mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 07:30:40 +01:00
Added CollectedPed object
This commit is contained in:
parent
93951b3e28
commit
25acb3f66f
7 changed files with 490 additions and 507 deletions
438
SceneManager/Objects/CollectedPed.cs
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438
SceneManager/Objects/CollectedPed.cs
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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using SceneManager.Utils;
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namespace SceneManager.Objects
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{
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internal class CollectedPed : Ped
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{
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internal Path Path { get; private set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedPed(Ped ped, Path path, Waypoint waypoint)
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{
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Handle = ped.Handle;
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Path = path;
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CurrentWaypoint = waypoint;
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SetPersistence();
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Game.LogTrivial($"Added {CurrentVehicle.Model.Name} to collection from path {Path.Number} waypoint {waypoint.Number}.");
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GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber");
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}
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private void SetPersistence()
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{
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IsPersistent = true;
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BlockPermanentEvents = true;
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CurrentVehicle.IsPersistent = true;
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}
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private void AssignWaypointTasks()
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{
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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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// also https://vespura.com/fivem/drivingstyle/
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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AssignDirectedTask(); // This logic is a mess.
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if (CurrentWaypoint.IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (Path?.Waypoints?.Count > 0 && CurrentWaypoint != Path?.Waypoints?.Last())
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{
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DriveToNextWaypoint();
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}
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if (!Dismissed && !VehicleAndDriverAreValid() || Directed)
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{
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return;
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}
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] all Path {Path.Number} tasks complete.");
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if (!Dismissed)
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{
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base.Dismiss();
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}
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}
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private void AssignDirectedTask()
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{
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if (CurrentWaypoint != null && Directed)
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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Tasks.Clear();
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DriveToDirectedWaypoint();
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}
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}
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void DriveToDirectedWaypoint()
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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Tasks.Clear();
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AssignTasksForDirectedDriver();
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}
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private void AssignTasksForDirectedDriver()
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{
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(CurrentWaypoint));
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Vector3 oldPosition = CurrentWaypoint.Position;
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path {CurrentWaypoint.Path.Number} waypoint {CurrentWaypoint.Number} (directed)");
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Tasks.DriveToPosition(CurrentWaypoint.Position, CurrentWaypoint.Speed, (VehicleDrivingFlags)CurrentWaypoint.DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint();
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void LoopWhileDrivingToDirectedWaypoint()
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && CurrentVehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
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{
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if (oldPosition != CurrentWaypoint.Position)
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{
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oldPosition = CurrentWaypoint.Position;
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}
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GameFiber.Yield();
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}
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if (CurrentVehicle)
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{
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Tasks.PerformDrivingManeuver(CurrentVehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] directed task is complete, directed is now false");
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}
