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Removed code pertaining to Direct Driver tasking. Made DismissDriver, AssignWaypointTasks, and SetVehicleAndDriverPersistence methods public

This commit is contained in:
Rich Dunne 2020-08-24 20:12:20 -06:00
parent 1c2b776ea6
commit 0915607816

View file

@ -60,7 +60,7 @@ namespace SceneManager
return collectedVehicle;
}
private static void SetVehicleAndDriverPersistence(Vehicle v)
public static void SetVehicleAndDriverPersistence(Vehicle v)
{
v.IsPersistent = true;
v.Driver.IsPersistent = true;
@ -80,7 +80,8 @@ namespace SceneManager
}
}
private static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
// TODO: Refactor, extract methods
public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
@ -92,21 +93,21 @@ namespace SceneManager
collectedVehicle.SetStoppedAtWaypoint(true);
}
for (int i = currentWaypoint.Number; i < waypoints.Count; i++)
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{
if (waypoints.ElementAtOrDefault(i) == null)
if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{
Game.LogTrivial($"Waypoint is null");
break;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[i].Number}");
if (waypoints.ElementAtOrDefault(i) != null && !collectedVehicle.StoppedAtWaypoint)
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[i].Position, waypoints[i].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
}
if (waypoints.ElementAtOrDefault(i) != null && waypoints[i].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
@ -117,11 +118,11 @@ namespace SceneManager
DismissDriver(collectedVehicle);
}
private static void DismissDriver(CollectedVehicle cv)
public static void DismissDriver(CollectedVehicle cv)
{
cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false);
if (cv.Vehicle && cv.Vehicle.Driver && !cv.Redirected)
if (cv.Vehicle && cv.Vehicle.Driver)// && !cv.Redirected)
{
cv.Vehicle.Driver.Dismiss();
cv.Vehicle.Driver.Tasks.Clear();
@ -158,30 +159,27 @@ namespace SceneManager
}
}
public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints)
{
cv.SetDismissNow(false);
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.IsPersistent = true;
cv.Vehicle.Driver.IsPersistent = true;
cv.Vehicle.Driver.BlockPermanentEvents = true;
cv.Vehicle.Driver.Tasks.Clear();
}
//public static void DirectTask(CollectedVehicle collectedVehicle, List<Waypoint> waypoints)
//{
// // Set persistence
// Give vehicle task to initial waypoint of desired path, then run a loop to keep giving the task until they're close enough in case they try to wander away too early
// Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
// // Assign tasks similar to joining from collection waypoint
// //GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicle, waypoints, waypoint));
// //AssignTasksFiber.Start();
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
while (nearestWaypoint != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !cv.DismissNow)
{
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
GameFiber.Sleep(500);
}
cv.SetRedirected(false);
Game.LogTrivial($"DirectTask loop over");
}
// // Give vehicle task to initial waypoint of desired path, then run a loop to keep giving the task until they're close enough in case they try to wander away too early
// // Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
// var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
// while (nearestWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.Vehicle.Driver && collectedVehicle.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !collectedVehicle.DismissNow)
// {
// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
// GameFiber.Sleep(500);
// }
// collectedVehicle.SetRedirected(false);
// Game.LogTrivial($"DirectTask loop over");
//}
private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
{