (service) { case ItemClass.Service.Residential: zoneManager.m_actualResidentialDemand = Mathf.Max(0, zoneManager.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: zoneManager.m_actualCommercialDemand = Mathf.Max(0, zoneManager.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: zoneManager.m_actualWorkplaceDemand = Mathf.Max(0, zoneManager.m_actualWorkplaceDemand - 5); break; } // Apply high-density building flag switch (zone) { case ItemClass.Zone.ResidentialHigh: case ItemClass.Zone.CommercialHigh: Singleton<BuildingManager>.instance.m_buildings.m_buffer[(int)buildingID].m_flags |= Building.Flags.HighDensity; break; } } zoneManager.m_goodAreaFound[(int)zone] = (short)1024; // note that a good area was found and a building was spawned } }
public override void SimulationStep(ushort buildingID, ref Building buildingData, ref Building.Frame frameData) { base.SimulationStep(buildingID, ref buildingData, ref frameData); if (Singleton <SimulationManager> .instance.m_randomizer.Int32(10U) == 0) { DistrictManager instance = Singleton <DistrictManager> .instance; byte district = instance.GetDistrict(buildingData.m_position); ushort num = instance.m_districts.m_buffer[(int)district].m_Style; if ((int)num > 0 && (int)num - 1 < instance.m_Styles.Length) { DistrictStyle districtStyle = instance.m_Styles[(int)num - 1]; if (districtStyle != null && (UnityEngine.Object) this.m_info.m_class != (UnityEngine.Object)null && (districtStyle.AffectsService(this.m_info.GetService(), this.m_info.GetSubService(), this.m_info.m_class.m_level) && !districtStyle.Contains(this.m_info)) && (int)Singleton <ZoneManager> .instance.m_lastBuildIndex == (int)Singleton <SimulationManager> .instance.m_currentBuildIndex) { buildingData.m_flags |= Building.Flags.Demolishing; ++Singleton <SimulationManager> .instance.m_currentBuildIndex; } } } if ((buildingData.m_flags & Building.Flags.ZonesUpdated) != Building.Flags.None) { SimulationManager instance = Singleton <SimulationManager> .instance; if ((int)buildingData.m_fireIntensity != 0 || instance.m_randomizer.Int32(10U) != 0 || (int)Singleton <ZoneManager> .instance.m_lastBuildIndex != (int)instance.m_currentBuildIndex) { return; } buildingData.m_flags &= ~Building.Flags.ZonesUpdated; if (buildingData.CheckZoning(this.m_info.m_class.GetZone(), this.m_info.m_class.GetSecondaryZone())) { return; } buildingData.m_flags |= Building.Flags.Demolishing; PrivateBuildingAIDetour.CheckNearbyBuildingZones(buildingData.m_position); ++instance.m_currentBuildIndex; } else { if ((buildingData.m_flags & (Building.Flags.Abandoned | Building.Flags.Downgrading)) == Building.Flags.None || (int)buildingData.m_majorProblemTimer != (int)byte.MaxValue && (buildingData.m_flags & Building.Flags.Abandoned) != Building.Flags.None) { return; } SimulationManager instance1 = Singleton <SimulationManager> .instance; ZoneManager instance2 = Singleton <ZoneManager> .instance; int num1; switch (this.m_info.m_class.m_service) { case ItemClass.Service.Residential: num1 = instance2.m_actualResidentialDemand; break; case ItemClass.Service.Commercial: num1 = instance2.m_actualCommercialDemand; break; case ItemClass.Service.Industrial: num1 = instance2.m_actualWorkplaceDemand; break; case ItemClass.Service.Office: num1 = instance2.m_actualWorkplaceDemand; break; default: num1 = 0; break; } if (instance1.m_randomizer.Int32(100U) >= num1 || (int)instance2.m_lastBuildIndex != (int)instance1.m_currentBuildIndex || (double)Singleton <TerrainManager> .instance.WaterLevel(VectorUtils.XZ(buildingData.m_position)) > (double)buildingData.m_position.y) { return; } ItemClass.SubService subService = this.m_info.m_class.m_subService; ItemClass.Level level = ItemClass.Level.Level1; int width = buildingData.Width; int num2 = buildingData.Length; if (this.m_info.m_class.m_service == ItemClass.Service.Industrial) { ZoneBlock.GetIndustryType(buildingData.m_position, out subService, out level); } else if (this.m_info.m_class.m_service == ItemClass.Service.Commercial) { ZoneBlock.GetCommercialType(buildingData.m_position, this.m_info.m_class.GetZone(), width, num2, out subService, out level); } DistrictManager instance3 = Singleton <DistrictManager> .instance; byte district = instance3.GetDistrict(buildingData.m_position); ushort num3 = instance3.m_districts.m_buffer[(int)district].m_Style; BuildingInfo randomBuildingInfo = Singleton <BuildingManager> .instance.GetRandomBuildingInfo(ref Singleton <SimulationManager> .instance.m_randomizer, this.m_info.m_class.m_service, subService, level, width, num2, this.m_info.m_zoningMode, (int)num3); if (randomBuildingInfo == null) { return; } buildingData.m_flags |= Building.Flags.Demolishing; float num4 = buildingData.m_angle + 1.570796f; float num5; if (this.m_info.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft && randomBuildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { num5 = num4 - 1.570796f; num2 = width; } else if (this.m_info.m_zoningMode == BuildingInfo.ZoningMode.CornerRight && randomBuildingInfo.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { num5 = num4 + 1.570796f; num2 = width; } ushort building; if (Singleton <BuildingManager> .instance.CreateBuilding(out building, ref Singleton <SimulationManager> .instance.m_randomizer, randomBuildingInfo, buildingData.m_position, buildingData.m_angle, num2, Singleton <SimulationManager> .instance.m_currentBuildIndex)) { ++Singleton <SimulationManager> .instance.m_currentBuildIndex; switch (this.m_info.m_class.m_service) { case ItemClass.Service.Residential: instance2.m_actualResidentialDemand = Mathf.Max(0, instance2.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: instance2.m_actualCommercialDemand = Mathf.Max(0, instance2.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: instance2.m_actualWorkplaceDemand = Mathf.Max(0, instance2.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: instance2.m_actualWorkplaceDemand = Mathf.Max(0, instance2.m_actualWorkplaceDemand - 5); break; } } ++instance1.m_currentBuildIndex; } }
public static void SimulationStep(ref ZoneBlock block, ushort blockID) { ZoneManager instance1 = Singleton <ZoneManager> .instance; int rowCount = block.RowCount; Vector2 xDir = new Vector2(Mathf.Cos(block.m_angle), Mathf.Sin(block.m_angle)) * 8f; Vector2 zDir = new Vector2(xDir.y, -xDir.x); ulong num1 = block.m_valid & (ulong)~((long)block.m_occupied1 | (long)block.m_occupied2); int z = 0; ItemClass.Zone zone = ItemClass.Zone.Unzoned; for (int index = 0; index < 4 && zone == ItemClass.Zone.Unzoned; ++index) { z = Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)rowCount); if (((long)num1 & 1L << (z << 3)) != 0L) { zone = block.GetZone(0, z); } } DistrictManager instance2 = Singleton <DistrictManager> .instance; byte district1 = instance2.GetDistrict(block.m_position); int num2; switch (zone) { case ItemClass.Zone.ResidentialLow: num2 = instance1.m_actualResidentialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateResidentialLowDemandOffset(); break; case ItemClass.Zone.ResidentialHigh: num2 = instance1.m_actualResidentialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateResidentialHighDemandOffset(); break; case ItemClass.Zone.CommercialLow: num2 = instance1.m_actualCommercialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateCommercialLowDemandOffset(); break; case ItemClass.Zone.CommercialHigh: num2 = instance1.m_actualCommercialDemand + instance2.m_districts.m_buffer[(int)district1].CalculateCommercialHighDemandOffset(); break; case