public override bool TrySpawn(ushort vehicleID, ref Vehicle vehicleData) { if ((vehicleData.m_flags & Vehicle.Flags.Spawned) != (Vehicle.Flags) 0) { // NON-STOCK CODE START if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { VehicleStateManager.Instance().OnVehicleSpawned(vehicleID, ref vehicleData); } // NON-STOCK CODE END return(true); } if (CustomCarAI.CheckOverlap(vehicleData.m_segment, 0, 1000f)) { vehicleData.m_flags |= Vehicle.Flags.WaitingSpace; return(false); } vehicleData.Spawn(vehicleID); vehicleData.m_flags &= ~Vehicle.Flags.WaitingSpace; // NON-STOCK CODE START if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { VehicleStateManager.Instance().OnVehicleSpawned(vehicleID, ref vehicleData); } // NON-STOCK CODE END return(true); }
private static void DeserializeData(byte[] data) { try { if (data != null && data.Length != 0) { Log.Info("Loading Data from New Load Routine!"); var memoryStream = new MemoryStream(); memoryStream.Write(data, 0, data.Length); memoryStream.Position = 0; var binaryFormatter = new BinaryFormatter(); _configuration = (Configuration)binaryFormatter.Deserialize(memoryStream); } else { Log.Warning("No data to deserialize!"); } } catch (Exception e) { Log.Error($"Error deserializing data: {e.Message}"); } LoadDataState(); Flags.clearHighwayLaneArrows(); Flags.applyAllFlags(); VehicleStateManager.InitAllVehicles(); }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { #if PATHRECALC VehicleState state = VehicleStateManager._GetVehicleState(vehicleID); bool recalcRequested = state.PathRecalculationRequested; state.PathRecalculationRequested = false; #endif VehicleInfo info = this.m_info; ushort driverInstance = CustomPassengerCarAI.GetDriverInstance(vehicleID, ref vehicleData); if (driverInstance == 0) { return(false); } CitizenManager instance = Singleton <CitizenManager> .instance; CitizenInfo info2 = instance.m_instances.m_buffer[(int)driverInstance].Info; NetInfo.LaneType laneTypes = NetInfo.LaneType.Vehicle | NetInfo.LaneType.Pedestrian; VehicleInfo.VehicleType vehicleType = this.m_info.m_vehicleType; bool allowUnderground = (vehicleData.m_flags & Vehicle.Flags.Underground) != 0; bool randomParking = false; ushort targetBuilding = instance.m_instances.m_buffer[(int)driverInstance].m_targetBuilding; if (targetBuilding != 0 && Singleton <BuildingManager> .instance.m_buildings.m_buffer[(int)targetBuilding].Info.m_class.m_service > ItemClass.Service.Office) { randomParking = true; } PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; 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) && info2.m_citizenAI.FindPathPosition(driverInstance, ref instance.m_instances.m_buffer[(int)driverInstance], endPos, laneTypes, vehicleType, undergroundTarget, out endPosA)) { if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } PathUnit.Position endPosB = default(PathUnit.Position); SimulationManager instance2 = Singleton <SimulationManager> .instance; uint path; PathUnit.Position def = default(PathUnit.Position); if (Singleton <CustomPathManager> .instance.CreatePath( #if PATHRECALC recalcRequested #else false #endif , ExtVehicleType.PassengerCar, out path, ref instance2.m_randomizer, instance2.m_currentBuildIndex, ref startPosA, ref startPosB, ref endPosA, ref endPosB, ref def, laneTypes, vehicleType, 20000f, false, false, false, false, randomParking)) { 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 bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { #if DEBUG //Log._Debug($"CustomPoliceCarAI.CustomStartPathFind called for vehicle {vehicleID}"); #endif #if PATHRECALC VehicleState state = VehicleStateManager._GetVehicleState(vehicleID); bool recalcRequested = state.PathRecalculationRequested; state.PathRecalculationRequested = false; #endif ExtVehicleType vehicleType = (vehicleData.m_flags & Vehicle.Flags.Emergency2) != 0 ? ExtVehicleType.Emergency : ExtVehicleType.Service; VehicleStateManager.Instance._GetVehicleState(vehicleID).VehicleType = vehicleType; VehicleInfo info = this.m_info; bool allowUnderground = (vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != 0; PathUnit.Position startPosA; PathUnit.Position startPosB; float startDistSqrA; float startDistSqrB; PathUnit.Position endPosA; PathUnit.Position endPosB; float endDistSqrA; float endDistSqrB; if (CustomPathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out startDistSqrA, out startDistSqrB) && CustomPathManager.FindPathPosition(endPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, undergroundTarget, false, 32f, out endPosA, out endPosB, out endDistSqrA, out endDistSqrB)) { if (!startBothWays || startDistSqrA < 10f) { startPosB = default(PathUnit.Position); } if (!endBothWays || endDistSqrA < 10f) { endPosB = default(PathUnit.Position); } uint path; //Log._Debug($"CustomPoliceCarAI.CustomStartPathFind: Vehicle {vehicleID}, type {vehicleType}"); if (CustomPathManager._instance.CreatePath( #if PATHRECALC recalcRequested, #endif vehicleType, vehicleID, ExtCitizenInstance.ExtPathType.None, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, 20000f, this.IsHeavyVehicle(), this.IgnoreBlocked(vehicleID, ref vehicleData), false, false)) { #if USEPATHWAITCOUNTER VehicleState state = VehicleStateManager.Instance._GetVehicleState(vehicleID); state.PathWaitCounter = 0; #endif 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 bool CustomCreateVehicle(out ushort vehicleId, ref Randomizer r, VehicleInfo info, Vector3 position, TransferManager.TransferReason type, bool transferToSource, bool transferToTarget) { ushort vehId; if (this.m_vehicles.CreateItem(out vehId, ref r)) { vehicleId = vehId; Vehicle.Frame frame = new Vehicle.Frame(position, Quaternion.identity); this.m_vehicles.m_buffer[(int)vehicleId].m_flags = Vehicle.Flags.Created; if (transferToSource) { this.m_vehicles.m_buffer[vehicleId].m_flags = (this.m_vehicles.m_buffer[vehicleId].m_flags | Vehicle.Flags.TransferToSource); } if (transferToTarget) { this.m_vehicles.m_buffer[vehicleId].m_flags = (this.m_vehicles.m_buffer[vehicleId].m_flags | Vehicle.Flags.TransferToTarget); } this.m_vehicles.m_buffer[(int)vehicleId].Info = info; this.m_vehicles.m_buffer[(int)vehicleId].m_frame0 = frame; this.m_vehicles.m_buffer[(int)vehicleId].m_frame1 = frame; this.m_vehicles.m_buffer[(int)vehicleId].m_frame2 = frame; this.m_vehicles.m_buffer[(int)vehicleId].m_frame3 = frame; this.m_vehicles.m_buffer[(int)vehicleId].m_targetPos0 = Vector4.zero; this.m_vehicles.m_buffer[(int)vehicleId].m_targetPos1 = Vector4.zero; this.m_vehicles.m_buffer[(int)vehicleId].m_targetPos2 = Vector4.zero; this.m_vehicles.m_buffer[(int)vehicleId].m_targetPos3 = Vector4.zero; this.m_vehicles.m_buffer[(int)vehicleId].m_sourceBuilding = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_targetBuilding = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_transferType = (byte)type; this.m_vehicles.m_buffer[(int)vehicleId].m_transferSize = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_waitCounter = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_blockCounter = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_nextGridVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_nextOwnVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_nextGuestVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_nextLineVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_transportLine = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_leadingVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_trailingVehicle = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_cargoParent = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_firstCargo = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_nextCargo = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_citizenUnits = 0u; this.m_vehicles.m_buffer[(int)vehicleId].m_path = 0u; this.m_vehicles.m_buffer[(int)vehicleId].m_lastFrame = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_pathPositionIndex = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_lastPathOffset = 0; this.m_vehicles.m_buffer[(int)vehicleId].m_gateIndex = 0; info.m_vehicleAI.CreateVehicle(vehicleId, ref this.m_vehicles.m_buffer[vehicleId]); info.m_vehicleAI.FrameDataUpdated(vehicleId, ref this.m_vehicles.m_buffer[vehicleId], ref this.m_vehicles.m_buffer[vehicleId].m_frame0); this.m_vehicleCount = (int)(this.m_vehicles.ItemCount() - 1u); VehicleStateManager.Instance().DetermineVehicleType(vehicleId, ref this.m_vehicles.m_buffer[vehicleId]); // NON-STOCK CODE