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Directed = false;
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}
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}
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private float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
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{
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float dist;
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if (Settings.SpeedUnit == SpeedUnits.MPH)
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{
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dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
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}
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else
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{
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dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
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}
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var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
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return acceptedDistance;
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}
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private void DriveToNextWaypoint()
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{
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if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null)
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{
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Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
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return;
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}
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Game.LogTrivial($"Preparing to run task loop for {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] on path {Path.Number}");
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for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
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{
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var oldPosition = Path.Waypoints[currentWaypointTask].Position;
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SkipWaypoint = false;
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if (this == null || !CurrentVehicle || Dismissed || Directed)
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{
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Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
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return;
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}
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if (this == null || !this || !LastVehicle.HasDriver || !IsAlive || LastVehicle.Driver == Game.LocalPlayer.Character)
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{
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] does not have a driver/driver is null or driver is dead.");
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return;
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}
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if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint)
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{
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CurrentWaypoint = Path.Waypoints[currentWaypointTask];
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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if (SkipWaypoint)
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{
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SkipWaypoint = false;
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continue;
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}
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if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (!VehicleAndDriverAreValid() || Dismissed || Directed)
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{
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return;
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}
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Tasks.PerformDrivingManeuver(CurrentVehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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}
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}
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && CurrentVehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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{
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if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
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{
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Game.LogTrivial($"Waypoint position has changed, updating drive task.");
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oldPosition = Path.Waypoints[currentWaypointTask].Position;
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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if (Tasks.CurrentTaskStatus == TaskStatus.NoTask)
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{
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] has no task. Reassiging current waypoint task.");
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if (CurrentVehicle)
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{
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Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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else
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{
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] is not in a vehicle. Exiting loop.");
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return;
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}
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}
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GameFiber.Sleep(100);
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}
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}
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}
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private void StopAtWaypoint()
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{
