static private HandleVehicle ( ushort vehicleId, Vehicle &vehicleData, bool addTraffic, bool realTraffic ) : void | ||
vehicleId | ushort | |
vehicleData | Vehicle | |
addTraffic | bool | |
realTraffic | bool | |
Résultat | void |
public void CustomSimulationStep(ushort vehicleId, ref Vehicle data, Vector3 physicsLodRefPos) { try { if ((data.m_flags & Vehicle.Flags.Congestion) != Vehicle.Flags.None && Options.enableDespawning) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } else { if ((data.m_flags & Vehicle.Flags.WaitingTarget) != Vehicle.Flags.None && (data.m_waitCounter += 1) > 20) { RemoveOffers(vehicleId, ref data); data.m_flags &= ~Vehicle.Flags.WaitingTarget; data.m_flags |= Vehicle.Flags.GoingBack; data.m_waitCounter = 0; if (!StartPathFind(vehicleId, ref data)) { data.Unspawn(vehicleId); } } try { CustomVehicleAI.HandleVehicle(vehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[vehicleId], true, true); } catch (Exception e) { Log.Error("CargoTruckAI CustomSimulationStep Error: " + e.ToString()); } BaseSimulationStep(vehicleId, ref data, physicsLodRefPos); } } catch (Exception ex) { Log.Error("Error in CargoTruckAI.SimulationStep: " + ex.ToString()); } }
/// <summary> /// Lightweight simulation step method. /// This method is occasionally being called for different cars. /// </summary> /// <param name="vehicleId"></param> /// <param name="vehicleData"></param> /// <param name="physicsLodRefPos"></param> public void TrafficManagerSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos) { if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0) { PathManager instance = Singleton <PathManager> .instance; byte pathFindFlags = instance.m_pathUnits.m_buffer[(int)((UIntPtr)vehicleData.m_path)].m_pathFindFlags; if ((pathFindFlags & 4) != 0) { vehicleData.m_pathPositionIndex = 255; vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; vehicleData.m_flags &= ~Vehicle.Flags.Arriving; this.PathfindSuccess(vehicleId, ref vehicleData); this.TrySpawn(vehicleId, ref vehicleData); } else if ((pathFindFlags & 8) != 0) { vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; this.PathfindFailure(vehicleId, ref vehicleData); return; } } else if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0) { this.TrySpawn(vehicleId, ref vehicleData); } try { CustomVehicleAI.HandleVehicle(vehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[vehicleId], true, true); } catch (Exception e) { Log.Error("CarAI TrafficManagerSimulationStep Error: " + e.ToString()); } Vector3 lastFramePosition = vehicleData.GetLastFramePosition(); int lodPhysics; if (Vector3.SqrMagnitude(physicsLodRefPos - lastFramePosition) >= 1210000f) { lodPhysics = 2; } else if (Vector3.SqrMagnitude(Singleton <SimulationManager> .instance.m_simulationView.m_position - lastFramePosition) >= 250000f) { lodPhysics = 1; } else { lodPhysics = 0; } this.SimulationStep(vehicleId, ref vehicleData, vehicleId, ref vehicleData, lodPhysics); if (vehicleData.m_leadingVehicle == 0 && vehicleData.m_trailingVehicle != 0) { VehicleManager instance2 = Singleton <VehicleManager> .instance; ushort num = vehicleData.m_trailingVehicle; int num2 = 0; while (num != 0) { ushort trailingVehicle = instance2.m_vehicles.m_buffer[(int)num].m_trailingVehicle; VehicleInfo info = instance2.m_vehicles.m_buffer[(int)num].Info; info.m_vehicleAI.SimulationStep(num, ref instance2.m_vehicles.m_buffer[(int)num], vehicleId, ref vehicleData, lodPhysics); num = trailingVehicle; if (++num2 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } int privateServiceIndex = ItemClass.GetPrivateServiceIndex(this.m_info.m_class.m_service); int num3 = (privateServiceIndex == -1) ? 150 : 100; if ((vehicleData.m_flags & (Vehicle.Flags.Spawned | Vehicle.Flags.WaitingPath | Vehicle.Flags.WaitingSpace)) == 0 && vehicleData.m_cargoParent == 0) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } else if ((int)vehicleData.m_blockCounter == num3 && Options.enableDespawning) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } }
public void CustomCalculateSegmentPosition(ushort vehicleId, ref Vehicle vehicleData, PathUnit.Position nextPosition, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, int index, out Vector3 pos, out Vector3 dir, out float maxSpeed) { var netManager = Singleton <NetManager> .instance; //var vehicleManager = Singleton<VehicleManager>.instance; netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection(offset * 0.003921569f, out pos, out dir); bool isRecklessDriver = IsRecklessDriver(vehicleId, ref vehicleData); var lastFrameData = vehicleData.GetLastFrameData(); var lastFrameVehiclePos = lastFrameData.m_position; var camPos = Camera.main.transform.position; bool simulatePrioritySigns = (lastFrameVehiclePos - camPos).sqrMagnitude < FarLod && !isRecklessDriver; if (Options.simAccuracy <= 