return(true); } vehicleId = 0; return(false); }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { #if DEBUG //Log._Debug($"CustomShipAI.CustomStartPathFind called for vehicle {vehicleID}"); #endif /// NON-STOCK CODE START /// ExtVehicleType vehicleType = VehicleStateManager.Instance()._GetVehicleState(vehicleID).VehicleType; if (vehicleType == ExtVehicleType.None) { #if DEBUG Log._Debug($"CustomShipAI.CustomStartPathFind: Vehicle {vehicleID} does not have a valid vehicle type!"); #endif vehicleType = ExtVehicleType.Ship; } else if (vehicleType == ExtVehicleType.CargoShip) { vehicleType = ExtVehicleType.CargoVehicle; } /// NON-STOCK CODE END /// VehicleInfo info = this.m_info; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (PathManager.FindPathPosition(startPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, false, false, 64f, out startPosA, out startPosB, out num, out num2) && PathManager.FindPathPosition(endPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, false, false, 64f, out endPosA, out endPosB, out num3, out num4)) { if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } if (!endBothWays || num3 < 10f) { endPosB = default(PathUnit.Position); } uint path; if (Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)vehicleType, vehicleID, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f)) { #if USEPATHWAITCOUNTER VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleID); state.PathWaitCounter = 0; #endif if (vehicleData.m_path != 0u) { Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); } vehicleData.m_path = path; vehicleData.m_flags |= Vehicle.Flags.WaitingPath; return(true); } } return(false); }
public void CustomReleaseVehicle(ushort vehicleId) { #if DEBUG Log._Debug($"CustomVehicleManager.CustomReleaseVehicle({vehicleId})"); #endif VehicleStateManager.Instance().OnReleaseVehicle(vehicleId); ReleaseVehicleImplementation(vehicleId, ref this.m_vehicles.m_buffer[(int)vehicleId]); }
private void UnregisterAllVehicles() { VehicleStateManager vehStateManager = VehicleStateManager.Instance; while (FirstRegisteredVehicleId != 0) { vehStateManager.VehicleStates[FirstRegisteredVehicleId].Unlink(); } }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { /// NON-STOCK CODE START /// ExtVehicleType?vehicleType = VehicleStateManager.DetermineVehicleType(vehicleID, ref vehicleData); if (vehicleType == ExtVehicleType.CargoShip) { vehicleType = ExtVehicleType.CargoVehicle; } /// NON-STOCK CODE END /// VehicleInfo info = this.m_info; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (PathManager.FindPathPosition(startPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, false, false, 64f, out startPosA, out startPosB, out num, out num2) && PathManager.FindPathPosition(endPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, false, false, 64f, 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 <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); } else { res = Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)vehicleType, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, ref startPosA, ref startPosB, ref endPosA, ref endPosB, NetInfo.LaneType.Vehicle, info.m_vehicleType, 20000f); } 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 bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { #if DEBUG //Log._Debug($"CustomTramBaseAI.CustomStartPathFind called for vehicle {vehicleID}"); #endif VehicleInfo info = this.m_info; 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)) != 0); allowUnderground2 = false; } PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (PathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && PathManager.FindPathPosition(endPos, ItemClass.Service.Road, 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; if (Singleton <CustomPathManager> .instance.CreatePath(ExtVehicleType.Tram, vehicleID, 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 USEPATHWAITCOUNTER VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleID); state.PathWaitCounter = 0; #endif 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) { #if PATHRECALC VehicleState state = VehicleStateManager._GetVehicleState(vehicleID); bool recalcRequested = state.PathRecalculationRequested; state.PathRecalculationRequested = false; #endif 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 = VehicleStateManager.DetermineVehicleType(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( #if PATHRECALC recalcRequested, #endif (ExtVehicleType)extVehicleType, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, ref startPosA, ref startPosB, ref endPosA, ref 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); }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { #if PATHRECALC VehicleState state = VehicleStateManager._GetVehicleState(vehicleID); bool recalcRequested = state.PathRecalculationRequested; state.PathRecalculationRequested = false; #endif CitizenManager instance = Singleton <CitizenManager> .instance; ushort passengerInstance = CustomTaxiAI.GetPassengerInstance(vehicleID, ref vehicleData); if (passengerInstance == 0 || (instance.m_instances.m_buffer[(int)passengerInstance].m_flags & CitizenInstance.Flags.Character) != CitizenInstance.Flags.None) { return(base.StartPathFind(vehicleID, ref vehicleData, startPos, endPos, startBothWays, endBothWays, undergroundTarget)); } VehicleInfo info = this.m_info; CitizenInfo info2 = instance.m_instances.m_buffer[(int)passengerInstance].Info; NetInfo.LaneType laneType = NetInfo.LaneType.Vehicle | NetInfo.LaneType.Pedestrian | NetInfo.LaneType.TransportVehicle; VehicleInfo.VehicleType vehicleType = this.m_info.m_vehicleType; bool allowUnderground = (vehicleData.m_flags & Vehicle.Flags.Underground) != 0; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; 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) && info2.m_citizenAI.FindPathPosition(passengerInstance, ref instance.m_instances.m_buffer[(int)passengerInstance], endPos, laneType, vehicleType, undergroundTarget, out endPosA)) { if ((instance.m_instances.m_buffer[(int)passengerInstance].m_flags & CitizenInstance.Flags.CannotUseTransport) == CitizenInstance.Flags.None) { laneType |= NetInfo.LaneType.PublicTransport; } if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } PathUnit.Position endPosB = default(PathUnit.Position); SimulationManager instance2 = Singleton <SimulationManager> .instance; uint path; if (Singleton <CustomPathManager> .instance.CreatePath( #if PATHRECALC recalcRequested, #endif ExtVehicleType.Taxi, out path, ref instance2.m_randomizer, instance2.m_currentBuildIndex, ref startPosA, ref startPosB, ref endPosA, ref endPosB, laneType, vehicleType, 20000f)) { 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> /// Calculates for each segment the number of cars going to this segment. /// We use integer arithmetic for better performance. /// </summary> public IDictionary <ushort, uint>[] MeasureOutgoingVehicles(bool includeStopped = true, bool debug = false) { //VehicleManager vehicleManager = Singleton<VehicleManager>.instance; //NetManager netManager = Singleton<NetManager>.instance; VehicleStateManager vehStateManager = VehicleStateManager.Instance; // TODO pre-calculate this uint avgSegLen = 0; Constants.ServiceFactory.NetService.ProcessSegment(SegmentId, delegate(ushort segmentId, ref NetSegment segment) { avgSegLen = (uint)segment.m_averageLength; return(true); }); IDictionary <ushort, uint>[] ret = includeStopped ? numVehiclesGoingToSegmentId : numVehiclesMovingToSegmentId; // reset for (byte laneIndex = 0; laneIndex < ret.Length; ++laneIndex) { IDictionary <ushort, uint> laneMetrics = ret[laneIndex]; foreach (KeyValuePair <ushort, uint> e in laneMetrics) { laneMetrics[e.Key] = 0; } } #if DEBUGMETRIC if (debug) { Log._Debug($"GetVehicleMetricGoingToSegment: Segment {SegmentId}, Node {NodeId}, includeStopped={includeStopped}."); } #endif ushort vehicleId = FirstRegisteredVehicleId; int numProcessed = 0; while (vehicleId != 0) { MeasureOutgoingVehicle(debug, ret, includeStopped, avgSegLen, vehicleId, ref vehStateManager.VehicleStates[vehicleId], ref numProcessed); if ((Options.simAccuracy >= 3 && numProcessed >= 3) || (Options.simAccuracy == 2 && numProcessed >= 5) || (Options.simAccuracy == 1 && numProcessed >= 10)) { break; } vehicleId = vehStateManager.VehicleStates[vehicleId].nextVehicleIdOnSegment; } #if DEBUGMETRIC if (debug) { Log._Debug($"GetVehicleMetricGoingToSegment: Calculation completed. {string.Join(", ", ret.Select(e => "[" + string.Join(", ", e.Select(x => x.Key.ToString() + "=" + x.Value.ToString()).ToArray()) + "]").ToArray())}"); } #endif return(ret); }
