mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
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:
parent
d73ae601e7
commit
8bc4de3528
21 changed files with 1818 additions and 1083 deletions
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@ -1,20 +1,21 @@
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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namespace SceneManager
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{
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internal class CollectedVehicle
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{
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internal Ped Driver { get; set; }
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internal Vehicle Vehicle { get; set; }
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internal Path Path { get; set; }
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internal Waypoint CurrentWaypoint { get; set; }
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internal Ped Driver { get; private set; }
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internal Vehicle Vehicle { get; private set; }
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internal Path Path { get; private set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal Waypoint NextWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; set; } = false;
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internal bool Dismissed { get; set; } = false;
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; set; } = false;
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internal bool ReadyForDirectTasks { get; set; } = true;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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@ -33,12 +34,264 @@ namespace SceneManager
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SetPersistence();
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}
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internal void SetPersistence()
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private void SetPersistence()
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{
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Vehicle.IsPersistent = true;
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Driver.IsPersistent = true;
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Driver.BlockPermanentEvents = true;
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//Logger.Log($"{Vehicle.Model.Name} and driver are now persistent.");
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}
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internal void AssignWaypointTasks(Path path, Waypoint currentWaypoint)
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{
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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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// also https://vespura.com/fivem/drivingstyle/
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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AssignPathAndCurrentWaypoint();
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AssignDirectedTask();
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if (currentWaypoint.IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last())
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{
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DriveToNextWaypoint();
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}
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if (!VehicleAndDriverAreValid() || Directed)
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{
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return;
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}
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] all Path {path.Number} tasks complete.");
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if (!Dismissed)
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{
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Dismiss();
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}
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void AssignPathAndCurrentWaypoint()
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{
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Path = path;
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if (currentWaypoint != null)
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{
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CurrentWaypoint = currentWaypoint;
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}
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else
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{
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CurrentWaypoint = path.Waypoints[0];
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}
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}
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void AssignDirectedTask()
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{
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if (currentWaypoint != null && Directed)
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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Driver.Tasks.Clear();
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DriveToDirectedWaypoint();
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}
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}
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void DriveToDirectedWaypoint()
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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Driver.Tasks.Clear();
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AssignTasksForDirectedDriver();
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void AssignTasksForDirectedDriver()
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{
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(currentWaypoint));
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Vector3 oldPosition = currentWaypoint.Position;
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint();
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void LoopWhileDrivingToDirectedWaypoint()
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
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{
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if (oldPosition != currentWaypoint.Position)
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{
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oldPosition = currentWaypoint.Position;
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}
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GameFiber.Yield();
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}
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if (Vehicle)
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{
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Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] directed task is complete, directed is now false");
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}
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Directed = false;
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}
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}
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}
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void DriveToNextWaypoint()
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{
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if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null)
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{
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Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
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return;
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}
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Game.LogTrivial($"Preparing to run task loop for {Vehicle.Model.Name} [{Vehicle.Handle}] on path {Path.Number}");
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for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
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{
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var oldPosition = Path.Waypoints[currentWaypointTask].Position;
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SkipWaypoint = false;
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if (this == null || !Vehicle || Dismissed || Directed)
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{
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Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
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return;
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}
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if (Driver == null || !Driver || !Vehicle.HasDriver || !Driver.IsAlive || Vehicle.Driver == Game.LocalPlayer.Character)
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{
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] does not have a driver/driver is null or driver is dead.");
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return;
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}
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if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint)
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{
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CurrentWaypoint = Path.Waypoints[currentWaypointTask];
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
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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})");
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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if (SkipWaypoint)
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{
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SkipWaypoint = false;
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continue;
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}
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if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (!VehicleAndDriverAreValid() || Dismissed || Directed)
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{
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return;
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}
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Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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}
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}
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Vehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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{
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if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
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{
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oldPosition = Path.Waypoints[currentWaypointTask].Position;
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask)
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{
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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if (Driver.CurrentVehicle)
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{
