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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 07:30:40 +01:00
AssignWaypointTasks now takes a Path parameter instead of a collection of Waypoints
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parent
a68de1d56a
commit
86206688b4
2 changed files with 56 additions and 31 deletions
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@ -9,7 +9,7 @@ namespace SceneManager
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class AITasking
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{
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internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
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{
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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@ -18,35 +18,46 @@ namespace SceneManager
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if (currentWaypoint != null && collectedVehicle.Directed)
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{
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float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint));
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float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
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while (!collectedVehicle.ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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AssignTasksForDirectedDriver(acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
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collectedVehicle.Directed = false;
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
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}
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if (currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
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}
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DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
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if(currentWaypoint != path?.Waypoints?.Last())
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{
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DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint);
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}
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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return;
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}
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
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if (!collectedVehicle.Dismissed)
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
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if (collectedVehicle.Directed)
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{
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collectedVehicle.Dismiss(DismissOption.FromDirect);
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}
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else if(!collectedVehicle.Dismissed)
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{
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Logger.Log($"Dismissing {collectedVehicle.Vehicle.Model.Name} from path");
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collectedVehicle.Dismiss();
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}
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void AssignTasksForDirectedDriver(float acceptedDistance)
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{
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collectedVehicle.Dismissed = false;
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collectedVehicle.Directed = false;
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number}");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.SkipWaypoint}");
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if (currentWaypoint.DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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{
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collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
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@ -61,13 +72,13 @@ namespace SceneManager
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{
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
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{
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//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
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//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to path {path.Number} waypoint {currentWaypoint.Number}");
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GameFiber.Yield();
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}
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}
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}
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
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{
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if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
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{
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@ -78,32 +89,37 @@ namespace SceneManager
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name}");
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for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < waypoints.Count; currentWaypointTask++)
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Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
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for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
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{
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
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collectedVehicle.SkipWaypoint = false;
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if (collectedVehicle.Dismissed || collectedVehicle == null)
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if (collectedVehicle == null || collectedVehicle.Dismissed || collectedVehicle.Directed)
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{
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Logger.Log($"Vehicle dismissed or null, return");
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return;
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}
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if (waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
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if(collectedVehicle.Driver == null || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive)
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{
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collectedVehicle.CurrentWaypoint = waypoints[currentWaypointTask];
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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float acceptedDistance = GetAcceptedStoppingDistance(waypoints, currentWaypointTask);
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Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
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}
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Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {waypoints[currentWaypointTask].Number}");
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if (waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask];
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask);
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Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number}");
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Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
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if (path.Waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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{
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driver.Tasks.DriveToPosition(waypoints[currentWaypointTask].Position, waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
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driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
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}
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else
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{
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driver.Tasks.DriveToPosition(waypoints[currentWaypointTask].Position, waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
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driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
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}
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance);
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@ -118,9 +134,9 @@ namespace SceneManager
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continue;
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}
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if (!collectedVehicle.Dismissed && waypoints.ElementAtOrDefault(currentWaypointTask) != null && waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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if (!collectedVehicle.Dismissed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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StopVehicleAtWaypoint(waypoints[currentWaypointTask], collectedVehicle);
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StopVehicleAtWaypoint(path.Waypoints[currentWaypointTask], collectedVehicle);
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}
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if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed)
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@ -139,7 +155,7 @@ namespace SceneManager
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void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
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{
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
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{
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GameFiber.Sleep(100);
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}
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@ -169,14 +185,22 @@ namespace SceneManager
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Logger.Log($"CollectedVehicle is null");
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return false;
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}
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if (!collectedVehicle.Vehicle)
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if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed)
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{
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Logger.Log($"Vehicle is null");
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collectedVehicle.Dismiss();
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//if(collectedVehicle.Driver)
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//{
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// collectedVehicle.Driver.IsPersistent = false;
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//}
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return false;
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}
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if (!collectedVehicle.Driver)
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if (!collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed)
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{
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Logger.Log($"Driver is null");
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collectedVehicle.Dismiss();
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} driver is null or dead");
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} persistent: {collectedVehicle.Vehicle.IsPersistent}");
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//collectedVehicle.Vehicle.IsPersistent = false;
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return false;
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}
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return true;
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@ -194,12 +218,13 @@ namespace SceneManager
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
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collectedVehicle.StoppedAtWaypoint = true;
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while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
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while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint && !collectedVehicle.Directed)
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{
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GameFiber.Yield();
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}
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if(collectedVehicle.Vehicle && collectedVehicle.Driver)
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{
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
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collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
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}
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@ -66,7 +66,7 @@ namespace SceneManager
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//SetVehicleAndDriverPersistence(vehicle);
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
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Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}");
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path, waypoint));
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AssignTasksFiber.Start();
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}
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}
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