ItemClass.Zone.Industrial: num2 = instance1.m_actualWorkplaceDemand + instance2.m_districts.m_buffer[(int)district1].CalculateIndustrialDemandOffset(); break; case ItemClass.Zone.Office: num2 = instance1.m_actualWorkplaceDemand + instance2.m_districts.m_buffer[(int)district1].CalculateOfficeDemandOffset(); break; default: return; } Vector2 vector2_1 = VectorUtils.XZ(block.m_position); Vector2 vector2_2 = vector2_1 - 3.5f * xDir + ((float)z - 3.5f) * zDir; int[] xBuffer = instance1.m_tmpXBuffer; for (int index = 0; index < 13; ++index) { xBuffer[index] = 0; } Quad2 quad = new Quad2(); quad.a = vector2_1 - 4f * xDir + ((float)z - 10f) * zDir; quad.b = vector2_1 + 3f * xDir + ((float)z - 10f) * zDir; quad.c = vector2_1 + 3f * xDir + ((float)z + 2f) * zDir; quad.d = vector2_1 - 4f * xDir + ((float)z + 2f) * zDir; Vector2 vector2_3 = quad.Min(); Vector2 vector2_4 = quad.Max(); //begin mod int num3 = Mathf.Max((int)(((double)vector2_3.x - 46.0) / 64.0 + FakeZoneManager.HALFGRID), 0); int num4 = Mathf.Max((int)(((double)vector2_3.y - 46.0) / 64.0 + FakeZoneManager.HALFGRID), 0); int num5 = Mathf.Min((int)(((double)vector2_4.x + 46.0) / 64.0 + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); int num6 = Mathf.Min((int)(((double)vector2_4.y + 46.0) / 64.0 + FakeZoneManager.HALFGRID), FakeZoneManager.GRIDSIZE - 1); //end mod for (int index1 = num4; index1 <= num6; ++index1) { for (int index2 = num3; index2 <= num5; ++index2) { //begin mod ushort num7 = instance1.m_zoneGrid[index1 * FakeZoneManager.GRIDSIZE + index2]; //end mod int num8 = 0; while ((int)num7 != 0) { Vector3 vector3 = instance1.m_blocks.m_buffer[(int)num7].m_position; if ((double)Mathf.Max(Mathf.Max(vector2_3.x - 46f - vector3.x, vector2_3.y - 46f - vector3.z), Mathf.Max((float)((double)vector3.x - (double)vector2_4.x - 46.0), (float)((double)vector3.z - (double)vector2_4.y - 46.0))) < 0.0) { //begin mod CheckBlock(ref block, ref instance1.m_blocks.m_buffer[(int)num7], xBuffer, zone, vector2_2, xDir, zDir, quad); } //end mod num7 = instance1.m_blocks.m_buffer[(int)num7].m_nextGridBlock; if (++num8 >= 49152) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } for (int index = 0; index < 13; ++index) { uint num7 = (uint)xBuffer[index]; int num8 = 0; bool flag1 = ((int)num7 & 196608) == 196608; bool flag2 = false; while (((int)num7 & 1) != 0) { ++num8; flag2 = ((int)num7 & 65536) != 0; num7 >>= 1; } if (num8 == 5 || num8 == 6) { num8 = (!flag2 ? 4 : num8 - (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) + 2)) | 131072; } else if (num8 == 7) { num8 = 4 | 131072; } if (flag1) { num8 |= 65536; } xBuffer[index] = num8; } int num9 = xBuffer[6] & (int)ushort.MaxValue; if (num9 == 0) { return; } //begin mod bool flag3 = IsGoodPlace(ref block, vector2_2); //end mod if (Singleton <SimulationManager> .instance.m_randomizer.Int32(100U) >= num2) { if (!flag3) { return; } instance1.m_goodAreaFound[(int)zone] = (short)1024; } else if (!flag3 && (int)instance1.m_goodAreaFound[(int)zone] > -1024) { if ((int)instance1.m_goodAreaFound[(int)zone] != 0) { return; } instance1.m_goodAreaFound[(int)zone] = (short)-1; } else { int index1 = 6; int index2 = 6; bool flag1 = true; while (true) { if (flag1) { while (index1 != 0 && (xBuffer[index1 - 1] & (int)ushort.MaxValue) == num9) { --index1; } while (index2 != 12 && (xBuffer[index2 + 1] & (int)ushort.MaxValue) == num9) { ++index2; } } else { while (index1 != 0 && (xBuffer[index1 - 1] & (int)ushort.MaxValue) >= num9) { --index1; } while (index2 != 12 && (xBuffer[index2 + 1] & (int)ushort.MaxValue) >= num9) { ++index2; } } int num7 = index1; int num8 = index2; while (num7 != 0 && (xBuffer[num7 - 1] & (int)ushort.MaxValue) >= 2) { --num7; } while (num8 != 12 && (xBuffer[num8 + 1] & (int)ushort.MaxValue) >= 2) { ++num8; } bool flag2 = num7 != 0 && num7 == index1 - 1; bool flag4 = num8 != 12 && num8 == index2 + 1; if (flag2 && flag4) { if (index2 - index1 <= 2) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { break; } } else if (flag2) { if (index2 - index1 <= 1) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_73; } } else if (flag4) { if (index2 - index1 <= 1) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_79; } } else if (index1 == index2) { if (num9 <= 2) { if (!flag1) { goto label_88; } } else { --num9; } } else { goto label_88; } flag1 = false; } ++index1; --index2; goto label_88; label_73: ++index1; goto label_88; label_79: --index2; label_88: int index3; int index4; if (num9 == 1 && index2 - index1 >= 1) { index1 += Singleton <SimulationManager> .instance.m_randomizer.Int32((uint)(index2 - index1)); index2 = index1 + 1; index3 = index1 + Singleton <SimulationManager> .instance.m_randomizer.Int32(2U); index4 = index3; } else { do { index3 = index1; index4 = index2; if (index2 - index1 == 2) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { --index4; } else { ++index3; } } else if (index2 - index1 == 3) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index4 -= 2; } else { index3 += 2; } } else if (index2 - index1 == 4) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 -= 2; index4 -= 3; } else { index1 += 2; index3 += 3; } } else if (index2 - index1 == 5) { if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 -= 3; index4 -= 2; } else { index1 += 3; index3 += 2; } } else if (index2 - index1 >= 6) { if (index1 == 0 || index2 == 12) { if (index1 == 0) { index1 = 3; index3 = 2; } if (index2 == 12) { index2 = 9; index4 = 10; } } else if (Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0) { index2 = index1 + 3; index4 = index3 + 2; } else { index1 = index2 - 3; index3 = index4 - 2; } } }while (index2 - index1 > 3 || index4 - index3 > 3); } int a1 = 4; int num10 = index2 - index1 + 1; BuildingInfo.ZoningMode zoningMode1 = BuildingInfo.ZoningMode.Straight; bool flag5 = true; for (int index5 = index1; index5 <= index2; ++index5) { a1 = Mathf.Min(a1, xBuffer[index5] & (int)ushort.MaxValue); if ((xBuffer[index5] & 131072) == 0) { flag5 = false; } } if (index2 > index1) { if ((xBuffer[index1] & 65536) != 0) { zoningMode1 = BuildingInfo.ZoningMode.CornerLeft; index4 = index1 + index4 - index3; index3 = index1; } if ((xBuffer[index2] & 65536) != 0 && (zoningMode1 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0)) { zoningMode1 = BuildingInfo.ZoningMode.CornerRight; index3 = index2 + index3 - index4; index4 = index2; } } int a2 = 4; int num11 = index4 - index3 + 1; BuildingInfo.ZoningMode zoningMode2 = BuildingInfo.ZoningMode.Straight; bool flag6 = true; for (int index5 = index3; index5 <= index4; ++index5) { a2 = Mathf.Min(a2, xBuffer[index5] & (int)ushort.MaxValue); if ((xBuffer[index5] & 131072) == 0) { flag6 = false; } } if (index4 > index3) { if ((xBuffer[index3] & 65536) != 0) { zoningMode2 = BuildingInfo.ZoningMode.CornerLeft; } if ((xBuffer[index4] & 65536) != 0 && (zoningMode2 != BuildingInfo.ZoningMode.CornerLeft || Singleton <SimulationManager> .instance.m_randomizer.Int32(2U) == 0)) { zoningMode2 = BuildingInfo.ZoningMode.CornerRight; } } ItemClass.SubService subService = ItemClass.SubService.None; ItemClass.Level level = ItemClass.Level.Level1; ItemClass.Service service; switch (zone) { case ItemClass.Zone.ResidentialLow: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialLow; break; case ItemClass.Zone.ResidentialHigh: service = ItemClass.Service.Residential; subService = ItemClass.SubService.ResidentialHigh; break; case ItemClass.Zone.CommercialLow: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialLow; break; case ItemClass.Zone.CommercialHigh: service = ItemClass.Service.Commercial; subService = ItemClass.SubService.CommercialHigh; break; case ItemClass.Zone.Industrial: service = ItemClass.Service.Industrial; break; case ItemClass.Zone.Office: service = ItemClass.Service.Office; break; default: return; } BuildingInfo info = (BuildingInfo)null; Vector3 vector3 = Vector3.zero; int num12 = 0; int num13 = 0; int width = 0; BuildingInfo.ZoningMode zoningMode3 = BuildingInfo.ZoningMode.Straight; for (int index5 = 0; index5 < 6; ++index5) { switch (index5) { case 0: if (zoningMode1 != BuildingInfo.ZoningMode.Straight) { num12 = index1 + index2 + 1; num13 = a1; width = num10; zoningMode3 = zoningMode1; goto default; } else { break; } case 1: if (zoningMode2 != BuildingInfo.ZoningMode.Straight) { num12 = index3 + index4 + 1; num13 = a2; width = num11; zoningMode3 = zoningMode2; goto default; } else { break; } case 2: if (zoningMode1 != BuildingInfo.ZoningMode.Straight && a1 >= 4) { num12 = index1 + index2 + 1; num13 = !flag5 ? 