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Merge V2.1.1 release (#3)

* Mouse can now be used to fully navigate menus

* Added check for driver's current vehicle when releasing from Stop waypoint in case the ped is not in a vehicle.

* Lines are now only drawn between waypoint markers under the same conditions that waypoint markers are drawn

* Updated marker position to be player's mouse position

* Version update

* Added logic to update waypoint position during driving task if the waypoint position was changed before the driver arrived.

* Removed unused usings.  Refactored debug statements to use Game.LogTrivial instead of Logger.Log

* Removed class

* Removed Logger class

* Consolidated all custom enums to this class.  Added default waypoint settings from .ini

* Modified a hint message

* Fixed collector options not being enabled/disabled when Collector box is checked

* Refactored AITasking into CollectedVehicle.

* Updated reference to vehicle tasking based on AITasking refactor.  Fixed speed zone radius not updating correctly.

* Version update

* Refactored AITasking into CollectedVehicle

* Added check for CollectorRadius being more than SpeedZoneRadius.  Added debug messages when values are reset to default.

* Added hint message if player tries to edit waypoints while 3D waypoints are disabled

* Fixed a bug where a 3D waypoint marker would be drawn even if 3D waypoints were disabled

* Removed unnecessary property setting when a vehicle is being removed from a path.

* Added a check for if the driver loses their task and reassigns it.

* Fixed a bug where the 3D line between waypoints was still being drawn even though 3D waypoints were disabled in the settings menu.

* Updated version

* Added console command to show info about collected vehicles.

* Added ConsoleCommand class, removed AITasking class.

* Removed class after refactoring into CollectedVehicle

* Update README.md

* Update README.md

* Added ini setting for Advanced Barrier Options.  Added enum for TrafficLight state.  Added debug message for invalid barriers.

* Updated version

* Added MousePositionInWorld and RNUIMouseInputHandler classes

* Fixed a crash when a collected ped is arrested.

* Refactored to implement RNUIMouseInputHandler class.

* Removed unused method.

* Updated version

* Disabled deletion/creation of shadow barrier and re-enabled updating position based on mouse position.

* Added check for Driver's current vehicle in driving loop in case the Driver exited Vehicle at some point.  Adjusted some guard clause logic and log messages.

* Removed unused variable

* Renamed some methods to improve clarity

* Updated version.
This commit is contained in:
Rich 2020-11-26 07:41:22 -07:00 committed by GitHub
parent d73ae601e7
commit 8bc4de3528
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GPG key ID: 4AEE18F83AFDEB23
21 changed files with 1818 additions and 1083 deletions

