feat(traffic): implement autonomous City Traffic Engine and Living Urban Crowd Engine from CBT dump
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using System.Text.Json.Serialization;
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using Ananta.SDK.Network;
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using Ananta.Server.RpcTypes.Client4229938;
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namespace Ananta.Server.Gameplay.Traffic;
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public sealed class RoadNetworkFile
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{
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[JsonPropertyName("metadata")]
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public RoadMetadata Metadata { get; set; } = new();
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[JsonPropertyName("spatialGrid")]
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public Dictionary<string, List<int>> SpatialGrid { get; set; } = new();
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[JsonPropertyName("lanes")]
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public List<RoadLaneData> Lanes { get; set; } = [];
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}
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public sealed class RoadMetadata
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{
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[JsonPropertyName("totalLanes")]
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public int TotalLanes { get; set; }
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[JsonPropertyName("gridSize")]
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public float GridSize { get; set; } = 100f;
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[JsonPropertyName("totalGridCells")]
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public int TotalGridCells { get; set; }
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}
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public sealed class RoadLaneData
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{
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[JsonPropertyName("id")]
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public int Id { get; set; }
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[JsonPropertyName("region")]
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public string Region { get; set; } = string.Empty;
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[JsonPropertyName("width")]
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public float Width { get; set; }
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[JsonPropertyName("speed")]
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public float Speed { get; set; }
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[JsonPropertyName("turn")]
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public string Turn { get; set; } = "Straight";
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[JsonPropertyName("tags")]
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public List<string> Tags { get; set; } = [];
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[JsonPropertyName("pts")]
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public List<List<float>> Pts { get; set; } = [];
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[JsonPropertyName("tangents")]
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public List<List<float>> Tangents { get; set; } = [];
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[JsonPropertyName("next")]
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public List<int> Next { get; set; } = [];
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[JsonPropertyName("adj")]
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public List<int> Adj { get; set; } = [];
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[JsonPropertyName("bbox")]
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public List<float> Bbox { get; set; } = [];
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// Pre-calculated runtime fields
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[JsonIgnore]
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public float TotalLength { get; private set; }
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[JsonIgnore]
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public float[] SegmentLengths { get; private set; } = [];
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[JsonIgnore]
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public float[] CumulativeDistances { get; private set; } = [];
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public void Precompute()
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{
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if (Pts.Count < 2)
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{
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TotalLength = 0f;
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SegmentLengths = [];
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CumulativeDistances = [0f];
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return;
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}
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SegmentLengths = new float[Pts.Count - 1];
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CumulativeDistances = new float[Pts.Count];
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CumulativeDistances[0] = 0f;
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float total = 0f;
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for (var i = 0; i < Pts.Count - 1; i++)
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{
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var p1 = Pts[i];
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var p2 = Pts[i + 1];
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var dx = p2[0] - p1[0];
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var dy = p2[1] - p1[1];
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var dz = p2[2] - p1[2];
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var segLen = MathF.Sqrt(dx * dx + dy * dy + dz * dz);
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SegmentLengths[i] = segLen;
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total += segLen;
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CumulativeDistances[i + 1] = total;
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}
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TotalLength = total;
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}
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public (float X, float Y, float Z, float Yaw, float Vx, float Vz) Evaluate(float distance, float speed)
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{
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if (Pts.Count == 0)
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return (0, 0, 0, 0, 0, 0);
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if (Pts.Count == 1 || distance <= 0f)
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{
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var p = Pts[0];
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var yaw = 0f;
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if (Tangents.Count > 0 && Tangents[0].Count >= 3)
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yaw = MathF.Atan2(Tangents[0][0], Tangents[0][2]) * (180f / MathF.PI);
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var vx = MathF.Sin(yaw * (MathF.PI / 180f)) * speed;
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var vz = MathF.Cos(yaw * (MathF.PI / 180f)) * speed;
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return (p[0], p[1], p[2], yaw, vx, vz);
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}
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if (distance >= TotalLength)
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{
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var p = Pts[^1];
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var yaw = 0f;
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if (Tangents.Count > 0 && Tangents[^1].Count >= 3)
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yaw = MathF.Atan2(Tangents[^1][0], Tangents[^1][2]) * (180f / MathF.PI);
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var vx = MathF.Sin(yaw * (MathF.PI / 180f)) * speed;
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var vz = MathF.Cos(yaw * (MathF.PI / 180f)) * speed;
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return (p[0], p[1], p[2], yaw, vx, vz);
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}
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// Binary search or linear search for segment
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var segIdx = 0;
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for (var i = 0; i < SegmentLengths.Length; i++)
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{
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if (distance <= CumulativeDistances[i + 1])
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{
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segIdx = i;
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break;
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}
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}
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var pA = Pts[segIdx];
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var pB = Pts[segIdx + 1];
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var segStart = CumulativeDistances[segIdx];
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var segLen = SegmentLengths[segIdx];
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var t = segLen > 0.001f ? (distance - segStart) / segLen : 0f;
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t = Math.Clamp(t, 0f, 1f);
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var x = pA[0] + (pB[0] - pA[0]) * t;
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var y = pA[1] + (pB[1] - pA[1]) * t;
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var z = pA[2] + (pB[2] - pA[2]) * t;
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// Yaw from segment direction
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var dx = pB[0] - pA[0];
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var dz = pB[2] - pA[2];
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var yawDeg = MathF.Atan2(dx, dz) * (180f / MathF.PI);
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var rad = yawDeg * (MathF.PI / 180f);
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var vX = MathF.Sin(rad) * speed;
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var vZ = MathF.Cos(rad) * speed;
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return (x, y, z, yawDeg, vX, vZ);
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}
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}
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