1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 15:40:29 +01:00

Refactored AITasking into CollectedVehicle

This commit is contained in:
Rich Dunne 2020-10-24 07:47:29 -06:00
parent 0fd8aa183e
commit 36fa5ffbf3

View file

@ -1,236 +1,86 @@
using Rage; //using Rage;
using System.Collections.Generic; //using System.Collections.Generic;
using System.Linq; //using System.Linq;
namespace SceneManager //namespace SceneManager
{ //{
// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ // // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
// also https://vespura.com/fivem/drivingstyle/ // // also https://vespura.com/fivem/drivingstyle/
class AITasking // class AITasking
{ // {
internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) // internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
{ // {
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint)); // if (!VehicleAndDriverAreValid(collectedVehicle))
Vector3 oldPosition = currentWaypoint.Position; // {
if (!VehicleAndDriverAreValid(collectedVehicle)) // return;
{ // }
return;
}
collectedVehicle.Path = path; // collectedVehicle.Path = path;
if(currentWaypoint != null) // if(currentWaypoint != null)
{ // {
collectedVehicle.CurrentWaypoint = currentWaypoint; // collectedVehicle.CurrentWaypoint = currentWaypoint;
} // }
else // else
{ // {
collectedVehicle.CurrentWaypoint = path.Waypoints[0]; // collectedVehicle.CurrentWaypoint = path.Waypoints[0];
} // }
if (currentWaypoint != null && collectedVehicle.Directed) // if (currentWaypoint != null && collectedVehicle.Directed)
{ // {
collectedVehicle.Dismissed = false; // collectedVehicle.Dismissed = false;
while (!collectedVehicle.ReadyForDirectTasks) // while (!collectedVehicle.ReadyForDirectTasks)
{ // {
GameFiber.Yield(); // GameFiber.Yield();
} // }
collectedVehicle.Driver.Tasks.Clear(); // if (!VehicleAndDriverAreValid(collectedVehicle))
AssignTasksForDirectedDriver(); // {
LoopWhileDrivingToDirectedWaypoint(); // return;
if(collectedVehicle != null) // }
{ // collectedVehicle.Driver.Tasks.Clear();
collectedVehicle.Directed = false; // collectedVehicle.DriveToDirectedWaypoint(currentWaypoint);
} // }
if (collectedVehicle.Vehicle)
{
collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
}
}
if (currentWaypoint.IsStopWaypoint) // if (currentWaypoint.IsStopWaypoint)
{ // {
StopVehicleAtWaypoint(currentWaypoint, collectedVehicle); // collectedVehicle.StopAtWaypoint(currentWaypoint);
} // }
if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) // if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last())
{ // {
DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint); // collectedVehicle.DriveToNextWaypoint();
} // }
if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed) // if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed)
{ // {
return; // return;
} // }
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete."); // Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
if(!collectedVehicle.Dismissed) // if(!collectedVehicle.Dismissed)
{ // {
collectedVehicle.Dismiss(); // collectedVehicle.Dismiss();
} // }
// }
void AssignTasksForDirectedDriver() // private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle)
{ // {
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)"); // if (collectedVehicle == null)
collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance); // {
} // Game.LogTrivial($"CollectedVehicle is null");
// return false;
void LoopWhileDrivingToDirectedWaypoint() // }
{ // if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed)
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance) // {
{ // Game.LogTrivial($"Vehicle is null");
if (oldPosition != currentWaypoint.Position) // collectedVehicle.Dismiss();
{ // return false;
oldPosition = currentWaypoint.Position; // }
} // if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed)
GameFiber.Yield(); // {
} // collectedVehicle.Dismiss();
} // return false;
} // }
// return true;
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<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);
//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);
}
}
}
}