/// <summary> /// Stores that the given vehicle's path has been dynamically recalculated at the current frame. /// </summary> /// <param name="vehicleId"></param> #if PATHRECALC internal static void MarkPathRecalculation(ushort vehicleId, ushort segmentId) { VehicleState state = VehicleStateManager.GetVehicleState(vehicleId); if (state == null) { return; } state.LastPathRecalculation = GetVehiclePathRecalculationFrame(); state.LastPathRecalculationSegmentId = segmentId; state.PathRecalculationRequested = true; }
private static void DeserializeData(byte[] data) { bool error = false; try { if (data != null && data.Length != 0) { Log.Info("Loading Data from New Load Routine!"); var memoryStream = new MemoryStream(); memoryStream.Write(data, 0, data.Length); memoryStream.Position = 0; var binaryFormatter = new BinaryFormatter(); _configuration = (Configuration)binaryFormatter.Deserialize(memoryStream); } else { Log.Warning("No data to deserialize!"); } } catch (Exception e) { Log.Error($"Error deserializing data: {e.ToString()}"); error = true; } if (!error) { LoadDataState(out error); } try { Flags.clearHighwayLaneArrows(); } catch (Exception e) { Log.Error($"Error while clearing highway lane arrows: {e.ToString()}"); } try { Flags.applyAllFlags(); } catch (Exception e) { Log.Error($"Error while applying all flags: {e.ToString()}"); } try { VehicleStateManager.Instance().InitAllVehicles(); } catch (Exception e) { Log.Error($"Error while initializing all vehicles: {e.ToString()}"); } if (error) { throw new ApplicationException("An error occurred while loading"); } }
public int GetRegisteredVehicleCount() { VehicleStateManager vehStateManager = VehicleStateManager.Instance; ushort vehicleId = FirstRegisteredVehicleId; int ret = 0; while (vehicleId != 0) { ++ret; vehicleId = vehStateManager.VehicleStates[vehicleId].nextVehicleIdOnSegment; } return(ret); }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { #if PATHRECALC VehicleState state = VehicleStateManager._GetVehicleState(vehicleID); bool recalcRequested = state.PathRecalculationRequested; state.PathRecalculationRequested = false; #endif 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; if (Singleton <CustomPathManager> .instance.CreatePath( #if PATHRECALC recalcRequested, #endif (vehicleData.m_flags & Vehicle.Flags.Emergency2) != 0 ? ExtVehicleType.Emergency : ExtVehicleType.Service, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, ref startPosA, ref startPosB, ref endPosA, ref endPosB, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, info.m_vehicleType, 20000f, this.IsHeavyVehicle(), this.IgnoreBlocked(vehicleID, ref vehicleData), false, false)) { 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 override bool TrySpawn(ushort vehicleID, ref Vehicle vehicleData) { if ((vehicleData.m_flags & Vehicle.Flags.Spawned) != (Vehicle.Flags) 0) { // NON-STOCK CODE START if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { VehicleStateManager.Instance().OnVehicleSpawned(vehicleID, ref vehicleData); } // NON-STOCK CODE END return(true); } if (vehicleData.m_path != 0u) { PathManager instance = Singleton <PathManager> .instance; PathUnit.Position pathPos; if (instance.m_pathUnits.m_buffer[(int)((UIntPtr)vehicleData.m_path)].GetPosition(0, out pathPos)) { uint laneID = PathManager.GetLaneID(pathPos); if (laneID != 0u && !Singleton <NetManager> .instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID)) { vehicleData.m_flags |= Vehicle.Flags.WaitingSpace; return(false); } } } vehicleData.Spawn(vehicleID); vehicleData.m_flags &= ~Vehicle.Flags.WaitingSpace; CustomTrainAI.InitializePath(vehicleID, ref vehicleData); // NON-STOCK CODE START if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { VehicleStateManager.Instance().OnVehicleSpawned(vehicleID, ref vehicleData); } // NON-STOCK CODE END return(true); }
public static bool ShouldRecalculatePath(ushort vehicleId, ref Vehicle vehicleData, int maxBlockCounter, out ushort segmentId) { segmentId = 0; if (!Options.IsDynamicPathRecalculationActive()) { return(false); } if (Options.simAccuracy > 1) { return(false); } if (!CustomPathManager.InitDone #if EXTRAPF || CustomPathManager.ExtraQueuedPathFinds > Options.someValue8 #elif QUEUEDSTATS || CustomPathManager.TotalQueuedPathFinds > Options.someValue8 #endif ) { return(false); } if (vehicleData.m_leadingVehicle != 0) { return(false); } if (vehicleData.m_path == 0) { return(false); } /*if (vehicleData.GetLastFrameVelocity().magnitude > Options.someValue9) * return false;*/ /*if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0) * return false;*/ VehicleState state = VehicleStateManager.GetVehicleState(vehicleId); if (state == null || state.LastPathRecalculation >= GetVehiclePathRecalculationFrame()) { return(false); } if (vehicleData.GetLastFrameVelocity().magnitude > Options.someValue9 * state.CurrentMaxSpeed) { return(false); } NetManager netManager = Singleton <NetManager> .instance; bool recalc = false; ushort outSegmentId = 0; state.ProcessCurrentAndNextPathPosition(ref vehicleData, delegate(ref PathUnit.Position curPos, ref PathUnit.Position nextPos) { if (curPos.m_segment == 0 || nextPos.m_segment == 0) { return; } if (state.LastPathRecalculationSegmentId == curPos.m_segment) { return; } if (curPos.m_lane >= netManager.m_segments.m_buffer[curPos.m_segment].Info.m_lanes.Length) { return; } if (nextPos.m_lane >= netManager.m_segments.m_buffer[nextPos.m_segment].Info.m_lanes.Length) { return; } if (CustomRoadAI.laneMeanSpeeds[nextPos.m_segment] == null || nextPos.m_lane >= CustomRoadAI.laneMeanSpeeds[nextPos.m_segment].Length) { return; } if (CustomRoadAI.laneMeanSpeeds[nextPos.m_segment][nextPos.m_lane] >= 60) { return; } /*if (CustomRoadAI.laneMeanDensities[nextPos.m_segment] == null || nextPos.m_lane >= CustomRoadAI.laneMeanDensities[nextPos.m_segment].Length) * return; * byte nextDensity = CustomRoadAI.laneMeanDensities[nextPos.m_segment][nextPos.m_lane]; * * if (nextDensity < 0.5) // TODO incorporate number of lanes (density is measured relatively) * return;*/ recalc = true; outSegmentId = curPos.m_segment; }); segmentId = outSegmentId; return(recalc); }
public void CustomReleaseVehicle(ushort vehicleId, ref Vehicle vehicleData) { VehicleStateManager.OnReleaseVehicle(vehicleId, ref vehicleData); }
/// <summary> /// Checks for traffic lights and priority signs when changing segments (for road & rail vehicles). /// Sets the maximum allowed speed <paramref name="maxSpeed"/> if segment change is not allowed (otherwise <paramref name="maxSpeed"/> has to be set by the calling method). /// </summary> /// <param name="vehicleId">vehicle id</param> /// <param name="vehicleData">vehicle data</param> /// <param name="lastFrameData">last frame data of vehicle</param> /// <param name="isRecklessDriver">if true, this vehicle ignores red traffic lights and priority signs</param> /// <param name="prevPos">previous path position</param> /// <param name="prevTargetNodeId">previous target node</param> /// <param name="prevLaneID">previous lane</param> /// <param name="position">current path position</param> /// <param name="targetNodeId">transit node</param> /// <param name="laneID">current lane</param> /// <param name="nextPosition">next path position</param> /// <param name="nextTargetNodeId">next target node</param> /// <param name="maxSpeed">maximum allowed speed (only valid if method returns false)</param> /// <returns>true, if the vehicle may change segments, false otherwise.