0) { if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car) { VehiclePosition vehiclePos = TrafficPriority.GetVehiclePosition(vehicleId); if (vehiclePos.Valid && simulatePrioritySigns) // TODO check if this should be !vehiclePos.Valid { try { CustomVehicleAI.HandleVehicle(vehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[vehicleId], false, false); } catch (Exception e) { Log.Error("CarAI TmCalculateSegmentPosition Error: " + e.ToString()); } } } else { //Log._Debug($"TmCalculateSegmentPosition does not handle vehicles of type {vehicleData.Info.m_vehicleType}"); } } // I think this is supposed to be the lane position? // [VN, 12/23/2015] It's the 3D car position on the Bezier curve of the lane. // This crazy 0.003921569f equals to 1f/255 and prevOffset is the byte value (0..255) of the car position. var vehiclePosOnBezier = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition(prevOffset * 0.003921569f); //ushort currentSegmentId = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_segment; ushort destinationNodeId; ushort sourceNodeId; if (offset < position.m_offset) { destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode; sourceNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode; } else { destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode; sourceNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode; } var previousDestinationNode = prevOffset == 0 ? netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode : netManager.m_segments.m_buffer[prevPos.m_segment].m_endNode; // this seems to be like the required braking force in order to stop the vehicle within its half length. var crazyValue = 0.5f * lastFrameData.m_velocity.sqrMagnitude / m_info.m_braking + m_info.m_generatedInfo.m_size.z * 0.5f; // Essentially, this is true if the car has enough time and space to brake (e.g. for a red traffic light) if (destinationNodeId == previousDestinationNode) { if (Vector3.Distance(lastFrameVehiclePos, vehiclePosOnBezier) >= crazyValue - 1f) { var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex; var num5 = (uint)((previousDestinationNode << 8) / 32768); var num6 = currentFrameIndex - num5 & 255u; var nodeFlags = netManager.m_nodes.m_buffer[destinationNodeId].m_flags; var prevLaneFlags = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags; var hasTrafficLight = (nodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None; var hasCrossing = (nodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None; var isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None; bool checkSpace = !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId) && !isRecklessDriver; //TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(destinationNodeId); /*if (timedNode != null && timedNode.vehiclesMayEnterBlockedJunctions) { * checkSpace = false; * }*/ if (checkSpace) { // check if there is enough space if ((nodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction && netManager.m_nodes.m_buffer[destinationNodeId].CountSegments() != 2) { var len = vehicleData.CalculateTotalLength(vehicleId) + 2f; if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len)) { var sufficientSpace = false; if (nextPosition.m_segment != 0 && netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f) { var flags3 = netManager.m_nodes.m_buffer[sourceNodeId].m_flags; if ((flags3 & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction || netManager.m_nodes.m_buffer[sourceNodeId].CountSegments() == 2) { var laneId2 = PathManager.GetLaneID(nextPosition); if (laneId2 != 0u) { sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)laneId2)].CheckSpace(len); } } } if (!sufficientSpace) { maxSpeed = 0f; return; } } } } try { VehiclePosition globalTargetPos = TrafficPriority.GetVehiclePosition(vehicleId); if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0) { if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car) { if (hasTrafficLight && (!isJoinedJunction || hasCrossing)) { var destinationInfo = netManager.m_nodes.m_buffer[destinationNodeId].Info; if (globalTargetPos.CarState == VehicleJunctionTransitState.None) { globalTargetPos.CarState = VehicleJunctionTransitState.Enter; } RoadBaseAI.TrafficLightState vehicleLightState; RoadBaseAI.TrafficLightState pedestrianLightState; bool vehicles; bool pedestrians; CustomRoadAI.GetTrafficLightState(vehicleId, ref vehicleData, destinationNodeId, prevPos.m_segment, position.m_segment, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians); if (isRecklessDriver && (destinationInfo.GetConnectionClass().m_service & ItemClass.Service.PublicTransport) == ItemClass.Service.None) // no reckless driving at railroad crossings { vehicleLightState = RoadBaseAI.TrafficLightState.Green; } if (!vehicles && num6 >= 196u) { vehicles = true; RoadBaseAI.SetTrafficLightState(destinationNodeId, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, vehicles, pedestrians); } var stopCar = false; switch (vehicleLightState) { case RoadBaseAI.TrafficLightState.RedToGreen: if (num6 < 60u) { stopCar = true; } else { globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } break; case RoadBaseAI.TrafficLightState.Red: stopCar = true; break; case RoadBaseAI.TrafficLightState.GreenToRed: if (num6 >= 30u) { stopCar = true; } else { globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } break; } if ((vehicleLightState == RoadBaseAI.TrafficLightState.Green || vehicleLightState == RoadBaseAI.TrafficLightState.RedToGreen) && !