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| [[File:3 Lane usage.png|thumb|400px|Significant traffic on multi-lane roads]] | | [[File:3 Lane usage.png|thumb|400px| 多车道中的高流量交通]] |
| ''Cities: Skylines II'' individually tracks the passage of every vehicle through your city's [[Roads|road]] system. These include [[Services|service]] vehicles, [[citizens]]' private transportation, and freight. It is important to manage the flow of traffic on your roads, as a blocked road causes delays in services reaching certain areas, and an increase in [[Pollution#Noise pollution|noise pollution]].
| | 《都市:天际线2》单独跟踪每辆车通过城市[[ 道路]] 系统的情况。其中包括[[ 服务]] 车辆、[[ 市民]] 私家车和货运车辆。由于道路堵塞会导致到达某些地区的服务延迟,并增加[[ 污染# 噪音污染| 噪音污染]] ,管理道路上的交通流量就显得尤为重要。 |
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| In Cities: Skylines II agents choose a route based on a pathfinding cost. This cost is calculated using multiple factors such as the city’s road network, traveling time, travel cost, agent preferences, and more which we will cover in more detail below. Furthermore, agents will adjust their route based on events along the way. They may change lanes to avoid a car accident or a stopped service vehicle or make room for a vehicle responding to an emergency.
| | 《都市:天际线2》中,寻路单位(即城市中四处移动的市民、服务和资源)选择路线基于'''寻路成本'''。寻路成本由多个因素综合计算得到,包括城市道路网络、所需时间、交通开销、寻路单位的喜好等等,下文将进一步展开介绍。此外,寻路单位还会根据沿途发生的事件调整路线。例如,他们会变道来绕开车祸现场和停着的服务车辆、或为应急车辆让路。 |
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| == Route selection == | | == 寻路成本 == |
| {{SVersion|pre-release}} | | {{SVersion|pre-release}} |
| The core of pathfinding calculations is the four aspects: Time, Comfort, Money, and Behavior.
| | 寻路运算基于四个主要因素:时间、舒适度、金钱和行为模式。 |
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| '''Time''' is the foremost factor for Adult citizens. While other factors affect pathfinding, time is usually the most important as all agents tend to seek the quickest route to their destination. When considering only the travel time, a small road can be shorter but its travel speed is lower than the longer highway’s travel speed so the agent chooses the highway in most scenarios if the highway is overall a quicker route. | | ''' 时间''' 是计算路径的重要因素。其他因素也会影响路径选择,但时间通常是重中之重,毕竟所有寻路单位都希望尽快抵达目的地。如果只考虑行程所需时间,虽然小路的长度可能短于公路,公路上的行驶速度却高于小路,因而所需时间也更短。因此大多数情况下,如果公路总体耗时更短,寻路单位都会选择公路。 |
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| '''Comfort''' is the foremost factor for Senior citizens and includes planning the route to be as smooth as possible, avoiding unnecessary turns at intersections as well as finding a suitable parking spot or public transport stop to get off at. Comfort is calculated directly to the pathfinding cost with each option adding to the overall cost. | | ''' 舒适性''' 是寻路的重要因素,包括将旅程规划得尽可能顺畅,避免在十字路口进行多余的转弯,以及找到合适的停车地点或下车的公共交通车站。舒适度直接计入寻路成本,其中每一项都会计入总成本。 |
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| '''Money''' is the foremost factor for Teen citizens and comes into pathfinding choices in the form of fuel usage and potential parking fees. Citizens weigh travel and parking costs and compare them to other travel options as well as walking to see which option is quick, comfortable, and affordable. In the case of delivery vehicles, the cost of resources they transport increases the further away they are delivered. As a result, selling resources and goods locally is more cost-efficient for the companies as the delivery costs are lower than hauling the cargo to an outside connection. | | ''' 金钱''' 在寻路成本中体现为燃料消耗和潜在停车费用。市民会权衡交通和停车费用,将其与其他出行方式乃至步行比较,选取更快捷、舒适、实惠的方案。对于送货车辆而言,送货距离越长,运送资源的成本就越高。因此,相较送往外部连接,就近销售资源和产品的运输成本更低,公司成本效益更高。 |
