private ushort MoveToCommercialBuilding(TAI instance, uint citizenId, ref TCitizen citizen, float distance, bool isVirtual) { ushort buildingId = CitizenProxy.GetCurrentBuilding(ref citizen); if (buildingId == 0) { return(0); } ushort foundBuilding = BuildingMgr.FindActiveBuilding(buildingId, distance, ItemClass.Service.Commercial); if (IsBuildingNoiseRestricted(foundBuilding)) { Log.Debug($"Citizen {citizenId} won't go to the commercial building {foundBuilding}, it has a NIMBY policy"); return(0); } if (StartMovingToVisitBuilding(instance, citizenId, ref citizen, foundBuilding, isVirtual)) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); uint homeUnit = BuildingMgr.GetCitizenUnit(homeBuilding); uint citizenUnit = CitizenProxy.GetContainingUnit(ref citizen, citizenId, homeUnit, CitizenUnit.Flags.Home); if (citizenUnit != 0) { CitizenMgr.ModifyUnitGoods(citizenUnit, ShoppingGoodsAmount); } } return(foundBuilding); }
private bool CitizenReturnsHomeFromVisit(TAI instance, uint citizenId, ref TCitizen citizen, bool isVirtual) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0 || CitizenProxy.GetVehicle(ref citizen) != 0) { return(false); } ushort visitBuilding = CitizenProxy.GetVisitBuilding(ref citizen); switch (EventMgr.GetEventState(visitBuilding, TimeInfo.Now.AddHours(MaxHoursOnTheWay))) { case CityEventState.Upcoming: case CityEventState.Ongoing: return(false); case CityEventState.Finished: Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} returning from an event at {visitBuilding} back home to {homeBuilding}"); ReturnFromVisit(instance, citizenId, ref citizen, homeBuilding, Citizen.Location.Home, isVirtual); return(true); } ItemClass.SubService visitedSubService = BuildingMgr.GetBuildingSubService(visitBuilding); if (Random.ShouldOccur(ReturnFromVisitChance) || (visitedSubService == ItemClass.SubService.CommercialLeisure && TimeInfo.IsNightTime && BuildingMgr.IsBuildingNoiseRestricted(visitBuilding))) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} returning from visit back home"); ReturnFromVisit(instance, citizenId, ref citizen, homeBuilding, Citizen.Location.Home, isVirtual); return(true); } return(false); }
private void DoScheduledHome(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0) { Log.Debug(LogCategory.State, $"{GetCitizenDesc(citizenId, ref citizen)} is currently homeless. Cannot move home, waiting for the next opportunity"); return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); #if DEBUG string logEntry = $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} back home"; #else const string logEntry = null; #endif if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, homeBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); schedule.Schedule(ResidentState.Unknown); Log.Debug(LogCategory.Movement, TimeInfo.Now, logEntry); } else { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go home from {currentBuilding} but can't, waiting for the next opportunity"); } }
private void DoScheduledHome(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0) { Log.Debug(LogCategory.State, $"WARNING: {GetCitizenDesc(citizenId, ref citizen)} is in corrupt state: want to go home with no home building. Releasing the poor citizen."); CitizenMgr.ReleaseCitizen(citizenId); schedule = default; return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); if (residentAI.StartMoving(instance, citizenId, ref citizen, currentBuilding, homeBuilding)) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); schedule.Schedule(ResidentState.Unknown); Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} back home"); } else { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanted to go home from {currentBuilding} but can't, waiting for the next opportunity"); } }
