//from source code
 private static ushort CheckOverlap(ushort vehicleID, ref Vehicle vehicleData, Segment3 segment, ushort ignoreVehicle, ushort otherID, ref Vehicle otherData, ref bool overlap, Vector3 min, Vector3 max)
 {
     if (ignoreVehicle == 0 || (otherID != ignoreVehicle && otherData.m_leadingVehicle != ignoreVehicle && otherData.m_trailingVehicle != ignoreVehicle))
     {
         VehicleInfo info = otherData.Info;
         if (info.m_vehicleType == VehicleInfo.VehicleType.Bicycle)
         {
             return(otherData.m_nextGridVehicle);
         }
         if (((vehicleData.m_flags | otherData.m_flags) & Vehicle.Flags.Transition) == (Vehicle.Flags) 0 && (vehicleData.m_flags & Vehicle.Flags.Underground) != (otherData.m_flags & Vehicle.Flags.Underground))
         {
             return(otherData.m_nextGridVehicle);
         }
         Vector3 vector  = Vector3.Min(otherData.m_segment.Min(), otherData.m_targetPos3);
         Vector3 vector2 = Vector3.Max(otherData.m_segment.Max(), otherData.m_targetPos3);
         if (min.x < vector2.x + 2f && min.y < vector2.y + 2f && min.z < vector2.z + 2f && vector.x < max.x + 2f && vector.y < max.y + 2f && vector.z < max.z + 2f)
         {
             Vector3 rhs  = Vector3.Normalize(segment.b - segment.a);
             Vector3 lhs  = otherData.m_segment.a - vehicleData.m_segment.b;
             Vector3 lhs2 = otherData.m_segment.b - vehicleData.m_segment.b;
             if (Vector3.Dot(lhs, rhs) >= 1f || Vector3.Dot(lhs2, rhs) >= 1f)
             {
                 float num2;
                 float num3;
                 float num = segment.DistanceSqr(otherData.m_segment, out num2, out num3);
                 if (num < 4f)
                 {
                     overlap = true;
                 }
                 Vector3 a = otherData.m_segment.b;
                 segment.a.y = segment.a.y * 0.5f;
                 segment.b.y = segment.b.y * 0.5f;
                 for (int i = 0; i < 4; i++)
                 {
                     Vector3  vector3  = otherData.GetTargetPos(i);
                     Segment3 segment2 = new Segment3(a, vector3);
                     segment2.a.y = segment2.a.y * 0.5f;
                     segment2.b.y = segment2.b.y * 0.5f;
                     if (segment2.LengthSqr() > 0.01f)
                     {
                         num = segment.DistanceSqr(segment2, out num2, out num3);
                         if (num < 4f)
                         {
                             overlap = true;
                             break;
                         }
                     }
                     a = vector3;
                 }
             }
         }
     }
     return(otherData.m_nextGridVehicle);
 }
Esempio n. 2
0
        public void CustomCheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier)
        {
            if ((Options.prioritySignsEnabled || Options.timedLightsEnabled) && Options.simAccuracy <= 1)
            {
                try {
                    VehicleStateManager.Instance().UpdateVehiclePos(vehicleID, ref vehicleData, ref prevPos, ref position);
                } catch (Exception e) {
                    Log.Error("TrainAI CustomCheckNextLane Error: " + e.ToString());
                }
            }

            NetManager instance = Singleton <NetManager> .instance;

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b             = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b;
            a2 -= b;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, bezier.a);
            float b2  = Vector3.Distance(a2, bezier.a);

            if (Mathf.Min(a3, b2) >= num - 5f)
            {
                if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                Vector3  vector = bezier.Position(0.5f);
                Segment3 segment;
                if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector))
                {
                    segment = new Segment3(vehicleData.m_segment.a, vector);
                }
                else
                {
                    segment = new Segment3(bezier.a, vector);
                }
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;
                    if (CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
                        maxSpeed = 0f;
                        return;
                    }
                }
                segment = new Segment3(vector, bezier.d);
                if (segment.LengthSqr() >= 1f && CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                ushort targetNodeId;
                if (offset < position.m_offset)
                {
                    targetNodeId = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                else
                {
                    targetNodeId = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                ushort prevTargetNodeId;
                if (prevOffset == 0)
                {
                    prevTargetNodeId = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    prevTargetNodeId = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (targetNodeId == prevTargetNodeId)
                {
                    float oldMaxSpeed = maxSpeed;
#if DEBUG
                    bool debug = false;                    // targetNodeId == 14527 || targetNodeId == 15048;
                    if (debug)
                    {
                        Log._Debug($"Train {vehicleID} wants to change segment. seg. {prevPos.m_segment} -> node {targetNodeId} -> seg. {position.m_segment}");
                    }
#else
                    bool debug = false;
#endif
                    bool mayChange = CustomVehicleAI.MayChangeSegment(vehicleID, ref vehicleData, ref lastFrameData, false, ref prevPos, prevTargetNodeId, prevLaneID, ref position, targetNodeId, laneID, out maxSpeed, debug);
                    if (!mayChange)
                    {
                        return;
                    }
                    maxSpeed = oldMaxSpeed;
                }
            }
        }
        public static bool NetSegmentRayCastMasked(NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool bothSides, out float t, out float priority)
        {
            bool lht = false;

