public static bool ProcessHome(ref ResidentAI thisAI, uint citizenID, ref Citizen person) { CitizenManager _citizenManager = Singleton <CitizenManager> .instance; SimulationManager _simulation = Singleton <SimulationManager> .instance; if ((person.m_flags & Citizen.Flags.MovingIn) != Citizen.Flags.None) { _citizenManager.ReleaseCitizen(citizenID); } else if (ProcessGenerics(ref thisAI, citizenID, ref person)) { if ((person.m_flags & Citizen.Flags.NeedGoods) != Citizen.Flags.None && (!Chances.WorkDay(ref person) || _simulation.m_currentDayTimeHour > Chances.m_startWorkHour)) //Wants to go shopping { if (person.m_homeBuilding != 0 && person.m_instance == 0 && person.m_vehicle == 0) //Person isn't already out and about { if (_simulation.m_isNightTime) { uint chance = _simulation.m_randomizer.UInt32(1000); if (chance < Chances.GoOutAtNight(person.Age) && NewResidentAI.DoRandomMove(thisAI)) { //Only go locally to find a shop at night FindCloseVisitPlace(ref thisAI, citizenID, ref person, person.m_homeBuilding, 1000f); return(true); } } else if (NewResidentAI.DoRandomMove(thisAI)) { uint chance = _simulation.m_randomizer.UInt32(100); if (chance < 10) { uint localChance = _simulation.m_randomizer.UInt32(100); ushort localVisitPlace = 0; if (ExperimentsToggle.AllowLocalBuildingSearch && localChance < ExperimentsToggle.LocalBuildingPercentage) { LoggingWrapper.Log("Citizen " + citizenID + " trying to find a local commercial building."); localVisitPlace = FindCloseVisitPlace(ref thisAI, citizenID, ref person, person.m_homeBuilding, 1000f); } if (localVisitPlace == 0) { LoggingWrapper.Log("Citizen " + citizenID + " going to a random commercial building."); NewResidentAI.FindVisitPlace(thisAI, citizenID, person.m_homeBuilding, NewResidentAI.GetShoppingReason(thisAI)); } return(true); } } } } else if (person.m_homeBuilding != 0 && person.m_instance != 0 && person.m_vehicle == 0 || NewResidentAI.DoRandomMove(thisAI)) //If the person is already out and about, or can move (based on entities already visible) { int eventId = CityEventManager.instance.EventStartsWithin(citizenID, ref person, StartMovingToEventTime); if (eventId != -1) { CityEvent _cityEvent = CityEventManager.instance.m_nextEvents[eventId]; if (_cityEvent.EventStartsWithin(StartMovingToEventTime) && !_cityEvent.EventStartsWithin(MaxMoveToEventTime)) { if ((person.m_instance != 0 || NewResidentAI.DoRandomMove(thisAI)) && _cityEvent.Register(citizenID, ref person)) { NewResidentAI.StartMoving(thisAI, citizenID, ref person, person.m_homeBuilding, _cityEvent.m_eventData.m_eventBuilding); person.SetVisitplace(citizenID, _cityEvent.m_eventData.m_eventBuilding, 0U); person.m_visitBuilding = _cityEvent.m_eventData.m_eventBuilding; return(true); } } } else { if (person.m_workBuilding != 0 && !_simulation.m_isNightTime && !Chances.ShouldReturnFromWork(ref person)) { if (Chances.ShouldGoToWork(ref person)) { NewResidentAI.StartMoving(thisAI, citizenID, ref person, person.m_homeBuilding, person.m_workBuilding); return(true); } } else { if (Chances.ShouldGoFindEntertainment(ref person)) { if (_simulation.m_isNightTime) { FindLeisure(ref thisAI, citizenID, ref person, person.m_homeBuilding); } else { NewResidentAI.FindVisitPlace(thisAI, citizenID, person.m_homeBuilding, NewResidentAI.GetEntertainmentReason(thisAI)); } return(true); } } } } } return(false); }