private bool CitzenReturnsFromShelter(TAI instance, uint citizenId, ref TCitizen citizen) { ushort visitBuilding = CitizenProxy.GetVisitBuilding(ref citizen); if (BuildingMgr.GetBuildingService(visitBuilding) != ItemClass.Service.Disaster) { return(true); } if (!BuildingMgr.BuildingHasFlags(visitBuilding, Building.Flags.Downgrading)) { return(false); } ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0) { Log.Debug($"WARNING: {GetCitizenDesc(citizenId, ref citizen)} was in a shelter but seems to be homeless. Releasing the citizen."); CitizenMgr.ReleaseCitizen(citizenId); return(true); } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} returning from evacuation place back home"); ReturnFromVisit(instance, citizenId, ref citizen, homeBuilding); return(true); }
private void ProcessCitizenAtHome(TAI instance, uint citizenId, ref TCitizen citizen) { if (CitizenProxy.GetHomeBuilding(ref citizen) == 0) { Log.Debug($"WARNING: {GetCitizenDesc(citizenId, ref citizen)} is in corrupt state: at home with no home building. Releasing the poor citizen."); CitizenMgr.ReleaseCitizen(citizenId); return; } ushort vehicle = CitizenProxy.GetVehicle(ref citizen); if (vehicle != 0) { Log.Debug(TimeInfo.Now, $"WARNING: {GetCitizenDesc(citizenId, ref citizen)} is at home but vehicle = {vehicle}"); return; } if (CitizenGoesWorking(instance, citizenId, ref citizen)) { return; } if (IsBusyAtHomeInTheMorning(CitizenProxy.GetAge(ref citizen)) || !residentAI.DoRandomMove(instance)) { return; } if (CitizenGoesShopping(instance, citizenId, ref citizen) || CitizenGoesToEvent(instance, citizenId, ref citizen)) { return; } CitizenGoesRelaxing(instance, citizenId, ref citizen); }
private bool CitizenReturnsHomeFromVisit(TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding == 0 || CitizenProxy.GetVehicle(ref citizen) != 0) { return(false); } ushort visitBuilding = CitizenProxy.GetVisitBuilding(ref citizen); switch (EventMgr.GetEventState(visitBuilding, TimeInfo.Now.AddHours(MaxHoursOnTheWay))) { case CityEventState.Upcoming: case CityEventState.Ongoing: return(false); case CityEventState.Finished: Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} returning from an event at {visitBuilding} back home to {homeBuilding}"); ReturnFromVisit(instance, citizenId, ref citizen, homeBuilding); return(true); } if (IsChance(ReturnFromVisitChance)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} returning from visit back home"); ReturnFromVisit(instance, citizenId, ref citizen, homeBuilding); return(true); } return(false); }
private void ProcessCitizenVisit(TAI instance, ResidentState citizenState, uint citizenId, ref TCitizen citizen, bool isVirtual) { ushort currentBuilding = CitizenProxy.GetVisitBuilding(ref citizen); if (currentBuilding == 0) { Log.Debug($"WARNING: {GetCitizenDesc(citizenId, ref citizen, isVirtual)} is in corrupt state: visiting with no visit building. Teleporting home."); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); return; } switch (citizenState) { case ResidentState.AtLunch: CitizenReturnsFromLunch(instance, citizenId, ref citizen, isVirtual); return; case ResidentState.AtLeisureArea: if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.NeedGoods) && BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure) { // No Citizen.Flags.NeedGoods flag reset here, because we only bought 'beer' or 'champagne' in a leisure building. BuildingMgr.ModifyMaterialBuffer(CitizenProxy.GetVisitBuilding(ref citizen), TransferManager.TransferReason.Shopping, -ShoppingGoodsAmount); } goto case ResidentState.Visiting; case ResidentState.Visiting: if (!CitizenGoesWorking(instance, citizenId, ref citizen, isVirtual)) { CitizenReturnsHomeFromVisit(instance, citizenId, ref citizen, isVirtual); } return; case ResidentState.Shopping: if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.NeedGoods)) { BuildingMgr.ModifyMaterialBuffer(CitizenProxy.GetVisitBuilding(ref citizen), TransferManager.TransferReason.Shopping, -ShoppingGoodsAmount); CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.NeedGoods); } if (CitizenGoesWorking(instance, citizenId, ref citizen, isVirtual) || CitizenGoesToEvent(instance, citizenId, ref citizen, isVirtual)) { return; } if (Random.ShouldOccur(ReturnFromShoppingChance) || IsWorkDayMorning(CitizenProxy.GetAge(ref citizen))) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} returning from shopping at {currentBuilding} back home"); ReturnFromVisit(instance, citizenId, ref citizen, CitizenProxy.GetHomeBuilding(ref citizen), Citizen.Location.Home, isVirtual); } return; } }