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| '''Behavior''' refers to agents’ willingness to make “dangerous ” decisions in traffic, such as making a U-turn. Citizens and delivery vehicles are less likely to make dangerous decisions in traffic to cut pathfinding costs, while emergency vehicles have a more lenient behavior model so that they can navigate the road network during emergencies and make dangerous pathfinding decisions if necessary and they are able to make illegal U-turns if it shortens their route to their destination. If possible, other vehicles will give way to the emergency vehicles by switching lanes on multilane roads. | | ''' 行为模式''' 是指寻路单位在移动过程中做出“危险 ” 决定(例如掉头)的意愿。市民和送货车辆不太会为减少寻路成本而做出危险决定,但应急车辆的行为模式更宽松,这样它们在紧急情况下不至于被堵在路上,必要时可以做出危险的寻路决定。 |
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| Service vehicles are ordered based on the lowest overall pathfinding cost and when new orders are made, they take into account the distances of all applicable vehicles now and in the near future (as in: where will the vehicles end up after they have fulfilled their previous service order). As an example, a road maintenance service vehicle is ordered to repair a road segment. The simulation checks where all available vehicles are at the moment and where their current orders are taking them. A currently closer vehicle might not be selected for the new order if another vehicle is on its way to a nearby location shortly as it finishes its current service order.
| | 服务车辆基于最低寻路总成本派遣。需要调派服务车辆时,算法会考虑所有可调派车辆在当下和未来一小段时间内离目的地的距离(比如车辆在完成上一项任务后会位于何处)。举个例子,需要一辆道路养护车辆来维修某路段。算法会确认所有可用车辆目前的位置,以及它们为了完成当前任务需要去什么位置。如果车辆A在完成当前任务后即将抵达路段附近地点,那么算法也许会将任务分派给车辆A,而非当下就在附近的车辆B。 |
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| Resource transportation is affected by the length of the route as distance increases the costs, so companies try to ship cargo as close as possible to increase their own profit margin. Transporting resources and goods out of the city is costly and can greatly decrease the profitability of companies.
| | 距离增加会导致成本增加,因而资源运输会受到路线长度影响。公司会尽可能选择更近的收货地点,以增加利润。将资源和商品运出城市成本高昂,会大大降低公司的盈利能力。 |
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| == Traffic accidents == | | == 交通事故 == |
| {{SVersion|pre-release}} | | {{SVersion|pre-release}} |
| [[File:Road accident.png|thumb|400px|Traffic accident]] | | [[File:Road accident.png|thumb|400px| 交通事故]] |
| ''Cities: Skylines II'' features traffic accidents where vehicles lose control and crash into traffic or buildings. The likelihood of an accident happening is calculated per road segment and is increased by features such as road conditions, lighting conditions, weather, and disasters. Keeping roads in good condition by using road maintenance services and having streetlights is a good way to decrease accident probability on the road.
| | 《都市:天际线2》中发生交通事故时,车辆会失去控制,撞上其他车辆或建筑物。事故发生的概率按每个路段分别计算,恶劣的道路状况、照明条件、天气和灾害等因素都会增加事故发生率。利用道路养护服务、安装路灯,可以将道路保持在良好状态,有效降低道路事故发生概率。 |
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| When an accident takes place, a vehicle on the segment will lose control and be pushed in a random direction. Collision physics allow it to hit any obstacle on the way, and if a vehicle collides with another vehicle it may start a chain reaction.
| | 当一路段触发事故,会随机使该路段上的一辆车“失去控制”,将其推向随机方向,施加简单的碰撞和物理效果,使其冲撞移动方向上的障碍物。如果该车辆与另一寻路单位相撞,后者在事故期间也会获得物理碰撞效果。 |
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| Accident sites need to be secured and cleared by the police and road maintenance, respectively. Traffic will be blocked on the lanes that are affected by the accident, potentially blocking the road if all lanes are blocked. Ambulances might also be called to the site if the accident was severe enough to cause serious injuries. If clearing the site of the accident causes traffic jams for a prolonged period, agents might recalculate their pathfinding and make U-turns to find alternative routes circumventing the blocked lane.