public static bool ProcessWork(ref ResidentAI thisAI, uint citizenID, ref Citizen person) { CitizenManager _citizenManager = Singleton <CitizenManager> .instance; BuildingManager _buildingManager = Singleton <BuildingManager> .instance; SimulationManager _simulation = Singleton <SimulationManager> .instance; if (ProcessGenerics(ref thisAI, citizenID, ref person)) { if (person.m_instance != 0 || NewResidentAI.DoRandomMove(thisAI)) //If the person is already out and about, or can move (based on entities already visible) { if (Chances.ShouldReturnFromWork(ref person)) { int eventId = CityEventManager.instance.EventStartsWithin(citizenID, ref person, StartMovingToEventTime); if (eventId != -1) { CityEvent _cityEvent = CityEventManager.instance.m_nextEvents[eventId]; if (_cityEvent.EventStartsWithin(StartMovingToEventTime) && !_cityEvent.EventStartsWithin(MaxMoveToEventTime)) { if ((person.m_instance != 0 || NewResidentAI.DoRandomMove(thisAI)) && _cityEvent.Register(citizenID, ref person)) { NewResidentAI.StartMoving(thisAI, citizenID, ref person, person.m_workBuilding, _cityEvent.m_eventData.m_eventBuilding); person.SetVisitplace(citizenID, _cityEvent.m_eventData.m_eventBuilding, 0U); person.m_visitBuilding = _cityEvent.m_eventData.m_eventBuilding; } } } else { if (Chances.ShouldGoFindEntertainment(ref person)) { uint localChance = _simulation.m_randomizer.UInt32(100); ushort localVisitPlace = 0; if (ExperimentsToggle.AllowLocalBuildingSearch && localChance < ExperimentsToggle.LocalBuildingPercentage) { LoggingWrapper.Log("Citizen " + citizenID + " trying to find a local commercial building."); localVisitPlace = FindCloseVisitPlace(ref thisAI, citizenID, ref person, person.m_workBuilding, 1000f); } if (localVisitPlace == 0) { LoggingWrapper.Log("Citizen " + citizenID + " going to a random commercial building."); NewResidentAI.FindVisitPlace(thisAI, citizenID, person.m_workBuilding, NewResidentAI.GetEntertainmentReason(thisAI)); } return(true); } else { if ((person.m_flags & Citizen.Flags.NeedGoods) != Citizen.Flags.None) //Wants to go shopping { if (person.m_workBuilding != 0 && person.m_instance == 0 && person.m_vehicle == 0) //Person isn't already out and about { uint localChance = _simulation.m_randomizer.UInt32(100); ushort localVisitPlace = 0; if (ExperimentsToggle.AllowLocalBuildingSearch && localChance < ExperimentsToggle.LocalBuildingPercentage) { LoggingWrapper.Log("Citizen " + citizenID + " trying to find a local commercial building."); localVisitPlace = FindCloseVisitPlace(ref thisAI, citizenID, ref person, person.m_workBuilding, 1000f); } if (localVisitPlace == 0) { LoggingWrapper.Log("Citizen " + citizenID + " going to a random commercial building."); NewResidentAI.FindVisitPlace(thisAI, citizenID, person.m_workBuilding, NewResidentAI.GetShoppingReason(thisAI)); } } return(true); } else { NewResidentAI.StartMoving(thisAI, citizenID, ref person, person.m_workBuilding, person.m_homeBuilding); return(true); } } } } else if (Chances.ShouldGoToLunch(ref person) && person.m_workBuilding != 0) { //Try find somewhere close to eat ushort foundLunchPlace = FindCloseVisitPlace(ref thisAI, citizenID, ref person, person.m_workBuilding, 200f); if (foundLunchPlace != 0) { LoggingWrapper.Log("Citizen " + citizenID + " is heading out to eat for lunch at " + CityEventManager.CITY_TIME.ToShortTimeString() + "."); return(true); } else { LoggingWrapper.Log("Citizen " + citizenID + " wanted to head out for lunch, but there were no buildings close enough."); } } } } return(false); }