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Fixed vehicles not being directed from paths/stop waypoints correctly

This commit is contained in:
Rich Dunne 2020-10-11 15:00:08 -06:00
parent 57a65e9031
commit 772e618628

View file

@ -16,6 +16,9 @@ namespace SceneManager
return;
}
collectedVehicle.Path = path;
collectedVehicle.CurrentWaypoint = currentWaypoint;
if (currentWaypoint != null && collectedVehicle.Directed)
{
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
@ -23,10 +26,24 @@ namespace SceneManager
{
GameFiber.Yield();
}
if (collectedVehicle.StoppedAtWaypoint)
{
Logger.Log($"Unstucking {collectedVehicle.Vehicle.Model.Name}");
collectedVehicle.StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
}
collectedVehicle.Driver.Tasks.Clear();
AssignTasksForDirectedDriver(acceptedDistance);
LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
collectedVehicle.Directed = false;
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
if(collectedVehicle != null)
{
collectedVehicle.Directed = false;
}
if (collectedVehicle.Vehicle)
{
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
}
}
if (currentWaypoint.IsStopWaypoint)
@ -38,16 +55,12 @@ namespace SceneManager
DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint);
}
if (!VehicleAndDriverAreValid(collectedVehicle))
if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed)
{
return;
}
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
if (collectedVehicle.Directed)
{
collectedVehicle.Dismiss(DismissOption.FromDirect);
}
else if(!collectedVehicle.Dismissed)
if(!collectedVehicle.Dismissed)
{
collectedVehicle.Dismiss();
}
@ -57,7 +70,7 @@ namespace SceneManager
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.SkipWaypoint}");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}");
collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
}
@ -83,9 +96,11 @@ namespace SceneManager
var driver = vehicle.Driver;
Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
{
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
Logger.Log($"Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}, StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
collectedVehicle.SkipWaypoint = false;
if (collectedVehicle == null || collectedVehicle.Dismissed || collectedVehicle.Directed)
@ -96,6 +111,7 @@ namespace SceneManager
if(collectedVehicle.Driver == null || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive)
{
Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
return;
}
if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
@ -120,12 +136,12 @@ namespace SceneManager
continue;
}
if (!collectedVehicle.Dismissed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].IsStopWaypoint)
if (!collectedVehicle.Dismissed && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].IsStopWaypoint)
{
StopVehicleAtWaypoint(path.Waypoints[currentWaypointTask], collectedVehicle);
}
if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed)
if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed || collectedVehicle.Directed)
{
return;
}
@ -141,7 +157,7 @@ namespace SceneManager
void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
{
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
{
//Logger.Log($"Looping while {vehicle.Model.Name} drives to waypoint.");
GameFiber.Sleep(100);
@ -195,7 +211,7 @@ namespace SceneManager
}
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
collectedVehicle.StoppedAtWaypoint = true;