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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else
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{
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] is not in a vehicle. Exiting loop.");
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return;
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}
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}
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GameFiber.Sleep(100);
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}
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}
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}
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float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
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{
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float dist;
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if (Settings.SpeedUnit == SpeedUnits.MPH)
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{
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dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
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}
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else
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{
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dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
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}
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var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
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return acceptedDistance;
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}
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void StopAtWaypoint()
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{
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
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Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true);
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StoppedAtWaypoint = true;
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while (currentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed)
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{
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GameFiber.Yield();
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}
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if (Driver && Driver.CurrentVehicle)
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{
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Game.LogTrivial($"{Vehicle.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Driver.Tasks.CruiseWithVehicle(5f);
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}
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}
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bool VehicleAndDriverAreValid()
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{
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if (this == null)
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{
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!Vehicle && !Dismissed)
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{
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Game.LogTrivial($"Vehicle is null");
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Dismiss();
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return false;
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}
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if (!Driver || !Driver.IsAlive)
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{
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Dismiss();
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return false;
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}
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return true;
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}
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}
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internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath, Path newPath = null)
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@ -64,18 +317,20 @@ namespace SceneManager
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if (Vehicle)
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{
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Vehicle.Dismiss();
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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}
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Path.CollectedVehicles.Remove(this);
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return;
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}
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if(StoppedAtWaypoint)
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if(Vehicle && StoppedAtWaypoint)
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{
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//Logger.Log($"Unstucking {Vehicle.Model.Name}");
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Driver.Tasks.CruiseWithVehicle(5f);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.CurrentVehicle, 0f, 1, true);
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if (Driver?.CurrentVehicle)
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{
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Driver.Tasks.CruiseWithVehicle(5f);
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}
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}
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Driver.Tasks.Clear();
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@ -96,7 +351,7 @@ namespace SceneManager
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void DismissFromWorld()
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{
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Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
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Game.LogTrivial($"Dismissed {Vehicle.Model.Name} [{Vehicle.Handle}] from the world");
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while (Vehicle.HasOccupants)
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{
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foreach (Ped occupant in Vehicle.Occupants)
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@ -113,11 +368,13 @@ namespace SceneManager
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{
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if (CurrentWaypoint == null || Path == null)
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{
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Logger.Log($"CurrentWaypoint or Path are null");
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Game.LogTrivial($"CurrentWaypoint or Path is null");
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return;
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}
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else if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
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if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
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{
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Logger.Log($"Dismissed from waypoint.");
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Game.LogTrivial($"{Vehicle?.Model.Name} [{Vehicle?.Handle}] dismissed from waypoint.");
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SkipWaypoint = true;
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}
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else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
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@ -128,36 +385,35 @@ namespace SceneManager
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void DismissFromPath()
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{
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Logger.Log($"Dismissing from path");
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Game.LogTrivial($"Dismissing {Vehicle?.Model.Name} [{Vehicle?.Handle}] from path");
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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{
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if (nearestCollectorWaypoint != null)
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if(nearestCollectorWaypoint == null)
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{
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// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
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while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
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GameFiber.Yield();
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}
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Game.LogTrivial($"Nearest collector is null");
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}
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else
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{
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Logger.Log($"Nearest collector is null");
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while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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GameFiber.Yield();
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}
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}
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if (!Vehicle || !Driver)
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{
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Game.LogTrivial($"Vehicle or driver is null");
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return;
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}
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if (!Directed)
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{
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Path.CollectedVehicles.Remove(this);
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Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] dismissed successfully.");
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if (Driver)
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{
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if (Driver.GetAttachedBlip())
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@ -169,12 +425,12 @@ namespace SceneManager
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}
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if (Vehicle)
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{
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Vehicle.Dismiss();
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Vehicle.IsSirenOn = false;
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Vehicle.IsSirenSilent = true;
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Vehicle.Dismiss();
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}
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}
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});
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}, "DismissFromPath Fiber");
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}
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