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var stoppingDistance = GetAcceptedStoppingDistance(CurrentWaypoint.Path.Waypoints, CurrentWaypoint.Path.Waypoints.IndexOf(CurrentWaypoint));
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Game.LogTrivial($"{CurrentVehicle.Model.Name} stopping at path {CurrentWaypoint.Path.Number} waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(CurrentVehicle, stoppingDistance, -1, true);
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StoppedAtWaypoint = true;
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while (CurrentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed)
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{
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GameFiber.Yield();
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}
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if (this && CurrentVehicle)
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{
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Game.LogTrivial($"{CurrentVehicle.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(CurrentVehicle, 0f, 1, true);
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Tasks.CruiseWithVehicle(5f);
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}
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}
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private bool VehicleAndDriverAreValid()
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{
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if (this == null || !this)
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{
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!CurrentVehicle)
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{
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Game.LogTrivial($"Vehicle is null");
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Dismiss();
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return false;
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}
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if (!IsAlive)
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{
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Game.LogTrivial($"Driver is null or dead or not in a vehicle");
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Dismiss();
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return false;
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}
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return true;
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}
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internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
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{
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if(CurrentVehicle)
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{
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if (StoppedAtWaypoint)
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{
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(LastVehicle, 0f, 1, true);
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}
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CurrentVehicle.Dismiss();
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}
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if (this)
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{
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base.Dismiss();
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}
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if (!CurrentVehicle)
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{
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Game.LogTrivial($"Vehicle is null.");
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return;
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}
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if (!this)
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{
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Game.LogTrivial($"Driver is null.");
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return;
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}
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if (dismissOption == Utils.Dismiss.FromWorld)
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{
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DismissFromWorld();
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return;
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}
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if (dismissOption == Utils.Dismiss.FromPlayer)
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{
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DismissFromPlayer();
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return;
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}
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if(CurrentVehicle && StoppedAtWaypoint)
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{
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(LastVehicle, 0f, 1, true);
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Tasks.CruiseWithVehicle(5f);
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}
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Tasks.Clear();
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if (dismissOption == Utils.Dismiss.FromWaypoint)
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{
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DismissFromWaypoint();
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}
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if (dismissOption == Utils.Dismiss.FromPath)
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{
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DismissFromPath();
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}
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if(dismissOption == Utils.Dismiss.FromDirected)
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{
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DismissFromDirect();
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}
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void DismissFromPlayer()
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{
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Dismissed = true;
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base.Dismiss();
