/// <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 CustomSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos)
        {
#if DEBUG
            bool vehDebug  = (GlobalConfig.Instance.Debug.VehicleId == 0 || GlobalConfig.Instance.Debug.VehicleId == vehicleId);
            bool debug     = GlobalConfig.Instance.Debug.Switches[2] && vehDebug;
            bool fineDebug = GlobalConfig.Instance.Debug.Switches[4] && vehDebug;
#endif

            if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0)
            {
                PathManager pathManager   = Singleton <PathManager> .instance;
                byte        pathFindFlags = pathManager.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags;

                // NON-STOCK CODE START
                ExtPathState mainPathState = ExtPathState.Calculating;
                if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || vehicleData.m_path == 0)
                {
                    mainPathState = ExtPathState.Failed;
                }
                else if ((pathFindFlags & PathUnit.FLAG_READY) != 0)
                {
                    mainPathState = ExtPathState.Ready;
                }

#if DEBUG
                if (debug)
                {
                    Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): Path: {vehicleData.m_path}, mainPathState={mainPathState}");
                }
#endif
                ExtSoftPathState finalPathState = ExtSoftPathState.None;
#if BENCHMARK
                using (var bm = new Benchmark(null, "UpdateCarPathState")) {
#endif
                finalPathState = ExtCitizenInstance.ConvertPathStateToSoftPathState(mainPathState);
                if (Options.prohibitPocketCars && VehicleStateManager.Instance.VehicleStates[vehicleId].vehicleType == ExtVehicleType.PassengerCar)
                {
                    ushort driverInstanceId = CustomPassengerCarAI.GetDriverInstanceId(vehicleId, ref vehicleData);
                    finalPathState = AdvancedParkingManager.Instance.UpdateCarPathState(vehicleId, ref vehicleData, ref Singleton <CitizenManager> .instance.m_instances.m_buffer[driverInstanceId], ref ExtCitizenInstanceManager.Instance.ExtInstances[driverInstanceId], mainPathState);

#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): Applied Parking AI logic. Path: {vehicleData.m_path}, mainPathState={mainPathState}, finalPathState={finalPathState}");
                    }
#endif
                }
#if BENCHMARK
            }
#endif

                switch (finalPathState)
                {
                case ExtSoftPathState.Ready:
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding succeeded for vehicle {vehicleId} (finalPathState={finalPathState}). Path: {vehicleData.m_path} -- calling CarAI.PathfindSuccess");
                    }
#endif

                    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);
                    break;

                case ExtSoftPathState.Ignore:
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding result shall be ignored for vehicle {vehicleId} (finalPathState={finalPathState}). Path: {vehicleData.m_path} -- ignoring");
                    }
#endif
                    return;

                case ExtSoftPathState.Calculating:
                default:
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding result undetermined for vehicle {vehicleId} (finalPathState={finalPathState}). Path: {vehicleData.m_path} -- continue");
                    }
#endif
                    break;

                case ExtSoftPathState.FailedHard:
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): HARD path-finding failure for vehicle {vehicleId} (finalPathState={finalPathState}). Path: {vehicleData.m_path} -- calling CarAI.PathfindFailure");
                    }
#endif
                    vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath;
                    Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path);

                    vehicleData.m_path = 0u;
                    this.PathfindFailure(vehicleId, ref vehicleData);
                    return;

                case ExtSoftPathState.FailedSoft:
#if DEBUG
                    if (debug)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): SOFT path-finding failure for vehicle {vehicleId} (finalPathState={finalPathState}). Path: {vehicleData.m_path} -- calling CarAI.InvalidPath");
                    }
#endif
                    // path mode has been updated, repeat path-finding
                    vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath;
                    this.InvalidPath(vehicleId, ref vehicleData, vehicleId, ref vehicleData);
                    break;
                }
                // NON-STOCK CODE END
            }
            else
            {
                if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0)
                {
                    this.TrySpawn(vehicleId, ref vehicleData);
                }
            }

            // NON-STOCK CODE START
#if BENCHMARK
            using (var bm = new Benchmark(null, "UpdateVehiclePosition")) {
#endif
            VehicleStateManager.Instance.UpdateVehiclePosition(vehicleId, ref vehicleData);
#if BENCHMARK
        }
#endif
            if (!Options.isStockLaneChangerUsed() && (vehicleData.m_flags & Vehicle.Flags.Spawned) != 0)
            {
#if BENCHMARK
                using (var bm = new Benchmark(null, "LogTraffic")) {
#endif
                // Advanced AI traffic measurement
                VehicleStateManager.Instance.LogTraffic(vehicleId);
#if BENCHMARK
            }
#endif
            }
            // NON-STOCK CODE END

