Exemple #1
0
        private void exitBuilding(clsGroundAtom refGroundAtom)
        {
            double distanceToExit       = TerrainService.MathEngine.CalcDistance(refGroundAtom.curr_X, refGroundAtom.curr_Y, targetPosition.x, targetPosition.y);
            double DeltaTimeSec         = refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution * 0.001;
            double targetAzimuth        = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y);
            double stepDistanceInMeters = 1000 * (refGroundAtom.currentSpeed * DeltaTimeSec / 3600);

            TerrainService.Vector NewPosition = new TerrainService.Vector();
            TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetAzimuth, stepDistanceInMeters, out NewPosition.x, out NewPosition.y);
            TerrainService.GeometryHelper.Edge CrossedEdge = new TerrainService.GeometryHelper.Edge();
            TerrainService.shPoint[]           Pnts        = Structure.Points.ToArray();
            bool isCross = TerrainService.GeometryHelper.GeometryMath.isPolygonBorderCross(refGroundAtom.curr_X, refGroundAtom.curr_Y, NewPosition.x, NewPosition.y, ref Pnts, ref CrossedEdge);

            // reached exit - go away from building, you don't want it to fall on you
            if (isCross)
            {
                // calculate displacement vector
                TerrainService.Vector currentDirection = NewPosition - new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                // calculate edge vector
                TerrainService.Vector edgePointVector0 = new TerrainService.Vector(CrossedEdge.org.x, CrossedEdge.org.y, 0);
                TerrainService.Vector edgePointVector1 = new TerrainService.Vector(CrossedEdge.dest.x, CrossedEdge.dest.y, 0);
                TerrainService.Vector edgeVector       = edgePointVector1 - edgePointVector0;

                // now calculate the perpendicular to the edge
                TerrainService.Vector projectionOnEdge = edgeVector * (currentDirection * edgeVector) / (edgeVector * edgeVector);
                TerrainService.Vector perpendicular    = currentDirection - projectionOnEdge;

                // and normalize it
                perpendicular.normalize();

                // get the azimuth perpendicular to the edge
                double perpendicularAzimuth = Util.Azimuth2Points(0, 0, perpendicular.x, perpendicular.y) + Util.random.NextDouble() * 120 - 30;

                // distance to go away from building
                double distanceMeters = 15 * Util.random.NextDouble() + 10;

                TerrainService.Vector targetLocation = new TerrainService.Vector();
                TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.curr_X, refGroundAtom.curr_Y, perpendicularAzimuth, distanceMeters, out targetLocation.x, out targetLocation.y);

                // decide according to earthquake status
                if (!refGroundAtom.m_GameObject.forcesHaveArrived())
                {
                    //
                    refGroundAtom.clearStageTransitionEventSubscriptions();
                    refGroundAtom.forcesHaveArrivedEventHandler += forcesHaveArrivedDefaultEventHandler;
                    refGroundAtom.earthquakeEndedEventHandler   += earthquakeEndedDefaultEventHandler;
                    clsActivityMovement goAwayActivity = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                    refGroundAtom.ChangeState(new GO_AWAY_FROM_BUILDING_STATE(goAwayActivity, targetLocation, Structure, exitEdgeNumber));
                    return;
                }
                else
                {
                    refGroundAtom.clearStageTransitionEventSubscriptions();
                    refGroundAtom.clearReevaluationEventSubscription();
                    refGroundAtom.forcesHaveArrivedEventHandler += forcesHaveArrivedDefaultEventHandler;
                    refGroundAtom.earthquakeEndedEventHandler   += earthquakeEndedDefaultEventHandler;
                    refGroundAtom.reEvaluationEventHandler      += reevaluationAfterForcesHaveArrivedEventHandler;
                    clsActivityMovement barrierMovement = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                    refGroundAtom.resetMovementData();
                    refGroundAtom.ChangeState(new GO_TO_POLICE_BARRIER_STATE(barrierMovement));
                    return;
                }
            }
        }