            //if (SimulationManager.instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True) lht = true;
            //Debug.Log(mysegment.m_flags);
            if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0)
            {
                lht = true;
            }
            bool    isMasked = false;
            NetInfo info     = mysegment.Info;

            t        = 0f;
            priority = 0f;
            Bounds bounds = mysegment.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position;
            bool result = false;

            info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max);
            bezier.a.y += max;
            bezier.d.y += max;
            bool flag  = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != 0;
            bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != 0;

            NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
            float minNodeDistance = info.GetMinNodeDistance();
            //
            float collisionHalfWidth = info.m_halfWidth;
            float maskHalfWidth      = info.m_pavementWidth;
            //
            float num4 = (int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation;
            float num5 = (int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation;

            if (info.m_netAI.IsUnderground())
            {
                num4 = 0f - num4;
                num5 = 0f - num5;
            }
            num4 += info.m_netAI.GetSnapElevation();
            num5 += info.m_netAI.GetSnapElevation();
            float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
            float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
            float am   = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
            float b2m  = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
            float num6 = Mathf.Min(leftMin, rightMin);

            t        = 1000000f;
            priority = 1000000f;
            Segment3 segment = default(Segment3);

            segment.a = bezier.a;
            Segment2 segment2 = default(Segment2);

            //Debug.Log($"mouse ray: {ray.a} --> {ray.b}");
            //Debug.Log($"segment direction: {bezier.a} --> {bezier.b}");
            for (int i = 1; i <= 16; i++)
            {
                segment.b = bezier.Position((float)i / 16f);
                float   num7         = ray.DistanceSqr(segment, out float u2, out float v2);
                float   num8         = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                float   num8m        = Mathf.Lerp(am, b2m, ((float)(i - 1) + v2) / 16f);
                Vector3 vector2      = segment.Position(v2);
                bool    atOffsetSide = bothSides || IsTrafficHandSideOf(segment, ray, u2, lht);
                if (atOffsetSide && num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                {
                    Vector3 vector3 = ray.Position(u2);
                    num7 = Vector3.SqrMagnitude(vector3 - vector2);
                    //Debug.Log($"num7: {num7}, num8: {num8}, num8m: {num8m}");
                    if (num7 < priority && num7 < num8 * num8)
                    {
                        if (flag && i == 1 && v2 < 0.001f)
                        {
                            Vector3 rhs = segment.a - segment.b;
                            u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                        }
                        if (flag2 && i == 16 && v2 > 0.999f)
                        {
                            Vector3 rhs2 = segment.b - segment.a;
                            u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                        }
                        priority = num7;
                        t        = u2;
                        result   = true;
                        if (num7 < num8m * num8m)
                        {
                            isMasked = true;
                        }
                    }
                }
                if (atOffsetSide && num6 < max)
                {
                    float num9 = vector2.y + num6 - max;
                    if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                    {
                        float num10;
                        if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                        {
                            segment2.a = VectorUtils.XZ(ray.Position(u2));
                            num10      = u2;
                        }
                        else
                        {
                            segment2.a = VectorUtils.XZ(ray.a);
                            num10      = 0f;
                        }
                        float num11;
                        if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                        {
                            segment2.b = VectorUtils.XZ(ray.Position(u2));
                            num11      = u2;
                        }
                        else
                        {
                            segment2.b = VectorUtils.XZ(ray.b);
                            num11      = 1f;
                        }
                        num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            u2 = num10 + (num11 - num10) * u2;
                            Vector3 lhs = ray.Position(u2);
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs3 = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs4 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                            if (num7 < num8m * num8m)
                            {
                                isMasked = true;
                            }
                        }
                    }
                }
                segment.a = segment.b;
            }
            priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);

