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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Beginning to implement option to direct driver to nearest waypoint or path's first waypoint
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parent
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commit
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1 changed files with 88 additions and 9 deletions
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@ -13,6 +13,7 @@ namespace SceneManager
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public static UIMenuItem createNewPath { get; private set; }
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private static UIMenuItem deleteAllPaths;
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public static UIMenuListScrollerItem<int> editPath { get; private set; }
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public static UIMenuListScrollerItem<string> directOptions { get; private set; }
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public static UIMenuListScrollerItem<int> directDriver { get; private set; }
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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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@ -48,6 +49,7 @@ namespace SceneManager
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pathMainMenu.AddItem(disableAllPaths = new UIMenuCheckboxItem("Disable All Paths", false));
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pathMainMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths"));
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deleteAllPaths.ForeColor = Color.Gold;
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pathMainMenu.AddItem(directOptions = new UIMenuListScrollerItem<string>("Direct driver to path's", "", new[] { "First waypoint", "Nearest waypoint" }));
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pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem<int>("Direct nearest driver to path", "", pathsNum));
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directDriver.ForeColor = Color.Gold;
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pathMainMenu.AddItem(dismissDriver = new UIMenuListScrollerItem<string>("Dismiss nearest driver", "", dismissOptions));
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@ -231,32 +233,109 @@ namespace SceneManager
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Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted.");
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}
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// This needs big refactor
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if (selectedItem == directDriver)
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{
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var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v.VehicleAndDriverValid()).SingleOrDefault();
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var firstWaypoint = paths[directDriver.Index].Waypoints.First();
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var pathNum = paths[directDriver.Index].Waypoints[0].Path;
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var totalPathWaypoints = paths[directDriver.Index].Waypoints.Count;
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if (nearbyVehicle)
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{
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var nearestWaypoint = paths[directDriver.Index].Waypoints.Where(wp => wp.Position.DistanceTo2D(nearbyVehicle.FrontPosition) < wp.Position.DistanceTo2D(nearbyVehicle.RearPosition)).OrderBy(wp => wp.Position.DistanceTo2D(nearbyVehicle)).ToArray();
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TrafficPathing.SetVehicleAndDriverPersistence(nearbyVehicle);
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if (nearbyVehicle.IsInCollectedVehicles())
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{
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var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
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var nearestWaypoint = paths[directDriver.Index].Waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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var pathNum = paths[directDriver.Index].Waypoints[0].Path;
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var totalPathWaypoints = paths[directDriver.Index].Waypoints.Count;
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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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vehicle.AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false, redirected: true);
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vehicle.AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false);//, redirected: true);
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GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(vehicle, paths[directDriver.Index].Waypoints));
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DirectTaskFiber.Start();
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if (directOptions.SelectedItem == "First waypoint")
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{
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GameFiber.StartNew(() =>
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{
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nearbyVehicle.Driver.Tasks.DriveToPosition(firstWaypoint.Position, firstWaypoint.Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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});
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}
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else
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{
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GameFiber.StartNew(() =>
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{
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nearbyVehicle.Driver.Tasks.DriveToPosition(nearestWaypoint[0].Position, nearestWaypoint[0].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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});
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}
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}
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else
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{
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TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false, true));
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Waypoints[0].Path} with {paths[directDriver.Index].Waypoints.Count} waypoints");
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].PathNum} with {paths[directDriver.Index].Waypoints.Count} waypoints");
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GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate], paths[directDriver.Index].Waypoints));
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DirectTaskFiber.Start();
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if (directOptions.SelectedItem == "First waypoint")
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{
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GameFiber.StartNew(() =>
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{
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(firstWaypoint.Position, firstWaypoint.Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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for (int nextWaypoint = firstWaypoint.Number; nextWaypoint < paths[directDriver.Index].Waypoints.Count; nextWaypoint++)
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{
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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Game.LogTrivial($"Waypoint is null");
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break;
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}
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
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{
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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}
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && paths[directDriver.Index].Waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
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}
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}
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
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TrafficPathing.DismissDriver(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]);
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});
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}
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else
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{
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GameFiber.StartNew(() =>
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{
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint[0].Position, nearestWaypoint[0].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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for (int nextWaypoint = nearestWaypoint[0].Number; nextWaypoint < paths[directDriver.Index].Waypoints.Count; nextWaypoint++)
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{
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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Game.LogTrivial($"Waypoint is null");
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break;
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}
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} is driving to waypoint {paths[directDriver.Index].Waypoints[nextWaypoint].Number}");
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && !TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].StoppedAtWaypoint)
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{
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.DriveToPosition(paths[directDriver.Index].Waypoints[nextWaypoint].Position, paths[directDriver.Index].Waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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}
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if (paths[directDriver.Index].Waypoints.ElementAtOrDefault(nextWaypoint) != null && paths[directDriver.Index].Waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} stopping at waypoint.");
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].SetStoppedAtWaypoint(true);
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}
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}
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Game.LogTrivial($"{TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate].Vehicle.Model.Name} all tasks complete.");
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TrafficPathing.DismissDriver(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]);
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});
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}
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}
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}
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}
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