View file

@ -1,20 +1,21 @@
using Rage;
using System.Collections.Generic;
using System.Linq;
namespace SceneManager
{
internal class CollectedVehicle
{
internal Ped Driver { get; set; }
internal Vehicle Vehicle { get; set; }
internal Path Path { get; set; }
internal Waypoint CurrentWaypoint { get; set; }
internal Ped Driver { get; private set; }
internal Vehicle Vehicle { get; private set; }
internal Path Path { get; private set; }
internal Waypoint CurrentWaypoint { get; private set; }
internal Waypoint NextWaypoint { get; private set; }
internal bool StoppedAtWaypoint { get; set; } = false;
internal bool Dismissed { get; set; } = false;
internal bool StoppedAtWaypoint { get; private set; } = false;
internal bool Dismissed { get; private set; } = false;
internal bool Directed { get; set; } = false;
internal bool SkipWaypoint { get; set; } = false;
internal bool ReadyForDirectTasks { get; set; } = true;
internal bool SkipWaypoint { get; private set; } = false;
internal bool ReadyForDirectTasks { get; private set; } = true;
internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
{
@ -33,12 +34,264 @@ namespace SceneManager
SetPersistence();
}
internal void SetPersistence()
private void SetPersistence()
{
Vehicle.IsPersistent = true;
Driver.IsPersistent = true;
Driver.BlockPermanentEvents = true;
//Logger.Log($"{Vehicle.Model.Name} and driver are now persistent.");
}
internal void AssignWaypointTasks(Path path, Waypoint currentWaypoint)
{
// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
// also https://vespura.com/fivem/drivingstyle/
if (!VehicleAndDriverAreValid())
{
return;
}
AssignPathAndCurrentWaypoint();
AssignDirectedTask();
if (currentWaypoint.IsStopWaypoint)
{
StopAtWaypoint();
}
if (path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last())
{
DriveToNextWaypoint();
}
if (!VehicleAndDriverAreValid() || Directed)
{
return;
}
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] all Path {path.Number} tasks complete.");
if (!Dismissed)
{
Dismiss();
}
void AssignPathAndCurrentWaypoint()
{
Path = path;
if (currentWaypoint != null)
{
CurrentWaypoint = currentWaypoint;
}
else
{
CurrentWaypoint = path.Waypoints[0];
}
}
void AssignDirectedTask()
{
if (currentWaypoint != null && Directed)
{
Dismissed = false;
while (!ReadyForDirectTasks)
{
GameFiber.Yield();
}
if (!VehicleAndDriverAreValid())
{
return;
}
Driver.Tasks.Clear();
DriveToDirectedWaypoint();
}
}
void DriveToDirectedWaypoint()
{
Dismissed = false;
while (!ReadyForDirectTasks)
{
GameFiber.Yield();
}
Driver.Tasks.Clear();
AssignTasksForDirectedDriver();
void AssignTasksForDirectedDriver()
{
float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(currentWaypoint));
Vector3 oldPosition = currentWaypoint.Position;
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
LoopWhileDrivingToDirectedWaypoint();
void LoopWhileDrivingToDirectedWaypoint()
{
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
{
if (oldPosition != currentWaypoint.Position)
{
oldPosition = currentWaypoint.Position;
}
GameFiber.Yield();
}
if (Vehicle)
{
Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] directed task is complete, directed is now false");
}
Directed = false;
}
}
}
void DriveToNextWaypoint()
{
if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null)
{
Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
return;
}
Game.LogTrivial($"Preparing to run task loop for {Vehicle.Model.Name} [{Vehicle.Handle}] on path {Path.Number}");
for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
{
var oldPosition = Path.Waypoints[currentWaypointTask].Position;
SkipWaypoint = false;
if (this == null || !Vehicle || Dismissed || Directed)
{
Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
return;
}
if (Driver == null || !Driver || !Vehicle.HasDriver || !Driver.IsAlive || Vehicle.Driver == Game.LocalPlayer.Character)
{
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] does not have a driver/driver is null or driver is dead.");
return;
}
if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint)
{
CurrentWaypoint = Path.Waypoints[currentWaypointTask];
float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
if (!VehicleAndDriverAreValid())
{
return;
}
if (SkipWaypoint)
{
SkipWaypoint = false;
continue;
}
if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
{
StopAtWaypoint();
}
if (!VehicleAndDriverAreValid() || Dismissed || Directed)
{
return;
}
Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
}
}
void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
{
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Vehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
{
if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
{
oldPosition = Path.Waypoints[currentWaypointTask].Position;
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
}
if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask)
{
//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
if (Driver.CurrentVehicle)
{
Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
}
else
{
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] is not in a vehicle. Exiting loop.");
return;
}
}
GameFiber.Sleep(100);
}
}
}
float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
{
float dist;
if (Settings.SpeedUnit == SpeedUnits.MPH)
{
dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
}
else
{
dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
}
var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
return acceptedDistance;
}
void StopAtWaypoint()
{
if (!VehicleAndDriverAreValid())
{
return;
}
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true);
StoppedAtWaypoint = true;
while (currentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed)
{
GameFiber.Yield();
}
if (Driver && Driver.CurrentVehicle)
{
Game.LogTrivial($"{Vehicle.Model.Name} releasing from stop waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
Driver.Tasks.CruiseWithVehicle(5f);
}
}
bool VehicleAndDriverAreValid()
{
if (this == null)
{
Game.LogTrivial($"CollectedVehicle is null");
return false;
}
if (!Vehicle && !Dismissed)
{
Game.LogTrivial($"Vehicle is null");
Dismiss();
return false;
}
if (!Driver || !Driver.IsAlive)
{
Dismiss();
return false;
}
return true;
}
}
internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath, Path newPath = null)
@ -64,18 +317,20 @@ namespace SceneManager
if (Vehicle)
{
Vehicle.Dismiss();
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
}
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
Path.CollectedVehicles.Remove(this);
return;
}
if(StoppedAtWaypoint)
if(Vehicle && StoppedAtWaypoint)
{
//Logger.Log($"Unstucking {Vehicle.Model.Name}");
StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
Driver.Tasks.CruiseWithVehicle(5f);
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.CurrentVehicle, 0f, 1, true);
if (Driver?.CurrentVehicle)
{
Driver.Tasks.CruiseWithVehicle(5f);
}
}
Driver.Tasks.Clear();
@ -96,7 +351,7 @@ namespace SceneManager
void DismissFromWorld()
{
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} [{Vehicle.Handle}] from the world");
while (Vehicle.HasOccupants)
{
foreach (Ped occupant in Vehicle.Occupants)
@ -113,11 +368,13 @@ namespace SceneManager
{
if (CurrentWaypoint == null || Path == null)
{
Logger.Log($"CurrentWaypoint or Path are null");
Game.LogTrivial($"CurrentWaypoint or Path is null");
return;
}
else if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
{
Logger.Log($"Dismissed from waypoint.");
Game.LogTrivial($"{Vehicle?.Model.Name} [{Vehicle?.Handle}] dismissed from waypoint.");
SkipWaypoint = true;
}
else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
@ -128,36 +385,35 @@ namespace SceneManager
void DismissFromPath()
{
Logger.Log($"Dismissing from path");
Game.LogTrivial($"Dismissing {Vehicle?.Model.Name} [{Vehicle?.Handle}] from path");
Dismissed = true;
// Check if the vehicle is near any of the path's collector waypoints
GameFiber.StartNew(() =>
{
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
if (nearestCollectorWaypoint != null)
if(nearestCollectorWaypoint == null)
{
// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
{
//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
GameFiber.Yield();
}
Game.LogTrivial($"Nearest collector is null");
}
else
{
Logger.Log($"Nearest collector is null");
while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
{
GameFiber.Yield();
}
}
if (!Vehicle || !Driver)
{
Game.LogTrivial($"Vehicle or driver is null");
return;
}
if (!Directed)
{
Path.CollectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] dismissed successfully.");
if (Driver)
{
if (Driver.GetAttachedBlip())
@ -169,12 +425,12 @@ namespace SceneManager
}
if (Vehicle)
{
Vehicle.Dismiss();
Vehicle.IsSirenOn = false;
Vehicle.IsSirenSilent = true;
Vehicle.Dismiss();
}
}
});
}, "DismissFromPath Fiber");
}