/// <summary> /// Gets a string that describes the specified citizen. /// </summary> /// /// <param name="citizenId">The citizen ID.</param> /// <param name="citizen">The citizen data reference.</param> /// /// <returns>A short string describing the specified citizen.</returns> protected string GetCitizenDesc(uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); string home = homeBuilding == 0 ? "homeless" : "lives at " + homeBuilding; ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); string employment = workBuilding == 0 ? "unemployed" : "works at " + workBuilding; Citizen.Location location = CitizenProxy.GetLocation(ref citizen); return($"Citizen {citizenId} ({CitizenProxy.GetAge(ref citizen)}, {home}, {employment}, currently {location} at {CitizenProxy.GetCurrentBuilding(ref citizen)}) / instance {CitizenProxy.GetInstance(ref citizen)}"); }
/// <summary> /// Gets a string that describes the provided citizen. /// </summary> /// /// <param name="citizenId">The citizen ID.</param> /// <param name="citizen">The citizen data reference.</param> /// <param name="isVirtual"><c>true</c> if the citizen is in a virtual mode; otherwise, <c>false</c>.</param> /// /// <returns>A short string describing the provided citizen.</returns> protected string GetCitizenDesc(uint citizenId, ref TCitizen citizen, bool?isVirtual) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); string home = homeBuilding == 0 ? "homeless" : "lives at " + homeBuilding; ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); string employment = workBuilding == 0 ? "unemployed" : "works at " + workBuilding; Citizen.Location location = CitizenProxy.GetLocation(ref citizen); string virt = isVirtual.HasValue ? (isVirtual.Value ? " (virtual)" : " (real)") : null; return($"Citizen {citizenId} ({CitizenProxy.GetAge(ref citizen)}, {home}, {employment}, currently {location} at {CitizenProxy.GetCurrentBuilding(ref citizen)}) / instance {CitizenProxy.GetInstance(ref citizen)}{virt}"); }
private void ProcessCitizenMoving(TAI instance, uint citizenId, ref TCitizen citizen, bool mayCancel) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); // TODO: implement bored of traffic jam trip abandon if (vehicleId == 0 && instanceId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } Log.Debug($"Teleporting {GetCitizenDesc(citizenId, ref citizen)} back home because they are moving but no instance is specified"); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); return; } if (vehicleId == 0 && CitizenMgr.IsAreaEvacuating(instanceId) && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} was on the way, but the area evacuates. Finding an evacuation place."); TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return; } if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.TargetIsNode | CitizenInstance.Flags.OnTour, true)) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (IsChance(AbandonTourChance) && homeBuilding != 0) { CitizenProxy.RemoveFlags(ref citizen, Citizen.Flags.Evacuating); residentAI.StartMoving(instance, citizenId, ref citizen, 0, homeBuilding); } } else if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.WaitingTransport | CitizenInstance.Flags.WaitingTaxi)) { if (mayCancel && CitizenMgr.GetInstanceWaitCounter(instanceId) == 255 && IsChance(AbandonTransportWaitChance)) { ushort home = CitizenProxy.GetHomeBuilding(ref citizen); if (home == 0) { return; } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} doesn't want to wait for transport anymore, goes back home"); residentAI.StartMoving(instance, citizenId, ref citizen, 0, home); } } }