            if (isMasked)
            {
                result = false;
            }
            return(result);
        }
        public static bool Prefix(ref NetSegment __instance, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority, ref bool __result)
        {
            // NON-STOCK CODE STARTS
            float laneOffset  = 0;
            float startOffset = 0;
            float endOffset   = 0;
            bool  IsCSURSLane = CSURUtil.IsCSURSLane(__instance.Info.m_netAI.m_info, ref laneOffset, ref startOffset, ref endOffset);

            if (CSURUtil.IsCSUROffset(__instance.Info.m_netAI.m_info) && !IsCSURSLane)
            {
                __result = NetSegmentRayCastMasked(__instance, segmentID, ray, -1000f, false, out t, out priority);
                return(false);
            }
            // NON-STOCK CODE ENDS
            NetInfo info = __instance.Info;

            t        = 0f;
            priority = 0f;
            if (nameOnly && (__instance.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None)
            {
                __result = false;
                return(false);
            }
            Bounds bounds = __instance.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                __result = false;
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[__instance.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[__instance.m_endNode].m_position;
            bool result = false;

            if (nameOnly)
            {
                RenderManager instance2 = Singleton <RenderManager> .instance;
                if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex))
                {
                    InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData;
                    Vector3   position   = instance2.m_instances[instanceIndex].m_position;
                    Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2;
                    float     num        = Vector3.Distance(position, ray.a);
                    if (nameData != null && num < 1000f)
                    {
                        float snapElevation2 = info.m_netAI.GetSnapElevation();
                        bezier.a.y += snapElevation2;
                        bezier.d.y += snapElevation2;
                        NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, true, true, out bezier.b, out bezier.c);
                        float   num2   = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30));
                        float   d      = num * 0.0002f + 0.05f / (1f + num * 0.001f);
                        Vector2 vector = nameData.m_size * d;
                        float   t2     = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f);
                        float   t3     = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f);
                        bezier = bezier.Cut(t2, t3);
                        float num3 = bezier.DistanceSqr(ray, out float u, out float _);
                        if (num3 < vector.y * vector.y * 0.25f)
                        {
                            Vector3 b = bezier.Position(u);
                            if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u))
                            {
                                num3 = Vector3.SqrMagnitude(ray.Position(u) - b);
                                if (num3 < vector.y * vector.y * 0.25f)
                                {
                                    t      = u;
                                    result = true;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                info.m_netAI.GetRayCastHeights(segmentID, ref __instance, out float leftMin, out float rightMin, out float max);
                bezier.a.y += max;
                bezier.d.y += max;
                bool flag  = (instance.m_nodes.m_buffer[__instance.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                bool flag2 = (instance.m_nodes.m_buffer[__instance.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
                // NON-STOCK CODE STARTS
                if (IsCSURSLane)
                {
                    float vehicleLaneNum = CSURUtil.CountCSURSVehicleLanes(info);
                    float otherLaneNum   = CSURUtil.CountCSURSOtherLanes(info);
                    float laneNum        = vehicleLaneNum + otherLaneNum;
                    startOffset = startOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;
                    endOffset   = endOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;

                    if ((__instance.m_flags & NetSegment.Flags.Invert) != 0)
                    {
                        startOffset = -startOffset;
                        endOffset   = -endOffset;
                    }
                    //EG: before patch: point1-point4 is 1.5*3.75
                    //After patch, point1-point4 is (1 1.3333 1.6667 2)*3.75
                    Vector3 newBezierA    = bezier.a + (new Vector3(__instance.m_startDirection.z, 0, -__instance.m_startDirection.x).normalized) * (startOffset);
                    Vector3 newBezierBDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.333f));
                    Vector3 newBezierB    = bezier.b + (new Vector3(newBezierBDir.z, 0, -newBezierBDir.x).normalized) * (startOffset * 0.667f + endOffset * 0.333f);
                    Vector3 newBezierCDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.667f));
                    Vector3 newBezierC    = bezier.c + (new Vector3(newBezierCDir.z, 0, -newBezierCDir.x).normalized) * (startOffset * 0.333f + endOffset * 0.667f);
                    Vector3 newBezierD    = bezier.d + (new Vector3(-__instance.m_endDirection.z, 0, __instance.m_endDirection.x).normalized) * (endOffset);

