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Changed Game.LogTrivial references to Logger.Log. Changed LoopWhileDrivingToWaypoint methods to local functions

This commit is contained in:
Rich Dunne 2020-09-14 12:33:34 -06:00
parent 7aedb19090
commit 730e85fe3c

View file

@ -16,12 +16,12 @@ namespace SceneManager
if (currentWaypoint != null) if (currentWaypoint != null)
{ {
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint)); 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)) 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); collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)263075, acceptedDistance);
LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, currentWaypoint, acceptedDistance); LoopWhileDrivingToWaypoint(acceptedDistance);
} }
if(currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination) if(currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{ {
@ -36,12 +36,20 @@ namespace SceneManager
{ {
return; return;
} }
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete."); Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
if (!collectedVehicle.Dismissed) if (!collectedVehicle.Dismissed)
{ {
collectedVehicle.Dismiss(); collectedVehicle.Dismiss();
} }
void LoopWhileDrivingToWaypoint(float acceptedDistance)
{
while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
{
//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
GameFiber.Yield();
}
}
} }
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint) private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
@ -54,7 +62,7 @@ namespace SceneManager
var vehicle = collectedVehicle.Vehicle; var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver; var driver = vehicle.Driver;
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) // Do we need to make this <= count? Or nextWaypoint = currentWaypoint.Number - 1? Is this dependent on direct vs. normal collection? for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{ {
if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle)) if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle))
{ {
@ -66,7 +74,7 @@ namespace SceneManager
collectedVehicle.CurrentWaypoint = waypoints[nextWaypoint]; collectedVehicle.CurrentWaypoint = waypoints[nextWaypoint];
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, nextWaypoint); float acceptedDistance = GetAcceptedStoppingDistance(waypoints, nextWaypoint);
Game.LogTrivial($"{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) if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
{ {
collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance); 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); collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
} }
LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, nextWaypoint, acceptedDistance); LoopWhileDrivingToWaypoint(nextWaypoint, acceptedDistance);
if (collectedVehicle.SkipWaypoint) if (collectedVehicle.SkipWaypoint)
{ {
@ -95,26 +103,36 @@ namespace SceneManager
collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
} }
} }
}
public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, int nextWaypoint, float acceptedDistance) void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
{
while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > 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})"); while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
//Game.LogTrivial($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}"); {
GameFiber.Yield(); //Logger.Log($"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($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}");
GameFiber.Yield();
}
} }
} }
public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint, float acceptedDistance) //public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, int nextWaypoint, float acceptedDistance)
{ //{
while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance) // while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
{ // {
//Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)"); // //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})");
GameFiber.Yield(); // //Logger.Log($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}");
} // GameFiber.Yield();
} // }
//}
//public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint, float acceptedDistance)
//{
// while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
// {
// //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
// GameFiber.Yield();
// }
//}
private static float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint) private static float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
{ {
@ -128,7 +146,7 @@ namespace SceneManager
dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f); dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
} }
var acceptedDistance = MathHelper.Clamp(dist, 2, 10); var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
Game.LogTrivial($"Accepted distance: {acceptedDistance}"); Logger.Log($"Accepted distance: {acceptedDistance}");
return acceptedDistance; return acceptedDistance;
} }
@ -136,17 +154,17 @@ namespace SceneManager
{ {
if (collectedVehicle == null) if (collectedVehicle == null)
{ {
Game.LogTrivial($"CollectedVehicle is null"); Logger.Log($"CollectedVehicle is null");
return false; return false;
} }
if (!collectedVehicle.Vehicle) if (!collectedVehicle.Vehicle)
{ {
Game.LogTrivial($"Vehicle is null"); Logger.Log($"Vehicle is null");
return false; return false;
} }
if (!collectedVehicle.Driver) if (!collectedVehicle.Driver)
{ {
Game.LogTrivial($"Driver is null"); Logger.Log($"Driver is null");
return false; return false;
} }
return true; return true;
@ -156,22 +174,22 @@ namespace SceneManager
{ {
if (waypoints.ElementAtOrDefault(nextWaypoint) == null) if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{ {
Game.LogTrivial($"Waypoint is null"); Logger.Log($"Waypoint is null");
return false; return false;
} }
if(collectedVehicle == null) if(collectedVehicle == null)
{ {
Game.LogTrivial($"CollectedVehicle is null"); Logger.Log($"CollectedVehicle is null");
return false; return false;
} }
if (!collectedVehicle.Vehicle) if (!collectedVehicle.Vehicle)
{ {
Game.LogTrivial($"Vehicle is null"); Logger.Log($"Vehicle is null");
return false; return false;
} }
if (!collectedVehicle.Driver) if (!collectedVehicle.Driver)
{ {
Game.LogTrivial($"Driver is null"); Logger.Log($"Driver is null");
return false; return false;
} }
return true; return true;
@ -183,8 +201,9 @@ namespace SceneManager
{ {
return; return;
} }
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Game.LogTrivial($"{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); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
collectedVehicle.StoppedAtWaypoint = true; collectedVehicle.StoppedAtWaypoint = true;
collectedVehicle.Driver.Tasks.Clear(); collectedVehicle.Driver.Tasks.Clear();