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId)) { var hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId); if (hasIncomingCars) { // green light but other cars are incoming and they have priority: stop stopCar = true; } } if (stopCar) { globalTargetPos.CarState = VehicleJunctionTransitState.Stop; maxSpeed = 0f; return; } } else if (simulatePrioritySigns) { #if DEBUG //bool debug = destinationNodeId == 10864; //bool debug = destinationNodeId == 13531; bool debug = false; #endif //bool debug = false; #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light."); } #endif var prioritySegment = TrafficPriority.GetPrioritySegment(destinationNodeId, prevPos.m_segment); if (prioritySegment != null) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light and is a priority segment."); } #endif if (prioritySegment.HasVehicle(vehicleId)) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: segment target position found"); } #endif if (globalTargetPos.Valid) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: global target position found. carState = {globalTargetPos.CarState.ToString()}"); } #endif var currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex; var frame = currentFrameIndex2 >> 4; if (globalTargetPos.CarState == VehicleJunctionTransitState.None) { globalTargetPos.CarState = VehicleJunctionTransitState.Enter; } if (globalTargetPos.CarState != VehicleJunctionTransitState.Leave) { bool hasIncomingCars; switch (prioritySegment.Type) { case SegmentEnd.PriorityType.Stop: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: STOP sign. waittime={globalTargetPos.WaitTime}, vel={lastFrameData.m_velocity.magnitude}"); } #endif if (globalTargetPos.WaitTime < MaxPriorityWaitTime) { globalTargetPos.CarState = VehicleJunctionTransitState.Stop; if (lastFrameData.m_velocity.magnitude < 0.5f || globalTargetPos.Stopped) { globalTargetPos.Stopped = true; globalTargetPos.WaitTime++; float minStopWaitTime = Random.Range(0f, 3f); if (globalTargetPos.WaitTime >= minStopWaitTime) { hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId); #if DEBUG if (debug) { Log._Debug($"hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { maxSpeed = 0f; return; } globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } else { maxSpeed = 0; return; } } else { maxSpeed = 0f; return; } } else { globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } break; case SegmentEnd.PriorityType.Yield: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: YIELD sign. waittime={globalTargetPos.WaitTime}"); } #endif if (globalTargetPos.WaitTime < MaxPriorityWaitTime) { globalTargetPos.WaitTime++; globalTargetPos.CarState = VehicleJunctionTransitState.Stop; hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId); #if DEBUG if (debug) { Log._Debug($"hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { if (lastFrameData.m_velocity.magnitude > 0) { maxSpeed = Math.Max(0f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield); } else { maxSpeed = 0; } #if DEBUG /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621) * Log.Message($"Vehicle {vehicleId} is yielding at node {destinationNodeId}. Speed: {maxSpeed}, Waiting time: {TrafficPriority.Vehicles[vehicleId].WaitTime}");*/ #endif return; } else { #if DEBUG /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621) * Log.Message($"Vehicle {vehicleId} is NOT yielding at node {destinationNodeId}.");*/ #endif if (lastFrameData.m_velocity.magnitude > 0) { maxSpeed = Math.Max(1f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield * 0.5f); } } globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } else { globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } break; case SegmentEnd.PriorityType.Main: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: MAIN sign. waittime={globalTargetPos.WaitTime}"); } #endif if (globalTargetPos.WaitTime < MaxPriorityWaitTime) { globalTargetPos.WaitTime++; globalTargetPos.CarState = VehicleJunctionTransitState.Stop; maxSpeed = 0f; hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId); #if DEBUG if (debug) { Log._Debug($"hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { globalTargetPos.Stopped = true; return; } globalTargetPos.CarState = VehicleJunctionTransitState.Leave; globalTargetPos.Stopped = false; } var