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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Fixed AI driving around vehicles stopped at Stop waypoints.
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parent
046bfbd599
commit
268bcc4ca6
2 changed files with 20 additions and 53 deletions
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@ -1,4 +1,5 @@
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using Rage;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -32,6 +33,15 @@ namespace SceneManager
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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if (!collectedVehicle.Vehicle)
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{
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return;
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}
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if (!collectedVehicle.Driver)
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{
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return;
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}
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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@ -72,8 +82,13 @@ namespace SceneManager
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private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle)
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, VehicleDrivingFlags.StopAtDestination);
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collectedVehicle.SetStoppedAtWaypoint(true);
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while (collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)
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{
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GameFiber.Yield();
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}
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}
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public static void DismissDriver(CollectedVehicle cv)
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@ -103,6 +118,7 @@ namespace SceneManager
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cv.Vehicle.Driver.IsPersistent = false;
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cv.Vehicle.Dismiss();
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cv.Vehicle.IsSirenOn = false;
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cv.Vehicle.IsPersistent = false;
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Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
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@ -10,34 +10,11 @@ namespace SceneManager
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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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[Flags]
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private enum EDrivingFlags
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{
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None = 0,
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StopForVehicles = 1,
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StopForPeds = 2,
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AvoidEmptyVehicles = 8,
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AvoidPeds = 16,
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AvoidObjects = 32,
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StopForTrafficLights = 128,
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UseBlinkers = 256,
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AllowWrongWay = 512,
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TakeShortestPath = 262144,
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IgnoreRoads = 4194304,
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IgnorePathfinding = 16777216,
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AvoidHighways = 536870912,
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Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers | AllowWrongWay | IgnoreRoads,
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TotalControl = AllowWrongWay | AvoidObjects | AvoidPeds | TakeShortestPath | StopForTrafficLights | IgnorePathfinding | StopForVehicles
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}
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//public static Dictionary<string, CollectedVehicle> collectedVehicles = new Dictionary<string, CollectedVehicle>();
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public static List<CollectedVehicle> collectedVehicles = new List<CollectedVehicle>();
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public static void StartCollectingAtWaypoint(List<Path> paths, Path path, Waypoint waypoint)
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{
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GameFiber AssignStopFlagForVehiclesFiber = new GameFiber(() => AssignStopForVehiclesFlag(paths, path, waypoint));
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AssignStopFlagForVehiclesFiber.Start();
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while (paths.Contains(path) && path.Waypoints.Contains(waypoint))
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{
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if (path.IsEnabled && waypoint.IsCollector)
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@ -57,7 +34,7 @@ namespace SceneManager
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break;
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}
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Game.LogTrivial($"Vehicle: {vehicle.Model.Name}, Distance to waypoint: {vehicle.DistanceTo2D(waypoint.Position)}");
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Game.LogTrivial($"Vehicle: {vehicle.Model.Name}, Waypoint collector radius: {waypoint.CollectorRadius}, Distance to waypoint: {vehicle.DistanceTo2D(waypoint.Position)}");
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var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle) as CollectedVehicle;
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// If the vehicle is not in the collection yet
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@ -82,35 +59,9 @@ namespace SceneManager
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}
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}
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private static Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorPosition, float collectorRadius)
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private static Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
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{
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return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorPosition) <= collectorRadius && v.IsValidForCollection() select v).ToArray();
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}
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private static Vehicle[] GetNearbyVehiclesForStopFlag(Vector3 collectorPosition)
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{
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return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorPosition) <= 50f select v).ToArray();
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}
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private static void AssignStopForVehiclesFlag(List<Path> paths, Path path, Waypoint waypoint)
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{
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while (paths.Contains(path) && path.Waypoints.Contains(waypoint))
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{
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if (path.IsEnabled)
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{
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foreach (Vehicle v in GetNearbyVehiclesForStopFlag(waypoint.Position).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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}
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GameFiber.Sleep(500);
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}
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}
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private static void SetDriveTaskDrivingFlags(this Ped ped, EDrivingFlags flags)
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{
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ulong SetDriveTaskDrivingFlagsHash = 0xDACE1BE37D88AF67;
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Rage.Native.NativeFunction.CallByHash<int>(SetDriveTaskDrivingFlagsHash, ped, (int)flags);
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return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) <= collectorRadius - 0.5f && v.IsValidForCollection() select v).ToArray();
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}
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private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
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