private bool CitizenGoesShopping(TAI instance, uint citizenId, ref TCitizen citizen, bool isVirtual) { if (!CitizenProxy.HasFlags(ref citizen, Citizen.Flags.NeedGoods) || IsBadWeather(citizenId)) { return(false); } if (TimeInfo.IsNightTime) { if (Random.ShouldOccur(GetGoOutChance(CitizenProxy.GetAge(ref citizen)))) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} wanna go shopping at night"); ushort localVisitPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance, isVirtual); Log.DebugIf(localVisitPlace != 0, $"Citizen {citizenId} is going shopping at night to a local shop {localVisitPlace}"); return(localVisitPlace > 0); } return(false); } if (Random.ShouldOccur(GoShoppingChance)) { bool localOnly = CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDayMorning(CitizenProxy.GetAge(ref citizen)); ushort localVisitPlace = 0; if (Random.ShouldOccur(Config.LocalBuildingSearchQuota)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} wanna go shopping"); localVisitPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance, isVirtual); Log.DebugIf(localVisitPlace != 0, $"Citizen {citizenId} is going shopping to a local shop {localVisitPlace}"); } if (localVisitPlace == 0) { if (localOnly) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} wanna go shopping, but didn't find a local shop"); return(false); } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} wanna go shopping, heading to a random shop"); residentAI.FindVisitPlace(instance, citizenId, CitizenProxy.GetHomeBuilding(ref citizen), residentAI.GetShoppingReason(instance)); } return(true); } return(false); }
private void ProcessCitizenOnTour(TAI instance, uint citizenId, ref TCitizen citizen) { if (!CitizenMgr.InstanceHasFlags(CitizenProxy.GetInstance(ref citizen), CitizenInstance.Flags.TargetIsNode)) { return; } ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); if (homeBuilding != 0) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} exits a guided tour and moves back home."); residentAI.StartMoving(instance, citizenId, ref citizen, 0, homeBuilding); } }
private bool CitizenGoesWorking(TAI instance, uint citizenId, ref TCitizen citizen) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (!ShouldMoveToSchoolOrWork(workBuilding, currentBuilding, CitizenProxy.GetAge(ref citizen))) { return(false); } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is going from {currentBuilding} ({CitizenProxy.GetLocation(ref citizen)}) to school/work {workBuilding}"); residentAI.StartMoving(instance, citizenId, ref citizen, homeBuilding, workBuilding); return(true); }
private bool CitizenGoesShopping(TAI instance, uint citizenId, ref TCitizen citizen) { if (!CitizenProxy.HasFlags(ref citizen, Citizen.Flags.NeedGoods)) { return(false); } if (TimeInfo.IsNightTime) { if (IsChance(GetGoOutChance(CitizenProxy.GetAge(ref citizen)))) { ushort localVisitPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance); Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanna go shopping at night, trying local shop '{localVisitPlace}'"); return(localVisitPlace > 0); } return(false); } if (IsChance(GoShoppingChance)) { bool localOnly = CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDayMorning(CitizenProxy.GetAge(ref citizen)); ushort localVisitPlace = 0; if (IsChance(Config.LocalBuildingSearchQuota)) { localVisitPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance); Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanna go shopping, tries a local shop '{localVisitPlace}'"); } if (localVisitPlace == 0) { if (localOnly) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanna go shopping, but didn't find a local shop"); return(false); } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} wanna go shopping, heading to a random shop"); residentAI.FindVisitPlace(instance, citizenId, CitizenProxy.GetHomeBuilding(ref citizen), residentAI.GetShoppingReason(instance)); } return(true); } return(false); }
