mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Removed code pertaining to Direct Driver tasking. Made DismissDriver, AssignWaypointTasks, and SetVehicleAndDriverPersistence methods public
This commit is contained in:
parent
1c2b776ea6
commit
0915607816
1 changed files with 30 additions and 32 deletions
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@ -60,7 +60,7 @@ namespace SceneManager
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return collectedVehicle;
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return collectedVehicle;
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}
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}
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private static void SetVehicleAndDriverPersistence(Vehicle v)
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public static void SetVehicleAndDriverPersistence(Vehicle v)
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{
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{
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v.IsPersistent = true;
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v.IsPersistent = true;
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v.Driver.IsPersistent = true;
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v.Driver.IsPersistent = true;
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@ -80,7 +80,8 @@ namespace SceneManager
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}
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}
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}
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}
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private static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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// TODO: Refactor, extract methods
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public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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{
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var vehicle = collectedVehicle.Vehicle;
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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var driver = vehicle.Driver;
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@ -92,21 +93,21 @@ namespace SceneManager
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collectedVehicle.SetStoppedAtWaypoint(true);
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collectedVehicle.SetStoppedAtWaypoint(true);
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}
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}
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for (int i = currentWaypoint.Number; i < waypoints.Count; i++)
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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
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{
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{
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if (waypoints.ElementAtOrDefault(i) == null)
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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{
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Game.LogTrivial($"Waypoint is null");
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Game.LogTrivial($"Waypoint is null");
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break;
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break;
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}
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}
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Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[i].Number}");
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Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
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if (waypoints.ElementAtOrDefault(i) != null && !collectedVehicle.StoppedAtWaypoint)
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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{
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collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[i].Position, waypoints[i].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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}
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}
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if (waypoints.ElementAtOrDefault(i) != null && waypoints[i].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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@ -117,11 +118,11 @@ namespace SceneManager
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DismissDriver(collectedVehicle);
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DismissDriver(collectedVehicle);
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}
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}
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private static void DismissDriver(CollectedVehicle cv)
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public static void DismissDriver(CollectedVehicle cv)
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{
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{
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cv.SetDismissNow(true);
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cv.SetDismissNow(true);
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cv.SetStoppedAtWaypoint(false);
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cv.SetStoppedAtWaypoint(false);
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if (cv.Vehicle && cv.Vehicle.Driver && !cv.Redirected)
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if (cv.Vehicle && cv.Vehicle.Driver)// && !cv.Redirected)
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{
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{
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cv.Vehicle.Driver.Dismiss();
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cv.Vehicle.Driver.Dismiss();
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cv.Vehicle.Driver.Tasks.Clear();
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cv.Vehicle.Driver.Tasks.Clear();
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@ -158,30 +159,27 @@ namespace SceneManager
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}
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}
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}
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}
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public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints)
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//public static void DirectTask(CollectedVehicle collectedVehicle, List<Waypoint> waypoints)
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{
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//{
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cv.SetDismissNow(false);
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// // Set persistence
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if (cv.Vehicle && cv.Vehicle.Driver)
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{
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cv.Vehicle.IsPersistent = true;
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cv.Vehicle.Driver.IsPersistent = true;
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cv.Vehicle.Driver.BlockPermanentEvents = true;
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cv.Vehicle.Driver.Tasks.Clear();
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}
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// 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
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// // Assign tasks similar to joining from collection waypoint
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// Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
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// //GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicle, waypoints, waypoint));
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var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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// //AssignTasksFiber.Start();
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
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// // 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
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while (nearestWaypoint != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !cv.DismissNow)
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// // Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
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{
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// var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
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GameFiber.Sleep(500);
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// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
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}
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// while (nearestWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.Vehicle.Driver && collectedVehicle.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !collectedVehicle.DismissNow)
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cv.SetRedirected(false);
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// {
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Game.LogTrivial($"DirectTask loop over");
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// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
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}
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// GameFiber.Sleep(500);
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// }
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// collectedVehicle.SetRedirected(false);
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// Game.LogTrivial($"DirectTask loop over");
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//}
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private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
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private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
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{
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{
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