            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 vehManager = Singleton <VehicleManager> .instance;
                ushort         trailerId  = vehicleData.m_trailingVehicle;
                int            numIters   = 0;
                while (trailerId != 0)
                {
                    ushort      trailingVehicle = vehManager.m_vehicles.m_buffer[(int)trailerId].m_trailingVehicle;
                    VehicleInfo info            = vehManager.m_vehicles.m_buffer[(int)trailerId].Info;
                    info.m_vehicleAI.SimulationStep(trailerId, ref vehManager.m_vehicles.m_buffer[(int)trailerId], vehicleId, ref vehicleData, lodPhysics);
                    trailerId = trailingVehicle;
                    if (++numIters > 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 maxBlockCounter     = (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 >= maxBlockCounter)
            {
                // NON-STOCK CODE START
                bool mayDespawn = true;
#if BENCHMARK
                using (var bm = new Benchmark(null, "MayDespawn")) {
#endif
                mayDespawn = VehicleBehaviorManager.Instance.MayDespawn(ref vehicleData);
#if BENCHMARK
            }
#endif

                if (mayDespawn)
                {
                    // NON-STOCK CODE END
                    Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId);
                }                 // NON-STOCK CODE
            }
        }
        public void CustomSimulationStep(ushort vehicleId,
                                         ref Vehicle vehicleData,
                                         Vector3 physicsLodRefPos)
        {
#if DEBUG
            bool vehDebug = DebugSettings.VehicleId == 0 ||
                            DebugSettings.VehicleId == vehicleId;
            bool logParkingAi = DebugSwitch.BasicParkingAILog.Get() && vehDebug;
#else
            var logParkingAi = false;
#endif

            if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0)
            {
                PathManager pathManager   = Singleton <PathManager> .instance;
                byte        pathFindFlags = pathManager.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags;

                // NON-STOCK CODE START
                ExtPathState mainPathState = ExtPathState.Calculating;
                if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || vehicleData.m_path == 0)
                {
                    mainPathState = ExtPathState.Failed;
                }
                else if ((pathFindFlags & PathUnit.FLAG_READY) != 0)
                {
                    mainPathState = ExtPathState.Ready;
                }

#if DEBUG
                uint logVehiclePath = vehicleData.m_path;
                Log._DebugIf(
                    logParkingAi,
                    () => $"CustomCarAI.CustomSimulationStep({vehicleId}): " +
                    $"Path: {logVehiclePath}, mainPathState={mainPathState}");
#endif

                IExtVehicleManager extVehicleManager = Constants.ManagerFactory.ExtVehicleManager;
                ExtSoftPathState   finalPathState    = ExtCitizenInstance.ConvertPathStateToSoftPathState(mainPathState);
                if (Options.parkingAI &&
                    extVehicleManager.ExtVehicles[vehicleId].vehicleType == ExtVehicleType.PassengerCar)
                {
                    ushort driverInstanceId = extVehicleManager.GetDriverInstanceId(vehicleId, ref vehicleData);
                    finalPathState = AdvancedParkingManager.Instance.UpdateCarPathState(
                        vehicleId,
                        ref vehicleData,
                        ref Singleton <CitizenManager> .instance.m_instances.m_buffer[driverInstanceId],
                        ref ExtCitizenInstanceManager.Instance.ExtInstances[driverInstanceId],
                        mainPathState);

#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}): " +
                                   $"Applied Parking AI logic. Path: {vehicleData.m_path}, " +
                                   $"mainPathState={mainPathState}, finalPathState={finalPathState}");
                    }
#endif
                }

                switch (finalPathState)
                {
                case ExtSoftPathState.Ready: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding " +
                            $"succeeded for vehicle {vehicleId} (finalPathState={finalPathState}). " +
                            $"Path: {vehicleData.m_path} -- calling CarAI.PathfindSuccess");
                    }
#endif

                    vehicleData.m_pathPositionIndex = 255;
                    vehicleData.m_flags            &= ~Vehicle.Flags.WaitingPath;
                    vehicleData.m_flags            &= ~Vehicle.Flags.Arriving;
                    PathfindSuccess(vehicleId, ref vehicleData);
                    TrySpawn(vehicleId, ref vehicleData);
                    break;
                }

                case ExtSoftPathState.Ignore: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding " +
                            $"result shall be ignored for vehicle {vehicleId} " +
                            $"(finalPathState={finalPathState}). Path: {vehicleData.m_path} -- ignoring");
                    }
#endif
                    return;
                }

