From 36fa5ffbf3bfc5e642664c6172d79c8019a6d8cd Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sat, 24 Oct 2020 07:47:29 -0600 Subject: [PATCH] Refactored AITasking into CollectedVehicle --- SceneManager/AITasking.cs | 306 ++++++++++---------------------------- 1 file changed, 78 insertions(+), 228 deletions(-) diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs index 4a6e810..d59f310 100644 --- a/SceneManager/AITasking.cs +++ b/SceneManager/AITasking.cs @@ -1,236 +1,86 @@ -using Rage; -using System.Collections.Generic; -using System.Linq; +//using Rage; +//using System.Collections.Generic; +//using System.Linq; -namespace SceneManager -{ - // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ - // also https://vespura.com/fivem/drivingstyle/ +//namespace SceneManager +//{ +// // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ +// // also https://vespura.com/fivem/drivingstyle/ - class AITasking - { - internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) - { - float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint)); - Vector3 oldPosition = currentWaypoint.Position; - if (!VehicleAndDriverAreValid(collectedVehicle)) - { - return; - } +// class AITasking +// { +// internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) +// { +// if (!VehicleAndDriverAreValid(collectedVehicle)) +// { +// return; +// } - collectedVehicle.Path = path; - if(currentWaypoint != null) - { - collectedVehicle.CurrentWaypoint = currentWaypoint; - } - else - { - collectedVehicle.CurrentWaypoint = path.Waypoints[0]; - } +// collectedVehicle.Path = path; +// if(currentWaypoint != null) +// { +// collectedVehicle.CurrentWaypoint = currentWaypoint; +// } +// else +// { +// collectedVehicle.CurrentWaypoint = path.Waypoints[0]; +// } - if (currentWaypoint != null && collectedVehicle.Directed) - { - collectedVehicle.Dismissed = false; +// if (currentWaypoint != null && collectedVehicle.Directed) +// { +// collectedVehicle.Dismissed = false; - while (!collectedVehicle.ReadyForDirectTasks) - { - GameFiber.Yield(); - } - collectedVehicle.Driver.Tasks.Clear(); - AssignTasksForDirectedDriver(); - LoopWhileDrivingToDirectedWaypoint(); - if(collectedVehicle != null) - { - collectedVehicle.Directed = false; - } - if (collectedVehicle.Vehicle) - { - collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false"); - } - } +// while (!collectedVehicle.ReadyForDirectTasks) +// { +// GameFiber.Yield(); +// } +// if (!VehicleAndDriverAreValid(collectedVehicle)) +// { +// return; +// } +// collectedVehicle.Driver.Tasks.Clear(); +// collectedVehicle.DriveToDirectedWaypoint(currentWaypoint); +// } - if (currentWaypoint.IsStopWaypoint) - { - StopVehicleAtWaypoint(currentWaypoint, collectedVehicle); - } - if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) - { - DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint); - } +// if (currentWaypoint.IsStopWaypoint) +// { +// collectedVehicle.StopAtWaypoint(currentWaypoint); +// } +// if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) +// { +// collectedVehicle.DriveToNextWaypoint(); +// } - if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed) - { - return; - } - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete."); - if(!collectedVehicle.Dismissed) - { - collectedVehicle.Dismiss(); - } +// if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed) +// { +// return; +// } +// Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete."); +// if(!collectedVehicle.Dismissed) +// { +// collectedVehicle.Dismiss(); +// } +// } - void AssignTasksForDirectedDriver() - { - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)"); - collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance); - } - - void LoopWhileDrivingToDirectedWaypoint() - { - while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance) - { - if (oldPosition != currentWaypoint.Position) - { - oldPosition = currentWaypoint.Position; - } - GameFiber.Yield(); - } - } - } - - private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) - { - if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null) - { - Game.LogTrivial($"Vehicle, driver, waypoint, or path is null."); - return; - } - - var vehicle = collectedVehicle.Vehicle; - var driver = vehicle.Driver; - - Game.LogTrivial($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}"); - //Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}"); - for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++) - { - var oldPosition = path.Waypoints[currentWaypointTask].Position; - collectedVehicle.SkipWaypoint = false; - - if (collectedVehicle == null || !collectedVehicle.Vehicle || collectedVehicle.Dismissed || collectedVehicle.Directed) - { - Game.LogTrivial($"Vehicle dismissed, directed, or null, return"); - return; - } - if(collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive || collectedVehicle.Vehicle.Driver == Game.LocalPlayer.Character) - { - Game.LogTrivial($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead."); - return; - } - - if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint) - { - collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask]; - float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask); - - Game.LogTrivial($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})"); - //Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}"); - driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); - LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition); - - if (!VehicleAndDriverAreValid(collectedVehicle)) - { - return; - } - - if (collectedVehicle.SkipWaypoint) - { - collectedVehicle.SkipWaypoint = false; - continue; - } - - if (!collectedVehicle.Dismissed && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].IsStopWaypoint) - { - StopVehicleAtWaypoint(path.Waypoints[currentWaypointTask], collectedVehicle); - } - - if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed || collectedVehicle.Directed) - { - return; - } - - driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); - // Do we need this? - //if (driver) - //{ - // driver.Tasks.Clear(); - //} - } - } - - void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition) - { - while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[currentWaypointTask].Position) > acceptedDistance) - { - if (oldPosition != path.Waypoints[currentWaypointTask].Position) - { - oldPosition = path.Waypoints[currentWaypointTask].Position; - driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); - } - GameFiber.Sleep(100); - } - } - } - - private static float GetAcceptedStoppingDistance(List 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); - //Logger.Log($"Accepted distance: {acceptedDistance}"); - return acceptedDistance; - } - - private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle) - { - if (collectedVehicle == null) - { - Game.LogTrivial($"CollectedVehicle is null"); - return false; - } - if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed) - { - Game.LogTrivial($"Vehicle is null"); - collectedVehicle.Dismiss(); - return false; - } - if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed) - { - collectedVehicle.Dismiss(); - //Logger.Log($"{collectedVehicle.Vehicle.Model.Name} driver is null or dead"); - return false; - } - return true; - } - - private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle) - { - if (!VehicleAndDriverAreValid(collectedVehicle)) - { - return; - } - - var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint."); - Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true); - collectedVehicle.StoppedAtWaypoint = true; - - while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint && !collectedVehicle.Directed) - { - GameFiber.Yield(); - } - if(collectedVehicle.Vehicle && collectedVehicle.Driver) - { - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint."); - Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true); - collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f); - } - } - } -} +// private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle) +// { +// if (collectedVehicle == null) +// { +// Game.LogTrivial($"CollectedVehicle is null"); +// return false; +// } +// if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed) +// { +// Game.LogTrivial($"Vehicle is null"); +// collectedVehicle.Dismiss(); +// return false; +// } +// if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed) +// { +// collectedVehicle.Dismiss(); +// return false; +// } +// return true; +// } +// } +//}