                    bezier.a = newBezierA;
                    bezier.b = newBezierB;
                    bezier.c = newBezierC;
                    bezier.d = newBezierD;
                }
                float minNodeDistance    = info.GetMinNodeDistance();
                float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth();
                float num4 = (float)(int)instance.m_nodes.m_buffer[__instance.m_startNode].m_elevation;
                float num5 = (float)(int)instance.m_nodes.m_buffer[__instance.m_endNode].m_elevation;
                if (info.m_netAI.IsUnderground())
                {
                    num4 = 0f - num4;
                    num5 = 0f - num5;
                }
                num4 += info.m_netAI.GetSnapElevation();
                num5 += info.m_netAI.GetSnapElevation();
                float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
                float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
                float num6 = Mathf.Min(leftMin, rightMin);
                t        = 1000000f;
                priority = 1000000f;
                Segment3 segment = default(Segment3);
                segment.a = bezier.a;
                for (int i = 1; i <= 16; i++)
                {
                    segment.b = bezier.Position((float)i / 16f);
                    float   num7    = ray.DistanceSqr(segment, out float u2, out float v2);
                    float   num8    = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                    Vector3 vector2 = segment.Position(v2);
                    if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                    {
                        Vector3 vector3 = ray.Position(u2);
                        num7 = Vector3.SqrMagnitude(vector3 - vector2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs2 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                        }
                    }
                    if (num6 < max)
                    {
                        float num9 = vector2.y + num6 - max;
                        if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                        {
                            Segment2 segment2 = default(Segment2);
                            float    num10;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                            {
                                segment2.a = VectorUtils.XZ(ray.Position(u2));
                                num10      = u2;
                            }
                            else
                            {
                                segment2.a = VectorUtils.XZ(ray.a);
                                num10      = 0f;
                            }
                            float num11;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                            {
                                segment2.b = VectorUtils.XZ(ray.Position(u2));
                                num11      = u2;
                            }
                            else
                            {
                                segment2.b = VectorUtils.XZ(ray.b);
                                num11      = 1f;
                            }
                            num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                            if (num7 < priority && num7 < num8 * num8)
                            {
                                u2 = num10 + (num11 - num10) * u2;
                                Vector3 lhs = ray.Position(u2);
                                if (flag && i == 1 && v2 < 0.001f)
                                {
                                    Vector3 rhs3 = segment.a - segment.b;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                                }
                                if (flag2 && i == 16 && v2 > 0.999f)
                                {
                                    Vector3 rhs4 = segment.b - segment.a;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                                }
                                priority = num7;
                                t        = u2;
                                result   = true;
                            }
                        }
                    }
                    segment.a = segment.b;
                }
                priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);
            }
            __result = result;
            return(false);
        }
Esempio n. 5
0
        public void CustomCheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier)
        {
            NetManager instance = Singleton <NetManager> .instance;

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b             = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b;
            a2 -= b;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, bezier.a);
            float b2  = Vector3.Distance(a2, bezier.a);

            if (Mathf.Min(a3, b2) >= num - 5f)
            {
                if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                Vector3  vector = bezier.Position(0.5f);
                Segment3 segment;
                if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector))
                {
                    segment = new Segment3(vehicleData.m_segment.a, vector);
                }
                else
                {
                    segment = new Segment3(bezier.a, vector);
                }
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;
                    if (CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
                        maxSpeed = 0f;
                        return;
                    }
                }
                segment = new Segment3(vector, bezier.d);
                if (segment.LengthSqr() >= 1f && CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
                    maxSpeed = 0f;
                    return;
                }
                ushort num2;
                if (offset < position.m_offset)
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                else
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                ushort num3;
                if (prevOffset == 0)
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num3)
                {
                    NetNode.Flags flags = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    if ((flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None)
                    {
                        uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint num4 = (uint)(((int)num3 << 8) / 32768);
                        uint num5 = currentFrameIndex - num4 & 255u;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag;
                        bool pedestrians;
                        /// NON-STOCK CODE START ///
                        CustomRoadAI.GetTrafficLightState(vehicleID, ref vehicleData, num3, prevPos.m_segment, position.m_segment, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        /// NON-STOCK CODE END ///
                        //RoadBaseAI.GetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        if (!flag && num5 >= 196u)
                        {
                            flag = true;
                            RoadBaseAI.SetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, vehicleLightState, pedestrianLightState, flag, pedestrians);
                        }
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (num5 < 60u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            maxSpeed = 0f;
                            return;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (num5 >= 30u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;
                        }
                    }
                }
            }
        }
        //from source code
        private void CheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier)
        {
            NetManager instance = Singleton <NetManager> .instance;

