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Updated references based on TrafficPathing refactor

This commit is contained in:
Rich Dunne 2020-08-25 17:12:05 -06:00
parent 5381d0c189
commit 5f3f22d2c4
4 changed files with 30 additions and 29 deletions

View file

@ -96,7 +96,7 @@ namespace SceneManager
// Clear everything
BarrierMenu.barriers.Clear();
TrafficPathing.collectedVehicles.Clear();
VehicleCollector.collectedVehicles.Clear();
Game.LogTrivial($"Scene Manager has been terminated.");
Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down.");

View file

@ -146,7 +146,7 @@ namespace SceneManager
// For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled
foreach (Waypoint wd in PathMainMenu.GetPaths()[i].Waypoints)
{
GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => TrafficPathing.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
WaypointVehicleCollectorFiber.Start();
//GameFiber AssignStopForVehiclesFlagFiber = new GameFiber(() => TrafficPathing.AssignStopForVehiclesFlag(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));

View file

@ -99,7 +99,7 @@ namespace SceneManager
private static bool IsInCollectedVehicles(this Vehicle v)
{
if (v && TrafficPathing.collectedVehicles.ContainsKey(v.LicensePlate))
if (v && VehicleCollector.collectedVehicles.ContainsKey(v.LicensePlate))
{
Game.LogTrivial($"{v.Model.Name} was found in the collection.");
return true;
@ -116,7 +116,7 @@ namespace SceneManager
// Before deleting a path, we need to dismiss any vehicles controlled by that path and remove the vehicles from ControlledVehicles
//Game.LogTrivial($"Deleting path {index+1}");
Game.LogTrivial($"Deleting path {path.PathNum}");
var pathVehicles = TrafficPathing.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList();
var pathVehicles = VehicleCollector.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList();
Game.LogTrivial($"Removing all vehicles on the path");
foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
@ -129,7 +129,7 @@ namespace SceneManager
cv.Value.Vehicle.IsPersistent = false;
//Game.LogTrivial($"{cv.vehicle.Model.Name} cleared from path {cv.path}");
TrafficPathing.collectedVehicles.Remove(cv.Value.LicensePlate);
VehicleCollector.collectedVehicles.Remove(cv.Value.LicensePlate);
}
// Remove the speed zone so cars don't continue to be affected after the path is deleted
@ -245,10 +245,10 @@ namespace SceneManager
{
var nearestWaypoint = paths[directDriver.Index].Waypoints.Where(wp => wp.Position.DistanceTo2D(nearbyVehicle.FrontPosition) < wp.Position.DistanceTo2D(nearbyVehicle.RearPosition)).OrderBy(wp => wp.Position.DistanceTo2D(nearbyVehicle)).ToArray();
TrafficPathing.SetVehicleAndDriverPersistence(nearbyVehicle);
VehicleCollector.SetVehicleAndDriverPersistence(nearbyVehicle);
if (nearbyVehicle.IsInCollectedVehicles())
{
var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
var vehicle = VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate];
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks.");
nearbyVehicle.Driver.Tasks.Clear();
@ -271,14 +271,14 @@ namespace SceneManager
}
else
{
TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false, true));
VehicleCollector.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false, true));
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].PathNum} with {paths[directDriver.Index].Waypoints.Count} waypoints");
if (directOptions.SelectedItem == "First waypoint")
{
GameFiber.StartNew(() =>
{
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(firstWaypoint.Position, firstWaypoint.Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(firstWaypoint.Position, firstWaypoint.Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
for (int nextWaypoint = firstWaypoint.Number; nextWaypoint < paths[directDriver.Index].Waypoints.Count; nextWaypoint++)
{
@ -288,28 +288,28 @@ namespace SceneManager
break;
}
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
{
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
}
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && paths[directDriver.Index].Waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
}
}
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
TrafficPathing.DismissDriver(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]);
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
AITasking.DismissDriver(VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate]);
});
}
else
{
GameFiber.StartNew(() =>
{
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint[0].Position, nearestWaypoint[0].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint[0].Position, nearestWaypoint[0].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
for (int nextWaypoint = nearestWaypoint[0].Number; nextWaypoint < paths[directDriver.Index].Waypoints.Count; nextWaypoint++)
{
@ -319,21 +319,21 @@ namespace SceneManager
break;
}
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
{
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
}
if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && paths[directDriver.Index].Waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
}
}
Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
TrafficPathing.DismissDriver(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]);
Game.LogTrivial($"{VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
AITasking.DismissDriver(VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate]);
});
}
}
@ -351,7 +351,7 @@ namespace SceneManager
Game.LogTrivial($"Dismiss from path");
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
var controlledVehicle = VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.SetDismissNow(true);
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();
@ -367,7 +367,7 @@ namespace SceneManager
Game.LogTrivial($"Dismiss from waypoint");
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
var controlledVehicle = VehicleCollector.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.SetStoppedAtWaypoint(false);
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();

View file

@ -51,6 +51,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="AITasking.cs" />
<Compile Include="DebugGraphics.cs" />
<Compile Include="Menus\BarrierMenu.cs" />
<Compile Include="Object Classes\CollectedVehicle.cs" />
@ -65,7 +66,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Menus\PathMainMenu.cs" />
<Compile Include="Menus\SettingsMenu.cs" />
<Compile Include="TrafficPathing.cs" />
<Compile Include="VehicleCollector.cs" />
<Compile Include="Verification.cs" />
<Compile Include="Object Classes\Waypoint.cs" />
</ItemGroup>