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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Adjusted distance value for collection and dismissal of vehicles
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parent
0a2ef225ef
commit
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2 changed files with 3 additions and 3 deletions
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@ -76,7 +76,7 @@ namespace SceneManager
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if(nearestCollectorWaypoint != null)
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if(nearestCollectorWaypoint != null)
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{
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{
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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{
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//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
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//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
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GameFiber.Yield();
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GameFiber.Yield();
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@ -68,7 +68,7 @@ namespace SceneManager
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{
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{
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SetVehicleAndDriverPersistence(vehicle);
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SetVehicleAndDriverPersistence(vehicle);
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
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Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}");
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
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AssignTasksFiber.Start();
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AssignTasksFiber.Start();
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}
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}
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@ -76,7 +76,7 @@ namespace SceneManager
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Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
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Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
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{
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{
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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();
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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();
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}
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}
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}
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}
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