/// <summary>
        /// Displays vehicle ids over vehicles
        /// </summary>
        private void _guiVehicles()
        {
            GUIStyle          _counterStyle = new GUIStyle();
            Array16 <Vehicle> vehicles      = Singleton <VehicleManager> .instance.m_vehicles;

            for (int i = 1; i < vehicles.m_size; ++i)
            {
                Vehicle vehicle = vehicles.m_buffer[i];
                if (vehicle.m_flags == Vehicle.Flags.None)                 // node is unused
                {
                    continue;
                }

                Vector3 pos       = vehicle.GetLastFramePosition();
                var     screenPos = Camera.main.WorldToScreenPoint(pos);
                screenPos.y = Screen.height - screenPos.y;

                if (screenPos.z < 0)
                {
                    continue;
                }

                var camPos = Singleton <SimulationManager> .instance.m_simulationView.m_position;
                var diff   = pos - camPos;
                if (diff.magnitude > DebugCloseLod)
                {
                    continue;                     // do not draw if too distant
                }
                var zoom = 1.0f / diff.magnitude * 150f;

                _counterStyle.fontSize         = (int)(10f * zoom);
                _counterStyle.normal.textColor = new Color(1f, 1f, 1f);
                //_counterStyle.normal.background = MakeTex(1, 1, new Color(0f, 0f, 0f, 0.4f));

                VehiclePosition vPos     = TrafficPriority.GetVehiclePosition((ushort)i);
                String          labelStr = "Veh. " + i + " @ " + String.Format("{0:0.##}", vehicle.GetLastFrameVelocity().magnitude) + ", len: " + vehicle.CalculateTotalLength((ushort)i) + ", state: " + vPos.CarState;
                // add current path info

                /*var currentPathId = vehicle.m_path;
                 * if (currentPathId > 0) {
                 *      var vehiclePathUnit = Singleton<PathManager>.instance.m_pathUnits.m_buffer[currentPathId];
                 *      if ((vehiclePathUnit.m_pathFindFlags & PathUnit.FLAG_READY) != 0) {
                 *              var realTimePosition = vehiclePathUnit.GetPosition(vehicle.m_pathPositionIndex >> 1);
                 *              labelStr += "\n@ seg " + realTimePosition.m_segment + "\nlane " + realTimePosition.m_lane + "\noff " + realTimePosition.m_offset;
                 *      }
                 * }*/

                Vector2 dim       = _counterStyle.CalcSize(new GUIContent(labelStr));
                Rect    labelRect = new Rect(screenPos.x - dim.x / 2f, screenPos.y - dim.y - 50f, dim.x, dim.y);

                GUI.Box(labelRect, labelStr, _counterStyle);

                //_counterStyle.normal.background = null;
            }
        }
        public static bool ShouldRecalculatePath(ushort vehicleId, ref Vehicle vehicleData, int maxBlockCounter)
        {
            if (vehicleData.m_leadingVehicle != 0)
            {
                return(false);
            }
            if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == Vehicle.Flags.None)
            {
                return(false);
            }
            if (!Options.dynamicPathRecalculation)
            {
                return(false);
            }
            if (TrafficPriority.GetVehiclePosition(vehicleId).LastPathRecalculation >= GetVehiclePathRecalculationFrame())
            {
                return(false);
            }
            if (vehicleData.m_path != 0)
            {
                PathUnit.Position pos = Singleton <PathManager> .instance.m_pathUnits.m_buffer[vehicleData.m_path].GetPosition(vehicleData.m_pathPositionIndex >> 1);
                if (pos.m_segment != 0)
                {
                    bool isHighway = CustomRoadAI.GetSegmentGeometry(pos.m_segment).IsHighway();
                    if (isHighway)
                    {
                        return(false);                        // no recalculation on highways
                    }
                }
            }

            return(vehicleData.m_blockCounter >= MIN_BLOCK_COUNTER_PATH_RECALC_VALUE);

