GetTrafficLightState() public static method

public static GetTrafficLightState ( ushort vehicleId, Vehicle &vehicleData, ushort nodeId, ushort fromSegmentId, ushort toSegmentId, NetSegment &segmentData, uint frame, RoadBaseAI &vehicleLightState, RoadBaseAI &pedestrianLightState ) : void
vehicleId ushort
vehicleData Vehicle
nodeId ushort
fromSegmentId ushort
toSegmentId ushort
segmentData NetSegment
frame uint
vehicleLightState RoadBaseAI
pedestrianLightState RoadBaseAI
return void
        /// <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);
        }
示例#2
0
        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)
        {
            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 num2;
                if (offset < position.m_offset)
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                else
                {
                    num2 = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                ushort num3;
                if (prevOffset == 0)
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num3 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num3)
                {
                    NetNode.Flags flags = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    if ((flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None)
                    {
                        uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint num4 = (uint)(((int)num3 << 8) / 32768);
                        uint num5 = currentFrameIndex - num4 & 255u;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag;
                        bool pedestrians;
                        /// NON-STOCK CODE START ///
                        CustomRoadAI.GetTrafficLightState(vehicleID, ref vehicleData, num3, prevPos.m_segment, position.m_segment, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        /// NON-STOCK CODE END ///
                        //RoadBaseAI.GetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, out vehicleLightState, out pedestrianLightState, out flag, out pedestrians);
                        if (!flag && num5 >= 196u)
                        {
                            flag = true;
                            RoadBaseAI.SetTrafficLightState(num3, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num4, vehicleLightState, pedestrianLightState, flag, pedestrians);
                        }
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (num5 < 60u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            maxSpeed = 0f;
                            return;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (num5 >= 30u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;
                        }
                    }
                }
            }
        }
示例#3
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);
        }
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)
        {
            NetManager instance = Singleton <NetManager> .instance;

            instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePositionAndDirection((float)offset * 0.003921569f, out pos, out dir);
            Vector3 b = instance.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 num = 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) >= num - 1f)
            {
                Segment3 segment;
                segment.a = pos;
                ushort num2;
                ushort num3;
                if (offset < position.m_offset)
                {
                    segment.b = pos + dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                }
                else
                {
                    segment.b = pos - dir.normalized * this.m_info.m_generatedInfo.m_size.z;
                    num2      = instance.m_segments.m_buffer[(int)position.m_segment].m_endNode;
                    num3      = instance.m_segments.m_buffer[(int)position.m_segment].m_startNode;
                }
                ushort num4;
                if (prevOffset == 0)
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_startNode;
                }
                else
                {
                    num4 = instance.m_segments.m_buffer[(int)prevPos.m_segment].m_endNode;
                }
                if (num2 == num4)
                {
                    NetNode.Flags flags      = instance.m_nodes.m_buffer[(int)num2].m_flags;
                    NetLane.Flags flags2     = (NetLane.Flags)instance.m_lanes.m_buffer[(int)((UIntPtr)prevLaneID)].m_flags;
                    bool          flag       = (flags & NetNode.Flags.TrafficLights) != NetNode.Flags.None;
                    bool          flag2      = (flags & NetNode.Flags.LevelCrossing) != NetNode.Flags.None;
                    bool          flag3      = (flags2 & NetLane.Flags.JoinedJunction) != NetLane.Flags.None;
                    bool          checkSpace = !Options.allowEnterBlockedJunctions;            // NON-STOCK CODE
                    if (checkSpace && (flags & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) == NetNode.Flags.Junction && instance.m_nodes.m_buffer[(int)num2].CountSegments() != 2)
                    {
                        float len = vehicleData.CalculateTotalLength(vehicleID) + 2f;
                        if (!instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CheckSpace(len))
                        {
                            bool flag4 = false;
                            if (nextPosition.m_segment != 0 && instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_length < 30f)
                            {
                                NetNode.Flags flags3 = instance.m_nodes.m_buffer[(int)num3].m_flags;
                                if ((flags3 & (NetNode.Flags.Junction | NetNode.Flags.OneWayOut | NetNode.Flags.OneWayIn)) != NetNode.Flags.Junction || instance.m_nodes.m_buffer[(int)num3].CountSegments() == 2)
                                {
                                    uint laneID2 = PathManager.GetLaneID(nextPosition);
                                    if (laneID2 != 0u)
                                    {
                                        flag4 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].CheckSpace(len);
                                    }
                                }
                            }
                            if (!flag4)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                        }
                    }
                    if (flag && (!flag3 || flag2))
                    {
                        uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex;
                        uint num5 = (uint)(((int)num4 << 8) / 32768);
                        uint num6 = currentFrameIndex - num5 & 255u;
                        RoadBaseAI.TrafficLightState vehicleLightState;
                        RoadBaseAI.TrafficLightState pedestrianLightState;
                        bool flag5;
                        bool pedestrians;
                        /// NON-STOCK CODE START ///
                        CustomRoadAI.GetTrafficLightState(vehicleID, ref vehicleData, num4, prevPos.m_segment, position.m_segment, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5, out pedestrians);
                        /// NON-STOCK CODE END ///
                        //RoadBaseAI.GetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, out vehicleLightState, out pedestrianLightState, out flag5, out pedestrians);
                        if (!flag5 && num6 >= 196u)
                        {
                            flag5 = true;
                            RoadBaseAI.SetTrafficLightState(num4, ref instance.m_segments.m_buffer[(int)prevPos.m_segment], currentFrameIndex - num5, vehicleLightState, pedestrianLightState, flag5, pedestrians);
                        }
                        switch (vehicleLightState)
                        {
                        case RoadBaseAI.TrafficLightState.RedToGreen:
                            if (num6 < 60u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;

                        case RoadBaseAI.TrafficLightState.Red:
                            maxSpeed = 0f;
                            return;

                        case RoadBaseAI.TrafficLightState.GreenToRed:
                            if (num6 >= 30u)
                            {
                                maxSpeed = 0f;
                                return;
                            }
                            break;
                        }
                    }
                }
            }
            NetInfo info = instance.m_segments.m_buffer[(int)position.m_segment].Info;

            if (info.m_lanes != null && info.m_lanes.Length > (int)position.m_lane)
            {
                //maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, info.m_lanes[(int)position.m_lane].m_speedLimit, instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].m_curve);
                maxSpeed = CalculateTargetSpeed(vehicleID, ref vehicleData, SpeedLimitManager.GetLockFreeGameSpeedLimit(position.m_segment, position.m_lane, laneID, info.m_lanes[position.m_lane]), instance.m_lanes.m_buffer[laneID].m_curve);
            }
            else
            {
                maxSpeed = this.CalculateTargetSpeed(vehicleID, ref vehicleData, 1f, 0f);
            }
        }