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();
            Vector3       a             = lastFrameData.m_position;
            Vector3       a2            = lastFrameData.m_position;
            Vector3       b             = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f);

            a  += b;
            a2 -= b;
            float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking;
            float a3  = Vector3.Distance(a, bezier.a);
            float b2  = Vector3.Distance(a2, bezier.a);

            if (Mathf.Min(a3, b2) >= num - 5f)
            {
                if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID))
                {
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return;
                }
                Vector3  vector = bezier.Position(0.5f);
                Segment3 segment;
                if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector))
                {
                    segment = new Segment3(vehicleData.m_segment.a, vector);
                }
                else
                {
                    segment = new Segment3(bezier.a, vector);
                }
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;
                    if (SingleTrainTrackAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
                        vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                        vehicleData.m_waitCounter = 0;
                        maxSpeed = 0f;
                        return;
                    }
                }
                segment = new Segment3(vector, bezier.d);
                if (segment.LengthSqr() >= 1f && SingleTrainTrackAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return;
                }
                if (this.m_info.m_vehicleType != VehicleInfo.VehicleType.Monorail)
                {
                    ushort num2;
                    if (offset < position.m_offset)
                    {
                        num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    }
                    else
                    {
                        num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    }
                    ushort num3;
                    if (prevOffset == 0)
                    {
                        num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                    }
                    else
                    {
                        num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                    }
                    if (num2 == num3)
                    {
                        NetNode.Flags flags  = instance.m_nodes.m_buffer[(int)num2].m_flags;
                        NetLane.Flags flags2 = (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                        bool          flag   = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                        bool          flag2  = (flags2 & (NetLane.Flags.YieldStart | NetLane.Flags.YieldEnd)) != NetLane.Flags.None && (flags & (NetNode.Flags.Junction | NetNode.Flags.TrafficLights | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction;
                        if (flag)
                        {
                            uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                            uint num4 = (uint)(((int)num3 << 8) / 32768);
                            uint num5 = currentFrameIndex - num4 & 255u;
                            RoadBaseAI.TrafficLightState trafficLightState;
                            RoadBaseAI.TrafficLightState pedestrianLightState;
                            bool flag3;
                            bool pedestrians;
                            RoadBaseAI.GetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out trafficLightState, out pedestrianLightState, out flag3, out pedestrians);
                            if (!flag3 && num5 >= 196u)
                            {
                                flag3 = true;
                                RoadBaseAI.SetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, trafficLightState, pedestrianLightState, flag3, pedestrians);
                            }
                            if (trafficLightState != RoadBaseAI.TrafficLightState.RedToGreen)
                            {
                                if (trafficLightState != RoadBaseAI.TrafficLightState.GreenToRed)
                                {
                                    if (trafficLightState == RoadBaseAI.TrafficLightState.Red)
                                    {
                                        vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                        vehicleData.m_waitCounter = 0;
                                        maxSpeed = 0f;
                                        return;
                                    }
                                }
                                else if (num5 >= 30u)
                                {
                                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                    vehicleData.m_waitCounter = 0;
                                    maxSpeed = 0f;
                                    return;
                                }
                            }
                            else if (num5 < 60u)
                            {
                                vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                                vehicleData.m_waitCounter = 0;
                                maxSpeed = 0f;
                                return;
                            }
                        }
                        if (flag2 && (vehicleData.m_flags2 & Vehicle.Flags2.Yielding) != (Vehicle.Flags2) 0)
                        {
                            vehicleData.m_waitCounter = (byte)Mathf.Min((int)(vehicleData.m_waitCounter + 1), 4);
                            if (vehicleData.m_waitCounter < 4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            vehicleData.m_flags2     &= ~Vehicle.Flags2.Yielding;
                            vehicleData.m_waitCounter = 0;
                        }
                    }
                }
            }
        }
        public static bool RayCast(ref NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority)
        {
            if (CSUROffset.IsCSUROffset(mysegment.Info.m_netAI.m_info))
            {
                return(NetSegmentRayCastMasked(mysegment, segmentID, ray, -1000f, false, out t, out priority));
            }
            NetInfo info = mysegment.Info;

            t        = 0f;
            priority = 0f;
            if (nameOnly && (mysegment.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None)
            {
                return(false);
            }
            Bounds bounds = mysegment.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position;
            bool result = false;