</returns> internal static bool MayChangeSegment(ushort vehicleId, ref Vehicle vehicleData, ref Vehicle.Frame lastFrameData, bool isRecklessDriver, ref PathUnit.Position prevPos, ushort prevTargetNodeId, uint prevLaneID, ref PathUnit.Position position, ushort targetNodeId, uint laneID, ref PathUnit.Position nextPosition, ushort nextTargetNodeId, out float maxSpeed, bool debug = false) { debug = false; if (prevTargetNodeId != targetNodeId) { // method should only be called if targetNodeId == prevTargetNode maxSpeed = 0f; return(true); } bool forceUpdatePos = false; VehicleState vehicleState = null; try { vehicleState = VehicleStateManager.GetVehicleState(vehicleId); if (vehicleState == null) { VehicleStateManager.OnPathFindReady(vehicleId, ref vehicleData); vehicleState = VehicleStateManager.GetVehicleState(vehicleId); if (vehicleState == null) { #if DEBUG Log._Debug($"Could not get vehicle state of {vehicleId}!"); #endif } else { forceUpdatePos = true; } } } catch (Exception e) { Log.Error("VehicleAI MayChangeSegment vehicle state error: " + e.ToString()); } if (forceUpdatePos || Options.simAccuracy >= 2) { try { VehicleStateManager.UpdateVehiclePos(vehicleId, ref vehicleData, ref prevPos, ref position); } catch (Exception e) { Log.Error("VehicleAI MayChangeSegment Error: " + e.ToString()); } } var netManager = Singleton <NetManager> .instance; uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex; uint prevTargetNodeLower8Bits = (uint)((prevTargetNodeId << 8) / 32768); uint random = currentFrameIndex - prevTargetNodeLower8Bits & 255u; bool isRailVehicle = (vehicleData.Info.m_vehicleType & (VehicleInfo.VehicleType.Train | VehicleInfo.VehicleType.Metro)) != VehicleInfo.VehicleType.None; NetNode.Flags targetNodeFlags = netManager.m_nodes.m_buffer[targetNodeId].m_flags; bool hasTrafficLight = (targetNodeFlags & NetNode.Flags.TrafficLights) != NetNode.Flags.None; bool checkTrafficLights = false; if (!isRailVehicle) { // check if to check space #if DEBUG if (debug) { Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} is not a train."); } #endif var prevLaneFlags = (NetLane.Flags)netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags; var hasCrossing = (targetNodeFlags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None; var isJoinedJunction = (prevLaneFlags & NetLane.Flags.JoinedJunction) != NetLane.Flags.None; bool checkSpace = !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == targetNodeId) && !isRecklessDriver; //TrafficLightSimulation nodeSim = TrafficLightSimulation.GetNodeSimulation(destinationNodeId); //if (timedNode != null && timedNode.vehiclesMayEnterBlockedJunctions) { // checkSpace = false; //} if (checkSpace) { // check if there is enough space if ((targetNodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction && netManager.m_nodes.m_buffer[targetNodeId].CountSegments() != 2) { var len = vehicleData.CalculateTotalLength(vehicleId) + 2f; if (!netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len)) { var sufficientSpace = false; if (nextPosition.m_segment != 0 && netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f) { NetNode.Flags nextTargetNodeFlags = netManager.m_nodes.m_buffer[nextTargetNodeId].m_flags; if ((nextTargetNodeFlags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction || netManager.m_nodes.m_buffer[nextTargetNodeId].CountSegments() == 2) { uint nextLaneId = PathManager.GetLaneID(nextPosition); if (nextLaneId != 0u) { sufficientSpace = netManager.m_lanes.m_buffer[(int)((UIntPtr)nextLaneId)].CheckSpace(len); } } } if (!sufficientSpace) { maxSpeed = 0f; try { if (vehicleState != null) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to BLOCKED"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Blocked; } } catch (Exception e) { Log.Error("VehicleAI MayChangeSegment error while setting junction state to BLOCKED: " + e.ToString()); } return(false); } } } } checkTrafficLights = (!isJoinedJunction || hasCrossing); } else { #if DEBUG if (debug) { Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} is a train."); } #endif checkTrafficLights = true; } try { if (vehicleState != null && vehicleState.JunctionTransitState == VehicleJunctionTransitState.Blocked) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState from BLOCKED to ENTER"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter; } if ((vehicleData.m_flags & Vehicle.Flags.Emergency2) == 0) { if (hasTrafficLight && checkTrafficLights) { #if DEBUG if (debug) { Log._Debug($"CustomVehicleAI.MayChangeSegment: Node {targetNodeId} has a traffic light."); } #endif var destinationInfo = netManager.m_nodes.m_buffer[targetNodeId].Info; if (vehicleState != null && vehicleState.JunctionTransitState == VehicleJunctionTransitState.None) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to ENTER (1)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter; } RoadBaseAI.TrafficLightState vehicleLightState; RoadBaseAI.TrafficLightState pedestrianLightState; bool vehicles; bool pedestrians; CustomRoadAI.GetTrafficLightState(vehicleId, ref vehicleData, targetNodeId, prevPos.m_segment, prevPos.m_lane, position.m_segment, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - prevTargetNodeLower8Bits, out vehicleLightState, out pedestrianLightState, out vehicles, out pedestrians); if (vehicleData.Info.m_vehicleType == VehicleInfo.VehicleType.Car && isRecklessDriver) // no reckless driving at railroad crossings { vehicleLightState = RoadBaseAI.TrafficLightState.Green; } #if DEBUG if (debug) { Log._Debug($"CustomVehicleAI.MayChangeSegment: Vehicle {vehicleId} has {vehicleLightState} at node {targetNodeId}"); } #endif if (!vehicles && random >= 196u) { vehicles = true; RoadBaseAI.SetTrafficLightState(targetNodeId, ref netManager.m_segments.m_buffer[prevPos.m_segment], currentFrameIndex - prevTargetNodeLower8Bits, vehicleLightState, pedestrianLightState, vehicles, pedestrians); } var stopCar = false; switch (vehicleLightState) { case RoadBaseAI.TrafficLightState.RedToGreen: if (random < 60u) { stopCar = true; } else { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (RedToGreen)"); } #endif if (vehicleState != null) { vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } } break; case RoadBaseAI.TrafficLightState.Red: stopCar = true; break; case RoadBaseAI.TrafficLightState.GreenToRed: if (random >= 30u) { stopCar = true; } else if (vehicleState != null) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (GreenToRed)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } break; } /*if ((vehicleLightState == RoadBaseAI.TrafficLightState.Green || vehicleLightState == RoadBaseAI.TrafficLightState.RedToGreen) && !Flags.getEnterWhenBlockedAllowed(prevPos.m_segment, netManager.m_segments.m_buffer[prevPos.m_segment].m_startNode == targetNodeId)) { * var hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, targetNodeId); * * if (hasIncomingCars) { * // green light but other cars are incoming and they have priority: stop * stopCar = true; * } * }*/ if (stopCar) { if (vehicleState != null) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop; } maxSpeed = 0f; return(false); } } else if (vehicleState != null) { #if DEBUG //bool debug = destinationNodeId == 10864; //bool debug = destinationNodeId == 13531; //bool debug = false;// targetNodeId == 5027; #endif //bool debug = false; #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {targetNodeId} which is not a traffic light."); } #endif var prioritySegment = TrafficPriority.GetPrioritySegment(targetNodeId, prevPos.m_segment); if (prioritySegment != null) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId} is arriving @ seg. {prevPos.m_segment} ({position.m_segment}, {nextPosition.m_segment}), node {targetNodeId} which is not a traffic light and is a priority segment."); } #endif //if (prioritySegment.HasVehicle(vehicleId)) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: segment target position found"); } #endif #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: global target position found. carState = {vehicleState.JunctionTransitState.ToString()}"); } #endif var currentFrameIndex2 = Singleton <SimulationManager> .instance.m_currentFrameIndex; var frame = currentFrameIndex2 >> 4; float speed = lastFrameData.m_velocity.magnitude; if (vehicleState.JunctionTransitState == VehicleJunctionTransitState.None) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to ENTER (prio)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Enter; } if (vehicleState.JunctionTransitState != VehicleJunctionTransitState.Leave) { bool hasIncomingCars; switch (prioritySegment.Type) { case SegmentEnd.PriorityType.Stop: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: STOP sign. waittime={vehicleState.WaitTime}, vel={speed}"); } #endif if (Options.simAccuracy <= 2 || (Options.simAccuracy >= 3 && vehicleState.WaitTime < MaxPriorityWaitTime)) { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop; if (speed <= TrafficPriority.maxStopVelocity) { vehicleState.WaitTime++; float minStopWaitTime = UnityEngine.Random.Range(0f, 3f); if (vehicleState.WaitTime >= minStopWaitTime) { if (Options.simAccuracy >= 4) { vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } else { hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position); #if DEBUG if (debug) { Log._Debug($"hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { maxSpeed = 