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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

@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using Rage;
namespace SceneManager
@ -42,7 +41,7 @@ namespace SceneManager
else if (collectedVehicles.ContainsKey(v.LicensePlate) && !collectedVehicles[v.LicensePlate].TasksAssigned)
{
Game.LogTrivial($"[WaypointVehicleCollector] {v.Model.Name} already in collection, but with no tasks. Assigning tasks.");
collectedVehicles[v.LicensePlate].TasksAssigned = true;
collectedVehicles[v.LicensePlate].SetTasksAssigned(true);
AssignTasks(collectedVehicles[v.LicensePlate], path.Waypoints, waypoint);
}
@ -54,7 +53,6 @@ namespace SceneManager
}
}
GameFiber.Sleep(100);
//GameFiber.Yield();
}
}
@ -105,52 +103,52 @@ namespace SceneManager
Game.LogTrivial($"{cv.Vehicle.Model.Name} should be stopped at the waypoint.");
cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);//.WaitForCompletion();
cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.Wait);
cv.StoppedAtWaypoint = true;
cv.SetStoppedAtWaypoint(true);
}
}
private static void AssignMultiWaypointTasks(CollectedVehicle cv, List<Waypoint> waypointData, Waypoint collectorWaypoint)
private static void AssignMultiWaypointTasks(CollectedVehicle cv, List<Waypoint> waypoints, Waypoint collectorWaypoint)
{
// For each waypoint in the path, give driver a task to that waypoint
// i needs to be the index of the waypoint the vehicle was collected from
for (int i = waypointData.IndexOf(collectorWaypoint); i < waypointData.Count; i++)
for (int i = waypoints.IndexOf(collectorWaypoint); i < waypoints.Count; i++)
//for (int i = 1; i < waypointData.Count; i++)
{
if (!cv.DismissNow)
{
cv.CurrentWaypoint = waypointData[i].Number;
cv.SetCurrentWaypoint(waypoints[i].Number);
var nextWaypoint = i + 1;
Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} from waypoint {nextWaypoint} of {waypointData.Count}");
Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} from waypoint {collectorWaypoint.Number} of {waypoints.Count}");
if (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && waypointData[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
if (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
// Give driver a task to the waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
SetDriveTaskDrivingFlags(cv.Vehicle.Driver, EDrivingFlags.TotalControl);
if (waypointData[nextWaypoint] != null)
if (waypoints[nextWaypoint] != null)
{
//Game.LogTrivial($"Driving to stop waypoint");
cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
cv.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f);
}
else
{
Game.LogTrivial($"i is out of bounds for assigning task");
}
while (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypointData[nextWaypoint].Position) > 3f && !cv.DismissNow)
while (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && cv.Vehicle.DistanceTo(waypoints[nextWaypoint].Position) > 3f && !cv.DismissNow)
{
GameFiber.Sleep(100);
}
if (waypointData.ElementAtOrDefault(i) != null && !cv.DismissNow)
if (waypoints.ElementAtOrDefault(i) != null && !cv.DismissNow)
{
Game.LogTrivial($"{cv.Vehicle.Model.Name} stopping at stop waypoint");
cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
cv.StoppedAtWaypoint = true;
cv.SetStoppedAtWaypoint(true);
}
}
else if (cv.Vehicle && cv.Vehicle.Driver && waypointData.ElementAtOrDefault(nextWaypoint) != null && !cv.DismissNow)
else if (cv.Vehicle && cv.Vehicle.Driver && waypoints.ElementAtOrDefault(nextWaypoint) != null && !cv.DismissNow)
{
cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[nextWaypoint].Position, waypointData[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
cv.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)262539, 1f).WaitForCompletion();
}
Game.LogTrivial($"{cv.Vehicle.Model.Name} waypoint {nextWaypoint} task complete");
}
@ -175,8 +173,8 @@ namespace SceneManager
private static void DismissDriver(CollectedVehicle cv)
{
cv.DismissNow = true;
cv.StoppedAtWaypoint = false;
cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false);
if (cv.Vehicle && cv.Vehicle.Driver && !cv.Redirected)
{
cv.Vehicle.Driver.Dismiss();
@ -216,7 +214,7 @@ namespace SceneManager
public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints)
{
cv.DismissNow = false;
cv.SetDismissNow(false);
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.IsPersistent = true;
@ -235,7 +233,7 @@ namespace SceneManager
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
GameFiber.Sleep(500);
}
cv.Redirected = false;
cv.SetRedirected(false);
Game.LogTrivial($"DirectTask loop over");
}
@ -257,7 +255,7 @@ namespace SceneManager
if (collectedVehicles.ContainsKey(cv.LicensePlate) && vehicleFarEnoughAwayFromCollectors)
{
Game.LogTrivial($"{cv.Vehicle.Model.Name} is far enough away from all attractor waypoints and has been removed from the collection.");
cv.TasksAssigned = false;
cv.SetTasksAssigned(false);
cv.Vehicle.Driver.BlockPermanentEvents = false;
cv.Vehicle.Driver.IsPersistent = false;
cv.Vehicle.IsPersistent = false;