2 : 3; width = num10; zoningMode3 = zoningMode1; goto default; } else { break; } case 3: if (zoningMode2 != BuildingInfo.ZoningMode.Straight && a2 >= 4) { num12 = index3 + index4 + 1; num13 = !flag6 ? 2 : 3; width = num11; zoningMode3 = zoningMode2; goto default; } else { break; } case 4: num12 = index1 + index2 + 1; num13 = a1; width = num10; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto default; case 5: num12 = index3 + index4 + 1; num13 = a2; width = num11; zoningMode3 = BuildingInfo.ZoningMode.Straight; goto default; default: vector3 = block.m_position + VectorUtils.X_Y((float)((double)num13 * 0.5 - 4.0) * xDir + (float)((double)num12 * 0.5 + (double)z - 10.0) * zDir); if (zone == ItemClass.Zone.Industrial) { ZoneBlock.GetIndustryType(vector3, out subService, out level); } else if (zone == ItemClass.Zone.CommercialLow || zone == ItemClass.Zone.CommercialHigh) { ZoneBlock.GetCommercialType(vector3, zone, width, num13, out subService, out level); } else if (zone == ItemClass.Zone.ResidentialLow || zone == ItemClass.Zone.ResidentialHigh) { ZoneBlock.GetResidentialType(vector3, zone, width, num13, out subService, out level); } else if (zone == ItemClass.Zone.Office) { ZoneBlock.GetOfficeType(vector3, zone, width, num13, out subService, out level); } byte district2 = instance2.GetDistrict(vector3); ushort style = instance2.m_districts.m_buffer[(int)district2].m_Style; if (Singleton <BuildingManager> .instance.m_BuildingWrapper != null) { Singleton <BuildingManager> .instance.m_BuildingWrapper.OnCalculateSpawn(vector3, ref service, ref subService, ref level, ref style); } info = Singleton <BuildingManager> .instance.GetRandomBuildingInfo(ref Singleton <SimulationManager> .instance.m_randomizer, service, subService, level, width, num13, zoningMode3, (int)style); if (info == null) { break; } goto label_169; } } label_169: if (info == null || (double)Singleton <TerrainManager> .instance.WaterLevel(VectorUtils.XZ(vector3)) > (double)vector3.y || Singleton <DisasterManager> .instance.IsEvacuating(vector3)) { return; } float angle = block.m_angle + 1.570796f; if (zoningMode3 == BuildingInfo.ZoningMode.CornerLeft && info.m_zoningMode == BuildingInfo.ZoningMode.CornerRight) { angle -= 1.570796f; num13 = width; } else if (zoningMode3 == BuildingInfo.ZoningMode.CornerRight && info.m_zoningMode == BuildingInfo.ZoningMode.CornerLeft) { angle += 1.570796f; num13 = width; } ushort building; if (Singleton <BuildingManager> .instance.CreateBuilding(out building, ref Singleton <SimulationManager> .instance.m_randomizer, info, vector3, angle, num13, Singleton <SimulationManager> .instance.m_currentBuildIndex)) { ++Singleton <SimulationManager> .instance.m_currentBuildIndex; switch (service) { case ItemClass.Service.Residential: instance1.m_actualResidentialDemand = Mathf.Max(0, instance1.m_actualResidentialDemand - 5); break; case ItemClass.Service.Commercial: instance1.m_actualCommercialDemand = Mathf.Max(0, instance1.m_actualCommercialDemand - 5); break; case ItemClass.Service.Industrial: instance1.m_actualWorkplaceDemand = Mathf.Max(0, instance1.m_actualWorkplaceDemand - 5); break; case ItemClass.Service.Office: instance1.m_actualWorkplaceDemand = Mathf.Max(0, instance1.m_actualWorkplaceDemand - 5); break; } switch (zone) { case ItemClass.Zone.ResidentialHigh: case ItemClass.Zone.CommercialHigh: Singleton <BuildingManager> .instance.m_buildings.m_buffer[(int)building].m_flags |= Building.Flags.HighDensity; break; } } instance1.m_goodAreaFound[(int)zone] = (short)1024; } }
private static void CalculateFillBuffer(ZoneTool _this, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block, ItemClass.Zone requiredZone, bool occupied1, bool occupied2) { float f1 = Mathf.Abs(block.m_angle - angle) * 0.6366197f; float num1 = f1 - Mathf.Floor(f1); if ((double)num1 >= 0.00999999977648258 && (double)num1 <= 0.990000009536743) { return; } int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_1 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); var m_fillBuffer1 = GetFillBuffer(_this); // modified var blockID = ZoneBlockDetour.FindBlockId(ref block); // modified for (int z = 0; z < rowCount; ++z) { Vector3 vector3_3 = ((float)z - 3.5f) * vector3_2; for (int x = 0; x < columnCount; ++x) // modifed { if (((long)block.m_valid & 1L << (z << 3 | x)) != 0L && ZoneBlockDetour.GetZoneDeep(ref block, blockID, x, z) == requiredZone) { if (occupied1) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied1 & 1L << (z << 3 | x)) == 0L) { continue; } } else if (occupied2) { if (requiredZone == ItemClass.Zone.Unzoned && ((long)block.m_occupied2 & 1L << (z << 3 | x)) == 0L) { continue; } } else if ((((long)block.m_occupied1 | (long)block.m_occupied2) & 1L << (z << 3 | x)) != 0L) { continue; } Vector3 vector3_4 = ((float)x - 3.5f) * vector3_1; Vector3 vector3_5 = block.m_position + vector3_4 + vector3_3 - position; float f2 = (float)(((double)vector3_5.x * (double)direction.x + (double)vector3_5.z * (double)direction.z) * 0.125 + 32.0); float f3 = (float)(((double)vector3_5.x * (double)direction.z - (double)vector3_5.z * (double)direction.x) * 0.125 + 32.0); int num2 = Mathf.RoundToInt(f2); int index = Mathf.RoundToInt(f3); if (num2 >= 0 && num2 < 64 && (index >= 0 && index < 64) && ((double)Mathf.Abs(f2 - (float)num2) < 0.0125000001862645 && (double)Mathf.Abs(f3 - (float)index) < 0.0125000001862645)) { m_fillBuffer1[index] |= (ulong)(1L << num2); } } } } }
private static void CheckBlock(ref ZoneBlock zoneBlock, ref ZoneBlock other, int[] xBuffer, ItemClass.Zone zone, Vector2 startPos, Vector2 xDir, Vector2 zDir, Quad2 quad) { UnityEngine.Debug.Log($"{zoneBlock}-{other}-{xBuffer}-{zone}-{startPos}-{xDir}-{zDir}-{quad}"); }