View file

@ -81,9 +81,9 @@ namespace SceneManager
{
GameFiber.StartNew(() =>
{
while (SettingsMenu.threeDWaypoints.Checked)
while(true)
{
if (MenuManager.menuPool.IsAnyMenuOpen())
if (SettingsMenu.threeDWaypoints.Checked && (State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
{
for (int i = 0; i < Waypoints.Count; i++)
{
@ -133,7 +133,6 @@ namespace SceneManager
internal void LoopWaypointCollection()
{
uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
int timeBetweenChecks = 1000; // How many ms to wait between outer loops
int yieldAfterChecks = 50; // How many calculations to do before yielding
while (PathMainMenu.paths.Contains(this))
{
@ -148,10 +147,11 @@ namespace SceneManager
{
foreach (Vehicle v in World.GetAllVehicles())
{
if (IsNearWaypoint(v, waypoint) && IsValidForCollection(v))
if (VehicleIsNearWaypoint(v, waypoint) && VehicleIsValidForCollection(v))
{
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
AssignTasksFiber.Start();
}
@ -177,18 +177,18 @@ namespace SceneManager
{
var collectedVehicle = new CollectedVehicle(vehicle, this);
CollectedVehicles.Add(collectedVehicle);
Logger.Log($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
return collectedVehicle;
}
bool IsNearWaypoint(Vehicle v, Waypoint wp)
bool VehicleIsNearWaypoint(Vehicle v, Waypoint wp)
{
return v.FrontPosition.DistanceTo2D(wp.Position) <= wp.CollectorRadius && Math.Abs(wp.Position.Z - v.Position.Z) < 3;
}
bool IsValidForCollection(Vehicle v)
bool VehicleIsValidForCollection(Vehicle v)
{
if (v && v != Game.LocalPlayer.Character.CurrentVehicle && 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))
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))
{
var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
if (vehicleCollectedOnAnotherPath)