                case ExtSoftPathState.Calculating:
                default: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleId}): Path-finding " +
                            $"result undetermined for vehicle {vehicleId} (finalPathState={finalPathState}). " +
                            $"Path: {vehicleData.m_path} -- continue");
                    }
#endif
                    break;
                }

                case ExtSoftPathState.FailedHard: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleId}): HARD path-finding " +
                            $"failure for vehicle {vehicleId} (finalPathState={finalPathState}). " +
                            $"Path: {vehicleData.m_path} -- calling CarAI.PathfindFailure");
                    }
#endif
                    vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath;
                    Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path);

                    vehicleData.m_path = 0u;
                    PathfindFailure(vehicleId, ref vehicleData);
                    return;
                }

                case ExtSoftPathState.FailedSoft: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleId}): SOFT path-finding " +
                            $"failure for vehicle {vehicleId} (finalPathState={finalPathState}). " +
                            $"Path: {vehicleData.m_path} -- calling CarAI.InvalidPath");
                    }
#endif

                    // path mode has been updated, repeat path-finding
                    vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath;
                    InvalidPath(vehicleId, ref vehicleData, vehicleId, ref vehicleData);
                    break;
                }
                }

                // NON-STOCK CODE END
            }
            else
            {
                if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0)
                {
                    TrySpawn(vehicleId, ref vehicleData);
                }
            }

            // NON-STOCK CODE START
            IExtVehicleManager extVehicleMan = Constants.ManagerFactory.ExtVehicleManager;
            extVehicleMan.UpdateVehiclePosition(vehicleId, ref vehicleData);

            if (Options.advancedAI &&
                (vehicleData.m_flags & Vehicle.Flags.Spawned) != 0)
            {
                extVehicleMan.LogTraffic(vehicleId, ref vehicleData);
            }

            // NON-STOCK CODE END
            Vector3 lastFramePosition = vehicleData.GetLastFramePosition();
            int     lodPhysics;
            if (Vector3.SqrMagnitude(physicsLodRefPos - lastFramePosition) >= 1100f * 1100f)
            {
                lodPhysics = 2;
            }
            else if (Vector3.SqrMagnitude(
                         Singleton <SimulationManager> .instance.m_simulationView.m_position -
                         lastFramePosition) >= 500f * 500f)
            {
                lodPhysics = 1;
            }
            else
            {
                lodPhysics = 0;
            }

            SimulationStep(vehicleId, ref vehicleData, vehicleId, ref vehicleData, lodPhysics);
            if (vehicleData.m_leadingVehicle == 0 && vehicleData.m_trailingVehicle != 0)
            {
                VehicleManager vehManager = Singleton <VehicleManager> .instance;
                ushort         trailerId  = vehicleData.m_trailingVehicle;
                int            numIters   = 0;
                while (trailerId != 0)
                {
                    ushort      trailingVehicle = vehManager.m_vehicles.m_buffer[trailerId].m_trailingVehicle;
                    VehicleInfo info            = vehManager.m_vehicles.m_buffer[trailerId].Info;

                    info.m_vehicleAI.SimulationStep(
                        trailerId,
                        ref vehManager.m_vehicles.m_buffer[trailerId],
                        vehicleId,
                        ref vehicleData,
                        lodPhysics);

                    trailerId = trailingVehicle;
                    if (++numIters > 16384)
                    {
                        CODebugBase <LogChannel> .Error(
                            LogChannel.Core,
                            $"Invalid list detected!\n{Environment.StackTrace}");

                        break;
                    }
                }
            }

            int privateServiceIndex = ItemClass.GetPrivateServiceIndex(m_info.m_class.m_service);
            int maxBlockCounter     = (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 (vehicleData.m_blockCounter >= maxBlockCounter)
            {
                // NON-STOCK CODE START
                if (VehicleBehaviorManager.Instance.MayDespawn(ref vehicleData))
                {
                    // NON-STOCK CODE END
                    Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId);
                } // NON-STOCK CODE
            }
        }
        public void CustomSimulationStep(ushort instanceId,
                                         ref CitizenInstance instanceData,
                                         Vector3 physicsLodRefPos)
        {
#if DEBUG
            bool citizenDebug = (DebugSettings.CitizenInstanceId == 0 ||
                                 DebugSettings.CitizenInstanceId == instanceId) &&
                                (DebugSettings.CitizenId == 0 ||
                                 DebugSettings.CitizenId == instanceData.m_citizen) &&
                                (DebugSettings.SourceBuildingId == 0 ||
                                 DebugSettings.SourceBuildingId == instanceData.m_sourceBuilding) &&
                                (DebugSettings.TargetBuildingId == 0 ||
                                 DebugSettings.TargetBuildingId == instanceData.m_targetBuilding);
            bool logParkingAi = DebugSwitch.BasicParkingAILog.Get() && citizenDebug;
#else
            var logParkingAi = false;
#endif
            CitizenManager citizenManager = Singleton <CitizenManager> .instance;
            uint           citizenId      = instanceData.m_citizen;

