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Updated references and method calls on CollectedVehicle objects as a result of CollectedVehicle refactor

This commit is contained in:
Rich Dunne 2020-08-20 19:30:34 -06:00
parent 6a6b8b5492
commit 5e26f15e75
2 changed files with 27 additions and 31 deletions

View file

@ -135,7 +135,7 @@ namespace SceneManager
Game.LogTrivial($"Removing all vehicles on the path");
foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
{
cv.Value.DismissNow = true;
cv.Value.SetDismissNow(true);
cv.Value.Vehicle.Driver.Tasks.Clear();
cv.Value.Vehicle.Driver.Dismiss();
cv.Value.Vehicle.Driver.IsPersistent = false;
@ -258,15 +258,13 @@ namespace SceneManager
{
var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
var nearestWaypoint = paths[directDriver.Index].Waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
var pathNum = paths[directDriver.Index].Waypoints[0].Path;
var totalPathWaypoints = paths[directDriver.Index].Waypoints.Count;
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks.");
nearbyVehicle.Driver.Tasks.Clear();
vehicle.Path = paths[directDriver.Index].Waypoints[0].Path;
vehicle.TotalWaypoints = paths[directDriver.Index].Waypoints.Count;
vehicle.CurrentWaypoint = 1;
vehicle.DismissNow = true;
vehicle.StoppedAtWaypoint = false;
vehicle.Redirected = true;
vehicle.AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false, redirected: true);
GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(vehicle, paths[directDriver.Index].Waypoints));
DirectTaskFiber.Start();
}
@ -293,7 +291,7 @@ namespace SceneManager
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.DismissNow = true;
controlledVehicle.SetDismissNow(true);
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();
Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from path {controlledVehicle.Path}");
@ -309,13 +307,13 @@ namespace SceneManager
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.StoppedAtWaypoint = false;
controlledVehicle.SetStoppedAtWaypoint(false);
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();
if (controlledVehicle.CurrentWaypoint == controlledVehicle.TotalWaypoints && !controlledVehicle.StoppedAtWaypoint)
{
controlledVehicle.DismissNow = true;
controlledVehicle.SetDismissNow(true);
Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from final waypoint and ultimately the path");
}
else