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Renamed Object Classes folder to Objects

This commit is contained in:
Rich Dunne 2020-12-06 07:29:50 -07:00
parent a2b935659f
commit 8ae65246f8
5 changed files with 134 additions and 64 deletions

View file

@ -1,21 +0,0 @@
using System;
using Rage;
namespace SceneManager
{
class Barrier
{
internal Rage.Object Object { get; }
internal Model @Model{ get; }
internal Vector3 Position { get; }
internal float Rotation { get; }
internal Barrier(Rage.Object barrier, Vector3 barrierPosition, float barrierRotation)
{
Object = barrier;
@Model = barrier.Model;
Position = barrierPosition;
Rotation = barrierRotation;
}
}
}

View file

@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Rage;
using SceneManager.Utils;
namespace SceneManager.Objects
{
class Barrier
{
internal Rage.Object Object { get; }
internal Model @Model{ get; }
internal Vector3 Position { get; }
internal float Rotation { get; }
internal bool Invincible { get; }
internal bool Immobile { get; }
internal Barrier(Rage.Object barrier, Vector3 barrierPosition, float barrierRotation, bool invincible, bool immobile)
{
Object = barrier;
@Model = barrier.Model;
Position = barrierPosition;
Rotation = barrierRotation;
Invincible = invincible;
Immobile = immobile;
//AddBlocker();
}
private void AddBlocker()
{
var blocker = new Rage.Object("prop_barier_conc_01a", Position, Rotation);
blocker.AttachTo(Object, 0, new Vector3(0, 0, 0), new Rotator());
GameFiber.StartNew(() =>
{
while (Object)
{
GameFiber.Yield();
}
blocker.Delete();
});
}
internal void GoAround()
{
GameFiber.StartNew(() =>
{
var collected = new List<Vehicle>();
while (Object)
{
foreach (Vehicle v in World.GetAllVehicles())
{
if(v && v.IsEngineOn)
{
if(v.HasDriver && v.Driver && v.Driver.IsAlive)
{
if (!collected.Contains(v))
{
v.Driver.Tasks.Clear();
v.Driver.Tasks.CruiseWithVehicle(5f, (VehicleDrivingFlags)17039872);
v.Driver.KeepTasks = true;
collected.Add(v);
}
}
}
}
GameFiber.Sleep(1000);
}
});
}
}
}

View file

@ -1,8 +1,9 @@
using Rage; using Rage;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using SceneManager.Utils;
namespace SceneManager namespace SceneManager.Objects
{ {
internal class CollectedVehicle internal class CollectedVehicle
{ {
@ -64,7 +65,7 @@ namespace SceneManager
DriveToNextWaypoint(); DriveToNextWaypoint();
} }
if (!VehicleAndDriverAreValid() || Directed) if (!Dismissed && !VehicleAndDriverAreValid() || Directed)
{ {
return; return;
} }
@ -251,11 +252,6 @@ namespace SceneManager
void StopAtWaypoint() void StopAtWaypoint()
{ {
if (!VehicleAndDriverAreValid())
{
return;
}
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint."); Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true);
@ -280,14 +276,15 @@ namespace SceneManager
Game.LogTrivial($"CollectedVehicle is null"); Game.LogTrivial($"CollectedVehicle is null");
return false; return false;
} }
if (!Vehicle && !Dismissed) if (!Vehicle)// && !Dismissed)
{ {
Game.LogTrivial($"Vehicle is null"); Game.LogTrivial($"Vehicle is null");
Dismiss(); Dismiss();
return false; return false;
} }
if (!Driver || !Driver.IsAlive) if (!Driver || !Driver.CurrentVehicle || !Driver.IsAlive)
{ {
Game.LogTrivial($"Driver is null or dead or not in a vehicle");
Dismiss(); Dismiss();
return false; return false;
} }
@ -297,8 +294,14 @@ namespace SceneManager
internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath, Path newPath = null) internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath, Path newPath = null)
{ {
if (!Vehicle || !Driver) if (!Vehicle)
{ {
Game.LogTrivial($"Vehicle is null.");
return;
}
if (!Driver)
{
Game.LogTrivial($"Driver is null.");
return; return;
} }
@ -311,27 +314,27 @@ namespace SceneManager
if (dismissOption == DismissOption.FromPlayer) if (dismissOption == DismissOption.FromPlayer)
{ {
Dismissed = true; Dismissed = true;
if (Driver) //if (Driver)
{ //{
Driver.Dismiss(); Driver.Dismiss();
} //}
if (Vehicle) //if (Vehicle)
{ //{
Vehicle.Dismiss(); Vehicle.Dismiss();
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
} //}
Path.CollectedVehicles.Remove(this); Path.CollectedVehicles.Remove(this);
return; return;
} }
if(Vehicle && StoppedAtWaypoint) if(Driver.CurrentVehicle && StoppedAtWaypoint)
{ {
StoppedAtWaypoint = false; StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.CurrentVehicle, 0f, 1, true); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true);
if (Driver?.CurrentVehicle) //if (Driver)
{ //{
Driver.Tasks.CruiseWithVehicle(5f); Driver.Tasks.CruiseWithVehicle(5f);
} //}
} }
Driver.Tasks.Clear(); Driver.Tasks.Clear();

