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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Renamed Object Classes folder to Objects
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5 changed files with 134 additions and 64 deletions
261
SceneManager/Objects/Path.cs
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261
SceneManager/Objects/Path.cs
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using Rage;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Xml.Serialization;
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using SceneManager.Utils;
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using System.IO;
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namespace SceneManager.Objects
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{
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internal class Path // Change this to Public for import/export
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{
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internal int Number { get; set; }
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internal bool IsEnabled { get; set; }
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internal State State { get; set; }
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[XmlArray("Waypoints")]
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[XmlArrayItem("Waypoint")]
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public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
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internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
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private List<Vehicle> _blacklistedVehicles = new List<Vehicle>();
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private Path() { }
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internal Path(int pathNum, State pathState)
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{
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Number = pathNum;
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State = pathState;
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DrawLinesBetweenWaypoints();
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}
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internal void Save(string filename)
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{
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var GAME_DIRECTORY = Directory.GetCurrentDirectory();
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var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "/plugins/SceneManager/Saved Paths/";
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if (!Directory.Exists(SAVED_PATHS_DIRECTORY))
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{
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Directory.CreateDirectory(SAVED_PATHS_DIRECTORY);
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Game.LogTrivial($"New directory created at '/plugins/SceneManager/Saved Paths'");
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}
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PathXMLManager.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
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}
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private void LowerWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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wp.Blip.Alpha = 0.5f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.25f;
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}
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}
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}
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private void RestoreWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.Blip)
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{
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wp.Blip.Alpha = 1.0f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.5f;
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}
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}
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}
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}
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internal void DisablePath()
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{
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IsEnabled = false;
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foreach(Waypoint wp in Waypoints)
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{
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wp.RemoveSpeedZone();
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}
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if (SettingsMenu.mapBlips.Checked)
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{
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LowerWaypointBlipsOpacity();
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}
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}
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internal void EnablePath()
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{
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IsEnabled = true;
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.IsCollector)
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{
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wp.AddSpeedZone();
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}
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}
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if (SettingsMenu.mapBlips.Checked)
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{
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RestoreWaypointBlipsOpacity();
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}
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}
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internal void DrawLinesBetweenWaypoints()
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{
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GameFiber.StartNew(() =>
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{
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while(true)
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{
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if (SettingsMenu.threeDWaypoints.Checked && (State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
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{
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for (int i = 0; i < Waypoints.Count; i++)
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{
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if (i != Waypoints.Count - 1)
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{
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if (Waypoints[i + 1].IsStopWaypoint)
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Orange);
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}
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else
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Green);
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}
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}
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}
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}
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GameFiber.Yield();
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}
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});
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}
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internal void LoopForVehiclesToBeDismissed()
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{
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GameFiber.StartNew(() =>
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{
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while (PathMainMenu.paths.Contains(this))
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{
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//Logger.Log($"Dismissing unused vehicles for cleanup");
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foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle))
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{
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if (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)
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{
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if (cv.Vehicle.HasDriver)
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{
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cv.Vehicle.Driver.Dismiss();
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}
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cv.Vehicle.Dismiss();
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}
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}
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CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
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_blacklistedVehicles.RemoveAll(v => !v);
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GameFiber.Sleep(60000);
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}
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});
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}
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internal void LoopWaypointCollection()
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{
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uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
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int yieldAfterChecks = 50; // How many calculations to do before yielding
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while (PathMainMenu.paths.Contains(this))
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{
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if (IsEnabled)
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{
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int checksDone = 0;
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try
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{
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foreach (Waypoint waypoint in Waypoints)
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{
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if (waypoint != null & waypoint.IsCollector)
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{
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foreach (Vehicle v in World.GetAllVehicles())
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{
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if (VehicleIsNearWaypoint(v, waypoint) && VehicleIsValidForCollection(v))
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{
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
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GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
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//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
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AssignTasksFiber.Start();
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}
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checksDone++; // Increment the counter inside the vehicle loop
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if (checksDone % yieldAfterChecks == 0)
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{
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GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
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}
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}
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}
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}
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}
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catch
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{
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//return;
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}
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}
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GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
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lastProcessTime = Game.GameTime;
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}
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CollectedVehicle AddVehicleToCollection(Vehicle vehicle)
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{
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var collectedVehicle = new CollectedVehicle(vehicle, this);
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CollectedVehicles.Add(collectedVehicle);
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Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
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return collectedVehicle;
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}
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bool VehicleIsNearWaypoint(Vehicle v, Waypoint wp)
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{
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return v.FrontPosition.DistanceTo2D(wp.Position) <= wp.CollectorRadius && Math.Abs(wp.Position.Z - v.Position.Z) < 3;
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}
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bool VehicleIsValidForCollection(Vehicle v)
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{
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if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !_blacklistedVehicles.Contains(v))
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{
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var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
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if (vehicleCollectedOnAnotherPath)
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{
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return false;
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}
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if (v.HasDriver && v.Driver)
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{
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if(!v.Driver.IsAlive)
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{
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Game.LogTrivial($"Vehicle's driver is dead.");
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_blacklistedVehicles.Add(v);
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return false;
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}
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if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
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{
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_blacklistedVehicles.Add(v);
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return false;
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}
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}
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if (!v.HasDriver)
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{
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v.CreateRandomDriver();
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while (!v.HasDriver)
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{
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GameFiber.Yield();
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}
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if (v && v.Driver)
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{
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v.Driver.IsPersistent = true;
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v.Driver.BlockPermanentEvents = true;
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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}
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}
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