            if ((instanceData.m_flags & (CitizenInstance.Flags.Blown
                                         | CitizenInstance.Flags.Floating)) != CitizenInstance.Flags.None &&
                (instanceData.m_flags & CitizenInstance.Flags.Character) == CitizenInstance.Flags.None)
            {
                citizenManager.ReleaseCitizenInstance(instanceId);
                if (citizenId != 0u)
                {
                    citizenManager.ReleaseCitizen(citizenId);
                }

                return;
            }

            Citizen[] citizensBuffer = citizenManager.m_citizens.m_buffer;
            if ((instanceData.m_flags & CitizenInstance.Flags.WaitingPath) != CitizenInstance.Flags.None)
            {
                PathManager pathManager   = Singleton <PathManager> .instance;
                byte        pathFindFlags = pathManager.m_pathUnits.m_buffer[instanceData.m_path].m_pathFindFlags;

                // NON-STOCK CODE START
                ExtPathState mainPathState = ExtPathState.Calculating;
                if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || instanceData.m_path == 0)
                {
                    mainPathState = ExtPathState.Failed;
                }
                else if ((pathFindFlags & PathUnit.FLAG_READY) != 0)
                {
                    mainPathState = ExtPathState.Ready;
                }

                if (logParkingAi)
                {
                    Log._Debug(
                        $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                        $"Path: {instanceData.m_path}, mainPathState={mainPathState}");
                }

                ExtSoftPathState finalPathState = ExtCitizenInstance.ConvertPathStateToSoftPathState(mainPathState);

                if (Options.parkingAI)
                {
                    finalPathState = AdvancedParkingManager.Instance.UpdateCitizenPathState(
                        instanceId,
                        ref instanceData,
                        ref ExtCitizenInstanceManager
                        .Instance.ExtInstances[
                            instanceId],
                        ref ExtCitizenManager
                        .Instance.ExtCitizens[
                            citizenId],
                        ref citizensBuffer[
                            instanceData.m_citizen],
                        mainPathState);
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                            $"Applied Parking AI logic. Path: {instanceData.m_path}, " +
                            $"mainPathState={mainPathState}, finalPathState={finalPathState}, " +
                            $"extCitizenInstance={ExtCitizenInstanceManager.Instance.ExtInstances[instanceId]}");
                    }
                } // if Options.parkingAi

                switch (finalPathState)
                {
                case ExtSoftPathState.Ready: {
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): Path-finding " +
                            $"succeeded for citizen instance {instanceId} " +
                            $"(finalPathState={finalPathState}). Path: {instanceData.m_path} " +
                            "-- calling HumanAI.PathfindSuccess");
                    }

                    if (citizenId == 0 ||
                        citizensBuffer[instanceData.m_citizen].m_vehicle == 0)
                    {
                        Spawn(instanceId, ref instanceData);
                    }

                    instanceData.m_pathPositionIndex = 255;
                    instanceData.m_flags            &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags            &= ~(CitizenInstance.Flags.HangAround
                                                         | CitizenInstance.Flags.Panicking
                                                         | CitizenInstance.Flags.SittingDown
                                                         | CitizenInstance.Flags.Cheering);

                    // NON-STOCK CODE START (transferred from ResidentAI.PathfindSuccess)
                    const Citizen.Flags CTZ_MASK = Citizen.Flags.Tourist
                                                   | Citizen.Flags.MovingIn
                                                   | Citizen.Flags.DummyTraffic;
                    if (citizenId != 0 &&
                        (citizensBuffer[citizenId].m_flags & CTZ_MASK) == Citizen.Flags.MovingIn)
                    {
                        StatisticBase statisticBase = Singleton <StatisticsManager>
                                                      .instance.Acquire <StatisticInt32>(StatisticType.MoveRate);