private void ProcessCitizenDead(TAI instance, uint citizenId, ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); Citizen.Location currentLocation = CitizenProxy.GetLocation(ref citizen); if (currentBuilding == 0 || (currentLocation == Citizen.Location.Moving && CitizenProxy.GetVehicle(ref citizen) == 0)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is released"); residentSchedules[citizenId] = default; CitizenMgr.ReleaseCitizen(citizenId); return; } if (currentLocation != Citizen.Location.Home && CitizenProxy.GetHomeBuilding(ref citizen) != 0) { CitizenProxy.SetHome(ref citizen, citizenId, 0); } if (currentLocation != Citizen.Location.Work && CitizenProxy.GetWorkBuilding(ref citizen) != 0) { CitizenProxy.SetWorkplace(ref citizen, citizenId, 0); } if (currentLocation != Citizen.Location.Visit && CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (currentLocation == Citizen.Location.Moving || CitizenProxy.GetVehicle(ref citizen) != 0) { return; } if (currentLocation == Citizen.Location.Visit && BuildingMgr.GetBuildingService(CitizenProxy.GetVisitBuilding(ref citizen)) == ItemClass.Service.HealthCare) { return; } residentAI.FindHospital(instance, citizenId, currentBuilding, TransferManager.TransferReason.Dead); Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} is dead, body should get serviced"); }
protected bool EnsureCitizenValid(uint citizenId, ref TCitizen citizen) { if (CitizenProxy.GetHomeBuilding(ref citizen) == 0 && CitizenProxy.GetWorkBuilding(ref citizen) == 0 && CitizenProxy.GetVisitBuilding(ref citizen) == 0 && CitizenProxy.GetInstance(ref citizen) == 0 && CitizenProxy.GetVehicle(ref citizen) == 0) { CitizenMgr.ReleaseCitizen(citizenId); return(false); } if (CitizenProxy.IsCollapsed(ref citizen)) { Log.Debug($"{GetCitizenDesc(citizenId, ref citizen)} is collapsed, doing nothing..."); return(false); } return(true); }
/// <summary> /// Ensures that the provided citizen is in a valid state and can be processed. /// </summary> /// /// <param name="citizenId">The citizen ID to check.</param> /// <param name="citizen">The citizen data reference.</param> /// /// <returns><c>true</c> if the provided citizen is in a valid state; otherwise, <c>false</c>.</returns> protected bool EnsureCitizenCanBeProcessed(uint citizenId, ref TCitizen citizen) { if ((CitizenProxy.GetHomeBuilding(ref citizen) == 0 && CitizenProxy.GetWorkBuilding(ref citizen) == 0 && CitizenProxy.GetVisitBuilding(ref citizen) == 0 && CitizenProxy.GetInstance(ref citizen) == 0 && CitizenProxy.GetVehicle(ref citizen) == 0) || (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn) && CitizenProxy.GetLocation(ref citizen) == Citizen.Location.Home)) { CitizenMgr.ReleaseCitizen(citizenId); return(false); } if (CitizenProxy.IsCollapsed(ref citizen)) { Log.Debug($"{GetCitizenDesc(citizenId, ref citizen, false)} is collapsed, doing nothing..."); return(false); } return(true); }
private ushort MoveToCommercialBuilding(TAI instance, uint citizenId, ref TCitizen citizen, float distance) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (currentBuilding == 0) { return(0); } ushort foundBuilding = BuildingMgr.FindActiveBuilding(currentBuilding, distance, ItemClass.Service.Commercial); if (foundBuilding == 0) { Log.Debug(LogCategory.Movement, $"Citizen {citizenId} didn't find any visitable commercial buildings nearby"); return(0); } if (buildingAI.IsNoiseRestricted(foundBuilding, currentBuilding)) { Log.Debug(LogCategory.Movement, $"Citizen {citizenId} won't go to the commercial building {foundBuilding}, it has a NIMBY policy"); return(0); } if (StartMovingToVisitBuilding(instance, citizenId, ref citizen, foundBuilding)) { ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); uint homeUnit = BuildingMgr.GetCitizenUnit(homeBuilding); uint citizenUnit = CitizenProxy.GetContainingUnit(ref citizen, citizenId, homeUnit, CitizenUnit.Flags.Home); if (citizenUnit != 0) { CitizenMgr.ModifyUnitGoods(citizenUnit, ShoppingGoodsAmount); } return(foundBuilding); } return(0); }
