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Added "immobile" menu option. Removed traffic light menu option. Refactored "Rest Barriers" code into a new gamefiber.

This commit is contained in:
Rich Dunne 2020-12-06 07:24:56 -07:00
parent 8b6dec31b5
commit 8a40b41077

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@ -4,6 +4,8 @@ using System.Linq;
using Rage; using Rage;
using RAGENativeUI; using RAGENativeUI;
using RAGENativeUI.Elements; using RAGENativeUI.Elements;
using SceneManager.Objects;
using SceneManager.Utils;
namespace SceneManager namespace SceneManager
{ {
@ -12,11 +14,13 @@ namespace SceneManager
private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None }; private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management"); internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
internal static List<Barrier> barriers = new List<Barrier>(); internal static List<Barrier> barriers = new List<Barrier>();
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barrierKeys); private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barriers.Keys); // Settings.barrierKeys
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10); private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
// ADD CHECKBOX FOR BARRIER TO STOP TRAFFIC? ADD 3D MARKER TO SHOW WHERE TRAFFIC WILL STOP. ONLY NEED ONE CONE TO DO IT PER LANE
private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false); private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false);
private static UIMenuCheckboxItem immobile = new UIMenuCheckboxItem("Immobile", false);
private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1); private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", false); private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", Settings.EnableBarrierLightsDefaultOn);
private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList); private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList);
private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" }); private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation"); private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
@ -42,6 +46,8 @@ namespace SceneManager
barrierMenu.AddItem(invincible); barrierMenu.AddItem(invincible);
barrierMenu.AddItem(immobile);
if (Settings.EnableAdvancedBarricadeOptions) if (Settings.EnableAdvancedBarricadeOptions)
{ {
barrierMenu.AddItem(barrierTexture); barrierMenu.AddItem(barrierTexture);
@ -49,8 +55,8 @@ namespace SceneManager
barrierMenu.AddItem(setBarrierLights); barrierMenu.AddItem(setBarrierLights);
barrierMenu.AddItem(setBarrierTrafficLight); //barrierMenu.AddItem(setBarrierTrafficLight);
setBarrierTrafficLight.Index = 3; //setBarrierTrafficLight.Index = 3;
} }
barrierMenu.AddItem(removeBarrierOptions); barrierMenu.AddItem(removeBarrierOptions);
@ -69,14 +75,16 @@ namespace SceneManager
shadowBarrier.Delete(); shadowBarrier.Delete();
} }
shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], MousePositionInWorld.GetPosition, rotateBarrier.Value); var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key;
var barrierValue = Settings.barriers[barrierKey].Name;
shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index]
if (!shadowBarrier) if (!shadowBarrier)
{ {
barrierMenu.Close(); barrierMenu.Close();
Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again."); Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again.");
return; return;
} }
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index); //Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.IsGravityDisabled = true; shadowBarrier.IsGravityDisabled = true;
shadowBarrier.IsCollisionEnabled = false; shadowBarrier.IsCollisionEnabled = false;
@ -94,7 +102,7 @@ namespace SceneManager
{ {
while (barrierMenu.Visible) while (barrierMenu.Visible)
{ {
if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected) if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || immobile.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
{ {
if (shadowBarrier) if (shadowBarrier)
{ {
@ -131,7 +139,7 @@ namespace SceneManager
shadowBarrier.Heading = rotateBarrier.Value; shadowBarrier.Heading = rotateBarrier.Value;
shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier; shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index); //Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
} }
void DisableBarrierMenuOptionsIfShadowConeTooFar() void DisableBarrierMenuOptionsIfShadowConeTooFar()
@ -163,48 +171,64 @@ namespace SceneManager
private static void SpawnBarrier() private static void SpawnBarrier()
{ {
if(barrierList.SelectedItem == "Flare") GameFiber.StartNew(() =>
{ {
SpawnFlare(); if (barrierList.SelectedItem == "Flare")
}
else
{
var barrier = new Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
barrier.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
barrier.IsPositionFrozen = false;
if (invincible.Checked)
{ {
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true); SpawnFlare();