                        statisticBase.Add(1);
                    }

                    // NON-STOCK CODE END
                    PathfindSuccess(instanceId, ref instanceData);
                    break;
                }

                case ExtSoftPathState.Ignore: {
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                            "Path-finding result shall be ignored for citizen instance " +
                            $"{instanceId} (finalPathState={finalPathState}). " +
                            $"Path: {instanceData.m_path} -- ignoring");
                    }

                    return;
                }

                case ExtSoftPathState.Calculating:
                default: {
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                            $"Path-finding result undetermined for citizen instance {instanceId} " +
                            $"(finalPathState={finalPathState}). " +
                            $"Path: {instanceData.m_path} -- continue");
                    }

                    break;
                }

                case ExtSoftPathState.FailedHard: {
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                            $"HARD path-finding failure for citizen instance {instanceId} " +
                            $"(finalPathState={finalPathState}). Path: {instanceData.m_path} " +
                            "-- calling HumanAI.PathfindFailure");
                    }

                    instanceData.m_flags &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround
                                              | CitizenInstance.Flags.Panicking
                                              | CitizenInstance.Flags.SittingDown
                                              | CitizenInstance.Flags.Cheering);
                    Singleton <PathManager> .instance.ReleasePath(instanceData.m_path);

                    instanceData.m_path = 0u;
                    PathfindFailure(instanceId, ref instanceData);
                    return;
                }

                case ExtSoftPathState.FailedSoft: {
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomHumanAI.CustomSimulationStep({instanceId}): " +
                            $"SOFT path-finding failure for citizen instance {instanceId} " +
                            $"(finalPathState={finalPathState}). Path: {instanceData.m_path} " +
                            "-- calling HumanAI.InvalidPath");
                    }

                    // path mode has been updated, repeat path-finding
                    instanceData.m_flags &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround
                                              | CitizenInstance.Flags.Panicking
                                              | CitizenInstance.Flags.SittingDown
                                              | CitizenInstance.Flags.Cheering);
                    InvalidPath(instanceId, ref instanceData);
                    break;
                }
                }

                // NON-STOCK CODE END
            }

            // NON-STOCK CODE START
            if (Options.parkingAI)
            {
                if (ExtSimulationStep(
                        instanceId,
                        ref instanceData,
                        ref ExtCitizenInstanceManager.Instance.ExtInstances[instanceId],
                        physicsLodRefPos))
                {
                    return;
                }
            }

            // NON-STOCK CODE END
            base.SimulationStep(instanceId, ref instanceData, physicsLodRefPos);

            VehicleManager vehicleManager = Singleton <VehicleManager> .instance;
            ushort         vehicleId      = 0;
            if (instanceData.m_citizen != 0u)
            {
                vehicleId = citizensBuffer[instanceData.m_citizen].m_vehicle;
            }

            if (vehicleId != 0)
            {
                Vehicle[]   vehiclesBuffer = vehicleManager.m_vehicles.m_buffer;
                VehicleInfo vehicleInfo    = vehiclesBuffer[vehicleId].Info;

                if (vehicleInfo.m_vehicleType == VehicleInfo.VehicleType.Bicycle)
                {
                    vehicleInfo.m_vehicleAI.SimulationStep(
                        vehicleId,
                        ref vehiclesBuffer[vehicleId],
                        vehicleId,
                        ref vehiclesBuffer[vehicleId],
                        0);
                    vehicleId = 0;
                }
            }

            if (vehicleId != 0 ||
                (instanceData.m_flags & (CitizenInstance.Flags.Character
                                         | CitizenInstance.Flags.WaitingPath
                                         | CitizenInstance.Flags.Blown
                                         | CitizenInstance.Flags.Floating)) !=
                CitizenInstance.Flags.None)
            {
                return;
            }

            instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround
                                      | CitizenInstance.Flags.Panicking
                                      | CitizenInstance.Flags.SittingDown);
            ArriveAtDestination(instanceId, ref instanceData, false);
            citizenManager.ReleaseCitizenInstance(instanceId);
        }
Esempio n. 4
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        public void CustomSimulationStep(ushort instanceID, ref CitizenInstance instanceData, Vector3 physicsLodRefPos)
        {
            uint citizenId = instanceData.m_citizen;

            if ((instanceData.m_flags & (CitizenInstance.Flags.Blown | CitizenInstance.Flags.Floating)) != CitizenInstance.Flags.None && (instanceData.m_flags & CitizenInstance.Flags.Character) == CitizenInstance.Flags.None)
            {
                Singleton <CitizenManager> .instance.ReleaseCitizenInstance(instanceID);

                if (citizenId != 0u)
                {
                    Singleton <CitizenManager> .instance.ReleaseCitizen(citizenId);
                }
                return;
            }

            if ((instanceData.m_flags & CitizenInstance.Flags.WaitingPath) != CitizenInstance.Flags.None)
            {
                PathManager pathManager   = Singleton <PathManager> .instance;
                byte        pathFindFlags = pathManager.m_pathUnits.m_buffer[instanceData.m_path].m_pathFindFlags;

