From 4b68e12606526138acf96f8eacb69648e21dad5d Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Mon, 7 Sep 2020 20:28:24 -0600 Subject: [PATCH] Added null checking method. Updated references based on CollectedVehicle refactoring. Fixed performance issue with vehicle's at stop waypoint. --- SceneManager/AITasking.cs | 64 +++++++++++++++++++-------------------- 1 file changed, 31 insertions(+), 33 deletions(-) diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs index 5e21eb7..41ce4eb 100644 --- a/SceneManager/AITasking.cs +++ b/SceneManager/AITasking.cs @@ -8,22 +8,20 @@ namespace SceneManager { public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List waypoints, Waypoint currentWaypoint) { - if(!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver) + if (!VehicleAndDriverNullChecks(collectedVehicle)) { - Game.LogTrivial($"Collected vehicle or driver is null"); return; } if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination) { - StopVehicleAtWaypoint(collectedVehicle); + StopVehicleAtWaypoint(currentWaypoint, collectedVehicle); } DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint); - if (!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver) + if (!VehicleAndDriverNullChecks(collectedVehicle)) { - Game.LogTrivial($"Collected vehicle or driver is null"); return; } Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete."); @@ -32,15 +30,7 @@ namespace SceneManager private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List waypoints, Waypoint currentWaypoint) { - if (collectedVehicle == null) - { - return; - } - if (!collectedVehicle.Vehicle) - { - return; - } - if (!collectedVehicle.Driver) + if (!VehicleAndDriverNullChecks(collectedVehicle)) { return; } @@ -50,7 +40,10 @@ namespace SceneManager for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) { - VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle); + if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle)) + { + return; + } Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}"); if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint) @@ -71,67 +64,73 @@ namespace SceneManager { Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking); - collectedVehicle.SetStoppedAtWaypoint(true); + collectedVehicle.StoppedAtWaypoint = true; } } } - private static void VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle) + private static bool VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle) { if (collectedVehicle == null) { Game.LogTrivial($"CollectedVehicle is null"); - return; + return false; } if (!collectedVehicle.Vehicle) { Game.LogTrivial($"Vehicle is null"); - return; + return false; } if (!collectedVehicle.Driver) { Game.LogTrivial($"Driver is null"); - return; + return false; } + return true; } - private static void VehicleAndDriverNullChecks(List waypoints, int nextWaypoint, CollectedVehicle collectedVehicle) + private static bool VehicleAndDriverNullChecks(List waypoints, int nextWaypoint, CollectedVehicle collectedVehicle) { if (waypoints.ElementAtOrDefault(nextWaypoint) == null) { Game.LogTrivial($"Waypoint is null"); - return; + return false; } if(collectedVehicle == null) { Game.LogTrivial($"CollectedVehicle is null"); - return; + return false; } if (!collectedVehicle.Vehicle) { Game.LogTrivial($"Vehicle is null"); - return; + return false; } if (!collectedVehicle.Driver) { Game.LogTrivial($"Driver is null"); - return; + return false; } + return true; } - private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle) + private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle) { - VehicleAndDriverNullChecks(collectedVehicle); + if (!VehicleAndDriverNullChecks(collectedVehicle)) + { + return; + } Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); - //collectedVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking); - collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss - collectedVehicle.SetStoppedAtWaypoint(true); + //collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss + Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, -1, true); + collectedVehicle.StoppedAtWaypoint = true; - while (collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint) + while (currentWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint) { GameFiber.Yield(); } + Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, 1, true); } public static void DismissDriver(CollectedVehicle cv) @@ -147,8 +146,7 @@ namespace SceneManager return; } - cv.SetDismissNow(true); - cv.SetStoppedAtWaypoint(false); + cv.StoppedAtWaypoint = false; if (cv.Vehicle && cv.Vehicle.Driver) { cv.Vehicle.Driver.Dismiss();