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(CurrentVehicle, 0f, 1, true);
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CurrentVehicle.Dismiss();
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Path.CollectedPeds.Remove(this);
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}
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void DismissFromWorld()
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{
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Game.LogTrivial($"Dismissed {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] from the world");
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while (CurrentVehicle.HasOccupants)
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{
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foreach (Ped occupant in CurrentVehicle.Occupants)
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{
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occupant.Dismiss();
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occupant.Delete();
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}
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GameFiber.Yield();
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}
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CurrentVehicle.Delete();
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}
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void DismissFromWaypoint()
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{
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if (CurrentWaypoint == null || Path == null)
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{
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Game.LogTrivial($"CurrentWaypoint or Path is null");
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return;
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}
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if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
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{
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Game.LogTrivial($"{CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] dismissed from waypoint.");
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SkipWaypoint = true;
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}
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else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
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{
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DismissFromPath();
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}
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}
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void DismissFromPath()
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{
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Game.LogTrivial($"Dismissing {CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] from path");
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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{
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => CurrentVehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if(nearestCollectorWaypoint == null)
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{
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Game.LogTrivial($"Nearest collector is null");
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}
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else
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{
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while (nearestCollectorWaypoint != null && CurrentVehicle && CurrentVehicle.HasDriver && this && IsAlive && CurrentVehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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GameFiber.Yield();
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}
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}
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if (!CurrentVehicle || !this)
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{
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Game.LogTrivial($"Vehicle or driver is null");
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return;
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}
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if (!Directed)
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{
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Path.CollectedPeds.Remove(this);
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Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] dismissed successfully.");
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if (this)
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{
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if (GetAttachedBlip())
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{
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GetAttachedBlip().Delete();
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}
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BlockPermanentEvents = false;
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base.Dismiss();
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}
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if (CurrentVehicle)
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{
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CurrentVehicle.Dismiss();
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CurrentVehicle.IsSirenOn = false;
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CurrentVehicle.IsSirenSilent = true;
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}
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}
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}, "DismissFromPath Fiber");
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}
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void DismissFromDirect()
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{
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Dismissed = true;
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Directed = true;
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if (newPath != null)
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{
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newPath.CollectedPeds.Add(this);