| | 事故现场需要由警察保护,由道路养护部门清理。算法会中断受事故影响车道上的交通,车辆需等待道路恢复畅通才能继续行驶。如果事故严重、出现重伤人员,救护车也可能赶往现场。如果清理事故现场导致交通长时间堵塞,寻路单位可能重新计算路线,做出“危险”行为,掉头寻找其他路线来绕过堵塞车道。 |
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| == Intercity traffic == | | == 城际交通 == |
| {{SVersion|pre-release}} | | {{SVersion|pre-release}} |
| ''Cities: Skylines II'' also features traffic between other cities, from one outside connection to the next. This traffic does not contribute to the city’s economy but the traffic can become part of the overall traffic flow as the city grows and the highways are integrated into the city’s road network. If the player builds a shorter route between two outside connections, the traffic between those cities will change to use the newly created option if it is more cost-efficient in regard to pathfinding.
| | 《都市:天际线2》还支持城市间的交通,可以在外部连接间往来。这不会给城市带来经济效益,但随着城市发展、公路融入城市道路网络,这类交通会成为整体交通流的一部分。如果玩家在两个外部连接之间建立一条更短、寻路成本更低的路线,这些城市之间的交通将改用新创建的路线。 |
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| == Finding traffic == | | == 查询交通信息 == |
| {{SVersion|1.0}} | | {{SVersion|1.0}} |
| [[File:Traffic infoview.jpg|thumb|300px|Traffic info view]]
| | 一般而言,只需观察道路上的车辆流量,就可以直观地观察到交通繁忙和/ 或拥堵的道路。观察路口或十字路口的交通流量(或缺乏流量)可以为给定交通流量问题的原因和解决方案提供线索。 |
| Roads with heavy and/or congested traffic can be observed visually, simply by looking at the flow of vehicles on the roads. Long tailbacks will be fairly obvious. Watching the flow (or lack thereof) of traffic at a junction or intersection can provide clues as to the cause, and solution, of a given traffic flow problem.
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| Additionally, ''Cities: Skylines II'' has a traffic info view. Clicking it overlays a gradient of green to red on the roads, depending on how well the traffic flows. A second view can be enabled by selecting "Traffic Volume" in the map legend. Details about a road can be obtained by clicking on the name of the road.
| | === 交通信息视图 === |
| | [[File:Traffic infoview.jpg|thumb|300px|交通信息视图]] |
| | 交通信息视图显示城市的整体交通流、交通量,堵塞道路显示为红色,以便玩家快速发现道路网络中的问题区域。交通流代表城市交通流动的顺畅程度。交通流数值高,意味着没有堵塞,而数值低则表示可能有瓶颈路段。在地图图例中选择“交通量”可以启用第二个视图。交通量则显示道路上在一天的不同时间段有多少车辆行驶。有车辆运行的道路显示为橙色,交通量大(逐渐变紫)表明为高峰路段,而没有交通流量的道路显示为灰色。 |
