Documentation/Engine/Detours
< Documentation | EngineDetours (DE) are dynamically generated situations causing closure of a whole road.
DE are procedurally generated and do not need specific data definition for specific detours. Only data you need to provide are cutscenes for road closure, road blocks and for the detour cause event.
Contents
How does it work?
There are several conditions which must be met to generate detour.
- Player must take an offline job.
- There must be enough time passed since the last detour.
- Job GPS route must contain suitable road for closure.
When player take an offline job, the game analyze the found GPS route and if it finds any valid detours, game chooses it. When there are multiple valid detours, the game chooses randomly one of them.
You may noticed that there is no mention of cutscenes. It is because the analyzation algorithm do not consider provided cutscenes for closure visualization (because of performance). Cutscene are generated when player approach the closure and only at this time the game search for correct cutscene.
Data units
Similar to the road events, detours work with one master unit describing general behaviour of the feature and then with units describing closure and event visualization for different lanes and roads.
Master data unit
There may be only one unit of this type. It is located in /def/world/journey_detour_master.sii
SiiNunit { journey_events_detour_data : .master { min_game_time_delay: 2400 // 4 (hours) * 60 (hour2min) * 20 (map scale) / 2 (some time spend in city) max_game_time_delay: 4800 // 8 (hours) * 60 (hour2min) * 20 (map scale) / 2 (some time spend in city) minimal_level: 2 } }
Properties:
- min_game_time_delay Minimal game time from the last detour. If the time from the last detour is lower than this property, detour will not be generated.
- max_game_time_delay Maximal game time from the last detour. If the time from the last detour is larger than this property, detour will be always generated. (if other conditions are also fulfilled)
- minimal_level Minimal level for detour generation.
Remaining case is when the time from the last detour is between min_game_time_delay and max_game_time_delay. In that case the detour will be generated with the probability corresponding to the uniform distribution of one detour between these times.
Detour data unit
These unit define which cutscene will be used for which part of detour visualization.
Example of detour data unit located in /def/world/journey_detours.sii
journey_events_detour : j_dt.1_cl_ri1 { cutscene: j_cut.1_cl_ri1 lane_idx: 1 lane_count: 1 type: road_block_right }
Properties:
- cutscene Used cutscene. See below.
- type Type of visualization.
- closed_road Source of the detour. This cutscene will be generated on the place of detour origin. (4. car (vehicles) on the Detour preview 2 image)
- border_prefab_node These cutscenes will be generated between each closing prefab (prefab where the traffic is diverted) and closed road. (3. car on the Detour preview 2 image)
- road_block_right These cutscenes will be generated on closed road lanes before the closing prefab. Traffic go round to the left.
- road_block_left These cutscenes will be generated on closed road lanes before the closing prefab. Traffic go round to the right. (1. (lane_idx = 2) car and 2. (lane_idx = 1) car on the Detour preview 2 image)
- lane_count Cutscenes will be generated only on the roads with this number of lanes.
- lane_idx Valid only for road_block_ type. Cutscene will be generated for this road block only if the distance to the closest free lane is the same as this number.
Cutscenes data unit
Because DE are part of the journey event framework, they use the same cutscene units as the random road events. You can see detailed description of the cutscene unit here: Documentation/Engine/Random Road Events#Cutscenes_for_random_events