                // NON-STOCK CODE START
                ExtPathState mainPathState = ExtPathState.Calculating;
                if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || instanceData.m_path == 0)
                {
                    mainPathState = ExtPathState.Failed;
                }
                else if ((pathFindFlags & PathUnit.FLAG_READY) != 0)
                {
                    mainPathState = ExtPathState.Ready;
                }

#if DEBUG
                if (GlobalConfig.Instance.Debug.Switches[2])
                {
                    Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): Path: {instanceData.m_path}, mainPathState={mainPathState}");
                }
#endif

                ExtSoftPathState finalPathState = ExtSoftPathState.None;
#if BENCHMARK
                using (var bm = new Benchmark(null, "ConvertPathStateToSoftPathState+UpdateCitizenPathState")) {
#endif
                finalPathState = ExtCitizenInstance.ConvertPathStateToSoftPathState(mainPathState);
                if (Options.prohibitPocketCars)
                {
                    finalPathState = AdvancedParkingManager.Instance.UpdateCitizenPathState(instanceID, ref instanceData, ref ExtCitizenInstanceManager.Instance.ExtInstances[instanceID], ref Singleton <CitizenManager> .instance.m_citizens.m_buffer[instanceData.m_citizen], mainPathState);
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): Applied Parking AI logic. Path: {instanceData.m_path}, mainPathState={mainPathState}, finalPathState={finalPathState}, extCitizenInstance={ExtCitizenInstanceManager.Instance.ExtInstances[instanceID]}");
                    }
#endif
                }
#if BENCHMARK
            }
#endif

                switch (finalPathState)
                {
                case ExtSoftPathState.Ready:
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): Path-finding succeeded for citizen instance {instanceID} (finalPathState={finalPathState}). Path: {instanceData.m_path} -- calling HumanAI.PathfindSuccess");
                    }
#endif
                    this.Spawn(instanceID, ref instanceData);
                    instanceData.m_pathPositionIndex = 255;
                    instanceData.m_flags            &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags            &= ~(CitizenInstance.Flags.HangAround | CitizenInstance.Flags.Panicking | CitizenInstance.Flags.SittingDown | CitizenInstance.Flags.Cheering);
                    // NON-STOCK CODE START (transferred from ResidentAI.PathfindSuccess)
                    if (citizenId != 0 && (Singleton <CitizenManager> .instance.m_citizens.m_buffer[citizenId].m_flags & (Citizen.Flags.Tourist | Citizen.Flags.MovingIn | Citizen.Flags.DummyTraffic)) == Citizen.Flags.MovingIn)
                    {
                        StatisticBase statisticBase = Singleton <StatisticsManager> .instance.Acquire <StatisticInt32>(StatisticType.MoveRate);

                        statisticBase.Add(1);
                    }
                    // NON-STOCK CODE END
                    this.PathfindSuccess(instanceID, ref instanceData);
                    break;

                case ExtSoftPathState.Ignore:
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): Path-finding result shall be ignored for citizen instance {instanceID} (finalPathState={finalPathState}). Path: {instanceData.m_path} -- ignoring");
                    }
#endif
                    return;

                case ExtSoftPathState.Calculating:
                default:
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): Path-finding result undetermined for citizen instance {instanceID} (finalPathState={finalPathState}). Path: {instanceData.m_path} -- continue");
                    }
#endif
                    break;

                case ExtSoftPathState.FailedHard:
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): HARD path-finding failure for citizen instance {instanceID} (finalPathState={finalPathState}). Path: {instanceData.m_path} -- calling HumanAI.PathfindFailure");
                    }
#endif
                    instanceData.m_flags &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround | CitizenInstance.Flags.Panicking | CitizenInstance.Flags.SittingDown | CitizenInstance.Flags.Cheering);
                    Singleton <PathManager> .instance.ReleasePath(instanceData.m_path);

                    instanceData.m_path = 0u;
                    this.PathfindFailure(instanceID, ref instanceData);
                    return;

                case ExtSoftPathState.FailedSoft:
#if DEBUG
                    if (GlobalConfig.Instance.Debug.Switches[2])
                    {
                        Log._Debug($"CustomHumanAI.CustomSimulationStep({instanceID}): SOFT path-finding failure for citizen instance {instanceID} (finalPathState={finalPathState}). Path: {instanceData.m_path} -- calling HumanAI.InvalidPath");
                    }
#endif
                    // path mode has been updated, repeat path-finding
                    instanceData.m_flags &= ~CitizenInstance.Flags.WaitingPath;
                    instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround | CitizenInstance.Flags.Panicking | CitizenInstance.Flags.SittingDown | CitizenInstance.Flags.Cheering);
                    this.InvalidPath(instanceID, ref instanceData);
                    return;
                }
                // NON-STOCK CODE END
            }