            if (nameOnly)
            {
                RenderManager instance2 = Singleton <RenderManager> .instance;
                if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex))
                {
                    InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData;
                    Vector3   position   = instance2.m_instances[instanceIndex].m_position;
                    Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2;
                    float     num        = Vector3.Distance(position, ray.a);
                    if (nameData != null && num < 1000f)
                    {
                        float snapElevation2 = info.m_netAI.GetSnapElevation();
                        bezier.a.y += snapElevation2;
                        bezier.d.y += snapElevation2;
                        NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, true, true, out bezier.b, out bezier.c);
                        float   num2   = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30));
                        float   d      = num * 0.0002f + 0.05f / (1f + num * 0.001f);
                        Vector2 vector = nameData.m_size * d;
                        float   t2     = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f);
                        float   t3     = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f);
                        bezier = bezier.Cut(t2, t3);
                        float num3 = bezier.DistanceSqr(ray, out float u, out float _);
                        if (num3 < vector.y * vector.y * 0.25f)
                        {
                            Vector3 b = bezier.Position(u);
                            if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u))
                            {
                                num3 = Vector3.SqrMagnitude(ray.Position(u) - b);
                                if (num3 < vector.y * vector.y * 0.25f)
                                {
                                    t      = u;
                                    result = true;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max);
                bezier.a.y += max;
                bezier.d.y += max;
                bool flag  = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
                float minNodeDistance    = info.GetMinNodeDistance();
                float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth();
                float num4 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation;
                float num5 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation;
                if (info.m_netAI.IsUnderground())
                {
                    num4 = 0f - num4;
                    num5 = 0f - num5;
                }
                num4 += info.m_netAI.GetSnapElevation();
                num5 += info.m_netAI.GetSnapElevation();
                float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
                float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
                float num6 = Mathf.Min(leftMin, rightMin);
                t        = 1000000f;
                priority = 1000000f;
                Segment3 segment = default(Segment3);
                segment.a = bezier.a;
                for (int i = 1; i <= 16; i++)
                {
                    segment.b = bezier.Position((float)i / 16f);
                    float   num7    = ray.DistanceSqr(segment, out float u2, out float v2);
                    float   num8    = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                    Vector3 vector2 = segment.Position(v2);
                    if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                    {
                        Vector3 vector3 = ray.Position(u2);
                        num7 = Vector3.SqrMagnitude(vector3 - vector2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs2 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                        }
                    }
                    if (num6 < max)
                    {
                        float num9 = vector2.y + num6 - max;
                        if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                        {
                            Segment2 segment2 = default(Segment2);
                            float    num10;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                            {
                                segment2.a = VectorUtils.XZ(ray.Position(u2));
                                num10      = u2;
                            }
                            else
                            {
                                segment2.a = VectorUtils.XZ(ray.a);
                                num10      = 0f;
                            }
                            float num11;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                            {
                                segment2.b = VectorUtils.XZ(ray.Position(u2));
                                num11      = u2;
                            }
                            else
                            {
                                segment2.b = VectorUtils.XZ(ray.b);
                                num11      = 1f;
                            }
                            num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                            if (num7 < priority && num7 < num8 * num8)
                            {
                                u2 = num10 + (num11 - num10) * u2;
                                Vector3 lhs = ray.Position(u2);
                                if (flag && i == 1 && v2 < 0.001f)
                                {
                                    Vector3 rhs3 = segment.a - segment.b;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                                }
                                if (flag2 && i == 16 && v2 > 0.999f)
                                {
                                    Vector3 rhs4 = segment.b - segment.a;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                                }
                                priority = num7;
                                t        = u2;
                                result   = true;
                            }
                        }
                    }
                    segment.a = segment.b;
                }
                priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);
            }
            return(result);
        }
 private static ushort CheckOverlap(ushort vehicleID, ref Vehicle vehicleData, Segment3 segment, ushort ignoreVehicle, ushort otherID, ref Vehicle otherData, ref bool overlap, Vector3 min, Vector3 max)
 {
     if (ignoreVehicle == 0 || (otherID != ignoreVehicle && otherData.m_leadingVehicle != ignoreVehicle && otherData.m_trailingVehicle != ignoreVehicle))
     {
         VehicleInfo info = otherData.Info;
         if (info.m_vehicleType == VehicleInfo.VehicleType.Bicycle)
         {
             return otherData.m_nextGridVehicle;
         }
         if (((vehicleData.m_flags | otherData.m_flags) & Vehicle.Flags.Transition) == Vehicle.Flags.None && (vehicleData.m_flags & Vehicle.Flags.Underground) != (otherData.m_flags & Vehicle.Flags.Underground))
         {
             return otherData.m_nextGridVehicle;
         }
         Vector3 vector = Vector3.Min (otherData.m_segment.Min (), otherData.m_targetPos3);
         Vector3 vector2 = Vector3.Max (otherData.m_segment.Max (), otherData.m_targetPos3);
         if (min.x < vector2.x + 2f && min.y < vector2.y + 2f && min.z < vector2.z + 2f && vector.x < max.x + 2f && vector.y < max.y + 2f && vector.z < max.z + 2f)
         {
             Vector3 rhs = Vector3.Normalize (segment.b - segment.a);
             Vector3 lhs = otherData.m_segment.a - vehicleData.m_segment.b;
             Vector3 lhs2 = otherData.m_segment.b - vehicleData.m_segment.b;
             if (Vector3.Dot (lhs, rhs) >= 1f || Vector3.Dot (lhs2, rhs) >= 1f)
             {
                 float num2;
                 float num3;
                 float num = segment.DistanceSqr (otherData.m_segment, out num2, out num3);
                 if (num < 4f)
                 {
                     overlap = true;
                 }
                 Vector3 a = otherData.m_segment.b;
                 segment.a.y = segment.a.y * 0.5f;
                 segment.b.y = segment.b.y * 0.5f;
                 for (int i = 0; i < 4; i++)
                 {
                     Vector3 vector3 = otherData.GetTargetPos (i);
                     Segment3 segment2 = new Segment3 (a, vector3);
                     segment2.a.y = segment2.a.y * 0.5f;
                     segment2.b.y = segment2.b.y * 0.5f;
                     if (segment2.LengthSqr () > 0.01f)
                     {
                         num = segment.DistanceSqr (segment2, out num2, out num3);
                         if (num < 4f)
                         {
                             overlap = true;
                             break;
                         }
                     }
                     a = vector3;
                 }
             }
         }
     }
     return otherData.m_nextGridVehicle;
 }
Esempio n. 9
0
        public static bool Prefix(TrainAI __instance,
                                  ushort vehicleID,
                                  ref Vehicle vehicleData,
                                  ref float maxSpeed,
                                  PathUnit.Position position,
                                  uint laneID,
                                  byte offset,
                                  PathUnit.Position prevPos,
                                  uint prevLaneID,
                                  byte prevOffset,
                                  Bezier3 bezier)
        {
            NetManager netManager = NetManager.instance;