            /*float recalcDecisionValue = Math.Max(0.005f, ((float)vehicleData.m_blockCounter - (float)MIN_BLOCK_RECALC_VALUE) / ((float)maxBlockCounter - (float)MIN_BLOCK_RECALC_VALUE));
             * float bias = 1f;
             * switch (Options.simAccuracy) {
             *      case 1:
             *              bias = 1.25f;
             *              break;
             *      case 2:
             *              bias = 1.5f;
             *              break;
             *      case 3:
             *              bias = 2f;
             *              break;
             *      case 4:
             *              bias = 3f;
             *              break;
             * }
             * //Log._Debug($"Path recalculation for vehicle {vehicleId}: recalcDecisionValue={recalcDecisionValue} bias={bias}");
             * recalcDecisionValue *= bias;
             * return UnityEngine.Random.Range(0f, 1f) < recalcDecisionValue;*/
        }
        /// <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
        }
示例#4
0
        public void CustomCalculateSegmentPosition(ushort vehicleId, ref Vehicle vehicleData, PathUnit.Position nextPosition,
                                                   PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID,
                                                   byte prevOffset, int index, out Vector3 pos, out Vector3 dir, out float maxSpeed)
        {
            var netManager = Singleton <NetManager> .instance;

            //var vehicleManager = Singleton<VehicleManager>.instance;
            netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection(offset * 0.003921569f, out pos, out dir);
            bool isRecklessDriver = IsRecklessDriver(vehicleId, ref vehicleData);

            var lastFrameData       = vehicleData.GetLastFrameData();
            var lastFrameVehiclePos = lastFrameData.m_position;

            var  camPos = Camera.main.transform.position;
            bool simulatePrioritySigns = (lastFrameVehiclePos - camPos).sqrMagnitude < FarLod && !isRecklessDriver;

            if (Options.simAccuracy <= 0)
            {
                if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
                {
                    VehiclePosition vehiclePos = TrafficPriority.GetVehiclePosition(vehicleId);
                    if (vehiclePos.Valid && simulatePrioritySigns)                       // TODO check if this should be !vehiclePos.Valid
                    {
                        try {
                            CustomVehicleAI.HandleVehicle(vehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[vehicleId], false, false);
                        } catch (Exception e) {
                            Log.Error("CarAI TmCalculateSegmentPosition Error: " + e.ToString());
                        }
                    }
                }
                else
                {
                    //Log._Debug($"TmCalculateSegmentPosition does not handle vehicles of type {vehicleData.Info.m_vehicleType}");
                }
            }

            // I think this is supposed to be the lane position?
            // [VN, 12/23/2015] It's the 3D car position on the Bezier curve of the lane.
            // This crazy 0.003921569f equals to 1f/255 and prevOffset is the byte value (0..255) of the car position.
            var vehiclePosOnBezier = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition(prevOffset * 0.003921569f);
            //ushort currentSegmentId = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_segment;

            ushort destinationNodeId;
            ushort sourceNodeId;

            if (offset < position.m_offset)
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
            }
            else
            {
                destinationNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode;
                sourceNodeId      = netManager.m_segments.m_buffer[position.m_segment].m_startNode;
            }
            var previousDestinationNode = prevOffset == 0 ? netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode : netManager.m_segments.m_buffer[prevPos.m_segment].m_endNode;

            // this seems to be like the required braking force in order to stop the vehicle within its half length.
            var crazyValue = 0.5f * lastFrameData.m_velocity.sqrMagnitude / m_info.m_braking + m_info.m_generatedInfo.m_size.z * 0.5f;

            // Essentially, this is true if the car has enough time and space to brake (e.g. for a red traffic light)
            if (destinationNodeId == previousDestinationNode)
            {
                if (Vector3.Distance(lastFrameVehiclePos, vehiclePosOnBezier) >= crazyValue - 1f)
                {
                    var currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                    var num5 = (uint)((previousDestinationNode << 8) / 32768);
                    var num6 = currentFrameIndex - num5 & 255u;

                    var  nodeFlags        = netManager.m_nodes.m_buffer[destinationNodeId].m_flags;
                    var  prevLaneFlags    = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    var  hasTrafficLight  = (nodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    var  hasCrossing      = (nodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    var  isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    bool checkSpace       = !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId) && !isRecklessDriver;
                    //TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(destinationNodeId);