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| ==References== | | == 参考资料 == |
| <references/> | | <references/> |
| [[Category:Game concepts]] | | |
| | [[Category: 游戏概念]] |
| [[en:Traffic]] | | [[en:Traffic]] |
《都市:天际线2》单独跟踪每辆车通过城市道路系统的情况。其中包括服务车辆、市民私家车和货运车辆。由于道路堵塞会导致到达某些地区的服务延迟,并增加噪音污染,管理道路上的交通流量就显得尤为重要。
《都市:天际线2》中,寻路单位(即城市中四处移动的市民、服务和资源)选择路线基于寻路成本。寻路成本由多个因素综合计算得到,包括城市道路网络、所需时间、交通开销、寻路单位的喜好等等,下文将进一步展开介绍。此外,寻路单位还会根据沿途发生的事件调整路线。例如,他们会变道来绕开车祸现场和停着的服务车辆、或为应急车辆让路。
寻路成本
此内容可能已落后版本,最后更新于pre-release
寻路运算基于四个主要因素:时间、舒适度、金钱和行为模式。
时间是计算路径的重要因素。其他因素也会影响路径选择,但时间通常是重中之重,毕竟所有寻路单位都希望尽快抵达目的地。如果只考虑行程所需时间,虽然小路的长度可能短于公路,公路上的行驶速度却高于小路,因而所需时间也更短。因此大多数情况下,如果公路总体耗时更短,寻路单位都会选择公路。
舒适性是寻路的重要因素,包括将旅程规划得尽可能顺畅,避免在十字路口进行多余的转弯,以及找到合适的停车地点或下车的公共交通车站。舒适度直接计入寻路成本,其中每一项都会计入总成本。
金钱在寻路成本中体现为燃料消耗和潜在停车费用。市民会权衡交通和停车费用,将其与其他出行方式乃至步行比较,选取更快捷、舒适、实惠的方案。对于送货车辆而言,送货距离越长,运送资源的成本就越高。因此,相较送往外部连接,就近销售资源和产品的运输成本更低,公司成本效益更高。
行为模式是指寻路单位在移动过程中做出“危险”决定(例如掉头)的意愿。市民和送货车辆不太会为减少寻路成本而做出危险决定,但应急车辆的行为模式更宽松,这样它们在紧急情况下不至于被堵在路上,必要时可以做出危险的寻路决定。
服务车辆基于最低寻路总成本派遣。需要调派服务车辆时,算法会考虑所有可调派车辆在当下和未来一小段时间内离目的地的距离(比如车辆在完成上一项任务后会位于何处)。举个例子,需要一辆道路养护车辆来维修某路段。算法会确认所有可用车辆目前的位置,以及它们为了完成当前任务需要去什么位置。如果车辆A在完成当前任务后即将抵达路段附近地点,那么算法也许会将任务分派给车辆A,而非当下就在附近的车辆B。
距离增加会导致成本增加,因而资源运输会受到路线长度影响。公司会尽可能选择更近的收货地点,以增加利润。将资源和商品运出城市成本高昂,会大大降低公司的盈利能力。
交通事故
此内容可能已落后版本,最后更新于pre-release
《都市:天际线2》中发生交通事故时,车辆会失去控制,撞上其他车辆或建筑物。事故发生的概率按每个路段分别计算,恶劣的道路状况、照明条件、天气和灾害等因素都会增加事故发生率。利用道路养护服务、安装路灯,可以将道路保持在良好状态,有效降低道路事故发生概率。
当一路段触发事故,会随机使该路段上的一辆车“失去控制”,将其推向随机方向,施加简单的碰撞和物理效果,使其冲撞移动方向上的障碍物。如果该车辆与另一寻路单位相撞,后者在事故期间也会获得物理碰撞效果。
事故现场需要由警察保护,由道路养护部门清理。算法会中断受事故影响车道上的交通,车辆需等待道路恢复畅通才能继续行驶。如果事故严重、出现重伤人员,救护车也可能赶往现场。如果清理事故现场导致交通长时间堵塞,寻路单位可能重新计算路线,做出“危险”行为,掉头寻找其他路线来绕过堵塞车道。
城际交通
此内容可能已落后版本,最后更新于pre-release
《都市:天际线2》还支持城市间的交通,可以在外部连接间往来。这不会给城市带来经济效益,但随着城市发展、公路融入城市道路网络,这类交通会成为整体交通流的一部分。如果玩家在两个外部连接之间建立一条更短、寻路成本更低的路线,这些城市之间的交通将改用新创建的路线。
查询交通信息
一般而言,只需观察道路上的车辆流量,就可以直观地观察到交通繁忙和/或拥堵的道路。观察路口或十字路口的交通流量(或缺乏流量)可以为给定交通流量问题的原因和解决方案提供线索。
交通信息视图
交通信息视图显示城市的整体交通流、交通量,堵塞道路显示为红色,以便玩家快速发现道路网络中的问题区域。交通流代表城市交通流动的顺畅程度。交通流数值高,意味着没有堵塞,而数值低则表示可能有瓶颈路段。在地图图例中选择“交通量”可以启用第二个视图。交通量则显示道路上在一天的不同时间段有多少车辆行驶。有车辆运行的道路显示为橙色,交通量大(逐渐变紫)表明为高峰路段,而没有交通流量的道路显示为灰色。
参考资料