0f; return(false); } #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (min wait timeout)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } } else { maxSpeed = 0; return(false); } } else { vehicleState.WaitTime = 0; maxSpeed = 0f; return(false); } } else { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (max wait timeout)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } break; case SegmentEnd.PriorityType.Yield: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: YIELD sign. waittime={vehicleState.WaitTime}"); } #endif if (Options.simAccuracy <= 2 || (Options.simAccuracy >= 3 && vehicleState.WaitTime < MaxPriorityWaitTime)) { vehicleState.WaitTime++; #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop; if (speed <= TrafficPriority.maxYieldVelocity || Options.simAccuracy <= 2) { if (Options.simAccuracy >= 4) { vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } else { hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position); #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { maxSpeed = 0f; return(false); } else { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (no incoming cars)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } } } else { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Vehicle has not yet reached yield speed (reduce {speed} by {vehicleState.ReduceSpeedByValueToYield})"); } #endif // vehicle has not yet reached yield speed maxSpeed = TrafficPriority.maxYieldVelocity; return(false); } } else { #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (max wait timeout)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } break; case SegmentEnd.PriorityType.Main: case SegmentEnd.PriorityType.None: #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: MAIN sign. waittime={vehicleState.WaitTime}"); } #endif maxSpeed = 0f; if (Options.simAccuracy == 4) { return(true); } if (Options.simAccuracy <= 2 || (Options.simAccuracy == 3 && vehicleState.WaitTime < MaxPriorityWaitTime)) { vehicleState.WaitTime++; #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to STOP (wait)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Stop; hasIncomingCars = TrafficPriority.HasIncomingVehiclesWithHigherPriority(vehicleId, ref vehicleData, ref prevPos, ref position); #if DEBUG if (debug) { Log._Debug($"hasIncomingCars: {hasIncomingCars}"); } #endif if (hasIncomingCars) { return(false); } #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState to LEAVE (no conflicting car)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Leave; } return(true); } } else if (speed <= TrafficPriority.maxStopVelocity) { // vehicle is not moving. reset allowance to leave junction #if DEBUG if (debug) { Log._Debug($"Vehicle {vehicleId}: Setting JunctionTransitState from LEAVE to BLOCKED (speed to low)"); } #endif vehicleState.JunctionTransitState = VehicleJunctionTransitState.Blocked; maxSpeed = 0f; return(false); } } } } } catch (Exception e) { Log.Error($"Error occured in MayChangeSegment: {e.ToString()}"); } maxSpeed = 0f; // maxSpeed should be set by caller return(true); }
/// <summary> /// Lightweight simulation step method. /// This method is occasionally being called for different cars. /// </summary> /// <param name="vehicleId"></param> /// <param name="vehicleData"></param> /// <param name="physicsLodRefPos"></param> public void CustomSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos) { PathManager pathMan = Singleton <PathManager> .instance; #if DEBUG /*if (!GlobalConfig.Instance.DebugSwitches[0]) { * Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}) called. flags: {vehicleData.m_flags} pfFlags: {pathMan.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags}"); * }*/ #endif // NON-STOCK CODE START VehicleState state = null; ExtCitizenInstance driverExtInstance = null; bool prohibitPocketCars = Options.prohibitPocketCars; if (prohibitPocketCars) { // check for valid driver and update return path state state = VehicleStateManager.Instance._GetVehicleState(vehicleData.GetFirstVehicle(vehicleId)); if (state.VehicleType == ExtVehicleType.PassengerCar) { driverExtInstance = state.GetDriverExtInstance(); if (driverExtInstance == null) { prohibitPocketCars = false; } else { driverExtInstance.UpdateReturnPathState(); } } else { prohibitPocketCars = false; } } // NON-STOCK CODE END if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0 && (!prohibitPocketCars || driverExtInstance.ReturnPathState != ExtCitizenInstance.ExtPathState.Calculating)) // NON-STOCK CODE: Parking AI: wait for the return path to be calculated { PathManager pathManager = Singleton <PathManager> .instance; byte pathFindFlags = pathManager.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags; bool pathFindFailed = (pathFindFlags & PathUnit.FLAG_FAILED) != 0 || vehicleData.m_path == 0; // path == 0: non-stock code! bool pathFindSucceeded = (pathFindFlags & PathUnit.FLAG_READY) != 0; #if USEPATHWAITCOUNTER if ((pathFindFlags & (PathUnit.FLAG_READY | PathUnit.FLAG_FAILED)) != 0) { VehicleState state = VehicleStateManager.Instance._GetVehicleState(vehicleId); state.PathWaitCounter = 0; // NON-STOCK CODE } #endif if (prohibitPocketCars) { if (driverExtInstance.ReturnPathState == ExtPathState.Failed) { // no walking path from parking position to target found. flag main path as 'failed'. #if DEBUG if (GlobalConfig.Instance.DebugSwitches[2]) { Log._Debug($"CustomCarAI.CustomSimulationStep: Return path {driverExtInstance.ReturnPathId} FAILED. Forcing path-finding to fail."); } #endif pathFindSucceeded = false; pathFindFailed = true; } driverExtInstance.ReleaseReturnPath(); if (pathFindSucceeded) { CustomPassengerCarAI.OnPathFindSuccess(vehicleId, ref vehicleData, driverExtInstance); } else if (pathFindFailed) { CustomPassengerCarAI.OnPathFindFailure(driverExtInstance, vehicleId); } } if (pathFindSucceeded) { vehicleData.m_pathPositionIndex = 255; vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; vehicleData.m_flags &= ~Vehicle.Flags.Arriving; this.PathfindSuccess(vehicleId, ref vehicleData); this.TrySpawn(vehicleId, ref vehicleData); } else if (pathFindFailed) { vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; this.PathfindFailure(vehicleId, ref vehicleData); return; } #if USEPATHWAITCOUNTER else { VehicleState state = VehicleStateManager.Instance._GetVehicleState(vehicleId); state.PathWaitCounter = (ushort)Math.Min(ushort.MaxValue, (int)state.PathWaitCounter + 1); // NON-STOCK CODE } #endif } else { if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0) { this.TrySpawn(vehicleId, ref vehicleData); } } /// NON-STOCK CODE START /// VehicleStateManager vehStateManager = VehicleStateManager.Instance; if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { // update vehicle position for timed traffic lights and priority signs try { vehStateManager.UpdateVehiclePos(vehicleId, ref vehicleData); } catch (Exception e) { Log.Error("CarAI CustomSimulationStep Error: " + e.ToString()); } } if (!Options.isStockLaneChangerUsed()) { // Advanced AI traffic measurement try { vehStateManager.LogTraffic(vehicleId, ref vehicleData, true); } catch (Exception e) { Log.Error("CarAI CustomSimulationStep Error: " + e.ToString()); } } /// NON-STOCK CODE END /// Vector3 lastFramePosition = vehicleData.GetLastFramePosition(); int lodPhysics; if (Vector3.SqrMagnitude(physicsLodRefPos - lastFramePosition) >= 1210000f) { lodPhysics = 2; } else if (Vector3.SqrMagnitude(Singleton <SimulationManager> .instance.m_simulationView.m_position - lastFramePosition) >= 250000f) { lodPhysics = 1; } else { lodPhysics = 0; } this.SimulationStep(vehicleId, ref vehicleData, vehicleId, ref vehicleData, lodPhysics); if (vehicleData.m_leadingVehicle == 0 && vehicleData.m_trailingVehicle != 0) { VehicleManager vehManager = Singleton <VehicleManager> .instance; ushort num = vehicleData.m_trailingVehicle; int num2 = 0; while (num != 0) { ushort trailingVehicle = vehManager.m_vehicles.m_buffer[(int)num].m_trailingVehicle; VehicleInfo info = vehManager.m_vehicles.m_buffer[(int)num].Info; info.m_vehicleAI.SimulationStep(num, ref vehManager.m_vehicles.m_buffer[(int)num], vehicleId, ref vehicleData, lodPhysics); num = trailingVehicle; if (++num2 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } #if PATHRECALC ushort recalcSegmentId = 0; #endif int privateServiceIndex = ItemClass.GetPrivateServiceIndex(this.m_info.m_class.m_service); int maxBlockCounter = (privateServiceIndex == -1) ? 150 : 100; if ((vehicleData.m_flags & (Vehicle.Flags.Spawned | Vehicle.Flags.WaitingPath | Vehicle.Flags.WaitingSpace)) == 0 && vehicleData.m_cargoParent == 0) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } else if ((int)vehicleData.m_blockCounter >= maxBlockCounter && Options.enableDespawning) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } #if PATHRECALC else if (vehicleData.m_leadingVehicle == 0 && CustomVehicleAI.ShouldRecalculatePath(vehicleId, ref vehicleData, maxBlockCounter, out recalcSegmentId)) { CustomVehicleAI.MarkPathRecalculation(vehicleId, recalcSegmentId); InvalidPath(vehicleId, ref vehicleData, vehicleId, ref vehicleData); } #endif }