                    /*if (timedNode != null && timedNode.vehiclesMayEnterBlockedJunctions) {
                     *      checkSpace = false;
                     * }*/

                    if (checkSpace)
                    {
                        // check if there is enough space
                        if ((nodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction &&
                            netManager.m_nodes.m_buffer[destinationNodeId].CountSegments() != 2)
                        {
                            var len = vehicleData.CalculateTotalLength(vehicleId) + 2f;
                            if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                            {
                                var sufficientSpace = false;
                                if (nextPosition.m_segment != 0 &&
                                    netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                                {
                                    var flags3 = netManager.m_nodes.m_buffer[sourceNodeId].m_flags;
                                    if ((flags3 &
                                         (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) !=
                                        NetNode.Flags.Junction || netManager.m_nodes.m_buffer[sourceNodeId].CountSegments() == 2)
                                    {
                                        var laneId2 = PathManager.GetLaneID(nextPosition);
                                        if (laneId2 != 0u)
                                        {
                                            sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)laneId2)].CheckSpace(len);
                                        }
                                    }
                                }
                                if (!sufficientSpace)
                                {
                                    maxSpeed = 0f;
                                    return;
                                }
                            }
                        }
                    }

                    try {
                        VehiclePosition globalTargetPos = TrafficPriority.GetVehiclePosition(vehicleId);

                        if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0)
                        {
                            if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car)
                            {
                                if (hasTrafficLight && (!isJoinedJunction || hasCrossing))
                                {
                                    var destinationInfo = netManager.m_nodes.m_buffer[destinationNodeId].Info;

                                    if (globalTargetPos.CarState == VehicleJunctionTransitState.None)
                                    {
                                        globalTargetPos.CarState = VehicleJunctionTransitState.Enter;
                                    }

                                    RoadBaseAI.TrafficLightState vehicleLightState;
                                    RoadBaseAI.TrafficLightState pedestrianLightState;
                                    bool vehicles;
                                    bool pedestrians;
                                    CustomRoadAI.GetTrafficLightState(vehicleId, ref vehicleData, destinationNodeId, prevPos.m_segment, position.m_segment, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians);

                                    if (isRecklessDriver && (destinationInfo.GetConnectionClass().m_service & ItemClass.Service.PublicTransport) == ItemClass.Service.None)                                       // no reckless driving at railroad crossings
                                    {
                                        vehicleLightState = RoadBaseAI.TrafficLightState.Green;
                                    }

                                    if (!vehicles && num6 >= 196u)
                                    {
                                        vehicles = true;
                                        RoadBaseAI.SetTrafficLightState(destinationNodeId, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, vehicles, pedestrians);
                                    }

                                    var stopCar = false;
                                    switch (vehicleLightState)
                                    {
                                    case RoadBaseAI.TrafficLightState.RedToGreen:
                                        if (num6 < 60u)
                                        {
                                            stopCar = true;
                                        }
                                        else
                                        {
                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                        }
                                        break;

                                    case RoadBaseAI.TrafficLightState.Red:
                                        stopCar = true;
                                        break;

                                    case RoadBaseAI.TrafficLightState.GreenToRed:
                                        if (num6 >= 30u)
                                        {
                                            stopCar = true;
                                        }
                                        else
                                        {
                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                        }
                                        break;
                                    }

                                    if ((vehicleLightState == RoadBaseAI.TrafficLightState.Green || vehicleLightState == RoadBaseAI.TrafficLightState.RedToGreen) && !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == destinationNodeId))
                                    {
                                        var hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);

                                        if (hasIncomingCars)
                                        {
                                            // green light but other cars are incoming and they have priority: stop
                                            stopCar = true;
                                        }
                                    }