if(barrier.Model.Name != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
}
} }
if (Settings.EnableAdvancedBarricadeOptions) else
{ {
Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value); var barrier = new Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
if (setBarrierLights.Checked) barrier.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
if (invincible.Checked)
{ {
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, false); Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
if (barrier.Model.Name != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
}
}
if (immobile.Checked)
{
barrier.IsPositionFrozen = true;
} }
else else
{ {
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, true);
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
barrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (barrier)
{
barrier.IsPositionFrozen = false; barrier.IsPositionFrozen = false;
} }
if (Settings.EnableAdvancedBarricadeOptions)
{
Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value);
if (setBarrierLights.Checked)
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, false);
}
else
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, true);
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
barrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (barrier && !immobile.Checked)
{
barrier.IsPositionFrozen = false;
}
}
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading, invincible.Checked, immobile.Checked));
//if (barriers.First().Object == barrier)
//{
// barriers.First().GoAround();
//}
removeBarrierOptions.Enabled = true;
resetBarriers.Enabled = true;
} }
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading)); }, "Scene Manager Spawn Barrier Fiber");
removeBarrierOptions.Enabled = true;
resetBarriers.Enabled = true;
}
void SpawnFlare() void SpawnFlare()
{ {
@ -224,7 +248,7 @@ namespace SceneManager
} }
}); });
barriers.Add(new Barrier(flare, flare.Position, flare.Heading)); barriers.Add(new Barrier(flare, flare.Position, flare.Heading, invincible.Checked, immobile.Checked));
removeBarrierOptions.Enabled = true; removeBarrierOptions.Enabled = true;
} }
} }
@ -270,31 +294,41 @@ namespace SceneManager
private static void ResetBarriers() private static void ResetBarriers()
{ {
var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash GameFiber.StartNew(() =>
foreach (Barrier barrier in currentBarriers)
{ {
var newBarrier = new Rage.Object(barrier.Model, barrier.Position, barrier.Rotation); var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
newBarrier.SetPositionWithSnap(barrier.Position); foreach (Barrier barrier in currentBarriers)
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
newBarrier.IsPositionFrozen = false;
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
newBarrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (newBarrier)
{ {
newBarrier.IsPositionFrozen = false; var newBarrier = new Object(barrier.Model, barrier.Position, barrier.Rotation);
} newBarrier.SetPositionWithSnap(barrier.Position);
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading)); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
newBarrier.IsPositionFrozen = barrier.Immobile;
if (barrier.Invincible)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
if (newBarrier.Model.Name != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(newBarrier, true);
}
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
newBarrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (newBarrier && !barrier.Immobile)
{
newBarrier.IsPositionFrozen = false;
}
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading, barrier.Invincible, barrier.Immobile));
if (barrier.Object)
if (barrier.Object) {
{ barrier.Object.Delete();
barrier.Object.Delete(); }
barriers.Remove(barrier);
} }
barriers.Remove(barrier); currentBarriers.Clear();
} });
currentBarriers.Clear();
} }
private static void SetBarrierLights() private static void SetBarrierLights()
@ -308,7 +342,7 @@ namespace SceneManager
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, true); Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, true);
} }
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index); //Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
} }
private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked) private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked)
@ -378,13 +412,6 @@ namespace SceneManager
private static void BarrierMenu_OnMenuOpen(UIMenu menu) private static void BarrierMenu_OnMenuOpen(UIMenu menu)
{ {
var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions }; var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { invincible, null }, {setBarrierLights, SetBarrierLights} };
var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
{
{ barrierList, SpawnBarrier },
{ removeBarrierOptions, RemoveBarrier },
{ resetBarriers, ResetBarriers },
};
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away."); Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
CreateShadowBarrier(); CreateShadowBarrier();