View file

@ -3,18 +3,27 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Drawing; using System.Drawing;
using System.Linq; using System.Linq;
using System.Xml.Serialization;
using SceneManager.Utils;
using System.IO;
namespace SceneManager namespace SceneManager.Objects
{ {
public class Path internal class Path // Change this to Public for import/export
{ {
internal int Number { get; set; } internal int Number { get; set; }
internal bool IsEnabled { get; set; } internal bool IsEnabled { get; set; }
internal State State { get; set; } internal State State { get; set; }
internal List<Waypoint> Waypoints = new List<Waypoint>();
[XmlArray("Waypoints")]
[XmlArrayItem("Waypoint")]
public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>(); internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
private List<Vehicle> _blacklistedVehicles = new List<Vehicle>(); private List<Vehicle> _blacklistedVehicles = new List<Vehicle>();
private Path() { }
internal Path(int pathNum, State pathState) internal Path(int pathNum, State pathState)
{ {
Number = pathNum; Number = pathNum;
@ -22,6 +31,18 @@ namespace SceneManager
DrawLinesBetweenWaypoints(); DrawLinesBetweenWaypoints();
} }
internal void Save(string filename)
{
var GAME_DIRECTORY = Directory.GetCurrentDirectory();
var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "/plugins/SceneManager/Saved Paths/";
if (!Directory.Exists(SAVED_PATHS_DIRECTORY))
{
Directory.CreateDirectory(SAVED_PATHS_DIRECTORY);
Game.LogTrivial($"New directory created at '/plugins/SceneManager/Saved Paths'");
}
PathXMLManager.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
}
private void LowerWaypointBlipsOpacity() private void LowerWaypointBlipsOpacity()
{ {
foreach (Waypoint wp in Waypoints) foreach (Waypoint wp in Waypoints)
@ -199,22 +220,14 @@ namespace SceneManager
} }
if (v.HasDriver && v.Driver) if (v.HasDriver && v.Driver)
{ {
//Game.LogTrivial($"Driver task status: {v.Driver.Tasks.CurrentTaskStatus}");
if(!v.Driver.IsAlive) if(!v.Driver.IsAlive)
{ {
Game.LogTrivial($"Vehicle's driver is dead."); Game.LogTrivial($"Vehicle's driver is dead.");
_blacklistedVehicles.Add(v); _blacklistedVehicles.Add(v);
return false; return false;
} }
if(v.Driver.IsPersistent) // Persistent drivers are likely spawned from another script and doing something important. if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
{ {
Game.LogTrivial($"Vehicle's driver is already persistent and probably being handled by another plugin.");
_blacklistedVehicles.Add(v);
return false;
}
if (v.Driver.Tasks.CurrentTaskStatus == TaskStatus.InProgress && !Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE(v.Driver, 151)) // Drivers with a non-wander task are probably doing something important
{
Game.LogTrivial($"Vehicle's driver is already tasked and probably being handled by another plugin.");
_blacklistedVehicles.Add(v); _blacklistedVehicles.Add(v);
return false; return false;
} }

View file

@ -1,25 +1,28 @@
using Rage; using Rage;
using System.Drawing; using System.Drawing;
using System.Linq; using System.Linq;
using SceneManager.Utils;
namespace SceneManager namespace SceneManager.Objects
{ {
public class Waypoint internal class Waypoint // Change this to Public for import/export
{ {
internal Path Path { get; set; } internal Path Path { get; set; }
internal int Number { get; set; } public int Number { get; set; }
internal Vector3 Position { get; set; } public Vector3 Position { get; set; }
internal float Speed { get; set; } public float Speed { get; set; }
internal DrivingFlagType DrivingFlagType { get; private set; } public DrivingFlagType DrivingFlagType { get; set; }
internal bool IsStopWaypoint { get; set; } public bool IsStopWaypoint { get; set; }
internal Blip Blip { get; } internal Blip Blip { get; }
internal bool IsCollector { get; set; } public bool IsCollector { get; set; }
internal float CollectorRadius { get; set; } public float CollectorRadius { get; set; }
internal Blip CollectorRadiusBlip { get; set; } internal Blip CollectorRadiusBlip { get; set; }
internal float SpeedZoneRadius { get; set; } public float SpeedZoneRadius { get; set; }
internal uint SpeedZone { get; set; } internal uint SpeedZone { get; set; }
internal bool EnableWaypointMarker { get; set; } = true; internal bool EnableWaypointMarker { get; set; } = true;
private Waypoint() { }
internal Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, DrivingFlagType drivingFlag, bool stopWaypoint, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 5) internal Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, DrivingFlagType drivingFlag, bool stopWaypoint, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 5)
{ {
Path = path; Path = path;