diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs deleted file mode 100644 index d59f310..0000000 --- a/SceneManager/AITasking.cs +++ /dev/null @@ -1,86 +0,0 @@ -//using Rage; -//using System.Collections.Generic; -//using System.Linq; - -//namespace SceneManager -//{ -// // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ -// // also https://vespura.com/fivem/drivingstyle/ - -// class AITasking -// { -// internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) -// { -// if (!VehicleAndDriverAreValid(collectedVehicle)) -// { -// return; -// } - -// collectedVehicle.Path = path; -// if(currentWaypoint != null) -// { -// collectedVehicle.CurrentWaypoint = currentWaypoint; -// } -// else -// { -// collectedVehicle.CurrentWaypoint = path.Waypoints[0]; -// } - -// if (currentWaypoint != null && collectedVehicle.Directed) -// { -// collectedVehicle.Dismissed = false; - -// while (!collectedVehicle.ReadyForDirectTasks) -// { -// GameFiber.Yield(); -// } -// if (!VehicleAndDriverAreValid(collectedVehicle)) -// { -// return; -// } -// collectedVehicle.Driver.Tasks.Clear(); -// collectedVehicle.DriveToDirectedWaypoint(currentWaypoint); -// } - -// if (currentWaypoint.IsStopWaypoint) -// { -// collectedVehicle.StopAtWaypoint(currentWaypoint); -// } -// if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) -// { -// collectedVehicle.DriveToNextWaypoint(); -// } - -// if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed) -// { -// return; -// } -// Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete."); -// if(!collectedVehicle.Dismissed) -// { -// collectedVehicle.Dismiss(); -// } -// } - -// private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle) -// { -// if (collectedVehicle == null) -// { -// Game.LogTrivial($"CollectedVehicle is null"); -// return false; -// } -// if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed) -// { -// Game.LogTrivial($"Vehicle is null"); -// collectedVehicle.Dismiss(); -// return false; -// } -// if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed) -// { -// collectedVehicle.Dismiss(); -// return false; -// } -// return true; -// } -// } -//}