info3 = netManager.m_segments.m_buffer[position.m_segment].Info; if (info3.m_lanes != null && info3.m_lanes.Length > position.m_lane) { //maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, info3.m_lanes[position.m_lane].m_speedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve) * 0.8f; maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info3.m_lanes[position.m_lane]), netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve); } else { maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f); } return; } } else { globalTargetPos.CarState = VehicleJunctionTransitState.Leave; } } else { #if DEBUG if (debug) { Log._Debug($"globalTargetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}"); } #endif } } else { #if DEBUG if (debug) { Log._Debug($"targetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}"); } #endif } } } } } } catch (Exception e) { Log.Error($"Error occured in TmCalculateSegmentPosition: {e.ToString()}"); } } } var info2 = netManager.m_segments.m_buffer[position.m_segment].Info; if (info2.m_lanes != null && info2.m_lanes.Length > position.m_lane) { var laneSpeedLimit = SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info2.m_lanes[position.m_lane]); // info2.m_lanes[position.m_lane].m_speedLimit; #if DEBUG /*if (position.m_segment == 275) { * Log._Debug($"Applying lane speed limit of {laneSpeedLimit} to lane {laneID} @ seg. {position.m_segment}"); * }*/ #endif /*if (TrafficRoadRestrictions.IsSegment(position.m_segment)) { * var restrictionSegment = TrafficRoadRestrictions.GetSegment(position.m_segment); * * if (restrictionSegment.SpeedLimits[position.m_lane] > 0.1f) { * laneSpeedLimit = restrictionSegment.SpeedLimits[position.m_lane]; * } * }*/ maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, laneSpeedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve); } else { maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f); } maxSpeed = CalcMaxSpeed(vehicleId, ref vehicleData, position, pos, maxSpeed, isRecklessDriver); }
public class CustomTrainAI : TrainAI { // correct would be to inherit from VehicleAI (in order to keep the correct references to `base`) public void TrafficManagerSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos) { try { if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != Vehicle.Flags.None) { byte pathFindFlags = Singleton <PathManager> .instance.m_pathUnits.m_buffer[(int)((UIntPtr)vehicleData.m_path)].m_pathFindFlags; if ((pathFindFlags & 4) != 0) { this.PathFindReady(vehicleId, ref vehicleData); } else if ((pathFindFlags & 8) != 0 || vehicleData.m_path == 0u) { vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; vehicleData.Unspawn(vehicleId); return; } } else if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != Vehicle.Flags.None) { this.TrySpawn(vehicleId, ref vehicleData); } bool reversed = (vehicleData.m_flags & Vehicle.Flags.Reversed) != Vehicle.Flags.None; ushort frontVehicleId; if (reversed) { frontVehicleId = vehicleData.GetLastVehicle(vehicleId); } else { frontVehicleId = vehicleId; } /// NON-STOCK CODE START /// try { CustomVehicleAI.HandleVehicle(frontVehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[frontVehicleId], false, false, 5); } catch (Exception e) { Log.Error("TrainAI TrafficManagerSimulationStep Error: " + e.ToString()); } /// NON-STOCK CODE END /// VehicleManager instance = Singleton <VehicleManager> .instance; VehicleInfo info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } bool flag2 = (vehicleData.m_flags & Vehicle.Flags.Reversed) != Vehicle.Flags.None; if (flag2 != reversed) { reversed = flag2; if (reversed) { frontVehicleId = vehicleData.GetLastVehicle(vehicleId); } else { frontVehicleId = vehicleId; } info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } flag2 = ((vehicleData.m_flags & Vehicle.Flags.Reversed) != Vehicle.Flags.None); if (flag2 != reversed) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); return; } } if (reversed) { frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_leadingVehicle; int num2 = 0; while (frontVehicleId != 0) { info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_leadingVehicle; if (++num2 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } else { frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_trailingVehicle; int num3 = 0; while (frontVehicleId != 0) { info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_trailingVehicle; if (++num3 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } if ((vehicleData.m_flags & (Vehicle.Flags.Spawned | Vehicle.Flags.WaitingPath | Vehicle.Flags.WaitingSpace | Vehicle.Flags.WaitingCargo)) == Vehicle.Flags.None || (vehicleData.m_blockCounter == 255 && Options.enableDespawning)) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } } catch (Exception ex) { Log.Error("Error in TrainAI.SimulationStep: " + ex.ToString()); } }