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AssignWaypointTasks now takes a Path parameter instead of a collection of Waypoints

This commit is contained in:
Rich Dunne 2020-10-10 07:30:14 -06:00
parent a68de1d56a
commit 86206688b4
2 changed files with 56 additions and 31 deletions

View file

@ -9,7 +9,7 @@ namespace SceneManager
class AITasking
{
internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
{
if (!VehicleAndDriverAreValid(collectedVehicle))
{
@ -18,35 +18,46 @@ namespace SceneManager
if (currentWaypoint != null && collectedVehicle.Directed)
{
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint));
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
while (!collectedVehicle.ReadyForDirectTasks)
{
GameFiber.Yield();
}
AssignTasksForDirectedDriver(acceptedDistance);
LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
collectedVehicle.Directed = false;
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
}
if (currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
}
DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
if(currentWaypoint != path?.Waypoints?.Last())
{
DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint);
}
if (!VehicleAndDriverAreValid(collectedVehicle))
{
return;
}
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
if (!collectedVehicle.Dismissed)
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
if (collectedVehicle.Directed)
{
collectedVehicle.Dismiss(DismissOption.FromDirect);
}
else if(!collectedVehicle.Dismissed)
{
Logger.Log($"Dismissing {collectedVehicle.Vehicle.Model.Name} from path");
collectedVehicle.Dismiss();
}
void AssignTasksForDirectedDriver(float acceptedDistance)
{
collectedVehicle.Dismissed = false;
collectedVehicle.Directed = false;
//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}");
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}");
if (currentWaypoint.DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
{
collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
@ -61,13 +72,13 @@ namespace SceneManager
{
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
{
//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to path {path.Number} waypoint {currentWaypoint.Number}");
GameFiber.Yield();
}
}
}
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
{
if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
{
@ -78,32 +89,37 @@ namespace SceneManager
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name}");
for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < waypoints.Count; currentWaypointTask++)
Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
{
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
collectedVehicle.SkipWaypoint = false;
if (collectedVehicle.Dismissed || collectedVehicle == null)
if (collectedVehicle == null || collectedVehicle.Dismissed || collectedVehicle.Directed)
{
Logger.Log($"Vehicle dismissed or null, return");
return;
}
if (waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
if(collectedVehicle.Driver == null || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive)
{
collectedVehicle.CurrentWaypoint = waypoints[currentWaypointTask];
Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
}
if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask];
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, currentWaypointTask);
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask);
Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {waypoints[currentWaypointTask].Number}");
if (waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number}");
Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
if (path.Waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
{
driver.Tasks.DriveToPosition(waypoints[currentWaypointTask].Position, waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
}
else
{
driver.Tasks.DriveToPosition(waypoints[currentWaypointTask].Position, waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
}
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance);
@ -118,9 +134,9 @@ namespace SceneManager
continue;
}
if (!collectedVehicle.Dismissed && waypoints.ElementAtOrDefault(currentWaypointTask) != null && waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
if (!collectedVehicle.Dismissed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(waypoints[currentWaypointTask], collectedVehicle);
StopVehicleAtWaypoint(path.Waypoints[currentWaypointTask], collectedVehicle);
}
if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed)
@ -139,7 +155,7 @@ namespace SceneManager
void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
{
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
{
GameFiber.Sleep(100);
}
@ -169,14 +185,22 @@ namespace SceneManager
Logger.Log($"CollectedVehicle is null");
return false;
}
if (!collectedVehicle.Vehicle)
if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed)
{
Logger.Log($"Vehicle is null");
collectedVehicle.Dismiss();
//if(collectedVehicle.Driver)
//{
// collectedVehicle.Driver.IsPersistent = false;
//}
return false;
}
if (!collectedVehicle.Driver)
if (!collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed)
{
Logger.Log($"Driver is null");
collectedVehicle.Dismiss();
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} driver is null or dead");
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} persistent: {collectedVehicle.Vehicle.IsPersistent}");
//collectedVehicle.Vehicle.IsPersistent = false;
return false;
}
return true;
@ -194,12 +218,13 @@ namespace SceneManager
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
collectedVehicle.StoppedAtWaypoint = true;
while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint && !collectedVehicle.Directed)
{
GameFiber.Yield();
}
if(collectedVehicle.Vehicle && collectedVehicle.Driver)
{
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
}

View file

@ -66,7 +66,7 @@ namespace SceneManager
//SetVehicleAndDriverPersistence(vehicle);
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}");
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path, waypoint));
AssignTasksFiber.Start();
}
}