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Path.CollectedPeds.Remove(this);
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}
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Tasks.Clear();
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}
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}
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}
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}
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@ -1,449 +0,0 @@
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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using SceneManager.Utils;
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namespace SceneManager.Objects
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{
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internal class CollectedVehicle
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{
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internal Ped Driver { get; private set; }
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internal Vehicle Vehicle { get; private set; }
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internal Path Path { get; private set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedVehicle(Vehicle vehicle, Path path)
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{
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Vehicle = vehicle;
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Driver = vehicle.Driver;
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Path = path;
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SetPersistence();
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}
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private void SetPersistence()
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{
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Vehicle.IsPersistent = true;
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Driver.IsPersistent = true;
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Driver.BlockPermanentEvents = true;
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}
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internal void AssignWaypointTasks(Path path, Waypoint currentWaypoint)
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{
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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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// also https://vespura.com/fivem/drivingstyle/
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
|
||||
|
||||
AssignPathAndCurrentWaypoint();
|
||||
|
||||
AssignDirectedTask();
|
||||
|
||||
if (currentWaypoint.IsStopWaypoint)
|
||||
{
|
||||
StopAtWaypoint();
|
||||
}
|
||||
if (path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last())
|
||||
{
|
||||
DriveToNextWaypoint();
|
||||
}
|
||||
|
||||
if (!Dismissed && !VehicleAndDriverAreValid() || Directed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] all Path {path.Number} tasks complete.");
|
||||
if (!Dismissed)
|
||||
{
|
||||
Dismiss();
|
||||
}
|
||||
|
||||
void AssignPathAndCurrentWaypoint()
|
||||
{
|
||||
Path = path;
|
||||
if (currentWaypoint != null)
|
||||
{
|
||||
CurrentWaypoint = currentWaypoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentWaypoint = path.Waypoints[0];
|
||||
}
|
||||
}
|
||||
|
||||
void AssignDirectedTask()
|
||||
{
|
||||
if (currentWaypoint != null && Directed)
|
||||
{
|
||||
Dismissed = false;
|
||||
|
||||
while (!ReadyForDirectTasks)
|
||||
{
|
||||
GameFiber.Yield();
|
||||
}
|
||||
if (!VehicleAndDriverAreValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
Driver.Tasks.Clear();
|
||||
DriveToDirectedWaypoint();
|
||||
}
|
||||
}
|
||||
|
||||
void DriveToDirectedWaypoint()
|
||||
{
|
||||
Dismissed = false;
|
||||
|
||||
while (!ReadyForDirectTasks)
|
||||
{
|
||||
GameFiber.Yield();
|
||||
}
|
||||
Driver.Tasks.Clear();
|
||||
AssignTasksForDirectedDriver();
|
||||
|
||||
void AssignTasksForDirectedDriver()
|
||||
{
|
||||
float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(currentWaypoint));
|
||||
Vector3 oldPosition = currentWaypoint.Position;
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
|
||||
Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
|
||||
LoopWhileDrivingToDirectedWaypoint();
|
||||
|
||||
void LoopWhileDrivingToDirectedWaypoint()
|
||||
{
|
||||
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
|
||||
{
|
||||
if (oldPosition != currentWaypoint.Position)
|
||||
{
|
||||
oldPosition = currentWaypoint.Position;
|
||||
}
|
||||
GameFiber.Yield();
|
||||
}
|
||||
if (Vehicle)
|
||||
{
|
||||
Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] directed task is complete, directed is now false");
|
||||
}
|
||||
Directed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DriveToNextWaypoint()
|
||||
{
|
||||
if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
|
||||
return;
|
||||
}
|
||||
|
||||
Game.LogTrivial($"Preparing to run task loop for {Vehicle.Model.Name} [{Vehicle.Handle}] on path {Path.Number}");
|
||||
for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
|
||||
{
|
||||
var oldPosition = Path.Waypoints[currentWaypointTask].Position;
|
||||
SkipWaypoint = false;
|
||||
|
||||
if (this == null || !Vehicle || Dismissed || Directed)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
|
||||
return;
|
||||
}
|
||||
if (Driver == null || !Driver || !Vehicle.HasDriver || !Driver.IsAlive || Vehicle.Driver == Game.LocalPlayer.Character)
|
||||
{
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] does not have a driver/driver is null or driver is dead.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint)
|
||||
{
|
||||
CurrentWaypoint = Path.Waypoints[currentWaypointTask];
|
||||
float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
|
||||
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
|
||||
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
|
||||
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
|
||||
|
||||
if (!VehicleAndDriverAreValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (SkipWaypoint)
|
||||
{
|
||||
SkipWaypoint = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
|
||||
{
|
||||
StopAtWaypoint();
|
||||
}
|
||||
|
||||
if (!VehicleAndDriverAreValid() || Dismissed || Directed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
