static private DetermineVehicleTypeFromVehicle ( ushort vehicleId, Vehicle &vehicleData ) : ExtVehicleType? | ||
vehicleId | ushort | |
vehicleData | Vehicle | |
Результат | ExtVehicleType? |
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { ExtVehicleType?vehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleID, ref vehicleData); /*if (vehicleType == null) { * Log._Debug($"CustomCarAI.CustomStartPathFind: Could not determine ExtVehicleType from class type. typeof this={this.GetType().ToString()}"); * } else { * Log._Debug($"CustomCarAI.CustomStartPathFind: vehicleType={vehicleType}. typeof this={this.GetType().ToString()}"); * }*/ VehicleInfo info = this.m_info; bool allowUnderground = (vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != 0; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (CustomPathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && CustomPathManager.FindPathPosition(endPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, undergroundTarget, false, 32f, out endPosA, out endPosB, out num3, out num4)) { if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } if (!endBothWays || num3 < 10f) { endPosB = default(PathUnit.Position); } uint path; bool res = false; if (vehicleType == null) { res = Singleton <CustomPathManager> .instance.CreatePath(out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, this.IsHeavyVehicle(), this.IgnoreBlocked(vehicleID, ref vehicleData), false, false); } else { res = Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)vehicleType, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, this.IsHeavyVehicle(), this.IgnoreBlocked(vehicleID, ref vehicleData), false, false); } if (res) { if (vehicleData.m_path != 0u) { Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); } vehicleData.m_path = path; vehicleData.m_flags |= Vehicle.Flags.WaitingPath; return(true); } } return(false); }
public static bool BaseCustomStartPathFind(bool heavyVehicle, bool ignoreBlocked, ref VehicleInfo info, ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { bool allowUnderground = (vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != 0; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (CustomPathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && CustomPathManager.FindPathPosition(endPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, false, false, 32f, out endPosA, out endPosB, out num3, out num4)) { if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } if (!endBothWays || num3 < 10f) { endPosB = default(PathUnit.Position); } uint path; ExtVehicleType?extVehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleID, ref vehicleData); bool res = false; if (extVehicleType == null) { res = Singleton <PathManager> .instance.CreatePath(out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, heavyVehicle, ignoreBlocked, false, false); } else { res = Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)extVehicleType, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, heavyVehicle, ignoreBlocked, false, false); } if (res) { if (vehicleData.m_path != 0u) { Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); } vehicleData.m_path = path; vehicleData.m_flags |= Vehicle.Flags.WaitingPath; return(true); } } return(false); }
