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Refactored TrafficPathing class into VehicleCollector and AITasking classes

This commit is contained in:
Rich Dunne 2020-08-25 17:10:33 -06:00
parent a0bf7ef512
commit 689c5da8ec
2 changed files with 147 additions and 139 deletions

96
SceneManager/AITasking.cs Normal file
View file

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using Rage;
using System.Collections.Generic;
using System.Linq;
namespace SceneManager
{
class AITasking
{
public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(collectedVehicle);
}
DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
DismissDriver(collectedVehicle);
}
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{
if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{
Game.LogTrivial($"Waypoint is null");
return;
}
if (!vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
}
if (!driver)
{
Game.LogTrivial($"Driver is null");
return;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
}
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.SetStoppedAtWaypoint(true);
}
}
}
private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.SetStoppedAtWaypoint(true);
}
public static void DismissDriver(CollectedVehicle cv)
{
if (!cv.Vehicle)
{
Game.LogTrivial($"Vehicle is not valid after tasks completed.");
return;
}
if (!cv.Vehicle.Driver)
{
Game.LogTrivial($"Driver is not valid after tasks completed.");
return;
}
cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false);
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.Driver.Dismiss();
cv.Vehicle.Driver.Tasks.Clear();
cv.Vehicle.Driver.BlockPermanentEvents = false;
cv.Vehicle.Driver.IsPersistent = false;
cv.Vehicle.Dismiss();
cv.Vehicle.IsPersistent = false;
Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
}
}
}
}