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Added null checking method. Updated references based on CollectedVehicle refactoring. Fixed performance issue with vehicle's at stop waypoint.

This commit is contained in:
Rich Dunne 2020-09-07 20:28:24 -06:00
parent 8fb6f33ffb
commit 4b68e12606

View file

@ -8,22 +8,20 @@ namespace SceneManager
{ {
public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint) public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{ {
if(!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver) if (!VehicleAndDriverNullChecks(collectedVehicle))
{ {
Game.LogTrivial($"Collected vehicle or driver is null");
return; return;
} }
if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination) if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{ {
StopVehicleAtWaypoint(collectedVehicle); StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
} }
DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint); DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
if (!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver) if (!VehicleAndDriverNullChecks(collectedVehicle))
{ {
Game.LogTrivial($"Collected vehicle or driver is null");
return; return;
} }
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete."); Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
@ -32,15 +30,7 @@ namespace SceneManager
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint) private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{ {
if (collectedVehicle == null) if (!VehicleAndDriverNullChecks(collectedVehicle))
{
return;
}
if (!collectedVehicle.Vehicle)
{
return;
}
if (!collectedVehicle.Driver)
{ {
return; return;
} }
@ -50,7 +40,10 @@ namespace SceneManager
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{ {
VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle); if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle))
{
return;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}"); Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint) if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
@ -71,67 +64,73 @@ namespace SceneManager
{ {
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking); 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) if (collectedVehicle == null)
{ {
Game.LogTrivial($"CollectedVehicle is null"); Game.LogTrivial($"CollectedVehicle is null");
return; return false;
} }
if (!collectedVehicle.Vehicle) if (!collectedVehicle.Vehicle)
{ {
Game.LogTrivial($"Vehicle is null"); Game.LogTrivial($"Vehicle is null");
return; return false;
} }
if (!collectedVehicle.Driver) if (!collectedVehicle.Driver)
{ {
Game.LogTrivial($"Driver is null"); Game.LogTrivial($"Driver is null");
return; return false;
} }
return true;
} }
private static void VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle) private static bool VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
{ {
if (waypoints.ElementAtOrDefault(nextWaypoint) == null) if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{ {
Game.LogTrivial($"Waypoint is null"); Game.LogTrivial($"Waypoint is null");
return; return false;
} }
if(collectedVehicle == null) if(collectedVehicle == null)
{ {
Game.LogTrivial($"CollectedVehicle is null"); Game.LogTrivial($"CollectedVehicle is null");
return; return false;
} }
if (!collectedVehicle.Vehicle) if (!collectedVehicle.Vehicle)
{ {
Game.LogTrivial($"Vehicle is null"); Game.LogTrivial($"Vehicle is null");
return; return false;
} }
if (!collectedVehicle.Driver) if (!collectedVehicle.Driver)
{ {
Game.LogTrivial($"Driver is null"); Game.LogTrivial($"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($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); Game.LogTrivial($"{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.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, -1, true);
collectedVehicle.SetStoppedAtWaypoint(true); collectedVehicle.StoppedAtWaypoint = true;
while (collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint) while (currentWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)
{ {
GameFiber.Yield(); GameFiber.Yield();
} }
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, 1, true);
} }
public static void DismissDriver(CollectedVehicle cv) public static void DismissDriver(CollectedVehicle cv)
@ -147,8 +146,7 @@ namespace SceneManager
return; return;
} }
cv.SetDismissNow(true); cv.StoppedAtWaypoint = false;
cv.SetStoppedAtWaypoint(false);
if (cv.Vehicle && cv.Vehicle.Driver) if (cv.Vehicle && cv.Vehicle.Driver)
{ {
cv.Vehicle.Driver.Dismiss(); cv.Vehicle.Driver.Dismiss();