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Fix vehicles with disappearing drivers

This commit is contained in:
TheGeneralist 2025-01-05 10:44:53 +01:00
parent b6131c0b0e
commit 6bd369845e
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GPG key ID: C391D4D52D630F45
5 changed files with 95 additions and 32 deletions

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@ -29,6 +29,7 @@ namespace SceneManager.Paths
[XmlArrayItem("Barrier")]
public List<Barrier> Barriers { get; set; } = new List<Barrier>();
internal List<CollectedPed> CollectedPeds { get; } = new List<CollectedPed>();
internal List<CollectedVehicle> CollectedVehicles { get; } = new List<CollectedVehicle>();
internal List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
internal Path()
@ -204,40 +205,29 @@ namespace SceneManager.Paths
}, "3D Waypoint Line Drawing Fiber");
}
//internal void LoopForVehiclesToBeDismissed()
//{
// while (PathManager.Paths.Contains(this))
// {
// foreach (CollectedPed cp in CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver)))
// {
// if (cp.CurrentVehicle.HasDriver)
// {
// cp.CurrentVehicle.Driver.Dismiss();
// }
// cp.CurrentVehicle.Dismiss();
// }
// CollectedPeds.RemoveAll(cp => !cp || !cp.CurrentVehicle);
// BlacklistedVehicles.RemoveAll(v => !v);
// GameFiber.Sleep(60000);
// }
//}
internal void CleanupInvalidPedsAndVehicles()
{
var pedsToDismiss = CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver)).ToList();
foreach (CollectedPed cp in pedsToDismiss)
{
//if (cp.CurrentVehicle.HasDriver)
//{
// cp.CurrentVehicle.Driver.Dismiss();
//}
//cp.CurrentVehicle.Dismiss();
cp.CurrentVehicle.Dismiss();
cp.Dismiss();
}
CollectedPeds.RemoveAll(cp => !cp || !cp.CurrentVehicle);
BlacklistedVehicles.RemoveAll(v => !v);
// Addition: collected vehicles without drivers
//Game.LogTrivial("[DEBUG] Vehicle clean-up.");
foreach(CollectedVehicle veh in CollectedVehicles)
{
if (veh.OptionalCleanUp())
{
Game.LogTrivial("[DEBUG] Cleaned up a vehicle");
// Unsure if this is normal code but whatevs
BlacklistedVehicles.RemoveAll(v => v.Handle == veh.Handle);
}
}
}
internal void LoopWaypointCollection()
@ -290,7 +280,11 @@ namespace SceneManager.Paths
lastProcessTime = Game.GameTime;
continue;
}
CollectedPeds.Add(new CollectedPed(vehicle.Driver, this, waypoint));
CollectedPed p = new CollectedPed(vehicle.Driver, this, waypoint);
CollectedVehicle v = new CollectedVehicle(vehicle, p);
p.InitialVehicle = v;
CollectedVehicles.Add(v);
CollectedPeds.Add(p);
}
checksDone++; // Increment the counter inside the vehicle loop
@ -312,6 +306,17 @@ namespace SceneManager.Paths
}
}
// Remove the ped from the CollectedPeds and its Vehicle from CollectedVehicle arrays
// Not sure what we need this for but it's basically removing the Ped from arrays
// Then, removing the Vehicle and cleaning the vehicle up.
// last arg (for clarity): Collected Ped's InitialVehicle
internal void DismissPed(Predicate<CollectedVehicle> vehMatch, CollectedPed collectedPed, CollectedVehicle collectedPedsInitialVehicle)
{
CollectedVehicles.RemoveAll(vehMatch);
CollectedPeds.Remove(collectedPed);
if (collectedPedsInitialVehicle) collectedPedsInitialVehicle.OptionalCleanUp();
}
internal void Delete()
{
var pathIndex = Array.IndexOf(PathManager.Paths, this);
@ -329,7 +334,8 @@ namespace SceneManager.Paths
foreach (CollectedPed collectedPed in collectedPedsCopy.Where(x => x != null && x && x.CurrentVehicle))
{
collectedPed.Dismiss();
CollectedPeds.Remove(collectedPed);
//CollectedPeds.Remove(collectedPed);
collectedPed.RemovePedAndVehicleFromPath();
}
}