private bool ProcessCitizenMoving(ref CitizenSchedule schedule, TAI instance, uint citizenId, ref TCitizen citizen) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); if (instanceId == 0) { if (vehicleId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { CitizenMgr.ReleaseCitizen(citizenId); schedule = default; } else { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); schedule.Schedule(ResidentState.Unknown); } } return(true); } if (vehicleId == 0 && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating) && CitizenMgr.IsAreaEvacuating(instanceId)) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} was on the way, but the area evacuates. Finding an evacuation place."); schedule.Schedule(ResidentState.Unknown); schedule.DepartureTime = default; TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return(true); } ushort targetBuilding = CitizenMgr.GetTargetBuilding(instanceId); bool headingToWork = targetBuilding == CitizenProxy.GetWorkBuilding(ref citizen); if (vehicleId != 0 && schedule.DepartureTime != default) { float maxTravelTime = headingToWork ? abandonCarRideToWorkDurationThreshold : abandonCarRideDurationThreshold; if ((TimeInfo.Now - schedule.DepartureTime).TotalHours > maxTravelTime) { buildingAI.RegisterReachingTrouble(targetBuilding); if (targetBuilding == CitizenProxy.GetHomeBuilding(ref citizen)) { return(true); } Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} cancels the trip because of traffic jam"); schedule.Schedule(ResidentState.Relaxing); schedule.Hint = ScheduleHint.RelaxNearbyOnly; schedule.CurrentState = ResidentState.InTransition; return(false); } } if (headingToWork) { return(true); } ItemClass.Service targetService = BuildingMgr.GetBuildingService(targetBuilding); if (targetService == ItemClass.Service.Beautification && WeatherInfo.IsBadWeather) { Log.Debug(LogCategory.Movement, TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen)} cancels the trip to a park due to bad weather"); schedule.Schedule(ResidentState.AtHome); schedule.CurrentState = ResidentState.InTransition; return(false); } return(true); }
/// <summary>The entry method of the custom AI.</summary> /// <param name="instance">A reference to an object instance of the original AI.</param> /// <param name="citizenId">The ID of the citizen to process.</param> /// <param name="citizen">A <typeparamref name="TCitizen"/> reference to process.</param> public void UpdateLocation(TAI instance, uint citizenId, ref TCitizen citizen) { if (!EnsureCitizenCanBeProcessed(citizenId, ref citizen)) { return; } if (CitizenProxy.IsDead(ref citizen)) { ProcessCitizenDead(instance, citizenId, ref citizen); return; } if ((CitizenProxy.IsSick(ref citizen) && ProcessCitizenSick(instance, citizenId, ref citizen)) || (CitizenProxy.IsArrested(ref citizen) && ProcessCitizenArrested(ref citizen))) { return; } ResidentState residentState = GetResidentState(ref citizen); bool isVirtual; switch (residentState) { case ResidentState.MovingHome: ProcessCitizenMoving(instance, citizenId, ref citizen, false); break; case ResidentState.AtHome: isVirtual = IsCitizenVirtual(instance, ref citizen, ShouldRealizeCitizen); ProcessCitizenAtHome(instance, citizenId, ref citizen, isVirtual); break; case ResidentState.MovingToTarget: ProcessCitizenMoving(instance, citizenId, ref citizen, true); break; case ResidentState.AtSchoolOrWork: isVirtual = IsCitizenVirtual(instance, ref citizen, ShouldRealizeCitizen); ProcessCitizenAtSchoolOrWork(instance, citizenId, ref citizen, isVirtual); break; case ResidentState.AtLunch: case ResidentState.Shopping: case ResidentState.AtLeisureArea: case ResidentState.Visiting: isVirtual = IsCitizenVirtual(instance, ref citizen, ShouldRealizeCitizen); ProcessCitizenVisit(instance, residentState, citizenId, ref citizen, isVirtual); break; case ResidentState.OnTour: ProcessCitizenOnTour(instance, citizenId, ref citizen); break; case ResidentState.Evacuating: ProcessCitizenEvacuation(instance, citizenId, ref citizen); break; case ResidentState.InShelter: isVirtual = IsCitizenVirtual(instance, ref citizen, ShouldRealizeCitizen); CitizenReturnsFromShelter(instance, citizenId, ref citizen, isVirtual); break; case ResidentState.Unknown: Log.Debug(TimeInfo.Now, $"WARNING: {GetCitizenDesc(citizenId, ref citizen, null)} is in an UNKNOWN state! Teleporting back home"); if (CitizenProxy.GetHomeBuilding(ref citizen) != 0) { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); } break; } }