/// <summary> /// Marks cells colliding with buildings as occupied and removes the zoning if the building is plopable. /// </summary> /// <param name="_this"></param> /// <param name="blockID"></param> /// <param name="info"></param> /// <param name="building"></param> /// <param name="occupied1"></param> /// <param name="occupied2"></param> /// <param name="zone1"></param> /// <param name="zone2"></param> /// <param name="minX"></param> /// <param name="minZ"></param> /// <param name="maxX"></param> /// <param name="maxZ"></param> private static void CalculateImplementation3(ref ZoneBlock _this, ref ulong zone3, ref ulong zone4, ushort blockID, BuildingInfo info, ref Building building, ref ulong occupied1, ref ulong occupied2, ref ulong zone1, ref ulong zone2, float minX, float minZ, float maxX, float maxZ) { // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // size of the building int width = building.Width; int length = building.Length; // direction of building width and length vectors Vector2 widthDirection = new Vector2(Mathf.Cos(building.m_angle), Mathf.Sin(building.m_angle)); Vector2 lengthDirection = new Vector2(widthDirection.y, -widthDirection.x); // building width and length vectors (-0.8m tolerance) Vector2 halfWidthVector = widthDirection * (float)((double)width * 4.0 - 0.800000011920929); Vector2 halfLengthVector = lengthDirection * (float)((double)length * 4.0 - 0.800000011920929); if (info.m_circular) { halfWidthVector *= 0.7f; halfLengthVector *= 0.7f; } // position of the building Vector2 buildingPositionXZ = VectorUtils.XZ(building.m_position); // quad of the building lot Quad2 buildingQuad = new Quad2 { a = buildingPositionXZ - halfWidthVector - halfLengthVector, b = buildingPositionXZ + halfWidthVector - halfLengthVector, c = buildingPositionXZ + halfWidthVector + halfLengthVector, d = buildingPositionXZ - halfWidthVector + halfLengthVector }; Vector2 quadMin = buildingQuad.Min(); Vector2 quadMax = buildingQuad.Max(); // return if building not in collision range if ((double)quadMin.x > (double)maxX || (double)quadMin.y > (double)maxZ || ((double)minX > (double)quadMax.x || (double)minZ > (double)quadMax.y)) { return; } // zone block position Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // return if zone block quad does not intersect with building quad if (!new Quad2() { a = (positionXZ - 4f * columnDirection - 4f * rowDirection), b = (positionXZ + (columnCount - 4f) * columnDirection - 4f * rowDirection), c = (positionXZ + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection), d = (positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection) }.Intersect(buildingQuad)) { return; } // Calculate which cells are colliding with the building ulong overlapCellMask = OverlapQuad(ref _this, buildingQuad); if (info.m_buildingAI.ClearOccupiedZoning()) // for non-growables { // set cells as occupied (use occupied2 mask) occupied2 = occupied2 | overlapCellMask; // Use zone1 mask for cells close to road (column 1 and 2) // 72340172838076673 - do not shift // 0000 0001 0000 0001 0000 0001 0000 0001 // 0000 0001 0000 0001 0000 0001 0000 0001 // 144680345676153346 - shift 3 to left // 0000 0010 0000 0010 0000 0010 0000 0010 // 0000 0010 0000 0010 0000 0010 0000 0010 ulong zoneClearMask = overlapCellMask & 72340172838076673UL | (overlapCellMask & 144680345676153346UL) << 3; zoneClearMask = zoneClearMask | zoneClearMask << 1; zoneClearMask = zoneClearMask | zoneClearMask << 2; // clear all 4 bits of each cell zone1 = zone1 & ~zoneClearMask; // Use zone2 mask for cells away to road (column 3 and 4) // 289360691352306692 - shift 2 to right // 0000 0100 0000 0100 0000 0100 0000 0100 // 0000 0100 0000 0100 0000 0100 0000 0100 // 578721382704613384 - shift 1 to left // 0000 1000 0000 1000 0000 1000 0000 1000 // 0000 1000 0000 1000 0000 1000 0000 1000 zoneClearMask = (overlapCellMask & 289360691352306692UL) >> 2 | (overlapCellMask & 578721382704613384UL) << 1; zoneClearMask = zoneClearMask | zoneClearMask << 1; zoneClearMask = zoneClearMask | zoneClearMask << 2; // clear all 4 bits of each cell zone2 = zone2 & ~zoneClearMask; // --- support for deeper zones --- // Use zone3 mask for cells away to road (column 5 and 6) // 1157442765409226768 - shift 4 to right // 0001 0000 0001 0000 0001 0000 0001 0000 // 0001 0000 0001 0000 0001 0000 0001 0000 // 2314885530818453536 - shift 1 to right // 0010 0000 0010 0000 0010 0000 0010 0000 // 0010 0000 0010 0000 0010 0000 0010 0000 zoneClearMask = (overlapCellMask & 1157442765409226768UL) >> 4 | (overlapCellMask & 2314885530818453536UL) >> 1; zoneClearMask = zoneClearMask | zoneClearMask << 1; zoneClearMask = zoneClearMask | zoneClearMask << 2; // clear all 4 bits of each cell zone3 = zone3 & ~zoneClearMask; // Use zone4 mask for cells away to road (column 7 and 8) // 4629771061636907072 - shift 6 to right // 0100 0000 0100 0000 0100 0000 0100 0000 // 0100 0000 0100 0000 0100 0000 0100 0000 // 0x8080808080808080 - shift 3 to right // 1000 0000 1000 0000 1000 0000 1000 0000 // 1000 0000 1000 0000 1000 0000 1000 0000 zoneClearMask = (overlapCellMask & 4629771061636907072UL) >> 6 | (overlapCellMask & 0x8080808080808080UL) >> 3; zoneClearMask = zoneClearMask | zoneClearMask << 1; zoneClearMask = zoneClearMask | zoneClearMask << 2; // clear all 4 bits of each cell zone4 = zone4 & ~zoneClearMask; } else // set cells as occupied (use occupied1 mask) occupied1 = occupied1 | overlapCellMask; }
private void ReleaseBlockImplementation(ushort block, ref ZoneBlock data) { var zm = ZoneManager.instance; if (data.m_flags != 0u) { data.m_flags |= 2u; zm.m_cachedBlocks.Add(data); data.m_flags = 0u; int num = Mathf.Clamp((int)(data.m_position.x / 64f + HALFGRID), 0, GRIDSIZE - 1); int num2 = Mathf.Clamp((int)(data.m_position.z / 64f + HALFGRID), 0, GRIDSIZE - 1); int num3 = num2 * GRIDSIZE + num; while (!Monitor.TryEnter(zoneGrid, SimulationManager.SYNCHRONIZE_TIMEOUT)) { } try { ushort num4 = 0; ushort num5 = zoneGrid[num3]; int num6 = 0; while (num5 != 0) { if (num5 == block) { if (num4 == 0) { zoneGrid[num3] = data.m_nextGridBlock; } else { zm.m_blocks.m_buffer[(int)num4].m_nextGridBlock = data.m_nextGridBlock; } break; } num4 = num5; num5 = zm.m_blocks.m_buffer[(int)num5].m_nextGridBlock; if (++num6 > 32768) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } data.m_nextGridBlock = 0; } finally { Monitor.Exit(zoneGrid); } zm.m_blocks.ReleaseItem(block); zm.m_blockCount = (int)(zm.m_blocks.ItemCount() - 1u); } }
/// <summary> /// Compares zone block with other block. /// </summary> /// <param name="_this"></param> /// <param name="other"></param> /// <param name="xBuffer"></param> /// <param name="zone"></param> /// <param name="startPos"></param> /// <param name="xDir"></param> /// <param name="zDir"></param> /// <param name="quad"></param> private static void CheckBlock(ref ZoneBlock _this, ushort otherBlockID, ref ZoneBlock other, int[] xBuffer, ItemClass.Zone zone, Vector2 startPos, Vector2 xDir, Vector2 zDir, Quad2 quad) { // difference of 2 radian angles (360 deg = 2*PI * 0.6366197f = 4f) // that means an angle difference of 90 deg would result in 1f float angleDiff = Mathf.Abs(other.m_angle - _this.m_angle) * 0.6366197f; float rightAngleDiff = angleDiff - Mathf.Floor(angleDiff); // check if the zone block and the other zone block are in right angle (0 90 180 270 deg), otherwise return if ((double)rightAngleDiff >= 0.00999999977648258 && (double)rightAngleDiff <= 0.990000009536743) return; // width of other block int otherRowCount = other.RowCount; int otherColumnCount = ZoneBlockDetour.GetColumnCount(ref other); // modified Vector2 otherColumnDirection = new Vector2(Mathf.Cos(other.m_angle), Mathf.Sin(other.m_angle)) * 8f; Vector2 otherRowDirection = new Vector2(otherColumnDirection.y, -otherColumnDirection.x); ulong otherValidFreeCellMask = other.m_valid & ~(other.m_occupied1 | other.m_occupied2); Vector2 otherPositionXZ = VectorUtils.XZ(other.m_position); // check if the zone block quad of the other block intersects with the zone block, otherwise return if (!quad.Intersect(new Quad2() { a = otherPositionXZ - 4f * otherColumnDirection - 4f * otherRowDirection, b = otherPositionXZ + (otherColumnCount - 4f) * otherColumnDirection - 4f * otherRowDirection, c = otherPositionXZ + (otherColumnCount - 4f) * otherColumnDirection + (float)(otherRowCount - 4) * otherRowDirection, d = otherPositionXZ - 4f * otherColumnDirection + (float)(otherRowCount - 4) * otherRowDirection })) { return; } // Cycle through all cells of the other block for (int row = 0; row < otherRowCount; ++row) { Vector2 rowMiddleLength = ((float)row - 3.5f) * otherRowDirection; for (int column = 0; column < otherColumnCount; ++column) { // check if the cell is unoccupied and zoned correctly if ((otherValidFreeCellMask & 1UL << (row << 3 | column)) != 0UL && GetZoneDeep(ref other, otherBlockID, column, row) == zone) { Vector2 columnMiddleLength = ((float)column - 3.5f) * otherColumnDirection; // Calculate the distance between the seed point and the current cell Vector2 cellStartPosDistance = otherPositionXZ + columnMiddleLength + rowMiddleLength - startPos; // dot product divided by 8*8 (normalized to cell size) // cell distance in x direction between the seed cell and the current cell float distColumnDirection = (float)(((double)cellStartPosDistance.x * (double)xDir.x + (double)cellStartPosDistance.y * (double)xDir.y) * (1.0 / 64.0)); // cell distance in z direction (rowDirection between the seed cell and the current cell float distRowDirection = (float)(((double)cellStartPosDistance.x * (double)zDir.x + (double)cellStartPosDistance.y * (double)zDir.y) * (1.0 / 64.0)); // rounded distances int roundedDistColumnDirection = Mathf.RoundToInt(distColumnDirection); // must be >=0 (behind road) and <=6 (7 cells to the back) int roundedDistRowDirection = Mathf.RoundToInt(distRowDirection); // must be >=-6 and <=6 (6 cells to the left or 6 cells to the right) // TODO raise numbers and array size for 8x8 lot support if (roundedDistColumnDirection >= 0 && roundedDistColumnDirection <= 6 && (roundedDistRowDirection >= -6 && roundedDistRowDirection <= 6) // cells must be aligned in the same grid + 1% tolerance && ((double)Mathf.Abs(distColumnDirection - (float)roundedDistColumnDirection) < 0.0125000001862645 && (double)Mathf.Abs(distRowDirection - (float)roundedDistRowDirection) < 0.0125000001862645 // must have road access or be behind one of the cells touching the road of the seed block // column == 0 means access to the road belonging to the zone block // roundedDistColumnDirection != 0 && (column == 0 || roundedDistColumnDirection != 0))) { // Mark the cell in the column mask (in the row buffer array) xBuffer[roundedDistRowDirection + 6] |= 1 << roundedDistColumnDirection; // If the column touches the road, also mark it in the second part of the int mask if (column == 0) { xBuffer[roundedDistRowDirection + 6] |= 1 << roundedDistColumnDirection + 16; // shift by 16 } } } } } }
private Vector3 GetSnapDelta(Vector3 moveDelta, float angleDelta, Vector3 center, out bool autoCurve) { autoCurve = false; if (VectorUtils.XZ(moveDelta) == Vector2.zero) { return(moveDelta); } Vector3 newMoveDelta = moveDelta; NetManager netManager = NetManager.instance; NetSegment[] segmentBuffer = netManager.m_segments.m_buffer; NetNode[] nodeBuffer = netManager.m_nodes.m_buffer; Building[] buildingBuffer = BuildingManager.instance.m_buildings.m_buffer; Matrix4x4 matrix4x = default; matrix4x.SetTRS(center, Quaternion.AngleAxis(angleDelta * Mathf.Rad2Deg, Vector3.down), Vector3.one); bool snap = false; HashSet <InstanceState> newStates = null; if (ActionQueue.instance.current is TransformAction transformAction) { newStates = transformAction.CalculateStates(moveDelta, angleDelta, center, followTerrain); } if (ActionQueue.instance.current is CloneAction cloneAction) { newStates = cloneAction.CalculateStates(moveDelta, angleDelta, center, followTerrain); } // Snap to direction if (newStates.Count == 1) { foreach (InstanceState state in newStates) { if (state.instance.id.Type == InstanceType.NetSegment) { return(SnapSegmentDirections(state.instance.id.NetSegment, state.position, moveDelta)); } else if (state.instance.id.Type == InstanceType.NetNode) { if (TrySnapNodeDirections(state.instance.id.NetNode, state.position, moveDelta, out newMoveDelta, out autoCurve)) { DebugUtils.Log("Snap to direction: " + moveDelta + ", " + newMoveDelta); return(newMoveDelta); } } } } HashSet <ushort> ingnoreSegments = new HashSet <ushort>(); HashSet <ushort> segmentList = new HashSet <ushort>(); ushort[] closeSegments = new ushort[16]; // Get list of closest segments foreach (InstanceState state in newStates) { netManager.GetClosestSegments(state.position, closeSegments, out int closeSegmentCount); segmentList.UnionWith(closeSegments); if (ToolState != ToolStates.Cloning) { ingnoreSegments.UnionWith(state.instance.segmentList); } } float distanceSq = float.MaxValue; // Snap to node foreach (ushort segment in segmentList) { if (!ingnoreSegments.Contains(segment)) { foreach (InstanceState state in newStates) { if (state.instance.id.Type == InstanceType.NetNode) { float minSqDistance = segmentBuffer[segment].Info.GetMinNodeDistance() / 2f; minSqDistance *= minSqDistance; ushort startNode = segmentBuffer[segment].m_startNode; ushort endNode = segmentBuffer[segment].m_endNode; snap = TrySnapping(nodeBuffer[startNode].m_position, state.position, minSqDistance, ref distanceSq, moveDelta, ref newMoveDelta) || snap; snap = TrySnapping(nodeBuffer[endNode].m_position, state.position, minSqDistance, ref distanceSq, moveDelta, ref newMoveDelta) || snap; } } } } if (snap) { DebugUtils.Log("Snap to node: " + moveDelta + ", " + newMoveDelta); return(newMoveDelta); } // Snap to segment foreach (ushort segment in segmentList) { if (!ingnoreSegments.Contains(segment)) { foreach (InstanceState state in newStates) { if (state.instance.id.Type == InstanceType.NetNode) { float minSqDistance = segmentBuffer[segment].Info.GetMinNodeDistance() / 2f; minSqDistance *= minSqDistance; segmentBuffer[segment].GetClosestPositionAndDirection(state.position, out Vector3 testPos, out Vector3 direction); snap = TrySnapping(testPos, state.position, minSqDistance, ref distanceSq, moveDelta, ref newMoveDelta) || snap; } } } } if (snap) { DebugUtils.Log("Snap to segment: " + moveDelta + ", " + newMoveDelta); return(newMoveDelta); } // Snap to grid ushort block = 0; ushort previousBlock = 0; Vector3 refPosition = Vector3.zero; bool smallRoad = false; foreach (ushort segment in segmentList) { bool hasBlocks = segment != 0 && (segmentBuffer[segment].m_blockStartLeft != 0 || segmentBuffer[segment].m_blockStartRight != 0 || segmentBuffer[segment].m_blockEndLeft != 0 || segmentBuffer[segment].m_blockEndRight != 0); if (hasBlocks && !ingnoreSegments.Contains(segment)) { foreach (InstanceState state in newStates) { if (state.instance.id.Type != InstanceType.NetSegment) { Vector3 testPosition = state.position; if (state.instance.id.Type == InstanceType.Building) { ushort building = state.instance.id.Building; testPosition = GetBuildingSnapPoint(state.position, state.angle, buildingBuffer[building].Length, buildingBuffer[building].Width); } segmentBuffer[segment].GetClosestZoneBlock(testPosition, ref distanceSq, ref block); if (block != previousBlock) { refPosition = testPosition; if (state.instance.id.Type == InstanceType.NetNode) { if (nodeBuffer[state.instance.id.NetNode].Info.m_halfWidth <= 4f) { smallRoad = true; } } previousBlock = block; } } } } } if (block != 0) { Vector3 newPosition = refPosition; ZoneBlock zoneBlock = ZoneManager.instance.m_blocks.m_buffer[block]; SnapToBlock(ref newPosition, zoneBlock.m_position, zoneBlock.m_angle, smallRoad); DebugUtils.Log("Snap