            ushort nextSourceNodeId = offset < position.m_offset
                                          ? netManager.m_segments.m_buffer[position.m_segment].m_startNode
                                          : netManager.m_segments.m_buffer[position.m_segment].m_endNode;

            ushort refTargetNodeId = prevOffset == 0
                                         ? netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode
                                         : netManager.m_segments.m_buffer[prevPos.m_segment].m_endNode;

#if DEBUG
            bool logLogic = DebugSwitch.CalculateSegmentPosition.Get() &&
                            (DebugSettings.NodeId <= 0 ||
                             refTargetNodeId == DebugSettings.NodeId) &&
                            (GlobalConfig.Instance.Debug.ApiExtVehicleType == ExtVehicleType.None ||
                             GlobalConfig.Instance.Debug.ApiExtVehicleType == ExtVehicleType.RailVehicle) &&
                            (DebugSettings.VehicleId == 0 ||
                             DebugSettings.VehicleId == vehicleID);

            if (logLogic)
            {
                Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}) called.\n" +
                           $"\tprevPos.m_segment={prevPos.m_segment}, " +
                           $"prevPos.m_offset={prevPos.m_offset}\n" +
                           $"\tposition.m_segment={position.m_segment}, " +
                           $"position.m_offset={position.m_offset}\n" +
                           $"\tprevLaneID={prevLaneID}, prevOffset={prevOffset}\n" +
                           $"\tprevLaneId={laneID}, prevOffset={offset}\n" +
                           $"\tnextSourceNodeId={nextSourceNodeId}\n" +
                           $"\trefTargetNodeId={refTargetNodeId}, " +
                           $"refTargetNodeId={refTargetNodeId}");
            }
#endif

            Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData();

            Vector3 lastPosPlusRot  = lastFrameData.m_position;
            Vector3 lastPosMinusRot = lastFrameData.m_position;
            Vector3 rotationAdd     = lastFrameData.m_rotation
                                      * new Vector3(0f, 0f, __instance.m_info.m_generatedInfo.m_wheelBase * 0.5f);
            lastPosPlusRot  += rotationAdd;
            lastPosMinusRot -= rotationAdd;
            float breakingDist          = 0.5f * lastFrameData.m_velocity.sqrMagnitude / __instance.m_info.m_braking;
            float distToTargetAfterRot  = Vector3.Distance(lastPosPlusRot, bezier.a);
            float distToTargetBeforeRot = Vector3.Distance(lastPosMinusRot, bezier.a);

#if DEBUG
            if (logLogic)
            {
                Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                           $"lastPos={lastFrameData.m_position} " +
                           $"lastPosMinusRot={lastPosMinusRot} " +
                           $"lastPosPlusRot={lastPosPlusRot} " +
                           $"rotationAdd={rotationAdd} " +
                           $"breakingDist={breakingDist} " +
                           $"distToTargetAfterRot={distToTargetAfterRot} " +
                           $"distToTargetBeforeRot={distToTargetBeforeRot}");
            }
#endif

            if (Mathf.Min(distToTargetAfterRot, distToTargetBeforeRot) >= breakingDist - 5f)
            {
                /*VehicleManager vehMan = Singleton<VehicleManager>.instance;
                 * ushort firstVehicleId = vehicleData.GetFirstVehicle(vehicleID);
                 * if (VehicleBehaviorManager.Instance.MayDespawn(ref vehMan.m_vehicles.m_buffer[firstVehicleId]) || vehMan.m_vehicles.m_buffer[firstVehicleId].m_blockCounter < 100) {*/// NON-STOCK CODE
#if DEBUG
                if (logLogic)
                {
                    Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                               $"Checking for free space on lane {laneID}.");
                }
#endif

                if (!netManager.m_lanes.m_buffer[laneID].CheckSpace(1000f, vehicleID))
                {
#if DEBUG
                    if (logLogic)
                    {
                        Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                                   $"No space available on lane {laneID}. ABORT.");
                    }
#endif
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return(false);
                }

                Vector3 bezierMiddlePoint = bezier.Position(0.5f);

                Segment3 segment = Vector3.SqrMagnitude(vehicleData.m_segment.a - bezierMiddlePoint) <
                                   Vector3.SqrMagnitude(bezier.a - bezierMiddlePoint)
                                  ? new Segment3(vehicleData.m_segment.a, bezierMiddlePoint)
                                  : new Segment3(bezier.a, bezierMiddlePoint);

#if DEBUG
                if (logLogic)
                {
                    Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                               $"Checking for overlap (1). segment.a={segment.a} segment.b={segment.b}");
                }
#endif
                if (segment.LengthSqr() >= 3f)
                {
                    segment.a += (segment.b - segment.a).normalized * 2.5f;

                    if (CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                    {
#if DEBUG
                        if (logLogic)
                        {
                            Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                                       $"Overlap detected (1). segment.LengthSqr()={segment.LengthSqr()} " +
                                       $"segment.a={segment.a} ABORT.");
                        }
#endif
                        vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                        vehicleData.m_waitCounter = 0;
                        maxSpeed = 0f;
                        return(false);
                    }
                }

                segment = new Segment3(bezierMiddlePoint, bezier.d);
#if DEBUG
                if (logLogic)
                {
                    Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                               $"Checking for overlap (2). segment.a={segment.a} segment.b={segment.b}");
                }
#endif
                if (segment.LengthSqr() >= 1f &&
                    CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID))
                {
#if DEBUG
                    if (logLogic)
                    {
                        Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                                   $"Overlap detected (2). ABORT.");
                    }
#endif
                    vehicleData.m_flags2     |= Vehicle.Flags2.Yielding;
                    vehicleData.m_waitCounter = 0;
                    maxSpeed = 0f;
                    return(false);
                }

                // } // NON-STOCK CODE
                // if (this.m_info.m_vehicleType != VehicleInfo.VehicleType.Monorail) { // NON-STOCK CODE
                if (nextSourceNodeId != refTargetNodeId)
                {
                    return(false);
                }
#if DEBUG
                if (logLogic)
                {
                    Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                               $"Checking if vehicle is allowed to change segment.");
                }
#endif
                float oldMaxSpeed = maxSpeed;
                if (!VehicleBehaviorManager.Instance.MayChangeSegment(
                        vehicleID,
                        ref vehicleData,
                        lastFrameData.m_velocity.sqrMagnitude,
                        ref prevPos,
                        ref netManager.m_segments.m_buffer[prevPos.m_segment],
                        refTargetNodeId,
                        prevLaneID,
                        ref position,
                        refTargetNodeId,
                        ref netManager.m_nodes.m_buffer[refTargetNodeId],
                        laneID,
                        out maxSpeed))
                {
#if DEBUG
                    if (logLogic)
                    {
                        Log._Debug($"CustomTrainAI.CustomCheckNextLane({vehicleID}): " +
                                   $"Vehicle is NOT allowed to change segment. ABORT.");
                    }
#endif
                    maxSpeed = 0;
                    return(false);
                }

                ExtVehicleManager.Instance.UpdateVehiclePosition(
                    vehicleID,
                    ref vehicleData);
                maxSpeed = oldMaxSpeed;

                // NON-STOCK CODE
            }
            return(false);
        }