private void ProcessCitizenMoving(TAI instance, uint citizenId, ref TCitizen citizen, bool mayCancel) { ushort instanceId = CitizenProxy.GetInstance(ref citizen); ushort vehicleId = CitizenProxy.GetVehicle(ref citizen); if (vehicleId == 0 && instanceId == 0) { if (CitizenProxy.GetVisitBuilding(ref citizen) != 0) { CitizenProxy.SetVisitPlace(ref citizen, citizenId, 0); } if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { CitizenMgr.ReleaseCitizen(citizenId); } else { // TODO: check whether this makes sense and maybe remove/replace this logic // Don't know why the original game does this... CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); CitizenProxy.SetArrested(ref citizen, false); } return; } if (vehicleId == 0 && CitizenMgr.IsAreaEvacuating(instanceId) && !CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} was on the way, but the area evacuates. Finding an evacuation place."); TransferMgr.AddOutgoingOfferFromCurrentPosition(citizenId, residentAI.GetEvacuationReason(instance, 0)); return; } bool returnHome = false; ushort targetBuilding = CitizenMgr.GetTargetBuilding(instanceId); if (targetBuilding != CitizenProxy.GetWorkBuilding(ref citizen)) { ItemClass.Service targetService = BuildingMgr.GetBuildingService(targetBuilding); if (targetService == ItemClass.Service.Beautification && IsBadWeather(citizenId)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} cancels the trip to a park due to bad weather"); returnHome = true; } } if (!returnHome && CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.WaitingTransport | CitizenInstance.Flags.WaitingTaxi)) { if (mayCancel && CitizenMgr.GetInstanceWaitCounter(instanceId) == 255 && Random.ShouldOccur(AbandonTransportWaitChance)) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, false)} goes back home"); returnHome = true; } } if (returnHome) { ushort home = CitizenProxy.GetHomeBuilding(ref citizen); if (home == 0) { return; } residentAI.StartMoving(instance, citizenId, ref citizen, 0, home); } }
private ResidentState GetResidentState(ref TCitizen citizen) { if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.DummyTraffic)) { return(ResidentState.Ignored); } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); ItemClass.Service buildingService = BuildingMgr.GetBuildingService(currentBuilding); if (BuildingMgr.BuildingHasFlags(currentBuilding, Building.Flags.Evacuating) && buildingService != ItemClass.Service.Disaster) { return(ResidentState.Evacuating); } switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Home: return(currentBuilding != 0 ? ResidentState.AtHome : ResidentState.Unknown); case Citizen.Location.Work: if (buildingService == ItemClass.Service.Disaster && CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { return(ResidentState.InShelter); } if (CitizenProxy.GetVisitBuilding(ref citizen) == currentBuilding) { // A citizen may visit their own work building (e.g. shopping) goto case Citizen.Location.Visit; } return(currentBuilding != 0 ? ResidentState.AtSchoolOrWork : ResidentState.Unknown); case Citizen.Location.Visit: if (currentBuilding == 0) { return(ResidentState.Unknown); } switch (buildingService) { case ItemClass.Service.Commercial: if (CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDay && TimeInfo.CurrentHour > Config.LunchBegin && TimeInfo.CurrentHour < GetSpareTimeBeginHour(CitizenProxy.GetAge(ref citizen))) { return(ResidentState.AtLunch); } if (BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure) { return(ResidentState.AtLeisureArea); } return(ResidentState.Shopping); case ItemClass.Service.Beautification: return(ResidentState.AtLeisureArea); case ItemClass.Service.Disaster: return(ResidentState.InShelter); } return(ResidentState.Visiting); case Citizen.Location.Moving: ushort instanceId = CitizenProxy.GetInstance(ref citizen); if (CitizenMgr.InstanceHasFlags(instanceId, CitizenInstance.Flags.OnTour | CitizenInstance.Flags.TargetIsNode, true)) { return(ResidentState.OnTour); } ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); return(homeBuilding != 0 && CitizenMgr.GetTargetBuilding(instanceId) == homeBuilding ? ResidentState.MovingHome : ResidentState.MovingToTarget); default: return(ResidentState.Unknown); } }