            // NON-STOCK CODE START
#if BENCHMARK
            using (var bm = new Benchmark(null, "ExtSimulationStep")) {
#endif
            if (Options.prohibitPocketCars)
            {
                if (ExtSimulationStep(instanceID, ref instanceData, ref ExtCitizenInstanceManager.Instance.ExtInstances[instanceID], physicsLodRefPos))
                {
                    return;
                }
            }
#if BENCHMARK
        }
#endif
            // NON-STOCK CODE END

            base.SimulationStep(instanceID, ref instanceData, physicsLodRefPos);

            CitizenManager citizenManager = Singleton <CitizenManager> .instance;
            VehicleManager vehicleManager = Singleton <VehicleManager> .instance;
            ushort vehicleId = 0;
            if (instanceData.m_citizen != 0u)
            {
                vehicleId = citizenManager.m_citizens.m_buffer[instanceData.m_citizen].m_vehicle;
            }
            if (vehicleId != 0)
            {
                VehicleInfo vehicleInfo = vehicleManager.m_vehicles.m_buffer[(int)vehicleId].Info;
                if (vehicleInfo.m_vehicleType == VehicleInfo.VehicleType.Bicycle)
                {
                    vehicleInfo.m_vehicleAI.SimulationStep(vehicleId, ref vehicleManager.m_vehicles.m_buffer[(int)vehicleId], vehicleId, ref vehicleManager.m_vehicles.m_buffer[(int)vehicleId], 0);
                    vehicleId = 0;
                }
            }
            if (vehicleId == 0 && (instanceData.m_flags & (CitizenInstance.Flags.Character | CitizenInstance.Flags.WaitingPath | CitizenInstance.Flags.Blown | CitizenInstance.Flags.Floating)) == CitizenInstance.Flags.None)
            {
                instanceData.m_flags &= ~(CitizenInstance.Flags.HangAround | CitizenInstance.Flags.Panicking | CitizenInstance.Flags.SittingDown);
                this.ArriveAtDestination(instanceID, ref instanceData, false);
                citizenManager.ReleaseCitizenInstance(instanceID);
            }
        }
        public static bool Prefix(CarAI __instance,
                                  ushort vehicleID,
                                  ref Vehicle data,
                                  Vector3 physicsLodRefPos)
        {
            #if DEBUG
            bool vehDebug = DebugSettings.VehicleId == 0 ||
                            DebugSettings.VehicleId == vehicleID;
            bool logParkingAi = DebugSwitch.BasicParkingAILog.Get() && vehDebug;
#else
            var logParkingAi = false;
#endif

            if ((data.m_flags & Vehicle.Flags.WaitingPath) != 0)
            {
                PathManager pathManager   = Singleton <PathManager> .instance;
                byte        pathFindFlags = pathManager.m_pathUnits.m_buffer[data.m_path].m_pathFindFlags;

                // NON-STOCK CODE START
                ExtPathState mainPathState = ExtPathState.Calculating;
                if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || data.m_path == 0)
                {
                    mainPathState = ExtPathState.Failed;
                }
                else if ((pathFindFlags & PathUnit.FLAG_READY) != 0)
                {
                    mainPathState = ExtPathState.Ready;
                }

#if DEBUG
                uint logVehiclePath = data.m_path;
                Log._DebugIf(
                    logParkingAi,
                    () => $"CustomCarAI.CustomSimulationStep({vehicleID}): " +
                    $"Path: {logVehiclePath}, mainPathState={mainPathState}");
#endif

                IExtVehicleManager extVehicleManager = Constants.ManagerFactory.ExtVehicleManager;
                ExtSoftPathState   finalPathState    = ExtCitizenInstance.ConvertPathStateToSoftPathState(mainPathState);
                if (Options.parkingAI &&
                    extVehicleManager.ExtVehicles[vehicleID].vehicleType == ExtVehicleType.PassengerCar)
                {
                    ushort driverInstanceId = extVehicleManager.GetDriverInstanceId(vehicleID, ref data);
                    finalPathState = AdvancedParkingManager.Instance.UpdateCarPathState(
                        vehicleID,
                        ref data,
                        ref driverInstanceId.ToCitizenInstance(),
                        ref ExtCitizenInstanceManager.Instance.ExtInstances[driverInstanceId],
                        mainPathState);