View file

@ -6,12 +6,6 @@ using System.Linq;
namespace SceneManager
{
public enum DrivingFlagType
{
Normal = 263075,
Direct = 17040259
}
public class Waypoint
{
internal Path Path { get; set; }
@ -60,7 +54,7 @@ namespace SceneManager
DrawWaypointMarker();
}
internal void UpdateWaypoint(Waypoint currentWaypoint, DrivingFlagType drivingFlag, bool stopWaypoint, float speed, bool collectorWaypointChecked, float collectorRadius, float speedZoneRadius, bool updateWaypointPositionChecked)
internal void UpdateWaypoint(Waypoint currentWaypoint, Vector3 newWaypointPosition, DrivingFlagType drivingFlag, bool stopWaypoint, float speed, bool collectorWaypointChecked, float collectorRadius, float speedZoneRadius, bool updateWaypointPositionChecked)
{
if(IsStopWaypoint != stopWaypoint)
{
@ -71,7 +65,7 @@ namespace SceneManager
UpdateCollectorOptions();
if (updateWaypointPositionChecked)
{
UpdateWaypointPosition(Game.LocalPlayer.Character.Position);
UpdateWaypointPosition();
}
void UpdateIfStopWaypoint()
@ -103,7 +97,7 @@ namespace SceneManager
{
IsCollector = true;
RemoveSpeedZone();
SpeedZone = World.AddSpeedZone(currentWaypoint.Position, SpeedZoneRadius, speed);
SpeedZone = World.AddSpeedZone(currentWaypoint.Position, speedZoneRadius, speed);
Blip.Color = Color.Blue;
if (CollectorRadiusBlip)
{
@ -140,7 +134,7 @@ namespace SceneManager
}
}
void UpdateWaypointPosition(Vector3 newWaypointPosition)
void UpdateWaypointPosition()
{
Position = newWaypointPosition;
RemoveSpeedZone();
@ -199,27 +193,27 @@ namespace SceneManager
{
if (EditWaypointMenu.updateWaypointPosition.Checked)
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Game.LocalPlayer.Character.Position.X, Game.LocalPlayer.Character.Position.Y, Game.LocalPlayer.Character.Position.Z - 1, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 1f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Game.LocalPlayer.Character.Position.X, Game.LocalPlayer.Character.Position.Y, Game.LocalPlayer.Character.Position.Z - 1, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 1f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 1f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 1f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
}
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 2f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 2f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 2f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 2f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
}
else if (EditWaypointMenu.stopWaypointType.Checked)
{
if (EditWaypointMenu.updateWaypointPosition.Checked)
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Game.LocalPlayer.Character.Position.X, Game.LocalPlayer.Character.Position.Y, Game.LocalPlayer.Character.Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
}
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
}
else
{
if (EditWaypointMenu.updateWaypointPosition.Checked)
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Game.LocalPlayer.Character.Position.X, Game.LocalPlayer.Character.Position.Y, Game.LocalPlayer.Character.Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
}
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
}
}
else if ((Path.State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (Path.State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
@ -231,16 +225,16 @@ namespace SceneManager
}
if (IsCollector)
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, CollectorRadius * 2, CollectorRadius * 2, markerHeight, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, SpeedZoneRadius * 2, SpeedZoneRadius * 2, markerHeight, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, CollectorRadius * 2, CollectorRadius * 2, markerHeight, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, SpeedZoneRadius * 2, SpeedZoneRadius * 2, markerHeight, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
}
else if (IsStopWaypoint)
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
}
else
{
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position.X, Position.Y, Position.Z - 1, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
}
}
}
@ -292,7 +286,7 @@ namespace SceneManager
internal void CollectVehicles(List<Path> paths)
{
var sleepInterval = 1000;
Logger.Log($"Starting collection loop on waypoint {Number}");
Game.LogTrivial($"Starting collection loop on waypoint {Number}");
while (paths.Contains(Path) && Path.Waypoints.Contains(this))
{
if (Path.IsEnabled && IsCollector)
@ -309,7 +303,7 @@ namespace SceneManager
if (collectedVehiclePlayerIsIn != null)
{
collectedVehiclePlayerIsIn.Dismiss(DismissOption.FromPlayer);
Logger.Log($"Dismissed a collected vehicle the player was in.");
Game.LogTrivial($"Dismissed a collected vehicle the player was in.");
}
GameFiber.Sleep(sleepInterval);
}
@ -327,8 +321,8 @@ namespace SceneManager
if (collectedVehicle == null)
{
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(vehicle);
//Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}");
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, Path, this));
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(Path, this));
//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, Path, this));
AssignTasksFiber.Start();
}
}
@ -343,7 +337,7 @@ namespace SceneManager
{
var collectedVehicle = new CollectedVehicle(vehicle, Path, this);
Path.CollectedVehicles.Add(collectedVehicle);
Logger.Log($"Added {vehicle.Model.Name} to collection from path {Path.Number} waypoint {this.Number}.");
Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Path.Number} waypoint {this.Number}.");
return collectedVehicle;
}
@ -385,5 +379,36 @@ namespace SceneManager
}
}
}
private static Vector3 GetMousePositionInWorld()
{
HitResult TracePlayerView(float maxTraceDistance = 100f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
{
Vector3 direction = GetPlayerLookingDirection(out start);
end = start + (maxTraceDistance * direction);
return World.TraceLine(start, end, flags);
}
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
{
if (Camera.RenderingCamera)
{
camPosition = Camera.RenderingCamera.Position;
return Camera.RenderingCamera.Direction;
}
else
{
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
}
}
return TracePlayerView(100f, TraceFlags.IntersectWorld).HitPosition;
}
}
}