private void ProcessCitizenAtSchoolOrWork(TAI instance, uint citizenId, ref TCitizen citizen, bool isVirtual) { ushort workBuilding = CitizenProxy.GetWorkBuilding(ref citizen); if (workBuilding == 0) { Log.Debug($"WARNING: {GetCitizenDesc(citizenId, ref citizen, isVirtual)} is in corrupt state: at school/work with no work building. Teleporting home."); CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); return; } ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); if (ShouldGoToLunch(CitizenProxy.GetAge(ref citizen), citizenId)) { ushort lunchPlace = MoveToCommercialBuilding(instance, citizenId, ref citizen, LocalSearchDistance, isVirtual); if (lunchPlace != 0) { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} is going for lunch from {currentBuilding} to {lunchPlace}"); } else { Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} wanted to go for lunch from {currentBuilding}, but there were no buildings close enough"); } return; } if (!ShouldReturnFromSchoolOrWork(citizenId, currentBuilding, CitizenProxy.GetAge(ref citizen))) { return; } Log.Debug(TimeInfo.Now, $"{GetCitizenDesc(citizenId, ref citizen, isVirtual)} leaves their workplace {workBuilding}"); if (CitizenGoesToEvent(instance, citizenId, ref citizen, isVirtual)) { return; } if (!CitizenGoesShopping(instance, citizenId, ref citizen, isVirtual) && !CitizenGoesRelaxing(instance, citizenId, ref citizen, isVirtual)) { if (isVirtual) { CitizenProxy.SetLocation(ref citizen, Citizen.Location.Home); } else { residentAI.StartMoving(instance, citizenId, ref citizen, workBuilding, CitizenProxy.GetHomeBuilding(ref citizen)); } } }
private ResidentState GetResidentState(ref TCitizen citizen) { ushort currentBuilding = CitizenProxy.GetCurrentBuilding(ref citizen); ItemClass.Service buildingService = BuildingMgr.GetBuildingService(currentBuilding); if (BuildingMgr.BuildingHasFlags(currentBuilding, Building.Flags.Evacuating) && buildingService != ItemClass.Service.Disaster) { return(ResidentState.Evacuating); } switch (CitizenProxy.GetLocation(ref citizen)) { case Citizen.Location.Home: if (CitizenProxy.HasFlags(ref citizen, Citizen.Flags.MovingIn)) { return(ResidentState.LeftCity); } if (currentBuilding != 0) { return(ResidentState.AtHome); } return(ResidentState.Unknown); case Citizen.Location.Work: if (buildingService == ItemClass.Service.Disaster && CitizenProxy.HasFlags(ref citizen, Citizen.Flags.Evacuating)) { return(ResidentState.InShelter); } return(currentBuilding != 0 ? ResidentState.AtSchoolOrWork : ResidentState.Unknown); case Citizen.Location.Visit: if (currentBuilding == 0) { return(ResidentState.Unknown); } switch (buildingService) { case ItemClass.Service.Commercial: if (CitizenProxy.GetWorkBuilding(ref citizen) != 0 && IsWorkDay && TimeInfo.CurrentHour > Config.LunchBegin && TimeInfo.CurrentHour < GetSpareTimeBeginHour(CitizenProxy.GetAge(ref citizen))) { return(ResidentState.AtLunch); } if (BuildingMgr.GetBuildingSubService(currentBuilding) == ItemClass.SubService.CommercialLeisure) { return(ResidentState.AtLeisureArea); } return(ResidentState.Shopping); case ItemClass.Service.Beautification: return(ResidentState.AtLeisureArea); case ItemClass.Service.Disaster: return(ResidentState.InShelter); } return(ResidentState.Visiting); case Citizen.Location.Moving: ushort homeBuilding = CitizenProxy.GetHomeBuilding(ref citizen); return(homeBuilding != 0 && CitizenMgr.GetTargetBuilding(CitizenProxy.GetInstance(ref citizen)) == homeBuilding ? ResidentState.MovingHome : ResidentState.MovingToTarget); default: return(ResidentState.Unknown); } }