to grid: " + moveDelta + ", " + (moveDelta + newPosition - refPosition)); return(moveDelta + newPosition - refPosition); } // Snap to editor grid if ((ToolManager.instance.m_properties.m_mode & ItemClass.Availability.AssetEditor) != ItemClass.Availability.None) { Vector3 assetGridPosition = Vector3.zero; float testMagnitude = 0; foreach (InstanceState state in newStates) { Vector3 testPosition = state.position; if (state.instance.id.Type == InstanceType.Building) { ushort building = state.instance.id.Building; testPosition = GetBuildingSnapPoint(state.position, state.angle, buildingBuffer[building].Length, buildingBuffer[building].Width); } float x = Mathf.Round(testPosition.x / 8f) * 8f; float z = Mathf.Round(testPosition.z / 8f) * 8f; Vector3 newPosition = new Vector3(x, testPosition.y, z); float deltaMagnitude = (newPosition - testPosition).sqrMagnitude; if (assetGridPosition == Vector3.zero || deltaMagnitude < testMagnitude) { refPosition = testPosition; assetGridPosition = newPosition; deltaMagnitude = testMagnitude; } } DebugUtils.Log("Snap to grid: " + moveDelta + ", " + (moveDelta + assetGridPosition - refPosition)); return(moveDelta + assetGridPosition - refPosition); } return(moveDelta); }
/// <summary> /// Checks if position has access to electricity. /// </summary> /// <param name="_this"></param> /// <param name="position"></param> /// <returns></returns> private static bool IsGoodPlace(ref ZoneBlock _this, Vector2 position) { // calculate which building grid cells are in range of this position int gridMinX = Mathf.Max((int)(((double)position.x - 104.0) / 64.0 + 135.0), 0); int gridMinZ = Mathf.Max((int)(((double)position.y - 104.0) / 64.0 + 135.0), 0); int gridMaxX = Mathf.Min((int)(((double)position.x + 104.0) / 64.0 + 135.0), 269); int gridMaxZ = Mathf.Min((int)(((double)position.y + 104.0) / 64.0 + 135.0), 269); Array16<Building> buildings = Singleton<BuildingManager>.instance.m_buildings; ushort[] buildingGrid = Singleton<BuildingManager>.instance.m_buildingGrid; // Cycle through all relevant grid cells for (int gridZ = gridMinZ; gridZ <= gridMaxZ; ++gridZ) { for (int gridX = gridMinX; gridX <= gridMaxX; ++gridX) { // Cycle through all buildings in grid cell ushort buildingID = buildingGrid[gridZ * 270 + gridX]; int counter = 0; while ((int)buildingID != 0) { // only look at existing buildings if ((buildings.m_buffer[(int)buildingID].m_flags & (Building.Flags.Created | Building.Flags.Deleted)) == Building.Flags.Created) { BuildingInfo info; int width; int length; buildings.m_buffer[(int)buildingID].GetInfoWidthLength(out info, out width, out length); if (info != null) { // check if spot has access to electricity float electricityGridRadius = info.m_buildingAI.ElectricityGridRadius(); if ((double)electricityGridRadius > 0.100000001490116 || info.m_class.m_service == ItemClass.Service.Electricity) { Vector2 buildingPositionXZ = VectorUtils.XZ(buildings.m_buffer[(int)buildingID].m_position); float radius2 = Mathf.Max(8f, electricityGridRadius) + 32f; if ((double)Vector2.SqrMagnitude(position - buildingPositionXZ) < (double)radius2 * (double)radius2) return true; } } } // next building in grid cell (linked list) buildingID = buildings.m_buffer[(int)buildingID].m_nextGridBuilding; if (++counter >= 49152) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } return false; }
public static void RegisterZone(ZoneBlock zone) { Zones.Add(zone); }
/// <summary> /// Overlaps the quad of the zone block with a colliding quad and returns a "invalid" bitmask for the colliding cells. Internal helper method. /// </summary> /// <param name="_this"></param> /// <param name="quad"></param> /// <returns></returns> private static ulong OverlapQuad(ref ZoneBlock _this, Quad2 quad) { // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // bounds of the colliding quad Vector2 collidingQuadMin = quad.Min(); Vector2 collidingQuadMax = quad.Max(); // origin of the zone block // this position is in the center of the 8x8 zone block (4 columns and 4 rows away from the lower corner) Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // the "invalid" bitmask ("0" = valid, "1" = invalid) ulong invalid = 0; for (int row = 0; row < rowCount; ++row) { // calculate 2 relative row positions: // * one 0.1m from previous row // * one 0.1m from next row Vector2 rowNearPreviousLength = ((float)row - 3.9f) * rowDirection; Vector2 rowNearNextLength = ((float)row - 3.1f) * rowDirection; for (int column = 0; column < columnCount; ++column) { // calculate 2 relative column positions: // * one 0.1m from previous column // * one 0.1m from next column Vector2 columnNearPreviousLength = ((float)column - 3.9f) * columnDirection; Vector2 columnNearNextLength = ((float)column - 3.1f) * columnDirection; // middle position of the cell Vector2 cellMiddlePos = positionXZ + (columnNearNextLength + columnNearPreviousLength + rowNearNextLength + rowNearPreviousLength) * 0.5f; if ((double)collidingQuadMin.x <= (double)cellMiddlePos.x + 6.0 && (double)collidingQuadMin.y <= (double)cellMiddlePos.y + 6.0 && ((double)cellMiddlePos.x - 6.0 <= (double)collidingQuadMax.x && (double)cellMiddlePos.y - 6.0 <= (double)collidingQuadMax.y)) { // Create a quad for the cell and intersect it with the colliding quad if (quad.Intersect(new Quad2() { a = positionXZ + columnNearPreviousLength + rowNearPreviousLength, b = positionXZ + columnNearNextLength + rowNearPreviousLength, c = positionXZ + columnNearNextLength + rowNearNextLength, d = positionXZ + columnNearPreviousLength + rowNearNextLength })) { // if the cell is colliding, mark it as "1" invalid |= 1uL << (row << 3 | column); } } } } return invalid; }
/// <summary> /// Intersects zone block with other zone block, updates "valid" and "shared" masks. /// </summary> /// <param name="_this"></param> /// <param name="blockID"></param> /// <param name="other"></param> /// <param name="valid"></param> /// <param name="shared"></param> /// <param name="minX"></param> /// <param name="minZ"></param> /// <param name="maxX"></param> /// <param name="maxZ"></param> private static void CalculateImplementation2(ref ZoneBlock _this, ushort otherBlockID, ushort blockID, ref ZoneBlock other, ref ulong valid, ref ulong shared, float minX, float minZ, float maxX, float maxZ) { // 92 = sqrt(64^2+64^2) // if the other zone block is not marked as "created" or too far away, do nothing if (((int)other.m_flags & ZoneBlock.FLAG_CREATED) == 0 || (double)Mathf.Abs(other.m_position.x - _this.m_position.x) >= 92.0 || (double)Mathf.Abs(other.m_position.z - _this.m_position.z) >= 92.0) { return; } // checks if the other zone block is marked as "deleted" bool deleted = ((int)other.m_flags & ZoneBlock.FLAG_DELETED) != 0; // width of block and other block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified int otherRowCount = other.RowCount; int otherColumnCount = ZoneBlockDetour.GetColumnCount(ref other); // modified // directions of the rows and columns of the block, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); // directions of the rows and columns of the other block, multiplied by 8 (cell size) Vector2 otherColumnDirection = new Vector2(Mathf.Cos(other.m_angle), Mathf.Sin(other.m_angle)) * 8f; Vector2 otherRowDirection = new Vector2(otherColumnDirection.y, -otherColumnDirection.x); // origin of the other block Vector2 otherPositionXZ = VectorUtils.XZ(other.m_position); // area of the other zone block Quad2 otherZoneBlockQuad = new Quad2 { a = otherPositionXZ - 4f * otherColumnDirection - 4f * otherRowDirection, b = otherPositionXZ + (otherColumnCount - 4f) * otherColumnDirection - 4f * otherRowDirection, c = otherPositionXZ + (otherColumnCount - 4f) * otherColumnDirection + (float)(otherRowCount - 4) * otherRowDirection, d = otherPositionXZ - 4f * otherColumnDirection + (float)(otherRowCount - 4) * otherRowDirection }; Vector2 otherQuadMin = otherZoneBlockQuad.Min(); Vector2 otherQuadMax = otherZoneBlockQuad.Max(); // return if there is no chance that the 2 quads collide if ((double)otherQuadMin.x > (double)maxX || (double)otherQuadMin.y > (double)maxZ || ((double)minX > (double)otherQuadMax.x || (double)minZ > (double)otherQuadMax.y)) { return; } // origin of the block Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // area of the zone block (8x4 cells) Quad2 zoneBlockQuad = new Quad2 { a = positionXZ - 4f * columnDirection - 4f * rowDirection, b = positionXZ + (columnCount - 4f) * columnDirection - 4f * rowDirection, c = positionXZ + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection, d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection }; // return if the quads are not intersecting if (!zoneBlockQuad.Intersect(otherZoneBlockQuad)) return; for (int row = 0; row < rowCount; ++row) { // calculate 2 relative row positions: // * one 0.01m from previous row // * one 0.01m from next row Vector2 rowNearPreviousLength = ((float)row - 3.99f) * rowDirection; Vector2 rowNearNextLength = ((float)row - 3.01f) * rowDirection; // set the quad to the row (4 cells) zoneBlockQuad.a = positionXZ - 4f * columnDirection + rowNearPreviousLength; zoneBlockQuad.b = positionXZ + (columnCount - 4f) * columnDirection + rowNearPreviousLength; zoneBlockQuad.c = positionXZ + (columnCount - 4f) * columnDirection + rowNearNextLength; zoneBlockQuad.d = positionXZ - 4f * columnDirection + rowNearNextLength; // Intersect the row quad with the other zone block quad if (zoneBlockQuad.Intersect(otherZoneBlockQuad)) { for (int column = 0; column < columnCount && (valid & 1uL << (row << 3 | column)) != 0uL; ++column) { // calculate 2 relative column positions: // * one 0.01m from previous column // * one 0.01m from next column Vector2 columnNearPreviousLength = ((float)column - 3.99f) * columnDirection; Vector2 columnNearNextLength = ((float)column - 3.01f) * columnDirection; // middle position of the cell Vector2 cellMiddlePos = positionXZ + (columnNearNextLength + columnNearPreviousLength + rowNearNextLength + rowNearPreviousLength) * 0.5f; // check if the middle position of the cell is contained in the quad of the other zone block (1 cell tolerance) if (Quad2.Intersect(otherZoneBlockQuad.a - otherColumnDirection - otherRowDirection, otherZoneBlockQuad.b + otherColumnDirection - otherRowDirection, otherZoneBlockQuad.c + otherColumnDirection + otherRowDirection, otherZoneBlockQuad.d - otherColumnDirection + otherRowDirection, cellMiddlePos)) { // Create a quad for the cell Quad2 cellQuad = new Quad2 { a = positionXZ + columnNearPreviousLength + rowNearPreviousLength, b = positionXZ + columnNearNextLength + rowNearPreviousLength, c = positionXZ + columnNearNextLength + rowNearNextLength, d = positionXZ + columnNearPreviousLength + rowNearNextLength }; // cycle through the cells of the other zone block bool cellIsValid = true; bool shareCell = false; for (int otherRow = 0; otherRow < otherRowCount && cellIsValid; ++otherRow) { // calculate 2 relative row positions for the cell in the other zone block: // * one 0.01m from previous row // * one 0.01m from next row Vector2 otherRowNearPreviousLength = ((float)otherRow - 3.99f) * otherRowDirection; Vector2 otherRowNearNextLength = ((float)otherRow - 3.01f) * otherRowDirection; for (int otherColumn = 0; otherColumn < otherColumnCount && cellIsValid; ++otherColumn) { // checks if the cell is marked as valid in the valid mask of the other block, and that it is not contained in the shared mask if ((other.m_valid & ~other.m_shared & 1uL << (otherRow << 3 | otherColumn)) != 0uL) { // calculate 2 relative column positions for the cell in the other zone block: // * one 0.01m from previous column // * one 0.01m from next column Vector2 otherColumnNearPreviousLength = ((float)otherColumn - 3.99f) * otherColumnDirection; Vector2 otherColumnNearNextLength = ((float)otherColumn - 3.01f) * otherColumnDirection; // squared distance between the 2 cell middle positions float cellMiddleDist = Vector2.SqrMagnitude(otherPositionXZ + (otherColumnNearNextLength + otherColumnNearPreviousLength + otherRowNearNextLength + otherRowNearPreviousLength) * 0.5f - cellMiddlePos); // check if the 2 cells can touch if ((double)cellMiddleDist < 144.0) { if (!deleted) // other zone block not deleted: { // difference of 2 radian angles (360 deg = 2*PI * 0.6366197f = 4f) // that means an angle difference of 90 deg would result in 1f float angleDiff = Mathf.Abs(other.m_angle - _this.m_angle) * 0.6366197f; float rightAngleDiff = angleDiff - Mathf.Floor(angleDiff); // difference from 90 deg // if the 2 cells are almost in the same spot with an angle difference of 0 90 180 270 deg, mark one of them as shared if ((double)cellMiddleDist < 0.00999999977648258 && ((double)rightAngleDiff < 0.00999999977648258 || (double)rightAngleDiff > 0.990000009536743)) { // The cell closer to road (or that was created earler) is kept, the other marked as shared if (column < otherColumn || column == otherColumn && _this.m_buildIndex < other.m_buildIndex) other.m_shared |= 1UL << (otherRow << 3 | otherColumn); else shareCell = true; } // angles not right or not in the same place: Intersect the 2 cells else if (cellQuad.Intersect(new Quad2() { a = otherPositionXZ + otherColumnNearPreviousLength + otherRowNearPreviousLength, b = otherPositionXZ + otherColumnNearNextLength + otherRowNearPreviousLength, c = otherPositionXZ + otherColumnNearNextLength + otherRowNearNextLength, d = otherPositionXZ + otherColumnNearPreviousLength + otherRowNearNextLength })) { // mark the cell which is further away from the road (or was created later) as invalid // TODO adapt for 8 cell zones (low priority) if (otherColumn >= 4 && column >= 4 || otherColumn < 4 && column < 4) { if (otherColumn >= 2 && column >= 2 || otherColumn < 2 && column < 2) { if (_this.m_buildIndex < other.m_buildIndex) other.m_valid &= ~(1UL << (otherRow << 3 | otherColumn)); else cellIsValid = false; } else if (otherColumn < 2) cellIsValid = false; else other.m_valid &= ~(1UL << (otherRow << 3 | otherColumn)); } else if (otherColumn < 4) cellIsValid = false; else other.m_valid &= ~(1UL << (otherRow << 3 | otherColumn)); } } // distance between cell middle pos < 6 = cells colliding // if the cell is unzoned, take over the zone type of the other one if ((double)cellMiddleDist < 36.0 && column < 8 && otherColumn < 8) // modifed 4 --> 8 { ItemClass.Zone zone1 = GetZoneDeep(ref _this, blockID, column, row); ItemClass.Zone zone2 = GetZoneDeep(ref other, otherBlockID, otherColumn, otherRow); if (zone1 == ItemClass.Zone.Unzoned) SetZoneDeep(ref _this, blockID, column, row, zone2); else if (zone2 == ItemClass.Zone.Unzoned && !deleted) SetZoneDeep(ref other, otherBlockID, otherColumn, otherRow, zone1); } } } } } if (!cellIsValid) { valid = valid & ~(1UL << (row << 3 | column)); break; } if (shareCell) shared = shared | 1UL << (row << 3 | column); } } } } }
