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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added a check for if the driver loses their task and reassigns it.
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parent
3e59e08b59
commit
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1 changed files with 14 additions and 8 deletions
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@ -6,16 +6,16 @@ namespace SceneManager
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{
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internal class CollectedVehicle
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{
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internal Ped Driver { get; set; }
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internal Vehicle Vehicle { get; set; }
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internal Path Path { get; set; }
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internal Waypoint CurrentWaypoint { get; set; }
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internal Ped Driver { get; private set; }
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internal Vehicle Vehicle { get; private set; }
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internal Path Path { get; private set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal Waypoint NextWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; set; } = false;
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internal bool Dismissed { get; set; } = false;
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; set; } = false;
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internal bool ReadyForDirectTasks { get; set; } = true;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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@ -214,6 +214,12 @@ namespace SceneManager
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oldPosition = Path.Waypoints[currentWaypointTask].Position;
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask)
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{
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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GameFiber.Sleep(100);
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}
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}
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