diff --git a/SceneManager/Object Classes/CollectedVehicle.cs b/SceneManager/Object Classes/CollectedVehicle.cs index ee9ad54..14bbfbc 100644 --- a/SceneManager/Object Classes/CollectedVehicle.cs +++ b/SceneManager/Object Classes/CollectedVehicle.cs @@ -76,7 +76,7 @@ namespace SceneManager var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault(); if(nearestCollectorWaypoint != null) { - while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2) + while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius) { //Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet."); GameFiber.Yield(); diff --git a/SceneManager/VehicleCollector.cs b/SceneManager/VehicleCollector.cs index adee813..757c7e2 100644 --- a/SceneManager/VehicleCollector.cs +++ b/SceneManager/VehicleCollector.cs @@ -68,7 +68,7 @@ namespace SceneManager { SetVehicleAndDriverPersistence(vehicle); CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle); - + Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}"); GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint)); AssignTasksFiber.Start(); } @@ -76,7 +76,7 @@ namespace SceneManager Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius) { - return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) <= collectorRadius*2 && Math.Abs(collectorWaypointPosition.Z - v.Position.Z) < 3 && v.IsValidForCollection() select v).ToArray(); + return (from v in World.GetAllVehicles() where v.FrontPosition.DistanceTo2D(collectorWaypointPosition) <= collectorRadius && Math.Abs(collectorWaypointPosition.Z - v.Position.Z) < 3 && v.IsValidForCollection() select v).ToArray(); } }