|
||||
}
|
||||
}
|
||||
|
||||
void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
|
||||
{
|
||||
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Vehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
|
||||
{
|
||||
if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
|
||||
{
|
||||
Game.LogTrivial($"Waypoint position has changed, updating drive task.");
|
||||
oldPosition = Path.Waypoints[currentWaypointTask].Position;
|
||||
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
|
||||
}
|
||||
if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask)
|
||||
{
|
||||
//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
|
||||
if (Driver.CurrentVehicle)
|
||||
{
|
||||
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] is not in a vehicle. Exiting loop.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
GameFiber.Sleep(100);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
|
||||
{
|
||||
float dist;
|
||||
if (Settings.SpeedUnit == SpeedUnits.MPH)
|
||||
{
|
||||
dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
|
||||
}
|
||||
var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
|
||||
return acceptedDistance;
|
||||
}
|
||||
|
||||
void StopAtWaypoint()
|
||||
{
|
||||
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true);
|
||||
StoppedAtWaypoint = true;
|
||||
|
||||
while (currentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed)
|
||||
{
|
||||
GameFiber.Yield();
|
||||
}
|
||||
if (Driver && Driver.CurrentVehicle)
|
||||
{
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} releasing from stop waypoint.");
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
|
||||
Driver.Tasks.CruiseWithVehicle(5f);
|
||||
}
|
||||
}
|
||||
|
||||
bool VehicleAndDriverAreValid()
|
||||
{
|
||||
if (this == null)
|
||||
{
|
||||
Game.LogTrivial($"CollectedVehicle is null");
|
||||
return false;
|
||||
}
|
||||
if (!Vehicle)// && !Dismissed)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle is null");
|
||||
Dismiss();
|
||||
return false;
|
||||
}
|
||||
if (!Driver || !Driver.CurrentVehicle || !Driver.IsAlive)
|
||||
{
|
||||
Game.LogTrivial($"Driver is null or dead or not in a vehicle");
|
||||
Dismiss();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
|
||||
{
|
||||
if(Vehicle)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true);
|
||||
Vehicle.Dismiss();
|
||||
}
|
||||
if (Driver)
|
||||
{
|
||||
Driver.Dismiss();
|
||||
}
|
||||
if (!Vehicle)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle is null.");
|
||||
return;
|
||||
}
|
||||
if (!Driver)
|
||||
{
|
||||
Game.LogTrivial($"Driver is null.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (dismissOption == Utils.Dismiss.FromWorld)
|
||||
{
|
||||
DismissFromWorld();
|
||||
return;
|
||||
}
|
||||
|
||||
if (dismissOption == Utils.Dismiss.FromPlayer)
|
||||
{
|
||||
DismissFromPlayer();
|
||||
return;
|
||||
}
|
||||
|
||||
if(Driver.CurrentVehicle && StoppedAtWaypoint)
|
||||
{
|
||||
StoppedAtWaypoint = false;
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true);
|
||||
Driver.Tasks.CruiseWithVehicle(5f);
|
||||
}
|
||||
Driver.Tasks.Clear();
|
||||
|
||||
if (dismissOption == Utils.Dismiss.FromWaypoint)
|
||||
{
|
||||
DismissFromWaypoint();
|
||||
}
|
||||
|
||||
if (dismissOption == Utils.Dismiss.FromPath)
|
||||
{
|
||||
DismissFromPath();
|
||||
}
|
||||
|
||||
if(dismissOption == Utils.Dismiss.FromDirected)
|
||||
{
|
||||
DismissFromDirect();
|
||||
}
|
||||
|
||||
void DismissFromPlayer()
|
||||
{
|
||||
Dismissed = true;
|
||||
Driver.Dismiss();
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
|
||||
Vehicle.Dismiss();
|
||||
Path.CollectedVehicles.Remove(this);
|
||||
}
|
||||
|
||||
void DismissFromWorld()
|
||||
{
|
||||
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} [{Vehicle.Handle}] from the world");
|
||||
while (Vehicle.HasOccupants)
|
||||
{
|
||||
foreach (Ped occupant in Vehicle.Occupants)
|
||||
{
|
||||
occupant.Dismiss();
|
||||
occupant.Delete();
|
||||
}
|
||||
GameFiber.Yield();
|
||||
}
|
||||
Vehicle.Delete();
|
||||
}
|
||||
|
||||
void DismissFromWaypoint()
|
||||
{
|
||||
if (CurrentWaypoint == null || Path == null)
|
||||
{
|
||||
Game.LogTrivial($"CurrentWaypoint or Path is null");
|
||||
return;
|
||||
}
|
||||
|
||||
if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
|
||||
{
|
||||
Game.LogTrivial($"{Vehicle?.Model.Name} [{Vehicle?.Handle}] dismissed from waypoint.");
|
||||
SkipWaypoint = true;
|
||||
}
|
||||
else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
|
||||
{
|
||||
DismissFromPath();
|
||||
}
|
||||
}
|
||||
|
||||
void DismissFromPath()
|
||||
{
|
||||
Game.LogTrivial($"Dismissing {Vehicle?.Model.Name} [{Vehicle?.Handle}] from path");
|
||||
Dismissed = true;
|
||||
|
||||
// Check if the vehicle is near any of the path's collector waypoints
|
||||
GameFiber.StartNew(() =>
|
||||
{
|
||||
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
|
||||
if(nearestCollectorWaypoint == null)
|
||||
{
|
||||
Game.LogTrivial($"Nearest collector is null");
|
||||
}
|
||||
else
|
||||
{
|
||||
while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
|
||||
{
|
||||
GameFiber.Yield();
|
||||
}
|
||||
}
|
||||
|
||||
if (!Vehicle || !Driver)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle or driver is null");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Directed)
|
||||
{
|
||||
Path.CollectedVehicles.Remove(this);
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] dismissed successfully.");
|
||||
if (Driver)
|
||||
{
|
||||
if (Driver.GetAttachedBlip())
|
||||
{
|
||||
Driver.GetAttachedBlip().Delete();
|
||||
}
|
||||
Driver.BlockPermanentEvents = false;
|
||||
Driver.Dismiss();
|
||||
}
|
||||
if (Vehicle)
|
||||
{
|
||||
Vehicle.Dismiss();
|
||||
Vehicle.IsSirenOn = false;
|
||||
Vehicle.IsSirenSilent = true;
|
||||
}
|
||||
}
|
||||
}, "DismissFromPath Fiber");
|
||||
|
||||
}
|
||||
|
||||
void DismissFromDirect()
|
||||
{
|
||||
Dismissed = true;
|
||||
Directed = true;
|
||||
if (newPath != null)
|
||||
{
|
||||
newPath.CollectedVehicles.Add(this);
|
||||
Path.CollectedVehicles.Remove(this);
|
||||
}
|
||||
Driver.Tasks.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -21,7 +21,7 @@ namespace SceneManager.Objects
|
|||
[XmlArray("Waypoints")]
|
||||
[XmlArrayItem("Waypoint")]