#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleID}): " +
                                   $"Applied Parking AI logic. Path: {data.m_path}, " +
                                   $"mainPathState={mainPathState}, finalPathState={finalPathState}");
                    }
#endif
                }

                switch (finalPathState)
                {
                case ExtSoftPathState.Ready: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleID}): Path-finding " +
                            $"succeeded for vehicle {vehicleID} (finalPathState={finalPathState}). " +
                            $"Path: {data.m_path} -- calling CarAI.PathfindSuccess");
                    }
#endif

                    data.m_pathPositionIndex = 255;
                    data.m_flags            &= ~Vehicle.Flags.WaitingPath;
                    data.m_flags            &= ~Vehicle.Flags.Arriving;
                    GameConnectionManager.Instance.VehicleAIConnection.PathfindSuccess(__instance, vehicleID, ref data);
                    __instance.TrySpawn(vehicleID, ref data);
                    break;
                }

                case ExtSoftPathState.Ignore: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleID}): Path-finding " +
                            $"result shall be ignored for vehicle {vehicleID} " +
                            $"(finalPathState={finalPathState}). Path: {data.m_path} -- ignoring");
                    }
#endif
                    return(false);
                }

                case ExtSoftPathState.Calculating:
                default: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleID}): Path-finding " +
                            $"result undetermined for vehicle {vehicleID} (finalPathState={finalPathState}). " +
                            $"Path: {data.m_path} -- continue");
                    }
#endif
                    break;
                }

                case ExtSoftPathState.FailedHard: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleID}): HARD path-finding " +
                            $"failure for vehicle {vehicleID} (finalPathState={finalPathState}). " +
                            $"Path: {data.m_path} -- calling CarAI.PathfindFailure");
                    }
#endif
                    data.m_flags &= ~Vehicle.Flags.WaitingPath;
                    Singleton <PathManager> .instance.ReleasePath(data.m_path);

                    data.m_path = 0u;
                    GameConnectionManager.Instance.VehicleAIConnection.PathfindFailure(__instance, vehicleID, ref data);
                    return(false);
                }

                case ExtSoftPathState.FailedSoft: {
#if DEBUG
                    if (logParkingAi)
                    {
                        Log._Debug(
                            $"CustomCarAI.CustomSimulationStep({vehicleID}): SOFT path-finding " +
                            $"failure for vehicle {vehicleID} (finalPathState={finalPathState}). " +
                            $"Path: {data.m_path} -- calling CarAI.InvalidPath");
                    }
#endif

                    // path mode has been updated, repeat path-finding
                    data.m_flags &= ~Vehicle.Flags.WaitingPath;
                    GameConnectionManager.Instance.VehicleAIConnection.InvalidPath(__instance, vehicleID, ref data, vehicleID, ref data);
                    break;
                }
                }

                // NON-STOCK CODE END
            }
            else
            {
                if ((data.m_flags & Vehicle.Flags.WaitingSpace) != 0)
                {
                    __instance.TrySpawn(vehicleID, ref data);
                }
            }

            // NON-STOCK CODE START
            IExtVehicleManager extVehicleMan = Constants.ManagerFactory.ExtVehicleManager;
            extVehicleMan.UpdateVehiclePosition(vehicleID, ref data);

            if (Options.advancedAI &&
                (data.m_flags & Vehicle.Flags.Spawned) != 0)
            {
                extVehicleMan.LogTraffic(vehicleID, ref data);
            }

            // NON-STOCK CODE END
            Vector3 lastFramePosition = data.GetLastFramePosition();
            int     lodPhysics;
            if (Vector3.SqrMagnitude(physicsLodRefPos - lastFramePosition) >= 1100f * 1100f)
            {
                lodPhysics = 2;
            }
            else if (Vector3.SqrMagnitude(
                         Singleton <SimulationManager> .instance.m_simulationView.m_position -
                         lastFramePosition) >= 500f * 500f)
            {
                lodPhysics = 1;
            }
            else
            {
                lodPhysics = 0;
            }

            __instance.SimulationStep(vehicleID, ref data, vehicleID, ref data, lodPhysics);
            if (data.m_leadingVehicle == 0 && data.m_trailingVehicle != 0)
            {
                ushort trailerId = data.m_trailingVehicle;
                int    numIters  = 0;
                while (trailerId != 0)
                {
                    ref Vehicle trailer = ref trailerId.ToVehicle();

                    trailer.Info.m_vehicleAI.SimulationStep(
                        trailerId,
                        ref trailer,
                        vehicleID,
                        ref data,
                        lodPhysics);

                    trailerId = trailer.m_trailingVehicle;
                    if (++numIters > 16384)
                    {
                        CODebugBase <LogChannel> .Error(
                            LogChannel.Core,
                            $"Invalid list detected!\n{Environment.StackTrace}");

                        break;
                    }
                }
            }