                                    if (stopCar)
                                    {
                                        globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                        maxSpeed = 0f;
                                        return;
                                    }
                                }
                                else if (simulatePrioritySigns)
                                {
#if DEBUG
                                    //bool debug = destinationNodeId == 10864;
                                    //bool debug = destinationNodeId == 13531;
                                    bool debug = false;
#endif
                                    //bool debug = false;
#if DEBUG
                                    if (debug)
                                    {
                                        Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light.");
                                    }
#endif

                                    var prioritySegment = TrafficPriority.GetPrioritySegment(destinationNodeId, prevPos.m_segment);
                                    if (prioritySegment != null)
                                    {
#if DEBUG
                                        if (debug)
                                        {
                                            Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {destinationNodeId} which is not a traffic light and is a priority segment.");
                                        }
#endif
                                        if (prioritySegment.HasVehicle(vehicleId))
                                        {
#if DEBUG
                                            if (debug)
                                            {
                                                Log._Debug($"Vehicle {vehicleId}: segment target position found");
                                            }
#endif
                                            if (globalTargetPos.Valid)
                                            {
#if DEBUG
                                                if (debug)
                                                {
                                                    Log._Debug($"Vehicle {vehicleId}: global target position found. carState = {globalTargetPos.CarState.ToString()}");
                                                }
#endif
                                                var currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                                                var frame = currentFrameIndex2 >> 4;

                                                if (globalTargetPos.CarState == VehicleJunctionTransitState.None)
                                                {
                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Enter;
                                                }

                                                if (globalTargetPos.CarState != VehicleJunctionTransitState.Leave)
                                                {
                                                    bool hasIncomingCars;
                                                    switch (prioritySegment.Type)
                                                    {
                                                    case SegmentEnd.PriorityType.Stop:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: STOP sign. waittime={globalTargetPos.WaitTime}, vel={lastFrameData.m_velocity.magnitude}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;

                                                            if (lastFrameData.m_velocity.magnitude < 0.5f ||
                                                                globalTargetPos.Stopped)
                                                            {
                                                                globalTargetPos.Stopped = true;
                                                                globalTargetPos.WaitTime++;

                                                                float minStopWaitTime = Random.Range(0f, 3f);
                                                                if (globalTargetPos.WaitTime >= minStopWaitTime)
                                                                {
                                                                    hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                                    if (debug)
                                                                    {
                                                                        Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                                    }
#endif

                                                                    if (hasIncomingCars)
                                                                    {
                                                                        maxSpeed = 0f;
                                                                        return;
                                                                    }
                                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                                }
                                                                else
                                                                {
                                                                    maxSpeed = 0;
                                                                    return;
                                                                }
                                                            }
                                                            else
                                                            {
                                                                maxSpeed = 0f;
                                                                return;
                                                            }
                                                        }
                                                        else
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        break;

                                                    case SegmentEnd.PriorityType.Yield:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: YIELD sign. waittime={globalTargetPos.WaitTime}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.WaitTime++;
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                                            hasIncomingCars          = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                            if (debug)
                                                            {
                                                                Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                            }
#endif
                                                            if (hasIncomingCars)
                                                            {
                                                                if (lastFrameData.m_velocity.magnitude > 0)
                                                                {
                                                                    maxSpeed = Math.Max(0f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield);
                                                                }
                                                                else
                                                                {
                                                                    maxSpeed = 0;
                                                                }
#if DEBUG
                                                                /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621)
                                                                 *      Log.Message($"Vehicle {vehicleId} is yielding at node {destinationNodeId}. Speed: {maxSpeed}, Waiting time: {TrafficPriority.Vehicles[vehicleId].WaitTime}");*/
#endif
                                                                return;
                                                            }
                                                            else
                                                            {
#if DEBUG
                                                                /*if (TrafficPriority.Vehicles[vehicleId].ToNode == 8621)
                                                                 *      Log.Message($"Vehicle {vehicleId} is NOT yielding at node {destinationNodeId}.");*/
#endif
                                                                if (lastFrameData.m_velocity.magnitude > 0)
                                                                {
                                                                    maxSpeed = Math.Max(1f, lastFrameData.m_velocity.magnitude - globalTargetPos.ReduceSpeedByValueToYield * 0.5f);
                                                                }
                                                            }
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        else
                                                        {
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                        }
                                                        break;

