From 6d7e6a625d805b4c43c721553510eeb5ff685614 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Fri, 27 Nov 2020 15:06:39 -0700 Subject: [PATCH] Removed dead code. --- SceneManager/Object Classes/Waypoint.cs | 100 ------------------------ 1 file changed, 100 deletions(-) diff --git a/SceneManager/Object Classes/Waypoint.cs b/SceneManager/Object Classes/Waypoint.cs index d84f4b5..279a4ed 100644 --- a/SceneManager/Object Classes/Waypoint.cs +++ b/SceneManager/Object Classes/Waypoint.cs @@ -1,6 +1,4 @@ using Rage; -using System; -using System.Collections.Generic; using System.Drawing; using System.Linq; @@ -21,7 +19,6 @@ namespace SceneManager internal float SpeedZoneRadius { get; set; } internal uint SpeedZone { get; set; } internal bool EnableWaypointMarker { get; set; } = true; - internal bool EnableEditMarker { get; set; } internal Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, DrivingFlagType drivingFlag, bool stopWaypoint, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 5) { @@ -283,103 +280,6 @@ namespace SceneManager } } - internal void CollectVehicles(List paths) - { - var sleepInterval = 1000; - Game.LogTrivial($"Starting collection loop on waypoint {Number}"); - while (paths.Contains(Path) && Path.Waypoints.Contains(this)) - { - if (Path.IsEnabled && IsCollector) - { - sleepInterval = 100; - LoopForNearbyValidVehicles(); - } - else - { - sleepInterval = 1000; - } - - var collectedVehiclePlayerIsIn = Path.CollectedVehicles.Where(x => x.Vehicle == Game.LocalPlayer.Character.CurrentVehicle).FirstOrDefault(); - if (collectedVehiclePlayerIsIn != null) - { - collectedVehiclePlayerIsIn.Dismiss(DismissOption.FromPlayer); - Game.LogTrivial($"Dismissed a collected vehicle the player was in."); - } - GameFiber.Sleep(sleepInterval); - } - - void LoopForNearbyValidVehicles() - { - foreach (Vehicle vehicle in GetNearbyVehiclesForCollection(Position, CollectorRadius)) - { - if (!vehicle) - { - break; - } - - var collectedVehicle = Path.CollectedVehicles.Where(cv => cv.Vehicle == vehicle).FirstOrDefault(); - if (collectedVehicle == null) - { - CollectedVehicle newCollectedVehicle = AddVehicleToCollection(vehicle); - GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(Path, this)); - //GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, Path, this)); - AssignTasksFiber.Start(); - } - } - - Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius) - { - return (from v in World.GetAllVehicles() where v.FrontPosition.DistanceTo2D(collectorWaypointPosition) <= collectorRadius && Math.Abs(collectorWaypointPosition.Z - v.Position.Z) < 3 && IsValidForCollection(v) select v).ToArray(); - } - } - - CollectedVehicle AddVehicleToCollection(Vehicle vehicle) - { - var collectedVehicle = new CollectedVehicle(vehicle, Path, this); - Path.CollectedVehicles.Add(collectedVehicle); - Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Path.Number} waypoint {this.Number}."); - return collectedVehicle; - } - - bool IsValidForCollection(Vehicle v) - { - if (v && v.Speed > 1 && v.IsOnAllWheels && v.IsEngineOn && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && !Path.CollectedVehicles.Any(cv => cv?.Vehicle == v)) - { - var vehicleCollectedOnAnotherPath = paths.Any(p => p.Number != Path.Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v)); - if (vehicleCollectedOnAnotherPath) - { - return false; - } - if (v.HasDriver && v.Driver && !v.Driver.IsAlive) - { - return false; - } - if (!v.HasDriver) - { - v.CreateRandomDriver(); - while (!v.HasDriver) - { - GameFiber.Yield(); - } - if (v && v.Driver) - { - v.Driver.IsPersistent = true; - v.Driver.BlockPermanentEvents = true; - } - else - { - return false; - } - } - return true; - } - else - { - return false; - } - } - } - private static Vector3 GetMousePositionInWorld() { HitResult TracePlayerView(float maxTraceDistance = 100f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);