From 730e85fe3c99bf9fd6d93b799f5cad6609fb28a1 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Mon, 14 Sep 2020 12:33:34 -0600 Subject: [PATCH] Changed Game.LogTrivial references to Logger.Log. Changed LoopWhileDrivingToWaypoint methods to local functions --- SceneManager/AITasking.cs | 81 ++++++++++++++++++++++++--------------- 1 file changed, 50 insertions(+), 31 deletions(-) diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs index 6fab725..66c253d 100644 --- a/SceneManager/AITasking.cs +++ b/SceneManager/AITasking.cs @@ -16,12 +16,12 @@ namespace SceneManager if (currentWaypoint != null) { float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint)); - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}"); + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}"); if(collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position) > (currentWaypoint.CollectorRadius + 0.5)) { - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to waypoint {currentWaypoint.Number}"); + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to waypoint {currentWaypoint.Number}"); collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)263075, acceptedDistance); - LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, currentWaypoint, acceptedDistance); + LoopWhileDrivingToWaypoint(acceptedDistance); } if(currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination) { @@ -36,12 +36,20 @@ namespace SceneManager { return; } - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete."); + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all tasks complete."); if (!collectedVehicle.Dismissed) { collectedVehicle.Dismiss(); } + void LoopWhileDrivingToWaypoint(float acceptedDistance) + { + while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance) + { + //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)"); + GameFiber.Yield(); + } + } } private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List waypoints, Waypoint currentWaypoint) @@ -54,7 +62,7 @@ namespace SceneManager var vehicle = collectedVehicle.Vehicle; var driver = vehicle.Driver; - for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) // Do we need to make this <= count? Or nextWaypoint = currentWaypoint.Number - 1? Is this dependent on direct vs. normal collection? + for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) { if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle)) { @@ -66,7 +74,7 @@ namespace SceneManager collectedVehicle.CurrentWaypoint = waypoints[nextWaypoint]; float acceptedDistance = GetAcceptedStoppingDistance(waypoints, nextWaypoint); - Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}"); + Logger.Log($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}"); if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding) { collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance); @@ -75,7 +83,7 @@ namespace SceneManager { collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance); } - LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, nextWaypoint, acceptedDistance); + LoopWhileDrivingToWaypoint(nextWaypoint, acceptedDistance); if (collectedVehicle.SkipWaypoint) { @@ -95,26 +103,36 @@ namespace SceneManager collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); } } - } - public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List waypoints, int nextWaypoint, float acceptedDistance) - { - while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance) + void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance) { - //Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})"); - //Game.LogTrivial($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}"); - GameFiber.Yield(); + while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance) + { + //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})"); + //Logger.Log($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}"); + GameFiber.Yield(); + } } } - public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List waypoints, Waypoint currentWaypoint, float acceptedDistance) - { - while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance) - { - //Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)"); - GameFiber.Yield(); - } - } + //public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List waypoints, int nextWaypoint, float acceptedDistance) + //{ + // while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance) + // { + // //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})"); + // //Logger.Log($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}"); + // GameFiber.Yield(); + // } + //} + + //public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List waypoints, Waypoint currentWaypoint, float acceptedDistance) + //{ + // while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance) + // { + // //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)"); + // GameFiber.Yield(); + // } + //} private static float GetAcceptedStoppingDistance(List waypoints, int nextWaypoint) { @@ -128,7 +146,7 @@ namespace SceneManager dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f); } var acceptedDistance = MathHelper.Clamp(dist, 2, 10); - Game.LogTrivial($"Accepted distance: {acceptedDistance}"); + Logger.Log($"Accepted distance: {acceptedDistance}"); return acceptedDistance; } @@ -136,17 +154,17 @@ namespace SceneManager { if (collectedVehicle == null) { - Game.LogTrivial($"CollectedVehicle is null"); + Logger.Log($"CollectedVehicle is null"); return false; } if (!collectedVehicle.Vehicle) { - Game.LogTrivial($"Vehicle is null"); + Logger.Log($"Vehicle is null"); return false; } if (!collectedVehicle.Driver) { - Game.LogTrivial($"Driver is null"); + Logger.Log($"Driver is null"); return false; } return true; @@ -156,22 +174,22 @@ namespace SceneManager { if (waypoints.ElementAtOrDefault(nextWaypoint) == null) { - Game.LogTrivial($"Waypoint is null"); + Logger.Log($"Waypoint is null"); return false; } if(collectedVehicle == null) { - Game.LogTrivial($"CollectedVehicle is null"); + Logger.Log($"CollectedVehicle is null"); return false; } if (!collectedVehicle.Vehicle) { - Game.LogTrivial($"Vehicle is null"); + Logger.Log($"Vehicle is null"); return false; } if (!collectedVehicle.Driver) { - Game.LogTrivial($"Driver is null"); + Logger.Log($"Driver is null"); return false; } return true; @@ -183,8 +201,9 @@ namespace SceneManager { return; } + var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); - Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint."); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true); collectedVehicle.StoppedAtWaypoint = true; collectedVehicle.Driver.Tasks.Clear();