                                                    case SegmentEnd.PriorityType.Main:
#if DEBUG
                                                        if (debug)
                                                        {
                                                            Log._Debug($"Vehicle {vehicleId}: MAIN sign. waittime={globalTargetPos.WaitTime}");
                                                        }
#endif
                                                        if (globalTargetPos.WaitTime < MaxPriorityWaitTime)
                                                        {
                                                            globalTargetPos.WaitTime++;
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Stop;
                                                            maxSpeed = 0f;

                                                            hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, destinationNodeId);
#if DEBUG
                                                            if (debug)
                                                            {
                                                                Log._Debug($"hasIncomingCars: {hasIncomingCars}");
                                                            }
#endif

                                                            if (hasIncomingCars)
                                                            {
                                                                globalTargetPos.Stopped = true;
                                                                return;
                                                            }
                                                            globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                            globalTargetPos.Stopped  = false;
                                                        }

                                                        var info3 = netManager.m_segments.m_buffer[position.m_segment].Info;
                                                        if (info3.m_lanes != null && info3.m_lanes.Length > position.m_lane)
                                                        {
                                                            //maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, info3.m_lanes[position.m_lane].m_speedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve) * 0.8f;
                                                            maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info3.m_lanes[position.m_lane]), netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
                                                        }
                                                        else
                                                        {
                                                            maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f);
                                                        }
                                                        return;
                                                    }
                                                }
                                                else
                                                {
                                                    globalTargetPos.CarState = VehicleJunctionTransitState.Leave;
                                                }
                                            }
                                            else
                                            {
#if DEBUG
                                                if (debug)
                                                {
                                                    Log._Debug($"globalTargetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}");
                                                }
#endif
                                            }
                                        }
                                        else
                                        {
#if DEBUG
                                            if (debug)
                                            {
                                                Log._Debug($"targetPos is null! {vehicleId} @ seg. {prevPos.m_segment} @ node {destinationNodeId}");
                                            }
#endif
                                        }
                                    }
                                }
                            }
                        }
                    } catch (Exception e) {
                        Log.Error($"Error occured in TmCalculateSegmentPosition: {e.ToString()}");
                    }
                }
            }

            var info2 = netManager.m_segments.m_buffer[position.m_segment].Info;
            if (info2.m_lanes != null && info2.m_lanes.Length > position.m_lane)
            {
                var laneSpeedLimit = SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info2.m_lanes[position.m_lane]);                 // info2.m_lanes[position.m_lane].m_speedLimit;

#if DEBUG
                /*if (position.m_segment == 275) {
                 *      Log._Debug($"Applying lane speed limit of {laneSpeedLimit} to lane {laneID} @ seg. {position.m_segment}");
                 * }*/
#endif

                /*if (TrafficRoadRestrictions.IsSegment(position.m_segment)) {
                 *      var restrictionSegment = TrafficRoadRestrictions.GetSegment(position.m_segment);
                 *
                 *      if (restrictionSegment.SpeedLimits[position.m_lane] > 0.1f) {
                 *              laneSpeedLimit = restrictionSegment.SpeedLimits[position.m_lane];
                 *      }
                 * }*/

                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, laneSpeedLimit, netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
            }
            else
            {
                maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f);
            }

            maxSpeed = CalcMaxSpeed(vehicleId, ref vehicleData, position, pos, maxSpeed, isRecklessDriver);
        }
 /// <summary>
 /// Stores that the given vehicle's path has been dynamically recalculated at the current frame.
 /// </summary>
 /// <param name="vehicleId"></param>
 internal static void MarkPathRecalculation(ushort vehicleId)
 {
     TrafficPriority.GetVehiclePosition(vehicleId).LastPathRecalculation = GetVehiclePathRecalculationFrame();
 }