public void CustomCheckNextLane(ushort vehicleID, ref Vehicle vehicleData, ref float maxSpeed, PathUnit.Position position, uint laneID, byte offset, PathUnit.Position prevPos, uint prevLaneID, byte prevOffset, Bezier3 bezier) { if ((Options.prioritySignsEnabled || Options.timedLightsEnabled) && Options.simAccuracy <= 1) { try { VehicleStateManager.Instance().UpdateVehiclePos(vehicleID, ref vehicleData, ref prevPos, ref position); } catch (Exception e) { Log.Error("TrainAI CustomCheckNextLane Error: " + e.ToString()); } } NetManager instance = Singleton <NetManager> .instance; Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData(); Vector3 a = lastFrameData.m_position; Vector3 a2 = lastFrameData.m_position; Vector3 b = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f); a += b; a2 -= b; float num = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking; float a3 = Vector3.Distance(a, bezier.a); float b2 = Vector3.Distance(a2, bezier.a); if (Mathf.Min(a3, b2) >= num - 5f) { if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(1000f, vehicleID)) { maxSpeed = 0f; return; } Vector3 vector = bezier.Position(0.5f); Segment3 segment; if (Vector3.SqrMagnitude(vehicleData.m_segment.a - vector) < Vector3.SqrMagnitude(bezier.a - vector)) { segment = new Segment3(vehicleData.m_segment.a, vector); } else { segment = new Segment3(bezier.a, vector); } if (segment.LengthSqr() >= 3f) { segment.a += (segment.b - segment.a).normalized * 2.5f; if (CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID)) { maxSpeed = 0f; return; } } segment = new Segment3(vector, bezier.d); if (segment.LengthSqr() >= 1f && CustomTrainAI.CheckOverlap(vehicleID, ref vehicleData, segment, vehicleID)) { maxSpeed = 0f; return; } ushort targetNodeId; if (offset < position.m_offset) { targetNodeId = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode; } else { targetNodeId = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode; } ushort prevTargetNodeId; if (prevOffset == 0) { prevTargetNodeId = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode; } else { prevTargetNodeId = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode; } if (targetNodeId == prevTargetNodeId) { float oldMaxSpeed = maxSpeed; #if DEBUG bool debug = false; // targetNodeId == 14527 || targetNodeId == 15048; if (debug) { Log._Debug($"Train {vehicleID} wants to change segment. seg. {prevPos.m_segment} -> node {targetNodeId} -> seg. {position.m_segment}"); } #else bool debug = false; #endif bool mayChange = CustomVehicleAI.MayChangeSegment(vehicleID, ref vehicleData, ref lastFrameData, false, ref prevPos, prevTargetNodeId, prevLaneID, ref position, targetNodeId, laneID, out maxSpeed, debug); if (!mayChange) { return; } maxSpeed = oldMaxSpeed; } } }
public bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays) { #if DEBUG //Log._Debug($"CustomTrainAI.CustomStartPathFind called for vehicle {vehicleID}"); #endif /// NON-STOCK CODE START /// ExtVehicleType vehicleType = VehicleStateManager.Instance()._GetVehicleState(vehicleID).VehicleType; if (vehicleType == ExtVehicleType.None) { #if DEBUG Log._Debug($"CustomTrainAI.CustomStartPathFind: Vehicle {vehicleID} does not have a valid vehicle type!"); #endif vehicleType = ExtVehicleType.RailVehicle; } else if (vehicleType == ExtVehicleType.CargoTrain) { vehicleType = ExtVehicleType.CargoVehicle; } #if DEBUG /*if (vehicleType == ExtVehicleType.CargoVehicle) { * bool reversed = (vehicleData.m_flags & Vehicle.Flags.Reversed) != 0; * ushort frontVehicleId; * if (reversed) { * frontVehicleId = vehicleData.GetLastVehicle(vehicleId); * } else { * frontVehicleId = vehicleId; * } * Log._Debug($"CustomTrainAI.CustomStartPathFind. vehicleID={vehicleId}. reversed={reversed} frontVehicleId={frontVehicleId} type={this.GetType().ToString()} vehicleType={vehicleType} target={vehicleData.m_targetBuilding}"); * }*/ #endif /// NON-STOCK CODE END /// VehicleInfo info = this.m_info; if ((vehicleData.m_flags & Vehicle.Flags.Spawned) == 0 && 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)) != 0); allowUnderground2 = false; } PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; PathUnit.Position endPosA; PathUnit.Position endPosB; float num3; float num4; if (PathManager.FindPathPosition(startPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, info.m_vehicleType, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2) && PathManager.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; if (Singleton <CustomPathManager> .instance.CreatePath((ExtVehicleType)vehicleType, vehicleID, 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 USEPATHWAITCOUNTER VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleID); state.PathWaitCounter = 0; #endif 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 class CustomTrainAI : TrainAI { // correct would be to inherit from VehicleAI (in order to keep the correct references to `base`) public void TrafficManagerSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos) { if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0) { byte pathFindFlags = Singleton <PathManager> .instance.m_pathUnits.m_buffer[(int)((UIntPtr)vehicleData.m_path)].m_pathFindFlags; #if USEPATHWAITCOUNTER if ((pathFindFlags & (PathUnit.FLAG_READY | PathUnit.FLAG_FAILED)) != 0) { VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleId); state.PathWaitCounter = 0; // NON-STOCK CODE } #endif if ((pathFindFlags & PathUnit.FLAG_READY) != 0) { try { this.PathFindReady(vehicleId, ref vehicleData); } catch (Exception e) { Log.Warning($"TrainAI.PathFindReady({vehicleId}) for vehicle {vehicleData.Info?.m_class?.name} threw an exception: {e.ToString()}"); vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; vehicleData.Unspawn(vehicleId); return; } } else if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || vehicleData.m_path == 0) { vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; vehicleData.Unspawn(vehicleId); return; } #if USEPATHWAITCOUNTER else { VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleId); state.PathWaitCounter = (ushort)Math.Min(ushort.MaxValue, (int)state.PathWaitCounter + 1); // NON-STOCK CODE } #endif } else { if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0) { this.TrySpawn(vehicleId, ref vehicleData); } } bool reversed = (vehicleData.m_flags & Vehicle.Flags.Reversed) != 0; ushort frontVehicleId; if (reversed) { frontVehicleId = vehicleData.GetLastVehicle(vehicleId); } else { frontVehicleId = vehicleId; } /// NON-STOCK CODE START /// VehicleStateManager vehStateManager = VehicleStateManager.Instance(); if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { try { vehStateManager.UpdateVehiclePos(frontVehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[frontVehicleId]); } catch (Exception e) { Log.Error("TrainAI TrafficManagerSimulationStep (2) Error: " + e.ToString()); } } if (!Options.isStockLaneChangerUsed()) { try { //Log._Debug($"HandleVehicle for trams. vehicleId={vehicleId} frontVehicleId={frontVehicleId}"); vehStateManager.LogTraffic(frontVehicleId, ref Singleton <VehicleManager> .instance.m_vehicles.m_buffer[frontVehicleId], true); } catch (Exception e) { Log.Error("TrainAI TrafficManagerSimulationStep (1) Error: " + e.ToString()); } } /// NON-STOCK CODE END /// VehicleManager instance = Singleton <VehicleManager> .instance; VehicleInfo info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } bool flag2 = (vehicleData.m_flags & Vehicle.Flags.Reversed) != 0; if (flag2 != reversed) { reversed = flag2; if (reversed) { frontVehicleId = vehicleData.GetLastVehicle(vehicleId); } else { frontVehicleId = vehicleId; } info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } flag2 = ((vehicleData.m_flags & Vehicle.Flags.Reversed) != 0); if (flag2 != reversed) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); return; } } if (reversed) { frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_leadingVehicle; int num2 = 0; while (frontVehicleId != 0) { info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_leadingVehicle; if (++num2 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } else { frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_trailingVehicle; int num3 = 0; while (frontVehicleId != 0) { info = instance.m_vehicles.m_buffer[(int)frontVehicleId].Info; info.m_vehicleAI.SimulationStep(frontVehicleId, ref instance.m_vehicles.m_buffer[(int)frontVehicleId], vehicleId, ref vehicleData, 0); if ((vehicleData.m_flags & (Vehicle.Flags.Created | Vehicle.Flags.Deleted)) != Vehicle.Flags.Created) { return; } frontVehicleId = instance.m_vehicles.m_buffer[(int)frontVehicleId].m_trailingVehicle; if (++num3 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } if ((vehicleData.m_flags & (Vehicle.Flags.Spawned | Vehicle.Flags.WaitingPath | Vehicle.Flags.WaitingSpace | Vehicle.Flags.WaitingCargo)) == 0 || (vehicleData.m_blockCounter == 255 /*&& Options.enableDespawning*/)) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } }
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) { if ((Options.prioritySignsEnabled || Options.timedLightsEnabled) && Options.simAccuracy <= 1) { try { VehicleStateManager.Instance().UpdateVehiclePos(vehicleId, ref vehicleData, ref prevPos, ref position); } catch (Exception e) { Log.Error("CarAI CustomCalculateSegmentPosition Error: " + e.ToString()); } } 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); Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData(); Vector3 lastFrameVehiclePos = lastFrameData.m_position; var camPos = Camera.main.transform.position; #if DEBUG //bool isEmergency = VehicleStateManager._GetVehicleState(vehicleId).VehicleType == ExtVehicleType.Emergency; #endif // 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 targetNodeId; ushort nextTargetNodeId; if (offset < position.m_offset) { targetNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode; nextTargetNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode; } else { targetNodeId = netManager.m_segments.m_buffer[position.m_segment].m_endNode; nextTargetNodeId = netManager.m_segments.m_buffer[position.m_segment].m_startNode; } var prevTargetNodeId = 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; /*try { * VehicleStateManager.UpdateVehiclePos(vehicleId, ref vehicleData); * } catch (Exception e) { * Log.Error("CarAI TmCalculateSegmentPosition Error: " + e.ToString()); * }*/ bool isRecklessDriver = IsRecklessDriver(vehicleId, ref vehicleData); if (targetNodeId == prevTargetNodeId) { if (Vector3.Distance(lastFrameVehiclePos, vehiclePosOnBezier) >= crazyValue - 1f) { if (!CustomVehicleAI.MayChangeSegment(vehicleId, ref vehicleData, ref lastFrameData, isRecklessDriver, ref prevPos, prevTargetNodeId, prevLaneID, ref position, targetNodeId, laneID, ref nextPosition, nextTargetNodeId, out maxSpeed)) { return; } } } 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 = Options.customSpeedLimitsEnabled ? SpeedLimitManager.Instance().GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info2.m_lanes[position.m_lane]) : info2.m_lanes[position.m_lane].m_speedLimit; // 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 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); }
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) { if ((Options.prioritySignsEnabled || Options.timedLightsEnabled) && Options.simAccuracy <= 1) { try { VehicleStateManager.Instance().UpdateVehiclePos(vehicleId, ref vehicleData, ref prevPos, ref position); } catch (Exception e) { Log.Error("TramAI CustomCalculateSegmentPosition Error: " + e.ToString()); } } NetManager netManager = Singleton <NetManager> .instance; netManager.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection((float)offset * 0.003921569f, out pos, out dir); Vector3 b = netManager.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].CalculatePosition((float)prevOffset * 0.003921569f); Vehicle.Frame lastFrameData = vehicleData.GetLastFrameData(); Vector3 a = lastFrameData.m_position; Vector3 a2 = lastFrameData.m_position; Vector3 b2 = lastFrameData.m_rotation * new Vector3(0f, 0f, this.m_info.m_generatedInfo.m_wheelBase * 0.5f); a += b2; a2 -= b2; float crazyValue = 0.5f * lastFrameData.m_velocity.sqrMagnitude / this.m_info.m_braking; float a3 = Vector3.Distance(a, b); float b3 = Vector3.Distance(a2, b); if (Mathf.Min(a3, b3) >= crazyValue - 1f) { Segment3 segment; segment.a = pos; ushort targetNodeId; ushort nextTargetNodeId; if (offset < position.m_offset) { segment.b = pos + dir.normalized * this.m_info.m_generatedInfo.m_size.z; targetNodeId = netManager.m_segments.m_buffer[(int)position.m_segment].m_startNode; nextTargetNodeId = netManager.m_segments.m_buffer[(int)position.m_segment].m_endNode; } else { segment.b = pos - dir.normalized * this.m_info.m_generatedInfo.m_size.z; targetNodeId = netManager.m_segments.m_buffer[(int)position.m_segment].m_endNode; nextTargetNodeId = netManager.m_segments.m_buffer[(int)position.m_segment].m_startNode; } ushort prevTargetNodeId; if (prevOffset == 0) { prevTargetNodeId = netManager.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode; } else { prevTargetNodeId = netManager.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode; } if (targetNodeId == prevTargetNodeId) { if (!CustomVehicleAI.MayChangeSegment(vehicleId, ref vehicleData, ref lastFrameData, false, ref prevPos, prevTargetNodeId, prevLaneID, ref position, targetNodeId, laneID, ref nextPosition, nextTargetNodeId, out maxSpeed)) { return; } } } NetInfo info = netManager.m_segments.m_buffer[(int)position.m_segment].Info; if (info.m_lanes != null && info.m_lanes.Length > (int)position.m_lane) { float speedLimit = Options.customSpeedLimitsEnabled ? SpeedLimitManager.Instance().GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info.m_lanes[position.m_lane]) : info.m_lanes[position.m_lane].m_speedLimit; maxSpeed = CalculateTargetSpeed(vehicleId, ref vehicleData, speedLimit, netManager.m_lanes.m_buffer[laneID].m_curve); } else { maxSpeed = this.CalculateTargetSpeed(vehicleId, ref vehicleData, 1f, 0f); } }
/// <summary> /// Lightweight simulation step method. /// This method is occasionally being called for different cars. /// </summary> /// <param name="vehicleId"></param> /// <param name="vehicleData"></param> /// <param name="physicsLodRefPos"></param> public void CustomSimulationStep(ushort vehicleId, ref Vehicle vehicleData, Vector3 physicsLodRefPos) { PathManager pathMan = Singleton <PathManager> .instance; #if DEBUG /*if (!Options.disableSomething1) { * Log._Debug($"CustomCarAI.CustomSimulationStep({vehicleId}) called. flags: {vehicleData.m_flags} pfFlags: {pathMan.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags}"); * }*/ #endif if ((vehicleData.m_flags & Vehicle.Flags.WaitingPath) != 0) { PathManager pathManager = Singleton <PathManager> .instance; byte pathFindFlags = pathManager.m_pathUnits.m_buffer[vehicleData.m_path].m_pathFindFlags; #if USEPATHWAITCOUNTER if ((pathFindFlags & (PathUnit.FLAG_READY | PathUnit.FLAG_FAILED)) != 0) { VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleId); state.PathWaitCounter = 0; // NON-STOCK CODE } #endif if ((pathFindFlags & PathUnit.FLAG_READY) != 0) { vehicleData.m_pathPositionIndex = 255; vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; vehicleData.m_flags &= ~Vehicle.Flags.Arriving; this.PathfindSuccess(vehicleId, ref vehicleData); this.TrySpawn(vehicleId, ref vehicleData); } else if ((pathFindFlags & PathUnit.FLAG_FAILED) != 0 || vehicleData.m_path == 0) // path == 0: non-stock code! { vehicleData.m_flags &= ~Vehicle.Flags.WaitingPath; Singleton <PathManager> .instance.ReleasePath(vehicleData.m_path); vehicleData.m_path = 0u; this.PathfindFailure(vehicleId, ref vehicleData); return; } #if USEPATHWAITCOUNTER else { VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleId); state.PathWaitCounter = (ushort)Math.Min(ushort.MaxValue, (int)state.PathWaitCounter + 1); // NON-STOCK CODE } #endif } else { if ((vehicleData.m_flags & Vehicle.Flags.WaitingSpace) != 0) { this.TrySpawn(vehicleId, ref vehicleData); } } /// NON-STOCK CODE START /// VehicleStateManager vehStateManager = VehicleStateManager.Instance(); if (Options.prioritySignsEnabled || Options.timedLightsEnabled) { try { vehStateManager.UpdateVehiclePos(vehicleId, ref vehicleData); } catch (Exception e) { Log.Error("CarAI CustomSimulationStep Error: " + e.ToString()); } } if (!Options.isStockLaneChangerUsed()) { try { vehStateManager.LogTraffic(vehicleId, ref vehicleData, true); } catch (Exception e) { Log.Error("CarAI CustomSimulationStep Error: " + e.ToString()); } } /// NON-STOCK CODE END /// Vector3 lastFramePosition = vehicleData.GetLastFramePosition(); int lodPhysics; if (Vector3.SqrMagnitude(physicsLodRefPos - lastFramePosition) >= 1210000f) { lodPhysics = 2; } else if (Vector3.SqrMagnitude(Singleton <SimulationManager> .instance.m_simulationView.m_position - lastFramePosition) >= 250000f) { lodPhysics = 1; } else { lodPhysics = 0; } this.SimulationStep(vehicleId, ref vehicleData, vehicleId, ref vehicleData, lodPhysics); if (vehicleData.m_leadingVehicle == 0 && vehicleData.m_trailingVehicle != 0) { VehicleManager instance2 = Singleton <VehicleManager> .instance; ushort num = vehicleData.m_trailingVehicle; int num2 = 0; while (num != 0) { ushort trailingVehicle = instance2.m_vehicles.m_buffer[(int)num].m_trailingVehicle; VehicleInfo info = instance2.m_vehicles.m_buffer[(int)num].Info; info.m_vehicleAI.SimulationStep(num, ref instance2.m_vehicles.m_buffer[(int)num], vehicleId, ref vehicleData, lodPhysics); num = trailingVehicle; if (++num2 > 16384) { CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace); break; } } } #if PATHRECALC ushort recalcSegmentId = 0; #endif int privateServiceIndex = ItemClass.GetPrivateServiceIndex(this.m_info.m_class.m_service); int maxBlockCounter = (privateServiceIndex == -1) ? 150 : 100; if ((vehicleData.m_flags & (Vehicle.Flags.Spawned | Vehicle.Flags.WaitingPath | Vehicle.Flags.WaitingSpace)) == 0 && vehicleData.m_cargoParent == 0) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } else if ((int)vehicleData.m_blockCounter >= maxBlockCounter && Options.enableDespawning) { Singleton <VehicleManager> .instance.ReleaseVehicle(vehicleId); } #if PATHRECALC else if (vehicleData.m_leadingVehicle == 0 && CustomVehicleAI.ShouldRecalculatePath(vehicleId, ref vehicleData, maxBlockCounter, out recalcSegmentId)) { CustomVehicleAI.MarkPathRecalculation(vehicleId, recalcSegmentId); InvalidPath(vehicleId, ref vehicleData, vehicleId, ref vehicleData); } #endif }
/// <summary> /// Displays vehicle ids over vehicles /// </summary> private void _guiVehicles() { GUIStyle _counterStyle = new GUIStyle(); Array16 <Vehicle> vehicles = Singleton <VehicleManager> .instance.m_vehicles; LaneConnectionManager connManager = Singleton <LaneConnectionManager> .instance; SimulationManager simManager = Singleton <SimulationManager> .instance; NetManager netManager = Singleton <NetManager> .instance; for (int i = 1; i < vehicles.m_size; ++i) { Vehicle vehicle = vehicles.m_buffer[i]; if (vehicle.m_flags == 0) // node is unused { continue; } Vector3 vehPos = vehicle.GetLastFramePosition(); var screenPos = Camera.main.WorldToScreenPoint(vehPos); screenPos.y = Screen.height - screenPos.y; if (screenPos.z < 0) { continue; } var camPos = simManager.m_simulationView.m_position; var diff = vehPos - 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)); VehicleState vState = VehicleStateManager.GetVehicleState((ushort)i); PathUnit.Position?curPos = vState?.GetCurrentPathPosition(ref vehicle); PathUnit.Position?nextPos = vState?.GetNextPathPosition(ref vehicle); bool? startNode = vState?.CurrentSegmentEnd?.StartNode; ushort?segmentId = vState?.CurrentSegmentEnd?.SegmentId; ushort?transitNodeId = vState?.CurrentSegmentEnd?.NodeId; /*float distanceToTransitNode = Single.NaN; * float timeToTransitNode = Single.NaN;*/ float vehSpeed = vehicle.GetLastFrameVelocity().magnitude; Vector3?targetPos = null; if (transitNodeId != null) { targetPos = netManager.m_nodes.m_buffer[(ushort)transitNodeId].m_position; } /*if (transitNodeId != null && segmentId != null && startNode != null && curPos != null) { * bool outgoing = false; * connManager.GetLaneEndPoint((ushort)segmentId, (bool)startNode, ((PathUnit.Position)curPos).m_lane, null, null, out outgoing, out targetPos); * }*/ /*if (targetPos != null) { * distanceToTransitNode = ((Vector3)targetPos - vehPos).magnitude; * if (vehSpeed > 0) * timeToTransitNode = distanceToTransitNode / vehSpeed; * else * timeToTransitNode = Single.PositiveInfinity; * }*/ String labelStr = "V #" + i + " @ " + vState?.CurrentSegmentEnd?.SegmentId; //String labelStr = "Veh. " + i + " @ " + String.Format("{0:0.##}", vehSpeed) + "/" + (vState != null ? vState.CurrentMaxSpeed.ToString() : "-") + " (" + (vState != null ? vState.VehicleType.ToString() : "-") + ", valid? " + (vState != null ? vState.Valid.ToString() : "-") + ")" + ", len: " + (vState != null ? vState.TotalLength.ToString() : "-") + ", state: " + (vState != null ? vState.JunctionTransitState.ToString() : "-"); #if PATHRECALC labelStr += ", recalc: " + (vState != null ? vState.LastPathRecalculation.ToString() : "-"); #endif //labelStr += "\npos: " + curPos?.m_segment + "(" + curPos?.m_lane + ")->" + nextPos?.m_segment + "(" + nextPos?.m_lane + ")" /* + ", dist: " + distanceToTransitNode + ", time: " + timeToTransitNode*/ + ", last update: " + vState?.LastPositionUpdate; #if USEPATHWAITCOUNTER labelStr += ", wait: " + vState?.PathWaitCounter; #endif 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 bool CustomStartPathFind(ushort vehicleID, ref Vehicle vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays, bool undergroundTarget) { #if DEBUG //Log._Debug($"CustomCargoTruckAI.CustomStartPathFind called for vehicle {vehicleID}"); #endif if ((vehicleData.m_flags & (Vehicle.Flags.TransferToSource | Vehicle.Flags.GoingBack)) != 0) { return(base.StartPathFind(vehicleID, ref vehicleData, startPos, endPos, startBothWays, endBothWays, undergroundTarget)); } bool allowUnderground = (vehicleData.m_flags & (Vehicle.Flags.Underground | Vehicle.Flags.Transition)) != 0; PathUnit.Position startPosA; PathUnit.Position startPosB; float num; float num2; bool startPosFound = CustomPathManager.FindPathPosition(startPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, VehicleInfo.VehicleType.Car, allowUnderground, false, 32f, out startPosA, out startPosB, out num, out num2); PathUnit.Position position; PathUnit.Position position2; float num3; float num4; if (CustomPathManager.FindPathPosition(startPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, VehicleInfo.VehicleType.Train | VehicleInfo.VehicleType.Ship, allowUnderground, false, 32f, out position, out position2, out num3, out num4)) { if (!startPosFound || num3 < num) { startPosA = position; startPosB = position2; num = num3; num2 = num4; } startPosFound = true; } PathUnit.Position endPosA; PathUnit.Position endPosB; float num5; float num6; bool endPosFound = CustomPathManager.FindPathPosition(endPos, ItemClass.Service.Road, NetInfo.LaneType.Vehicle | NetInfo.LaneType.TransportVehicle, VehicleInfo.VehicleType.Car, undergroundTarget, false, 32f, out endPosA, out endPosB, out num5, out num6); PathUnit.Position position3; PathUnit.Position position4; float num7; float num8; if (CustomPathManager.FindPathPosition(endPos, ItemClass.Service.PublicTransport, NetInfo.LaneType.Vehicle, VehicleInfo.VehicleType.Train | VehicleInfo.VehicleType.Ship, undergroundTarget, false, 32f, out position3, out position4, out num7, out num8)) { if (!endPosFound || num7 < num5) { endPosA = position3; endPosB = position4; num5 = num7; num6 = num8; } endPosFound = true; } if (startPosFound && endPosFound) { CustomPathManager instance = Singleton <CustomPathManager> .instance; if (!startBothWays || num < 10f) { startPosB = default(PathUnit.Position); } if (!endBothWays || num5 < 10f) { endPosB = default(PathUnit.Position); } NetInfo.LaneType laneTypes = NetInfo.LaneType.Vehicle | NetInfo.LaneType.CargoVehicle; VehicleInfo.VehicleType vehicleTypes = VehicleInfo.VehicleType.Car | VehicleInfo.VehicleType.Train | VehicleInfo.VehicleType.Ship; uint path; if (instance.CreatePath(ExtVehicleType.CargoVehicle, vehicleID, out path, ref Singleton <SimulationManager> .instance.m_randomizer, Singleton <SimulationManager> .instance.m_currentBuildIndex, startPosA, startPosB, endPosA, endPosB, laneTypes, vehicleTypes, 20000f, this.IsHeavyVehicle(), this.IgnoreBlocked(vehicleID, ref vehicleData), false, false)) { #if USEPATHWAITCOUNTER VehicleState state = VehicleStateManager.Instance()._GetVehicleState(vehicleID); state.PathWaitCounter = 0; #endif if (vehicleData.m_path != 0u) { instance.ReleasePath(vehicleData.m_path); } vehicleData.m_path = path; vehicleData.m_flags |= Vehicle.Flags.WaitingPath; return(true); } } return(false); }