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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; return collectedVehicle;
} }
private static void SetVehicleAndDriverPersistence(Vehicle v) public static void SetVehicleAndDriverPersistence(Vehicle v)
{ {
v.IsPersistent = true; v.IsPersistent = true;
v.Driver.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 vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver; var driver = vehicle.Driver;
@ -92,21 +93,21 @@ namespace SceneManager
collectedVehicle.SetStoppedAtWaypoint(true); 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($"Waypoint is null"); Game.LogTrivial($"Waypoint is null");
break; break;
} }
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[i].Number}"); Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(i) != null && !collectedVehicle.StoppedAtWaypoint) 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($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking); collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
@ -117,11 +118,11 @@ namespace SceneManager
DismissDriver(collectedVehicle); DismissDriver(collectedVehicle);
} }
private static void DismissDriver(CollectedVehicle cv) public static void DismissDriver(CollectedVehicle cv)
{ {
cv.SetDismissNow(true); cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false); 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.Dismiss();
cv.Vehicle.Driver.Tasks.Clear(); cv.Vehicle.Driver.Tasks.Clear();
@ -158,30 +159,27 @@ namespace SceneManager
} }
} }
public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints) //public static void DirectTask(CollectedVehicle collectedVehicle, List<Waypoint> waypoints)
{ //{
cv.SetDismissNow(false); // // Set persistence
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();
}
// 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 // // Assign tasks similar to joining from collection waypoint
// Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle // //GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicle, waypoints, waypoint));
var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint; // //AssignTasksFiber.Start();
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos // // 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
while (nearestWaypoint != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !cv.DismissNow) // // 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;
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
GameFiber.Sleep(500); // 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)
cv.SetRedirected(false); // {
Game.LogTrivial($"DirectTask loop over"); // collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
} // GameFiber.Sleep(500);
// }
// collectedVehicle.SetRedirected(false);
// Game.LogTrivial($"DirectTask loop over");
//}
private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData) private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
{ {