/// <summary> /// Handles vehicle path information in order to manage special nodes (nodes with priority signs or traffic lights). /// Data like "vehicle X is on segment S0 and is going to segment S1" is collected. /// </summary> /// <param name="vehicleId"></param> /// <param name="vehicleData"></param> internal static void HandleVehicle(ushort vehicleId, ref Vehicle vehicleData, bool addTraffic, bool realTraffic, byte maxUpcomingPathPositions, bool debug = false) { if (maxUpcomingPathPositions <= 0) { maxUpcomingPathPositions = 1; // we need at least one upcoming path position } var netManager = Singleton <NetManager> .instance; var lastFrameData = vehicleData.GetLastFrameData(); var lastFrameVehiclePos = lastFrameData.m_position; #if DEBUGV var camPos = Camera.main.transform.position; //debug = (lastFrameVehiclePos - camPos).sqrMagnitude < CloseLod; debug = false; List <String> logBuffer = new List <String>(); bool logme = false; #endif if ((vehicleData.m_flags & Vehicle.Flags.Created) == 0) { TrafficPriority.RemoveVehicleFromSegments(vehicleId); return; } if (vehicleData.Info.m_vehicleType != VehicleInfo.VehicleType.Car && vehicleData.Info.m_vehicleType != VehicleInfo.VehicleType.Train && vehicleData.Info.m_vehicleType != VehicleInfo.VehicleType.Tram) { //Log._Debug($"HandleVehicle does not handle vehicles of type {vehicleData.Info.m_vehicleType}"); return; } #if DEBUGV logBuffer.Add("Calculating prio info for vehicleId " + vehicleId); #endif ExtVehicleType?vehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleId, ref vehicleData); if (vehicleType == null) { Log.Warning($"Could not determine vehicle type of vehicle {vehicleId}!"); } if (vehicleType == null || vehicleType == ExtVehicleType.None) { return; } // add vehicle to our vehicle list VehiclePosition vehiclePos = TrafficPriority.GetVehiclePosition(vehicleId); // we extract the segment information directly from the vehicle var currentPathUnitId = vehicleData.m_path; List <ushort> realTimeDestinationNodes = new List <ushort>(); // current and upcoming node ids List <PathUnit.Position> realTimePositions = new List <PathUnit.Position>(); // current and upcoming vehicle positions #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". currentPathId: " + currentPathUnitId + " pathPositionIndex: " + vehicleData.m_pathPositionIndex); #endif if (currentPathUnitId > 0) { // vehicle has a path... if ((Singleton <PathManager> .instance.m_pathUnits.m_buffer[currentPathUnitId].m_pathFindFlags & PathUnit.FLAG_READY) != 0) { // The path(unit) is established and is ready for use: get the vehicle's current position in terms of segment and lane realTimePositions.Add(Singleton <PathManager> .instance.m_pathUnits.m_buffer[currentPathUnitId].GetPosition(vehicleData.m_pathPositionIndex >> 1)); if (realTimePositions[0].m_offset == 0) { realTimeDestinationNodes.Add(netManager.m_segments.m_buffer[realTimePositions[0].m_segment].m_startNode); } else { realTimeDestinationNodes.Add(netManager.m_segments.m_buffer[realTimePositions[0].m_segment].m_endNode); } if (maxUpcomingPathPositions > 0) { // evaluate upcoming path units byte i = 0; uint pathUnitId = currentPathUnitId; int pathPos = (byte)((vehicleData.m_pathPositionIndex >> 1) + 1); while (true) { if (pathPos > 11) { // go to next path unit pathPos = 0; pathUnitId = Singleton <PathManager> .instance.m_pathUnits.m_buffer[pathUnitId].m_nextPathUnit; #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". Going to next path unit (1). pathUnitId=" + pathUnitId); #endif if (pathUnitId <= 0) { break; } } PathUnit.Position nextRealTimePosition = default(PathUnit.Position); if (!Singleton <PathManager> .instance.m_pathUnits.m_buffer[pathUnitId].GetPosition(pathPos, out nextRealTimePosition)) // if this returns false, there is no next path unit { #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". No next path unit! pathPos=" + pathPos + ", pathUnitId=" + pathUnitId); #endif break; } ushort destNodeId = 0; if (nextRealTimePosition.m_segment > 0) { if (nextRealTimePosition.m_offset == 0) { destNodeId = netManager.m_segments.m_buffer[nextRealTimePosition.m_segment].m_startNode; } else { destNodeId = netManager.m_segments.m_buffer[nextRealTimePosition.m_segment].m_endNode; } } #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". Next path unit! node " + destNodeId + ", seg. " + nextRealTimePosition.m_segment + ", pathUnitId=" + pathUnitId + ", pathPos: " + pathPos); #endif realTimePositions.Add(nextRealTimePosition); realTimeDestinationNodes.Add(destNodeId); if (i >= maxUpcomingPathPositions - 1) { break; // we calculate up to 2 upcoming path units at the moment } ++pathPos; ++i; } } // please don't ask why we use "m_pathPositionIndex >> 1" (which equals to "m_pathPositionIndex / 2") here (Though it would // be interesting to know why they used such an ugly indexing scheme!!). I assume the oddness of m_pathPositionIndex relates // to the car's position on the segment. If it is even the car might be in the segment's first half and if it is odd, it might // be in the segment's second half. #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". *INFO* rtPos.seg=" + realTimePositions[0].m_segment + " nrtPos.seg=" + (realTimePositions.Count > 1 ? "" + realTimePositions[1].m_segment : "n/a")); #endif } } // we have seen the car! vehiclePos.LastFrame = Singleton <SimulationManager> .instance.m_currentFrameIndex; #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". ToNode: " + vehiclePos.ToNode + ". FromSegment: " + vehiclePos.FromSegment /* + ". FromLaneId: " + TrafficPriority.Vehicles[vehicleId].FromLaneId*/); #endif if (addTraffic && vehicleData.m_leadingVehicle == 0 && realTimePositions.Count > 0) { // add traffic to lane uint laneId = PathManager.GetLaneID(realTimePositions[0]); CustomRoadAI.AddTraffic(laneId, (ushort)Mathf.RoundToInt(vehicleData.CalculateTotalLength(vehicleId)), (ushort)Mathf.RoundToInt(lastFrameData.m_velocity.magnitude), realTraffic); } #if DEBUGV logBuffer.Add("* vehicleId " + vehicleId + ". Real time positions: " + realTimePositions.Count + ", Destination nodes: " + realTimeDestinationNodes.Count); #endif if (realTimePositions.Count >= 1) { // we found a valid path unit var sourceLaneIndex = realTimePositions[0].m_lane; if ( !vehiclePos.Valid || vehiclePos.ToNode != realTimeDestinationNodes[0] || vehiclePos.FromSegment != realTimePositions[0].m_segment || vehiclePos.FromLaneIndex != sourceLaneIndex) { // vehicle information is not up-to-date. remove the car from old priority segments (if existing)... TrafficPriority.RemoveVehicleFromSegments(vehicleId); if (realTimePositions.Count >= 2) { // save vehicle information for priority rule handling vehiclePos.Valid = true; vehiclePos.CarState = VehicleJunctionTransitState.None; vehiclePos.WaitTime = 0; vehiclePos.Stopped = false; vehiclePos.ToNode = realTimeDestinationNodes[0]; vehiclePos.FromSegment = realTimePositions[0].m_segment; vehiclePos.FromLaneIndex = realTimePositions[0].m_lane; vehiclePos.ToSegment = realTimePositions[1].m_segment; vehiclePos.ToLaneIndex = realTimePositions[1].m_lane; vehiclePos.ReduceSpeedByValueToYield = UnityEngine.Random.Range(16f, 28f); vehiclePos.OnEmergency = (vehicleData.m_flags & Vehicle.Flags.Emergency2) != 0; vehiclePos.VehicleType = (ExtVehicleType)vehicleType; #if DEBUGV logBuffer.Add($"* vehicleId {vehicleId}. Setting current position to: from {vehiclePos.FromSegment} (lane {vehiclePos.FromLaneIndex}), going over {vehiclePos.ToNode}, to {vehiclePos.ToSegment} (lane {vehiclePos.ToLaneIndex})"); #endif //if (!Options.disableSomething) { // add the vehicle to upcoming priority segments that have timed traffic lights for (int i = 0; i < realTimePositions.Count - 1; ++i) { var prioritySegment = TrafficPriority.GetPrioritySegment(realTimeDestinationNodes[i], realTimePositions[i].m_segment); if (prioritySegment == null) { continue; } // add upcoming segments only if there is a timed traffic light TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(realTimeDestinationNodes[i]); if (i > 0 && (nodeSim == null || !nodeSim.IsTimedLight() || !nodeSim.IsTimedLightActive())) { continue; } VehiclePosition upcomingVehiclePos = new VehiclePosition(); upcomingVehiclePos.Valid = true; upcomingVehiclePos.CarState = VehicleJunctionTransitState.None; upcomingVehiclePos.LastFrame = vehiclePos.LastFrame; upcomingVehiclePos.ToNode = realTimeDestinationNodes[i]; upcomingVehiclePos.FromSegment = realTimePositions[i].m_segment; upcomingVehiclePos.FromLaneIndex = realTimePositions[i].m_lane; upcomingVehiclePos.ToSegment = realTimePositions[i + 1].m_segment; upcomingVehiclePos.ToLaneIndex = realTimePositions[i + 1].m_lane; upcomingVehiclePos.ReduceSpeedByValueToYield = UnityEngine.Random.Range(16f, 28f); upcomingVehiclePos.OnEmergency = (vehicleData.m_flags & Vehicle.Flags.Emergency2) != 0; upcomingVehiclePos.VehicleType = (ExtVehicleType)vehicleType; #if DEBUGV logBuffer.Add($"* vehicleId {vehicleId}. Adding future position: from {upcomingVehiclePos.FromSegment} (lane {upcomingVehiclePos.FromLaneIndex}), going over {upcomingVehiclePos.ToNode}, to {upcomingVehiclePos.ToSegment} (lane {upcomingVehiclePos.ToLaneIndex})"); #endif prioritySegment.AddVehicle(vehicleId, upcomingVehiclePos); } } //} } else { #if DEBUGV logBuffer.Add($"* vehicleId {vehicleId}. Nothing has changed. from {vehiclePos.FromSegment} (lane {vehiclePos.FromLaneIndex}), going over {vehiclePos.ToNode}, to {vehiclePos.ToSegment} (lane {vehiclePos.ToLaneIndex})"); logme = false; #endif } } else { #if DEBUGV logBuffer.Add($"* vehicleId {vehicleId}. Insufficient path unit positions."); #endif TrafficPriority.RemoveVehicleFromSegments(vehicleId); } #if DEBUGV if (logme) { Log._Debug("vehicleId: " + vehicleId + " ============================================"); foreach (String logBuf in logBuffer) { Log._Debug(logBuf); } Log._Debug("vehicleId: " + vehicleId + " ============================================"); } #endif }
internal static float CalcMaxSpeed(ushort vehicleId, ref Vehicle vehicleData, PathUnit.Position position, Vector3 pos, float maxSpeed, bool isRecklessDriver) { var netManager = Singleton <NetManager> .instance; NetInfo segmentInfo = netManager.m_segments.m_buffer[(int)position.m_segment].Info; bool highwayRules = (segmentInfo.m_netAI is RoadBaseAI && ((RoadBaseAI)segmentInfo.m_netAI).m_highwayRules); if (!highwayRules) { if (netManager.m_treatWetAsSnow) { DistrictManager districtManager = Singleton <DistrictManager> .instance; byte district = districtManager.GetDistrict(pos); DistrictPolicies.CityPlanning cityPlanningPolicies = districtManager.m_districts.m_buffer[(int)district].m_cityPlanningPolicies; if ((cityPlanningPolicies & DistrictPolicies.CityPlanning.StuddedTires) != DistrictPolicies.CityPlanning.None) { if (Options.strongerRoadConditionEffects) { if (maxSpeed > ICY_ROADS_STUDDED_MIN_SPEED) { maxSpeed = ICY_ROADS_STUDDED_MIN_SPEED + (float)(255 - netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness) * 0.0039215686f * (maxSpeed - ICY_ROADS_STUDDED_MIN_SPEED); } } else { maxSpeed *= 1f - (float)netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.0005882353f; // vanilla: -15% .. � } districtManager.m_districts.m_buffer[(int)district].m_cityPlanningPoliciesEffect |= DistrictPolicies.CityPlanning.StuddedTires; } else { if (Options.strongerRoadConditionEffects) { if (maxSpeed > ICY_ROADS_MIN_SPEED) { maxSpeed = ICY_ROADS_MIN_SPEED + (float)(255 - netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness) * 0.0039215686f * (maxSpeed - ICY_ROADS_MIN_SPEED); } } else { maxSpeed *= 1f - (float)netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.00117647066f; // vanilla: -30% .. � } } } else { if (Options.strongerRoadConditionEffects) { float minSpeed = Math.Min(maxSpeed * WET_ROADS_FACTOR, WET_ROADS_MAX_SPEED); if (maxSpeed > minSpeed) { maxSpeed = minSpeed + (float)(255 - netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness) * 0.0039215686f * (maxSpeed - minSpeed); } } else { maxSpeed *= 1f - (float)netManager.m_segments.m_buffer[(int)position.m_segment].m_wetness * 0.0005882353f; // vanilla: -15% .. � } } if (Options.strongerRoadConditionEffects) { float minSpeed = Math.Min(maxSpeed * BROKEN_ROADS_FACTOR, BROKEN_ROADS_MAX_SPEED); if (maxSpeed > minSpeed) { maxSpeed = minSpeed + (float)netManager.m_segments.m_buffer[(int)position.m_segment].m_condition * 0.0039215686f * (maxSpeed - minSpeed); } } else { maxSpeed *= 1f + (float)netManager.m_segments.m_buffer[(int)position.m_segment].m_condition * 0.0005882353f; // vanilla: � .. +15 % } } ExtVehicleType?vehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleId, ref vehicleData); float vehicleRand = Math.Min(1f, (float)(vehicleId % 101) * 0.01f); // we choose 101 because it's a prime number if (isRecklessDriver) { maxSpeed *= 1.5f + vehicleRand * 1.5f; // woohooo, 1.5 .. 3 } else if ((vehicleType & ExtVehicleType.PassengerCar) != ExtVehicleType.None) { maxSpeed *= 0.8f + vehicleRand * 0.3f; // a little variance, 0.8 .. 1.1 } else if ((vehicleType & ExtVehicleType.Taxi) != ExtVehicleType.None) { maxSpeed *= 0.9f + vehicleRand * 0.4f; // a little variance, 0.9 .. 1.3 } maxSpeed = Math.Max(MIN_SPEED, maxSpeed); // at least 10 km/h return(maxSpeed); }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { /// NON-STOCK CODE START /// ExtVehicleType?vehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleID, ref vehicleData); //Log._Debug($"CustomTrainAI.CustomStartPathFind. vehicleID={vehicleID}. type={this.GetType().ToString()} vehicleType={vehicleType}"); /// NON-STOCK CODE END /// VehicleInfo info = this.m_info; if ((vehicleData.m_flags & Vehicle.Flags.Spawned) == Vehicle.Flags.None && Vector3.Distance(startPos, endPos) < 100f) { startPos = endPos; } bool allowUnderground; bool allowUnderground2; if (info.m_vehicleType == VehicleInfo.VehicleType.Metro) { allowUnderground = true; allowUnderground2 = true; } else { allowUnderground = ((vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != Vehicle.Flags.None); allowUnderground2 = false; } PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (CustomPathManager.FindPathPosition(startPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && CustomPathManager.FindPathPosition(endPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, allowUnderground2, false, 32f, out endPosA, out endPosB, out num3, out num4)) { if (!startBothWays || num2 > num * 1.2f) { startPosB = default(PathUnit.Position); } if (!endBothWays || num4 > num3 * 1.2f) { endPosB = default(PathUnit.Position); } uint path; bool res = false; if (vehicleType == null) { res = Singleton <PathManager> .instance.CreatePath(out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, false, false, true, false); } else { res = Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)vehicleType, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f, false, false, true, false); } if (res) { if (vehicleData.m_path != 0u) { Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); } vehicleData.m_path = path; vehicleData.m_flags |= Vehicle.Flags.WaitingPath; return(true); } } return(false); }