|
||||
public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
|
||||
internal List<CollectedVehicle> CollectedVehicles { get; } = new List<CollectedVehicle>();
|
||||
internal List<CollectedPed> CollectedPeds { get; } = new List<CollectedPed>();
|
||||
private List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
|
||||
|
||||
private Path() { }
|
||||
|
|
@ -138,24 +138,23 @@ namespace SceneManager.Objects
|
|||
}
|
||||
GameFiber.Yield();
|
||||
}
|
||||
});
|
||||
}, "3D Waypoint Line Drawing Fiber");
|
||||
}
|
||||
|
||||
internal void LoopForVehiclesToBeDismissed()
|
||||
{
|
||||
while (PathManager.Paths.Contains(this))
|
||||
{
|
||||
//Logger.Log($"Dismissing unused vehicles for cleanup");
|
||||
foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle && (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)))
|
||||
foreach (CollectedPed cp in CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver)))
|
||||
{
|
||||
if (cv.Vehicle.HasDriver)
|
||||
if (cp.CurrentVehicle.HasDriver)
|
||||
{
|
||||
cv.Vehicle.Driver.Dismiss();
|
||||
cp.CurrentVehicle.Driver.Dismiss();
|
||||
}
|
||||
cv.Vehicle.Dismiss();
|
||||
cp.CurrentVehicle.Dismiss();
|
||||
}
|
||||
|
||||
CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
|
||||
CollectedPeds.RemoveAll(cp => !cp || !cp.CurrentVehicle);
|
||||
BlacklistedVehicles.RemoveAll(v => !v);
|
||||
GameFiber.Sleep(60000);
|
||||
}
|
||||
|
|
@ -174,13 +173,11 @@ namespace SceneManager.Objects
|
|||
{
|
||||
foreach (Waypoint waypoint in Waypoints.Where(x => x != null && x.IsCollector))
|
||||
{
|
||||
foreach (Vehicle v in World.GetAllVehicles())
|
||||
foreach (Vehicle vehicle in World.GetAllVehicles())
|
||||
{
|
||||
if (VehicleIsValidForCollection(v) && VehicleIsNearWaypoint(v, waypoint))
|
||||
if (VehicleIsValidForCollection(vehicle) && VehicleIsNearWaypoint(vehicle, waypoint))
|
||||
{
|
||||
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
|
||||
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
|
||||
AssignTasksFiber.Start();
|
||||
CollectedPeds.Add(new CollectedPed(vehicle.Driver, this, waypoint));
|
||||
}
|
||||
|
||||
checksDone++; // Increment the counter inside the vehicle loop
|
||||
|
|
@ -200,14 +197,6 @@ namespace SceneManager.Objects
|
|||
lastProcessTime = Game.GameTime;
|
||||
}
|
||||
|
||||
CollectedVehicle AddVehicleToCollection(Vehicle vehicle)
|
||||
{
|
||||
var collectedVehicle = new CollectedVehicle(vehicle, this);
|
||||
CollectedVehicles.Add(collectedVehicle);
|
||||
Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
|
||||
return collectedVehicle;
|
||||
}
|
||||
|
||||
bool VehicleIsNearWaypoint(Vehicle v, Waypoint wp)
|
||||
{
|
||||
return v.FrontPosition.DistanceTo2D(wp.Position) <= wp.CollectorRadius && Math.Abs(wp.Position.Z - v.Position.Z) < 3;
|
||||
|
|
@ -215,9 +204,13 @@ namespace SceneManager.Objects
|
|||
|
||||
bool VehicleIsValidForCollection(Vehicle v)
|
||||
{
|
||||
if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !BlacklistedVehicles.Contains(v))
|
||||
if(!v)
|
||||
{
|
||||
var vehicleCollectedOnAnotherPath = PathManager.Paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
|
||||
return false;
|
||||
}
|
||||
if (v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedPeds.Any(cp => cp && cp.CurrentVehicle == v) && !BlacklistedVehicles.Contains(v))
|
||||
{
|
||||
var vehicleCollectedOnAnotherPath = PathManager.Paths.Any(p => p.Number != Number && p.CollectedPeds.Any(cp => cp && cp.CurrentVehicle == v));
|
||||
if (vehicleCollectedOnAnotherPath)
|
||||
{
|
||||
return false;
|
||||
|
|
@ -232,6 +225,7 @@ namespace SceneManager.Objects
|
|||
}
|
||||
if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
|
||||
{
|
||||
Game.LogTrivial($"Vehicle's driver not ambient.");
|
||||
BlacklistedVehicles.Add(v);
|
||||
return false;
|
||||
}
|
||||
|
|
@ -271,23 +265,23 @@ namespace SceneManager.Objects
|
|||
|
||||
private void DismissCollectedDrivers()
|
||||
{
|
||||
List<CollectedVehicle> pathVehicles = CollectedVehicles.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through
|
||||
foreach (CollectedVehicle collectedVehicle in pathVehicles.Where(x => x != null && x.Vehicle && x.Driver))
|
||||
List<CollectedPed> collectedPedsCopy = CollectedPeds.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through
|
||||
foreach (CollectedPed collectedPed in collectedPedsCopy.Where(x => x != null && x && x.CurrentVehicle))
|
||||
{
|
||||
if (collectedVehicle.StoppedAtWaypoint)
|
||||
if (collectedPed.StoppedAtWaypoint)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 1f, 1, true);
|
||||
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedPed.CurrentVehicle, 1f, 1, true);
|
||||
}
|
||||
if (collectedVehicle.Driver.GetAttachedBlip())
|
||||
if (collectedPed.GetAttachedBlip())
|
||||
{
|
||||
collectedVehicle.Driver.GetAttachedBlip().Delete();
|
||||
collectedPed.GetAttachedBlip().Delete();
|
||||
}
|
||||
collectedVehicle.Driver.Dismiss();
|
||||
collectedVehicle.Vehicle.IsSirenOn = false;
|
||||
collectedVehicle.Vehicle.IsSirenSilent = true;
|
||||
collectedVehicle.Vehicle.Dismiss();
|
||||
collectedPed.Dismiss();
|
||||
collectedPed.CurrentVehicle.IsSirenOn = false;
|
||||
collectedPed.CurrentVehicle.IsSirenSilent = true;
|
||||
collectedPed.CurrentVehicle.Dismiss();
|
||||
|
||||
CollectedVehicles.Remove(collectedVehicle);
|
||||
CollectedPeds.Remove(collectedPed);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -75,10 +75,10 @@ namespace SceneManager.Objects
|
|||
if (IsStopWaypoint && !stopWaypoint)
|
||||
{
|
||||
Blip.Color = Color.Green;
|
||||
foreach(CollectedVehicle cv in Path.CollectedVehicles.Where(cv => cv.Vehicle && cv.Path == Path && cv.CurrentWaypoint == this && cv.StoppedAtWaypoint))
|
||||
foreach(CollectedPed cp in Path.CollectedPeds.Where(cp => cp.CurrentVehicle && cp.Path == Path && cp.CurrentWaypoint == this && cp.StoppedAtWaypoint))
|
||||
{
|
||||
// Logger.Log($"Setting StoppedAtWaypoint to false for {cv.Vehicle.Model.Name}");
|
||||
cv.Dismiss(Dismiss.FromWaypoint);
|
||||
cp.Dismiss(Dismiss.FromWaypoint);
|
||||
}
|
||||
}
|
||||
else if(stopWaypoint && !IsStopWaypoint)
|
||||
|
|
@ -148,11 +148,11 @@ namespace SceneManager.Objects
|
|||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Position = Game.LocalPlayer.Character.Position;
|
||||
