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PassengerTrainAIDetour.cs
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using ColossalFramework;
using ColossalFramework.Math;
using MetroOverhaul.Redirection;
using MetroOverhaul.Redirection.Attributes;
using UnityEngine;
namespace MetroOverhaul.Detours
{
[TargetType(typeof(PassengerTrainAI))]
public class PassengerTrainAIDetour : TrainAI
{
public EffectInfo m_arriveEffect;
public override void InitializeAI()
{
base.InitializeAI();
if (!((UnityEngine.Object)this.m_arriveEffect != (UnityEngine.Object)null))
return;
this.m_arriveEffect.InitializeEffect();
}
public override void ReleaseAI()
{
if ((UnityEngine.Object)this.m_arriveEffect != (UnityEngine.Object)null)
this.m_arriveEffect.ReleaseEffect();
base.ReleaseAI();
}
public static void ChangeDeployState(bool state)
{
if (!Util.IsGameMode())
{
return;
}
if (state)
{
//Redirector<PassengerTrainAIDetour>.Deploy();
}
else
{
Redirector<PassengerTrainAIDetour>.Revert();
}
}
[RedirectMethod]
protected override bool StartPathFind(ushort vehicleID, ref Vehicle vehicleData)
{
BuildingManager instance = Singleton<BuildingManager>.instance;
if (vehicleData.m_leadingVehicle == 0)
{
Vector3 startPos;
if ((vehicleData.m_flags & Vehicle.Flags.Reversed) != (Vehicle.Flags)0)
{
ushort lastVehicle = vehicleData.GetLastVehicle(vehicleID);
startPos = Singleton<VehicleManager>.instance.m_vehicles.m_buffer[(int)lastVehicle].m_targetPos0;
}
else
{
startPos = vehicleData.m_targetPos0;
}
if ((vehicleData.m_flags & Vehicle.Flags.GoingBack) != (Vehicle.Flags)0)
{
if (vehicleData.m_sourceBuilding != 0)
{
//begin mod//
BuildingInfo info = instance.m_buildings.m_buffer[(int)vehicleData.m_sourceBuilding].Info;
Randomizer randomizer = new Randomizer((int)vehicleID);
Vector3 position;
Vector3 target;
info.m_buildingAI.CalculateUnspawnPosition(vehicleData.m_sourceBuilding, ref instance.m_buildings.m_buffer[(int)vehicleData.m_sourceBuilding], ref randomizer, this.m_info, out position, out target);
return this.StartPathFind(vehicleID, ref vehicleData, startPos, position);
//end mod//
}
}
else if ((vehicleData.m_flags & Vehicle.Flags.DummyTraffic) != (Vehicle.Flags)0)
{
if (vehicleData.m_targetBuilding != 0)
{
Vector3 position2 = Singleton<BuildingManager>.instance.m_buildings.m_buffer[(int)vehicleData.m_targetBuilding].m_position;
return this.StartPathFind(vehicleID, ref vehicleData, vehicleData.m_targetPos0, position2);
}
}
else if (vehicleData.m_targetBuilding != 0)
{
Vector3 position3 = Singleton<NetManager>.instance.m_nodes.m_buffer[(int)vehicleData.m_targetBuilding].m_position;
return this.StartPathFind(vehicleID, ref vehicleData, startPos, position3);
}
}
return false;
}
}
}