private static void GetCustomTrafficLightState(ushort vehicleId, ref Vehicle vehicleData, ushort nodeId, ushort fromSegmentId, ushort toSegmentId, out RoadBaseAI.TrafficLightState vehicleLightState, out RoadBaseAI.TrafficLightState pedestrianLightState, TrafficLightSimulation nodeSim = null) { if (nodeSim == null) { nodeSim = TrafficLightSimulation.GetNodeSimulation(nodeId); if (nodeSim == null) { Log.Error($"GetCustomTrafficLightState: node traffic light simulation not found at node {nodeId}! Vehicle {vehicleId} comes from segment {fromSegmentId} and goes to node {nodeId}"); throw new ApplicationException($"GetCustomTrafficLightState: node traffic light simulation not found at node {nodeId}! Vehicle {vehicleId} comes from segment {fromSegmentId} and goes to node {nodeId}"); } } // get vehicle position /*VehiclePosition vehiclePos = TrafficPriority.GetVehiclePosition(vehicleId); * if (!vehiclePos.Valid || vehiclePos.FromSegment != fromSegmentId || vehiclePos.ToNode != nodeId) { * Log._Debug($"GetTrafficLightState: Recalculating position for vehicle {vehicleId}! FromSegment={vehiclePos.FromSegment} Valid={vehiclePos.Valid}"); * try { * HandleVehicle(vehicleId, ref Singleton<VehicleManager>.instance.m_vehicles.m_buffer[vehicleId], false, false); * } catch (Exception e) { * Log.Error("VehicleAI GetTrafficLightState Error: " + e.ToString()); * } * } * * if (!vehiclePos.Valid || vehiclePos.FromSegment != fromSegmentId || vehiclePos.ToNode != nodeId) { * Log.Warning($"GetTrafficLightState: Vehicle {vehicleId} is not moving at segment {fromSegmentId} to node {nodeId}! FromSegment={vehiclePos.FromSegment} ToNode={vehiclePos.ToNode} Valid={vehiclePos.Valid}"); * vehicleLightState = RoadBaseAI.TrafficLightState.Red; * pedestrianLightState = RoadBaseAI.TrafficLightState.Red; * return; * }*/ // get vehicle type ExtVehicleType?vehicleType = CustomVehicleAI.DetermineVehicleTypeFromVehicle(vehicleId, ref vehicleData); if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Tram && vehicleType != ExtVehicleType.Tram) { Log.Warning($"vehicleType={vehicleType} ({(int)vehicleType}) for Tram"); } //Log._Debug($"GetCustomTrafficLightState: Vehicle {vehicleId} is a {vehicleType}"); if (vehicleType == null) { Log.Warning($"GetTrafficLightState: Could not determine vehicle type of vehicle {vehicleId}!"); vehicleLightState = RoadBaseAI.TrafficLightState.Red; pedestrianLightState = RoadBaseAI.TrafficLightState.Red; return; } // get responsible traffic light CustomSegmentLights lights = CustomTrafficLights.GetSegmentLights(nodeId, fromSegmentId); CustomSegmentLight light = lights == null ? null : lights.GetCustomLight((ExtVehicleType)vehicleType); if (lights == null || light == null) { Log.Warning($"GetTrafficLightState: No custom light for vehicleType {vehicleType} @ node {nodeId}, segment {fromSegmentId} found. lights null? {lights == null} light null? {light == null}"); vehicleLightState = RoadBaseAI.TrafficLightState.Red; pedestrianLightState = RoadBaseAI.TrafficLightState.Red; return; } SegmentGeometry geometry = CustomRoadAI.GetSegmentGeometry(fromSegmentId); // get traffic light state from responsible traffic light if (geometry.IsLeftSegment(toSegmentId, nodeId)) { vehicleLightState = light.GetLightLeft(); } else if (geometry.IsRightSegment(toSegmentId, nodeId)) { vehicleLightState = light.GetLightRight(); } else { vehicleLightState = light.GetLightMain(); } // get traffic lights state for pedestrians pedestrianLightState = (lights.PedestrianLightState != null) ? (RoadBaseAI.TrafficLightState)lights.PedestrianLightState : RoadBaseAI.TrafficLightState.Red; }