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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 07:30:40 +01:00
Updated property names resulting from Waypoint class refactor
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parent
eeb0d9de13
commit
1dc85d3237
1 changed files with 15 additions and 15 deletions
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@ -19,7 +19,7 @@ namespace SceneManager
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{
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if (!path.PathDisabled && waypoint.Collector)
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{
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foreach (Vehicle v in GetNearbyVehicles(waypoint.WaypointPos, waypoint.CollectorRadius).Where(v => v.IsValidForCollection()))
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foreach (Vehicle v in GetNearbyVehicles(waypoint.Position, waypoint.CollectorRadius).Where(v => v.IsValidForCollection()))
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{
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v.IsPersistent = true;
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v.Driver.IsPersistent = true;
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@ -29,9 +29,9 @@ namespace SceneManager
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// If the vehicle is not in the collection yet
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if (!collectedVehicles.ContainsKey(v.LicensePlate))
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{
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var collectedVehicle = new CollectedVehicle(v, v.LicensePlate, path.PathNum, path.Waypoint.Count, waypoint.WaypointNum, true, false, false);
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var collectedVehicle = new CollectedVehicle(v, v.LicensePlate, path.PathNum, path.Waypoint.Count, waypoint.Number, true, false, false);
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collectedVehicles.Add(v.LicensePlate, collectedVehicle);
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Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.PathNum}, waypoint {waypoint.WaypointNum}.");
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Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.PathNum}, waypoint {waypoint.Number}.");
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GameFiber DismissCheckFiber = new GameFiber(() => VehicleDismissed(collectedVehicle, path.Waypoint));
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DismissCheckFiber.Start();
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@ -89,9 +89,9 @@ namespace SceneManager
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{
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// Give driver a task to the single path waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
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Game.LogTrivial($"Assigning task for single waypoint.");
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[0].WaypointPos, waypointData[0].Speed, (VehicleDrivingFlags)262539, 1f);
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[0].Position, waypointData[0].Speed, (VehicleDrivingFlags)262539, 1f);
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//SetDriveTaskDrivingFlags(cv.Vehicle.Driver, EDrivingFlags.TotalControl);
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while (waypointData.ElementAtOrDefault(0) != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypointData[0].WaypointPos) > 3f && !cv.DismissNow)
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while (waypointData.ElementAtOrDefault(0) != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypointData[0].Position) > 3f && !cv.DismissNow)
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{
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GameFiber.Sleep(1000);
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}
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@ -118,7 +118,7 @@ namespace SceneManager
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{
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if (!cv.DismissNow)
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{
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cv.CurrentWaypoint = waypointData[i].WaypointNum;
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cv.CurrentWaypoint = waypointData[i].Number;
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var nextWaypoint = i + 1;
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Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} from waypoint {nextWaypoint} of {waypointData.Count}");
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@ -129,14 +129,14 @@ namespace SceneManager
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if (waypointData[nextWaypoint] != null)
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{
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//Game.LogTrivial($"Driving to stop waypoint");
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].WaypointPos, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
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}
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else
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{
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Game.LogTrivial($"i is out of bounds for assigning task");
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}
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while (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypointData[nextWaypoint].WaypointPos) > 3f && !cv.DismissNow)
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while (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypointData[nextWaypoint].Position) > 3f && !cv.DismissNow)
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{
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GameFiber.Sleep(100);
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}
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@ -150,7 +150,7 @@ namespace SceneManager
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}
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else if (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && !cv.DismissNow)
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{
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].WaypointPos, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
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}
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Game.LogTrivial($"{cv.Vehicle.Model.Name} waypoint {nextWaypoint} task complete");
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}
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@ -205,7 +205,7 @@ namespace SceneManager
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{
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if (!path.PathDisabled)
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{
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foreach (Vehicle v in GetNearbyVehicles(waypointData.WaypointPos, 50f).Where(v => v && v.HasDriver && v.Driver))
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foreach (Vehicle v in GetNearbyVehicles(waypointData.Position, 50f).Where(v => v && v.HasDriver && v.Driver))
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{
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SetDriveTaskDrivingFlags(v.Driver, EDrivingFlags.StopForVehicles);
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}
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@ -227,12 +227,12 @@ namespace SceneManager
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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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// 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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var nearestWaypoint = waypointData.OrderBy(wp => wp.WaypointPos).Take(1) as Waypoint;
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var nearestWaypoint = waypointData.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.WaypointPos, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
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while (waypointData.ElementAtOrDefault(0) != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypointData[0].WaypointPos) > 3f && !cv.DismissNow)
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
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while (waypointData.ElementAtOrDefault(0) != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypointData[0].Position) > 3f && !cv.DismissNow)
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{
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cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.WaypointPos, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
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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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}
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cv.Redirected = false;
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@ -252,7 +252,7 @@ namespace SceneManager
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while (true)
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{
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var collectorWaypoints = waypointData.Where(wp => wp.Collector);
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var vehicleFarEnoughAwayFromCollectors = collectorWaypoints.All(wp => cv.Vehicle.DistanceTo(wp.WaypointPos) > wp.CollectorRadius);
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var vehicleFarEnoughAwayFromCollectors = collectorWaypoints.All(wp => cv.Vehicle.DistanceTo(wp.Position) > wp.CollectorRadius);
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if (collectedVehicles.ContainsKey(cv.LicensePlate) && vehicleFarEnoughAwayFromCollectors)
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{
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