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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Updated references based on CollectedVehicle refactor.
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commit
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1 changed files with 22 additions and 26 deletions
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@ -20,7 +20,6 @@ namespace SceneManager
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public static UIMenuListScrollerItem<string> dismissDriver { get; private set; }
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public static UIMenuCheckboxItem disableAllPaths { get; private set; }
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//private static List<int> pathsNum = new List<int>();
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private static List<string> dismissOptions = new List<string>() { "From path", "From waypoint", "From position" };
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public enum Delete
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{
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@ -114,15 +113,15 @@ namespace SceneManager
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// Before deleting a path, we need to dismiss any vehicles controlled by that path and remove the vehicles from ControlledVehicles
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//Game.LogTrivial($"Deleting path {index+1}");
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Game.LogTrivial($"Deleting path {path.Number}");
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var pathVehicles = VehicleCollector.collectedVehicles.Where(cv => cv.Path == path.Number).ToList();
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var pathVehicles = VehicleCollector.collectedVehicles.Where(cv => cv.Path.Number == path.Number).ToList();
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Game.LogTrivial($"Removing all vehicles on the path");
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foreach (CollectedVehicle cv in pathVehicles.Where(cv => cv.Vehicle && cv.Vehicle.Driver))
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{
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cv.SetDismissNow(true);
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cv.Vehicle.Driver.Tasks.Clear();
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cv.Vehicle.Driver.Dismiss();
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cv.Vehicle.Driver.IsPersistent = false;
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cv.StoppedAtWaypoint = false;
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cv.Driver.Tasks.Clear();
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cv.Driver.Dismiss();
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cv.Driver.IsPersistent = false;
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cv.Vehicle.Dismiss();
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cv.Vehicle.IsPersistent = false;
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@ -230,7 +229,6 @@ namespace SceneManager
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{
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks.");
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nearbyVehicle.Driver.Tasks.Clear();
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//VehicleCollector.collectedVehicles[nearbyVehicle].AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false);
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if (directOptions.SelectedItem == "First waypoint")
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{
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@ -249,7 +247,7 @@ namespace SceneManager
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}
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else
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{
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VehicleCollector.collectedVehicles.Add(new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false));
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VehicleCollector.collectedVehicles.Add(new CollectedVehicle(nearbyVehicle, paths[directDriver.Index], paths[directDriver.Index].Waypoints.Count, 1, false));
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var collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle) as CollectedVehicle;
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Number} with {paths[directDriver.Index].Waypoints.Count} waypoints");
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@ -277,7 +275,7 @@ namespace SceneManager
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{
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Game.LogTrivial($"{nearbyVehicle.Model.Name} stopping at waypoint.");
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nearbyVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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collectedVehicle.StoppedAtWaypoint = true;
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}
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}
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Game.LogTrivial($"{nearbyVehicle.Model.Name} all tasks complete.");
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@ -308,7 +306,7 @@ namespace SceneManager
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{
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Game.LogTrivial($"{nearbyVehicle.Model.Name} stopping at waypoint.");
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nearbyVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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collectedVehicle.StoppedAtWaypoint = true;
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}
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}
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Game.LogTrivial($"{nearbyVehicle.Model.Name} all tasks complete.");
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@ -319,22 +317,22 @@ namespace SceneManager
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}
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}
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// Needs refactor
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if (selectedItem == dismissDriver)
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{
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var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v != Game.LocalPlayer.Character.CurrentVehicle && v.VehicleAndDriverValid()).SingleOrDefault();
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if (nearbyVehicle)
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{
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var collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle).First();
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switch (dismissDriver.Index)
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{
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case 0:
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Game.LogTrivial($"Dismiss from path");
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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var collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle).First();
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if (collectedVehicle != null)
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{
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collectedVehicle.SetDismissNow(true);
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collectedVehicle.SetStoppedAtWaypoint(false);
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collectedVehicle.StoppedAtWaypoint = false;
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collectedVehicle.Vehicle.Driver.Tasks.Clear();
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collectedVehicle.Vehicle.Driver.Dismiss();
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collectedVehicle.Vehicle.IsSirenOn = false;
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@ -351,17 +349,15 @@ namespace SceneManager
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Game.LogTrivial($"Dismiss from waypoint");
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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var collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle).First();
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if (collectedVehicle != null)
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{
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collectedVehicle.SetStoppedAtWaypoint(false);
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collectedVehicle.StoppedAtWaypoint = false;
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collectedVehicle.Vehicle.Driver.Tasks.Clear();
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collectedVehicle.Vehicle.Driver.Dismiss();
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collectedVehicle.Vehicle.IsSirenOn = false;
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if (collectedVehicle.CurrentWaypoint == collectedVehicle.TotalWaypoints && !collectedVehicle.StoppedAtWaypoint)
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if (collectedVehicle.CurrentWaypoint == collectedVehicle.Path.Waypoints.Count && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.SetDismissNow(true);
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Game.LogTrivial($"Dismissed driver of {collectedVehicle.Vehicle.Model.Name} from final waypoint and ultimately the path");
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}
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else
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@ -380,23 +376,23 @@ namespace SceneManager
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Game.LogTrivial($"Dismiss from position");
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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nearbyVehicle.Driver.Tasks.Clear();
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nearbyVehicle.Driver.Dismiss();
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nearbyVehicle.IsSirenOn = false;
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Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (in collection)");
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if(collectedVehicle != null)
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{
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collectedVehicle.StoppedAtWaypoint = false;
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collectedVehicle.Driver.Tasks.Clear();
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collectedVehicle.Driver.Dismiss();
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collectedVehicle.Vehicle.IsSirenOn = false;
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Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} from position (in collection)");
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}
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}
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else
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{
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nearbyVehicle.Driver.Tasks.Clear();
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nearbyVehicle.Driver.Dismiss();
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nearbyVehicle.IsSirenOn = false;
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Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (was not in collection)");
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Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} from position (was not in collection)");
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}
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break;
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default:
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Game.LogTrivial($"dismissDriver index was unexpected");
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break;
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}
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}
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else
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