Blip.Position = newWaypointPosition;
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Position = Game.LocalPlayer.Character.Position;
|
||||
CollectorRadiusBlip.Position = newWaypointPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,18 +10,18 @@ namespace SceneManager.Utils
|
|||
{
|
||||
internal static class ConsoleCommands
|
||||
{
|
||||
[ConsoleCommand]
|
||||
[ConsoleCommand("ShowCollectedVehicleInfo")]
|
||||
internal static void Command_ShowCollectedVehicleInfo([ConsoleCommandParameter(AutoCompleterType = typeof(ConsoleCommandAutoCompleterVehicle), Name = "ShowCollectedVehicleInfo")] Vehicle vehicle)
|
||||
{
|
||||
foreach(Path path in PathManager.Paths)
|
||||
{
|
||||
var collectedVehicle = path.CollectedVehicles.Where(v => v.Vehicle == vehicle).FirstOrDefault();
|
||||
var collectedVehicle = path.CollectedPeds.Where(v => v.CurrentVehicle == vehicle).FirstOrDefault();
|
||||
if(collectedVehicle != null)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle: {collectedVehicle.Vehicle.Model.Name} [{collectedVehicle.Vehicle.Handle}]");
|
||||
Rage.Native.NativeFunction.Natives.xA6E9C38DB51D7748(collectedVehicle.Vehicle, out uint script);
|
||||
Game.LogTrivial($"Vehicle: {collectedVehicle.CurrentVehicle.Model.Name} [{collectedVehicle.CurrentVehicle.Handle}]");
|
||||
Rage.Native.NativeFunction.Natives.xA6E9C38DB51D7748(collectedVehicle.CurrentVehicle, out uint script);
|
||||
Game.LogTrivial($"Vehicle spawned by: {script}");
|
||||
Game.LogTrivial($"Driver handle: {collectedVehicle.Driver.Handle}");
|
||||
Game.LogTrivial($"Driver handle: {collectedVehicle.Handle}");
|
||||
Game.LogTrivial($"Path: {collectedVehicle.Path.Number}");
|
||||
Game.LogTrivial($"Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
|
||||
Game.LogTrivial($"StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
|
||||
|
|
@ -29,18 +29,18 @@ namespace SceneManager.Utils
|
|||
Game.LogTrivial($"ReadyForDirectTasks: {collectedVehicle.ReadyForDirectTasks}");
|
||||
Game.LogTrivial($"Directed: {collectedVehicle.Directed}");
|
||||
Game.LogTrivial($"Dismissed: {collectedVehicle.Dismissed}");
|
||||
Game.LogTrivial($"Task status: {collectedVehicle.Driver.Tasks.CurrentTaskStatus}");
|
||||
Game.LogTrivial($"Task status: {collectedVehicle.Tasks.CurrentTaskStatus}");
|
||||
return;
|
||||
}
|
||||
}
|
||||
Game.LogTrivial($"{vehicle.Model.Name} [{vehicle.Handle}] was not found collected by any path.");
|
||||
}
|
||||
|
||||
[ConsoleCommand]
|
||||
[ConsoleCommand("GetPedsActiveTasks")]
|
||||
internal static void Command_GetPedsActiveTasks([ConsoleCommandParameter(AutoCompleterType = typeof(ConsoleCommandAutoCompleterPedAliveOnly), Name = "GetPedsActiveTasks")] Ped ped)
|
||||
{
|
||||
var tasks = new List<PedTask>();
|
||||
foreach (PedTask task in (PedTask[])Enum.GetValues(typeof(PedTask)))
|
||||
var tasks = (PedTask[])Enum.GetValues(typeof(PedTask));
|
||||
foreach (PedTask task in tasks)
|
||||
{
|
||||
if(Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, (int)task))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -49,14 +49,14 @@ namespace SceneManager.Utils
|
|||
|
||||
internal static void Direct(Vehicle nearbyVehicle, Path path, Waypoint targetWaypoint)
|
||||
{
|
||||
var nearbyVehiclesPath = PathManager.Paths.FirstOrDefault(p => p.CollectedVehicles.Any(v => v.Vehicle == nearbyVehicle));
|
||||
var nearbyVehiclesPath = PathManager.Paths.FirstOrDefault(p => p.CollectedPeds.Any(v => v.CurrentVehicle == nearbyVehicle));
|
||||
if(nearbyVehiclesPath == null)
|
||||
{
|
||||
Game.LogTrivial($"Nearby vehicle does not belong to any path.");
|
||||
}
|
||||
|
||||
var collectedVehicleOnThisPath = path.CollectedVehicles.FirstOrDefault(v => v.Vehicle == nearbyVehicle);
|
||||
var nearbyCollectedVehicleOtherPath = nearbyVehiclesPath?.CollectedVehicles.FirstOrDefault(v => v.Vehicle == nearbyVehicle);
|
||||
var collectedVehicleOnThisPath = path.CollectedPeds.FirstOrDefault(v => v.CurrentVehicle == nearbyVehicle);
|
||||
var nearbyCollectedVehicleOtherPath = nearbyVehiclesPath?.CollectedPeds.FirstOrDefault(p => p.CurrentVehicle == nearbyVehicle);
|
||||
if (collectedVehicleOnThisPath == null)
|
||||
{
|
||||
Game.LogTrivial($"Nearby vehicle does not belong to this path.");
|
||||
|
|
@ -66,12 +66,12 @@ namespace SceneManager.Utils
|
|||
nearbyCollectedVehicleOtherPath.Dismiss(Dismiss.FromDirected, path);
|
||||
}
|
||||
Game.LogTrivial($"[Direct Driver] Adding {nearbyVehicle.Model.Name} to directed path.");
|
||||
path.CollectedVehicles.Add(collectedVehicleOnThisPath = new CollectedVehicle(nearbyVehicle, path));
|
||||
collectedVehicleOnThisPath.Directed = true;
|
||||
collectedVehicleOnThisPath.Driver.Tasks.Clear();
|
||||
path.CollectedPeds.Add(collectedVehicleOnThisPath = new CollectedPed(nearbyVehicle.Driver, path, targetWaypoint) { Directed = true });
|
||||
//collectedVehicleOnThisPath.Directed = true;
|
||||
collectedVehicleOnThisPath.Tasks.Clear();
|
||||
}
|
||||
|
||||
GameFiber.StartNew(() => collectedVehicleOnThisPath.AssignWaypointTasks(path, targetWaypoint));
|
||||
//GameFiber.StartNew(() => collectedVehicleOnThisPath.AssignWaypointTasks(path, targetWaypoint));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ namespace SceneManager.Utils
|
|||
{
|
||||
internal static void Dismiss(int dismissIndex)
|
||||
{
|
||||
var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(16).FirstOrDefault(v => v != Game.LocalPlayer.Character.CurrentVehicle && v.VehicleAndDriverValid());
|
||||
var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(16).FirstOrDefault(v => v.VehicleAndDriverValid() && v != Game.LocalPlayer.Character.CurrentVehicle);
|
||||
if (!nearbyVehicle)
|
||||
{
|
||||
Game.LogTrivial($"Nearby vehicle is null.");
|
||||
|
|
@ -32,10 +32,10 @@ namespace SceneManager.Utils
|
|||
}
|
||||
else
|
||||
{
|
||||
CollectedVehicle collectedVehicle = PathManager.Paths.SelectMany(x => x.CollectedVehicles).FirstOrDefault(x => x.Vehicle == nearbyVehicle);
|
||||
if(collectedVehicle != null)
|
||||
CollectedPed collectedPed = PathManager.Paths.SelectMany(x => x.CollectedPeds).FirstOrDefault(x => x.CurrentVehicle == nearbyVehicle);
|
||||
if(collectedPed != null)
|
||||
{
|
||||
collectedVehicle.Dismiss((Dismiss)dismissIndex);
|
||||
collectedPed.Dismiss((Dismiss)dismissIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue