Esempio n. 1
0
        // YD: manage collisions like on sidewalk
        private void manageCollisions(clsGroundAtom refGroundAtom, TerrainService.Vector newPosition, out clsGroundAtom collidingAtom)
        {
            collidingAtom = null;
            List <CollisionTime> CollisionsToDelete = new List <CollisionTime>();

            foreach (var v in refGroundAtom.Collisions)
            {
                if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

            refGroundAtom.isCollision = false;

            List <clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.getQuadTreeByStructure(Structure).SearchEntities(newPosition.x, newPosition.y, refGroundAtom.collisionRadius, isPrecise: true);

            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {
                    TerrainService.Vector vDest = new TerrainService.Vector(newPosition.x, newPosition.y, 0);
                    TerrainService.Vector vMe   = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >= 0.8)// 0.6)                                                  //Against  Main Direction
                    {
                        // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

                        // Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName))
                        {
                            continue;
                        }
                        //Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(newPosition.x, newPosition.y, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);
                        collidingAtom = atom;
                        break;
                    }
                }
            }
        }
Esempio n. 2
0
        private void exitBuilding(clsGroundAtom refGroundAtom)
        {
            double distanceToExit       = TerrainService.MathEngine.CalcDistance(refGroundAtom.curr_X, refGroundAtom.curr_Y, targetPosition.x, targetPosition.y);
            double DeltaTimeSec         = refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution * 0.001;
            double targetAzimuth        = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y);
            double stepDistanceInMeters = 1000 * (refGroundAtom.currentSpeed * DeltaTimeSec / 3600);

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

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

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

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

                // and normalize it
                perpendicular.normalize();

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

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

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

                // decide according to earthquake status
                if (!refGroundAtom.m_GameObject.forcesHaveArrived())
                {
                    //
                    refGroundAtom.clearStageTransitionEventSubscriptions();
                    refGroundAtom.forcesHaveArrivedEventHandler += forcesHaveArrivedDefaultEventHandler;
                    refGroundAtom.earthquakeEndedEventHandler   += earthquakeEndedDefaultEventHandler;
                    clsActivityMovement goAwayActivity = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                    refGroundAtom.ChangeState(new GO_AWAY_FROM_BUILDING_STATE(goAwayActivity, targetLocation, Structure, exitEdgeNumber));
                    return;
                }
                else
                {
                    refGroundAtom.clearStageTransitionEventSubscriptions();
                    refGroundAtom.clearReevaluationEventSubscription();
                    refGroundAtom.forcesHaveArrivedEventHandler += forcesHaveArrivedDefaultEventHandler;
                    refGroundAtom.earthquakeEndedEventHandler   += earthquakeEndedDefaultEventHandler;
                    refGroundAtom.reEvaluationEventHandler      += reevaluationAfterForcesHaveArrivedEventHandler;
                    clsActivityMovement barrierMovement = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                    refGroundAtom.resetMovementData();
                    refGroundAtom.ChangeState(new GO_TO_POLICE_BARRIER_STATE(barrierMovement));
                    return;
                }
            }
        }
Esempio n. 3
0
        private void MoveInStructure(clsGroundAtom refGroundAtom, int DeltaTime)
        {
            double DeltaTimeSec = DeltaTime * 0.001;
            double dist         = refGroundAtom.currentSpeed * DeltaTimeSec / 3600;

            double oldX = refGroundAtom.curr_X;
            double oldY = refGroundAtom.curr_Y;

            // YD - fixed bug where atoms in building travel way to fast than they should be.
            // Details: In the third line below addition of distance in meters to position in coordinates!
            //TerrainService.Vector vt = targetPosition - refGroundAtom.currPosition;
            //vt.normalize();
            //TerrainService.Vector NewPosition = refGroundAtom.currPosition + (vt * dist);
            ////.........

            TerrainService.Vector vt = targetPosition - refGroundAtom.currPosition;
            double targetDist        = TerrainService.MathEngine.CalcDistance(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y);
            double targetAzimuth     = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y);

            TerrainService.Vector NewPosition = new TerrainService.Vector();
            TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetAzimuth, 1000 * dist, out NewPosition.x, out NewPosition.y);
            // ----------------------------------------------------------------------------------------

            // check if in collision
            clsGroundAtom collidingAtom = null;

            manageCollisions(refGroundAtom, NewPosition, out collidingAtom);

            TerrainService.GeometryHelper.Edge CrossedEdge = new TerrainService.GeometryHelper.Edge();
            TerrainService.shPoint[]           Pnts        = Structure.Points.ToArray();
            // step aside in case of collision
            if (!refGroundAtom.isCollision)
            {
                // draw avoidance side randomly to when collision will occur
                int random = Util.random.Next(2) * 2 - 1;
                refGroundAtom.Offset_Azimuth = 90 * random;
            }
            if (refGroundAtom.isCollision)
            {
                // choose side to step to according to social comparison theory
                clsGroundAtom mostSimilar = SocialComparison.findMostSimilarInStructure(refGroundAtom, Structure);

                if (mostSimilar != null)
                {
                    TerrainService.Vector headingVector = new TerrainService.Vector();
                    headingVector.x = targetPosition.x - refGroundAtom.curr_X;
                    headingVector.y = targetPosition.y - refGroundAtom.curr_Y;
                    TerrainService.Vector vectorToMostSimilar = new TerrainService.Vector();
                    vectorToMostSimilar.x = mostSimilar.curr_X - refGroundAtom.curr_X;
                    vectorToMostSimilar.y = mostSimilar.curr_Y - refGroundAtom.curr_Y;
                    bool mostSimilarIsToTheLeft = (headingVector ^ vectorToMostSimilar).norm() > 0;
                    if (mostSimilarIsToTheLeft)
                    {
                        refGroundAtom.Offset_Azimuth = 90;
                    }
                    else
                    {
                        refGroundAtom.Offset_Azimuth = -90;
                    }
                }

                List <CollisionTime> collisions = refGroundAtom.Collisions;
                double azimuthToCollidingAtom   = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, collidingAtom.currPosition.x, collidingAtom.currPosition.y);
                TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, azimuthToCollidingAtom + refGroundAtom.Offset_Azimuth, 1000 * dist, out NewPosition.x, out NewPosition.y);
            }

            bool isCross = TerrainService.GeometryHelper.GeometryMath.isPolygonBorderCross(refGroundAtom.curr_X, refGroundAtom.curr_Y, NewPosition.x, NewPosition.y, ref Pnts, ref CrossedEdge);

            if (isCross)
            {
                CrossedEdge.rot90();
                TerrainService.Vector orig = new TerrainService.Vector(CrossedEdge.org.x, CrossedEdge.org.y, 0);
                TerrainService.Vector dest = new TerrainService.Vector(CrossedEdge.dest.x, CrossedEdge.dest.y, 0);
                TerrainService.Vector n    = dest - orig;

                n.normalize();



                TerrainService.Vector NewD = vt - 2 * (vt * n) * n;
                NewD.normalize();

                TerrainService.Vector NewDirect = NewD * 5000;


                // YD: calculate new target position according to next waypoint and not randomly
                //targetPosition = NewDirect;
                targetPosition = CalculateNextWaypointPosition(refGroundAtom);
                // ---

                // YD: Bug fix for moving too fast in buildings
                //vt = targetPosition - refGroundAtom.currPosition;
                //vt.normalize();
                //NewPosition = refGroundAtom.currPosition + (vt * dist);

                vt            = targetPosition - refGroundAtom.currPosition;
                targetDist    = TerrainService.MathEngine.CalcDistance(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y) / 1000;
                targetAzimuth = Util.Azimuth2Points(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetPosition.x, targetPosition.y);
                TerrainService.MathEngine.CalcProjectedLocationNew(refGroundAtom.currPosition.x, refGroundAtom.currPosition.y, targetAzimuth, 1000 * dist, out NewPosition.x, out NewPosition.y);
                // ---------------------------------------------------------------------------------

                //refGroundAtom.currPosition = NewPosition;
                //refGroundAtom.curr_X = refGroundAtom.currPosition.x;
                //refGroundAtom.curr_Y = refGroundAtom.currPosition.y;

                // return;
            }


            refGroundAtom.currPosition = NewPosition;
            // YD: get current azimuth
            refGroundAtom.currentAzimuth = Util.Azimuth2Points(refGroundAtom.curr_X, refGroundAtom.curr_Y, NewPosition.x, NewPosition.y);
            refGroundAtom.curr_X         = refGroundAtom.currPosition.x;
            refGroundAtom.curr_Y         = refGroundAtom.currPosition.y;



            bool isIn = TerrainService.GeometryHelper.GeometryMath.isPointInPolygon(refGroundAtom.curr_X, refGroundAtom.curr_Y, ref Pnts);

            if (isIn == false)
            {
                System.Random Rnd = new Random();
                while (true)
                {
                    double vRnd  = Rnd.NextDouble();
                    double randX = Structure.minX + (Structure.maxX - Structure.minX) * vRnd;
                    vRnd = Rnd.NextDouble();
                    double randY     = Structure.minY + (Structure.maxY - Structure.minY) * vRnd;
                    bool   inPolygon = TerrainService.GeometryHelper.GeometryMath.isPointInPolygon(randX, randY, ref Pnts);
                    if (inPolygon == true)
                    {
                        refGroundAtom.curr_X       = randX;
                        refGroundAtom.curr_Y       = randY;
                        refGroundAtom.currPosition = new TerrainService.Vector(randX, randY, 0);
                        // YD: calculate new target position according to next waypoint and not randomly
                        //targetPosition = CalculateNextRandomPosition(5000, refGroundAtom.curr_X, refGroundAtom.curr_Y);
                        targetPosition = CalculateNextWaypointPosition(refGroundAtom);
                        // ---
                        break;
                    }
                }
            }

            // YD: since there are more than once structure, update possition according to the right structure's quadtree
            refGroundAtom.m_GameObject.getQuadTreeByStructure(Structure).PositionUpdate(refGroundAtom);
        }
Esempio n. 4
0
        public override void Execute(clsGroundAtom refGroundAtom)
        {
            List <CollisionTime> CollisionsToDelete = new List <CollisionTime>();

            foreach (var v in refGroundAtom.Collisions)
            {
                if ((refGroundAtom.m_GameObject.Ex_clockDate - v.time).TotalSeconds > 2)
                {
                    CollisionsToDelete.Add(v);
                }
            }
            foreach (var v in CollisionsToDelete)
            {
                refGroundAtom.Collisions.Remove(v);
            }

            //   refGroundAtom.Collisions.ForEach(t=>(refGroundAtom.m_GameObject.Ex_clockDate-t.time).TotalSeconds>2)

            if (refActivityMovement.TimeTo < refGroundAtom.m_GameObject.Ex_clockDate)
            {
                refActivityMovement.isEnded  = true;
                refActivityMovement.isActive = false;
                refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
                return;
            }


            if (refGroundAtom.currentRoute == null)
            {
                return;
            }


            if (refGroundAtom.currentLeg > refGroundAtom.currentRoute.arr_legs.Count)   //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
            {
                // Fix 01 Start
                int    nl   = refGroundAtom.currentRoute.arr_legs.Count;
                double xEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLongn;
                double yEnd = refGroundAtom.currentRoute.arr_legs[nl - 1].ToLatn;
                refGroundAtom.curr_X = xEnd;
                refGroundAtom.curr_Y = yEnd;
                // Fix 01 End

                refActivityMovement.isEnded  = true;
                refActivityMovement.isActive = false;
                refGroundAtom.currentRoute   = null;
                refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());



                return;
            }

            double nextRoute_X = 0;
            double nextRoute_Y = 0;
            int    nextLeg     = 0;

            double X_Distination = 0;
            double Y_Distination = 0;
            double AzimDepl;

            refGroundAtom.VirtualMoveOnRoute(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution, refGroundAtom.X_Route, refGroundAtom.Y_Route, out nextRoute_X, out nextRoute_Y, out nextLeg);

            double currentAzimuth = Util.Azimuth2Points(refGroundAtom.X_Route, refGroundAtom.Y_Route, nextRoute_X, nextRoute_Y);
            bool   isRight        = true;
            // Yinon Douchan: Collision management
            bool isLeft = true;

            refGroundAtom.currentAzimuth = currentAzimuth;
            // -----------------------------------
            // refGroundAtom.Collisions.Clear();
            Lab1 :;
            refGroundAtom.isCollision = false;
// Fix 02  if (refGroundAtom.Offset_Azimuth != 0.0 || refGroundAtom.Offset_Distance!=0.0)
            if (refGroundAtom.Offset_Distance != 0.0)
            {
                AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                if (AzimDepl >= 360)
                {
                    AzimDepl = AzimDepl - 360;
                }

                TerrainService.MathEngine.CalcProjectedLocationNew(nextRoute_X, nextRoute_Y, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);
            }
            else
            {
                X_Distination = nextRoute_X;
                Y_Distination = nextRoute_Y;
            }

            List <clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, Y_Distination, refGroundAtom.collisionRadius, isPrecise: true);

            //   List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(X_Distination, refGroundAtom.curr_Y, clsGroundAtom.OFFSET_IN_COLLISION, isPrecise: true);
            foreach (clsGroundAtom atom in colAtoms)
            {
                if (atom != refGroundAtom)
                {
                    TerrainService.Vector vDest = new TerrainService.Vector(X_Distination, Y_Distination, 0);
                    TerrainService.Vector vMe   = new TerrainService.Vector(refGroundAtom.curr_X, refGroundAtom.curr_Y, 0);

                    TerrainService.Vector vCollision = new TerrainService.Vector(atom.curr_X, atom.curr_Y, 0);

                    TerrainService.Vector MyDirection = vDest - vMe;
                    MyDirection.normalize();
                    TerrainService.Vector CollisionDirection = vCollision - vMe;
                    CollisionDirection.normalize();
                    double dot = MyDirection * CollisionDirection;
                    if (dot >= 0.8)// 0.6)                                                  //Against  Main Direction
                    {
                        // if (atom.Collisions.Contains(refGroundAtom.MyName)) continue;

// Fix 03              if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName)) continue;
                        if (atom.Collisions.Exists(v => v.name == refGroundAtom.MyName))
                        {
                            continue;
                        }
//Fix 04 - New If
                        double d = TerrainService.MathEngine.CalcDistance(X_Distination, Y_Distination, atom.curr_X, atom.curr_Y);
                        refGroundAtom.isCollision = true;
                        CollisionTime cTime = new CollisionTime();
                        cTime.name = atom.MyName;
                        cTime.time = refGroundAtom.m_GameObject.Ex_clockDate;
                        refGroundAtom.Collisions.Add(cTime);

                        break;
                    }
                }
            }

            if (refGroundAtom.isCollision)
            {
                refGroundAtom.Offset_Azimuth = 90;
                // Yinon Douchan: Modified collision handling
                // check if I cannot go right or cannot go left
                if ((refGroundAtom.Offset_Distance + clsGroundAtom.OFFSET_IN_COLLISION) > clsGroundAtom.MAX_OFFSET)
                {
                    isRight = false;
                }
                if ((refGroundAtom.Offset_Distance - clsGroundAtom.OFFSET_IN_COLLISION) < -clsGroundAtom.MAX_OFFSET)
                {
                    isLeft = false;
                }

                if (isRight && !isLeft)
                {
                    // can only evade right
                    refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
                }
                else if (isLeft && !isRight)
                {
                    // can only evade left
                    refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
                }
                else if (isLeft && isRight)
                {
                    // decide whether to turn right or left based on social comparison to most similar
                    clsGroundAtom mostSimilar = SocialComparison.findMostSimilarByDistanceAndAzimuth(refGroundAtom);
                    if (mostSimilar != null)
                    {
                        SocialComparison.setOffsetTowardsMostSimilar(refGroundAtom, mostSimilar);
                    }
                    else
                    {
                        // no similar agent - pick a side randomly
                        if (Util.random.NextDouble() > 0.5)
                        {
                            refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;
                        }
                        else
                        {
                            refGroundAtom.Offset_Distance -= clsGroundAtom.OFFSET_IN_COLLISION;
                        }
                    }
                }

                if (refGroundAtom.Offset_Distance < -clsGroundAtom.MAX_OFFSET)
                {
                    refGroundAtom.Offset_Distance = -clsGroundAtom.MAX_OFFSET;
                    refGroundAtom.Offset_Azimuth  = 0;
                    return;
                }
                else if (refGroundAtom.Offset_Distance > clsGroundAtom.MAX_OFFSET)
                {
                    refGroundAtom.Offset_Distance = clsGroundAtom.MAX_OFFSET;
                    refGroundAtom.Offset_Azimuth  = 0;
                    return;
                }
                //  refGroundAtom.Offset_Distance += clsGroundAtom.OFFSET_IN_COLLISION;// 2*clsGroundAtom.RADIUS;
                if (refGroundAtom.Offset_Distance < 0)
                {
                    refGroundAtom.Offset_Azimuth = 180 - refGroundAtom.Offset_Azimuth;
                }
                // --------------------------------------------------------------------------

                // Yinon Douchan: Commented out - Why are you assigning offsetted position to route position? This caused bugs in movement
                //nextRoute_X = X_Distination;
                //nextRoute_Y = Y_Distination;
                // ------------------------------------------------------------------------------------


                //  AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                //  if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
                //  TerrainService.MathEngine.CalcProjectedLocationNew(X_Distination, Y_Distination, AzimDepl, refGroundAtom.Offset_Distance, out X_Distination, out Y_Distination);//, true);

                // Yinon Douchan: Commented out - This caused the simulator to enter an endless loop
                //goto Lab1;
                // ---------------------------------------------------------------------------------
                //AzimDepl = currentAzimuth + refGroundAtom.Offset_Azimuth;
                //if (AzimDepl >= 360) AzimDepl = AzimDepl - 360;
            }
            else
            {
                refGroundAtom.X_Route    = nextRoute_X;
                refGroundAtom.Y_Route    = nextRoute_Y;
                refGroundAtom.currentLeg = nextLeg;



                refGroundAtom.X_Distination = X_Distination;
                refGroundAtom.Y_Distination = Y_Distination;

                refGroundAtom.MoveToDestination(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
            }



            //List<clsGroundAtom> colAtoms = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(refGroundAtom.curr_X, refGroundAtom.curr_Y, 10, isPrecise: true);
            //foreach (clsGroundAtom atom in colAtoms)
            //{
            //    if(atom!=refGroundAtom)
            //    {
            //        refGroundAtom.isCollision = true;
            //        break;
            //    }
            //}


            //if (refGroundAtom.currentLeg >  refGroundAtom.currentRoute.arr_legs.Count)  //-1)  // refActivityMovement.RouteActivity.Points.Count()-1)
            // {
            //     refActivityMovement.isEnded = true;
            //     refActivityMovement.isActive = false;
            //     refGroundAtom.currentRoute = null;
            //     refGroundAtom.ChangeState(new ADMINISTRATIVE_STATE());
            //     return;
            // }
            //else
            //{
            //    refGroundAtom.Move(refGroundAtom.m_GameObject.m_GameManager.GroundCycleResolution);
            //}
        }