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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Refactored TrafficPathing class into VehicleCollector and AITasking classes
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parent
a0bf7ef512
commit
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2 changed files with 147 additions and 139 deletions
96
SceneManager/AITasking.cs
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96
SceneManager/AITasking.cs
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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namespace SceneManager
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{
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class AITasking
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{
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public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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StopVehicleAtWaypoint(collectedVehicle);
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}
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DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
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DismissDriver(collectedVehicle);
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}
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
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{
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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Game.LogTrivial($"Waypoint is null");
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return;
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}
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if (!vehicle)
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{
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Game.LogTrivial($"Vehicle is null");
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return;
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}
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if (!driver)
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{
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Game.LogTrivial($"Driver is null");
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return;
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}
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Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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}
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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}
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}
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}
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private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle)
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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}
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public static void DismissDriver(CollectedVehicle cv)
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{
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if (!cv.Vehicle)
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{
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Game.LogTrivial($"Vehicle is not valid after tasks completed.");
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return;
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}
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if (!cv.Vehicle.Driver)
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{
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Game.LogTrivial($"Driver is not valid after tasks completed.");
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return;
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}
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cv.SetDismissNow(true);
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cv.SetStoppedAtWaypoint(false);
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if (cv.Vehicle && cv.Vehicle.Driver)
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{
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cv.Vehicle.Driver.Dismiss();
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cv.Vehicle.Driver.Tasks.Clear();
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cv.Vehicle.Driver.BlockPermanentEvents = false;
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cv.Vehicle.Driver.IsPersistent = false;
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cv.Vehicle.Dismiss();
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cv.Vehicle.IsPersistent = false;
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Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
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}
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}
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}
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}
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