public FinalConnector(NetInfo centerNodeNetInfo, EdgeIntersections2 edgeIntersections, Ellipse ellipse, bool insertControllingVertices) { intersections = edgeIntersections?.Intersections ?? new List <RoundaboutNode>(); actionGroupTMPE = edgeIntersections?.ActionGroupTMPE ?? new ActionGroup("Set up TMPE"); actionGroupRoads = edgeIntersections?.ActionGroupRoads ?? new ActionGroup("Build roundabout"); wrappersDictionary = edgeIntersections?.networkDictionary ?? new WrappersDictionary(); this.ellipse = ellipse; pleasenoinfiniterecursion = 0; this.centerNodeNetInfo = centerNodeNetInfo; leftHandTraffic = Singleton <SimulationManager> .instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True; // We ensure that the segments are not too long. For circles only (with ellipses it would be more difficult) m_maxAngDistance = Math.Min(Math.PI * 25 / ellipse.RadiusMain, Math.PI / 2 + 0.1d); bool isCircle = ellipse.IsCircle(); if (!isCircle && insertControllingVertices) { /* See doc in the method below */ InsertIntermediateNodes(); } /* If the list of edge nodes is empty, we add one default intersection. */ if (isCircle && intersections.Count == 0) { Vector3 defaultIntersection = new Vector3(ellipse.RadiusMain, 0, 0) + ellipse.Center; //ushort newNodeId = NetAccess.CreateNode(centerNodeNetInfo, defaultIntersection); WrappedNode newNodeW = new WrappedNode(); newNodeW.Position = defaultIntersection; newNodeW.NetInfo = centerNodeNetInfo; RoundaboutNode raNode = new RoundaboutNode(newNodeW); raNode.Create(actionGroupRoads); intersections.Add(raNode); } int count = intersections.Count; foreach (RoundaboutNode item in intersections) { item.angle = Ellipse.VectorsAngle(item.wrappedNode.Position - ellipse.Center); } /* We sort the nodes according to their angles */ intersections.Sort(); /* Goes over all the nodes and conntets each of them to the angulary closest neighbour. (In a given direction) */ for (int i = 0; i < count; i++) { RoundaboutNode prevNode = intersections[i]; if (isCircle) { prevNode = CheckAngularDistance(intersections[i], intersections[(i + 1) % count]); } ConnectNodes(intersections[(i + 1) % count], prevNode); } // Charge player var chargePlayerAction = new ChargePlayerAction(actionGroupRoads.DoCost(), centerNodeNetInfo.m_class); if (!chargePlayerAction.CheckMoney()) { throw new PlayerException("Not enough money!"); } actionGroupRoads.Actions.Add(chargePlayerAction); // Create ModThreading.PushAction(actionGroupRoads, actionGroupTMPE); }
public void Build() { ModThreading.PushAction(actionGroupRoads, actionGroupTMPE); }