private static bool ApplyFillBuffer(ZoneTool _this, Vector3 position, Vector3 direction, float angle, ushort blockIndex, ref ZoneBlock block) { var m_zoning = IsZoningEnabled(_this); // custom var m_dezoning = IsDezoningEnabled(_this); // custom var blockID = ZoneBlockDetour.FindBlockId(ref block); // modified int rowCount = block.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref block); // modified Vector3 vector3_1 = new Vector3(Mathf.Cos(block.m_angle), 0.0f, Mathf.Sin(block.m_angle)) * 8f; Vector3 vector3_2 = new Vector3(vector3_1.z, 0.0f, -vector3_1.x); bool flag1 = false; for (int z = 0; z < rowCount; ++z) { Vector3 vector3_3 = ((float)z - 3.5f) * vector3_2; for (int x = 0; x < columnCount; ++x) // custom { Vector3 vector3_4 = ((float)x - 3.5f) * vector3_1; Vector3 vector3_5 = block.m_position + vector3_4 + vector3_3 - position; float f1 = (float)(((double)vector3_5.x * (double)direction.x + (double)vector3_5.z * (double)direction.z) * 0.125 + 32.0); float f2 = (float)(((double)vector3_5.x * (double)direction.z - (double)vector3_5.z * (double)direction.x) * 0.125 + 32.0); int num1 = Mathf.Clamp(Mathf.RoundToInt(f1), 0, 63); int num2 = Mathf.Clamp(Mathf.RoundToInt(f2), 0, 63); bool flag2 = false; var m_fillBuffer1 = GetFillBuffer(_this); // modified for (int index1 = -1; index1 <= 1 && !flag2; ++index1) { for (int index2 = -1; index2 <= 1 && !flag2; ++index2) { int num3 = num1 + index2; int index3 = num2 + index1; if (num3 >= 0 && num3 < 64 && (index3 >= 0 && index3 < 64) && (((double)f1 - (double)num3) * ((double)f1 - (double)num3) + ((double)f2 - (double)index3) * ((double)f2 - (double)index3) < 9.0 / 16.0 && ((long)m_fillBuffer1[index3] & 1L << num3) != 0L)) { if (m_zoning) { if ((_this.m_zone == ItemClass.Zone.Unzoned || ZoneBlockDetour.GetZoneDeep(ref block, blockID, x, z) == ItemClass.Zone.Unzoned) && ZoneBlockDetour.SetZoneDeep(ref block, blockID, x, z, _this.m_zone)) { flag1 = true; } } else if (m_dezoning && ZoneBlockDetour.SetZoneDeep(ref block, blockID, x, z, ItemClass.Zone.Unzoned)) { flag1 = true; } flag2 = true; } } } } } if (!flag1) { return(false); } block.RefreshZoning(blockIndex); return(true); }
private void ReleaseBlockImplementation(ushort block, ref ZoneBlock data) { if ((int)data.m_flags == 0) { return; } data.m_flags |= 2U; this.m_cachedBlocks.Add(data); int rowCount = data.RowCount; float f = data.m_angle; Vector2 vector2_1 = new Vector2(Mathf.Cos(f), Mathf.Sin(f)) * 8f; Vector2 vector2_2 = new Vector2(vector2_1.y, -vector2_1.x); Vector2 vector2_3 = VectorUtils.XZ(data.m_position); this.UpdateBlocks(new Quad2() { a = vector2_3 - 4f * vector2_1 - 4f * vector2_2, b = vector2_3 + 0.0f * vector2_1 - 4f * vector2_2, c = vector2_3 + 0.0f * vector2_1 + (float)(rowCount - 4) * vector2_2, d = vector2_3 - 4f * vector2_1 + (float)(rowCount - 4) * vector2_2 }); data.m_flags = 0U; //begin mod int num1 = Mathf.Clamp((int)((double)data.m_position.x / 64.0 + HALFGRID), 0, GRIDSIZE - 1); int index = Mathf.Clamp((int)((double)data.m_position.z / 64.0 + HALFGRID), 0, GRIDSIZE - 1) * GRIDSIZE + num1; //end mod do { ; }while (!Monitor.TryEnter((object)this.m_zoneGrid, SimulationManager.SYNCHRONIZE_TIMEOUT)); try { ushort num2 = (ushort)0; ushort num3 = this.m_zoneGrid[index]; int num4 = 0; while ((int)num3 != 0) { if ((int)num3 == (int)block) { if ((int)num2 == 0) { this.m_zoneGrid[index] = data.m_nextGridBlock; break; } this.m_blocks.m_buffer[(int)num2].m_nextGridBlock = data.m_nextGridBlock; break; } num2 = num3; num3 = this.m_blocks.m_buffer[(int)num3].m_nextGridBlock; if (++num4 > 49152) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } data.m_nextGridBlock = (ushort)0; } finally { Monitor.Exit((object)this.m_zoneGrid); } this.m_blocks.ReleaseItem(block); this.m_blockCount = (int)this.m_blocks.ItemCount() - 1; }
public static void CalculateBlock2(ref ZoneBlock _this, ushort blockID) { // skip zone blocks which are not in use if (((int)_this.m_flags & 3) != ZoneBlock.FLAG_CREATED) return; // width of the zone block int rowCount = _this.RowCount; int columnCount = ZoneBlockDetour.GetColumnCount(ref _this); // modified // directions of the rows and columns based on zone block angle, multiplied by 8 (cell size) Vector2 columnDirection = new Vector2(Mathf.Cos(_this.m_angle), Mathf.Sin(_this.m_angle)) * 8f; Vector2 rowDirection = new Vector2(columnDirection.y, -columnDirection.x); Vector2 positionXZ = VectorUtils.XZ(_this.m_position); // bounds of the zone block Vector2 a = positionXZ - 4f * columnDirection - 4f * rowDirection; Vector2 b = positionXZ + (columnCount - 4f) * columnDirection - 4f * rowDirection; Vector2 c = positionXZ + (columnCount - 4f) * columnDirection + (float)(rowCount - 4) * rowDirection; Vector2 d = positionXZ - 4f * columnDirection + (float)(rowCount - 4) * rowDirection; float minX = Mathf.Min(Mathf.Min(a.x, b.x), Mathf.Min(c.x, d.x)); float minZ = Mathf.Min(Mathf.Min(a.y, b.y), Mathf.Min(c.y, d.y)); float maxX = Mathf.Max(Mathf.Max(a.x, b.x), Mathf.Max(c.x, d.x)); float maxZ = Mathf.Max(Mathf.Max(a.y, b.y), Mathf.Max(c.y, d.y)); // "valid" mask ulong valid = _this.m_valid; // "shared" mask ulong shared = 0; ZoneManager zoneManager = Singleton<ZoneManager>.instance; // check if cached zone blocks are intersecting (updates valid and shared masks) for (int i = 0; i < zoneManager.m_cachedBlocks.m_size; ++i) { ushort otherBlockID = ZoneManagerDetour.cachedBlockIDs[i]; // custom CalculateImplementation2(ref _this, otherBlockID, blockID, ref zoneManager.m_cachedBlocks.m_buffer[i], ref valid, ref shared, minX, minZ, maxX, maxZ); } // calculate which zone block grid cells are touched by this zone block int gridMinX = Mathf.Max((int)(((double)minX - 46.0) / 64.0 + 75.0), 0); int gridMinZ = Mathf.Max((int)(((double)minZ - 46.0) / 64.0 + 75.0), 0); int gridMaxX = Mathf.Min((int)(((double)maxX + 46.0) / 64.0 + 75.0), 149); int gridMaxZ = Mathf.Min((int)(((double)maxZ + 46.0) / 64.0 + 75.0), 149); // Cycle through all zone blocks in touched grid cells for (int gridZ = gridMinZ; gridZ <= gridMaxZ; ++gridZ) { for (int gridX = gridMinX; gridX <= gridMaxX; ++gridX) { // Cycle through all zone blocks in grid cell ushort otherBlockId = zoneManager.m_zoneGrid[gridZ * 150 + gridX]; int counter = 0; while ((int)otherBlockId != 0) { Vector3 otherPosition = zoneManager.m_blocks.m_buffer[(int)otherBlockId].m_position; // 46 = 0.5 * sqrt(64^2+64^2) // if the block is not too far away and not the same instance, intersect it (updates valid and shared masks) if ((double)Mathf.Max(Mathf.Max(minX - 46f - otherPosition.x, minZ - 46f - otherPosition.z), Mathf.Max((float)((double)otherPosition.x - (double)maxX - 46.0), (float)((double)otherPosition.z - (double)maxZ - 46.0))) < 0.0 && (int)otherBlockId != (int)blockID) { CalculateImplementation2(ref _this, otherBlockId, blockID, ref zoneManager.m_blocks.m_buffer[(int)otherBlockId], ref valid, ref shared, minX, minZ, maxX, maxZ); } // next zone block in grid cell (linked list) otherBlockId = zoneManager.m_blocks.m_buffer[(int)otherBlockId].m_nextGridBlock; if (++counter >= 49152) { CODebugBase<LogChannel>.Error(LogChannel.Core, "Invalid list detected!\n" + System.Environment.StackTrace); break; } } } } // This part marks all cells as invalid which are behind existing invalid cells (so that there are no cells with no road access) // 0000 0100 0000 0100 0000 0100 0000 0100 // 0000 0100 0000 0100 0000 0100 0000 0100 ulong mask = 144680345676153346; for (int iteration = 0; iteration < 7; ++iteration) { valid = valid & ~mask | valid & valid << 1 & mask; mask <<= 1; } // apply the new masks _this.m_valid = valid; _this.m_shared = shared; }