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Removed DismissDriver method. Refactored waypoint tasking. Experimenting with new braking distance formula.

This commit is contained in:
Rich Dunne 2020-09-13 03:01:45 -06:00
parent d7fd0c5ee4
commit a24350a435

View file

@ -13,9 +13,21 @@ namespace SceneManager
return;
}
if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
if (currentWaypoint != null)
{
StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint));
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
if(collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position) > (currentWaypoint.CollectorRadius))
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to waypoint {currentWaypoint.Number}");
collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)263075, acceptedDistance);
LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, currentWaypoint, acceptedDistance);
}
if(currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
}
}
DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
@ -25,7 +37,11 @@ namespace SceneManager
return;
}
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
DismissDriver(collectedVehicle);
if (!collectedVehicle.Dismissed)
{
collectedVehicle.Dismiss();
}
}
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
@ -38,37 +54,84 @@ namespace SceneManager
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++) // Do we need to make this <= count? Or nextWaypoint = currentWaypoint.Number - 1? Is this dependent on direct vs. normal collection?
{
if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle))
{
return;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
{
if(waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.Normal)
collectedVehicle.CurrentWaypoint = waypoints[nextWaypoint];
float acceptedDistance = GetAcceptedStoppingDistance(waypoints, nextWaypoint);
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
{
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263083, 2f).WaitForCompletion();
collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance);
}
else if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
else
{
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, 2f).WaitForCompletion();
collectedVehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance);
}
LoopWhileDrivingToWaypoint(collectedVehicle, waypoints, nextWaypoint, acceptedDistance);
if (collectedVehicle.SkipWaypoint)
{
collectedVehicle.SkipWaypoint = false;
continue;
}
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
}
if (!collectedVehicle.Dismissed && waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(waypoints[nextWaypoint], collectedVehicle);
}
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.StoppedAtWaypoint = true;
if (!VehicleAndDriverNullChecks(collectedVehicle) || collectedVehicle.Dismissed)
{
return;
}
collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
}
}
}
public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, int nextWaypoint, float acceptedDistance)
{
while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
{
//Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})");
//Game.LogTrivial($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}");
GameFiber.Yield();
}
}
public static void LoopWhileDrivingToWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint, float acceptedDistance)
{
while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
{
//Game.LogTrivial($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
GameFiber.Yield();
}
}
private static float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
{
float dist;
if(Settings.SpeedUnit == SpeedUnits.MPH)
{
dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
}
else
{
dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
}
var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
Game.LogTrivial($"Accepted distance: {acceptedDistance}");
return acceptedDistance;
}
private static bool VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
{
if (collectedVehicle == null)
@ -120,51 +183,18 @@ namespace SceneManager
{
return;
}
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
//collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, -1, true);
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
collectedVehicle.StoppedAtWaypoint = true;
collectedVehicle.Driver.Tasks.Clear();
while (currentWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)
while (currentWaypoint != null && VehicleAndDriverNullChecks(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
{
GameFiber.Yield();
}
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, 1, true);
}
public static void DismissDriver(CollectedVehicle cv)
{
if (!cv.Vehicle)
{
Game.LogTrivial($"Vehicle is not valid after tasks completed.");
return;
}
if (!cv.Vehicle.Driver)
{
Game.LogTrivial($"Driver is not valid after tasks completed.");
return;
}
cv.StoppedAtWaypoint = false;
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.Driver.Dismiss();
cv.Vehicle.Driver.Tasks.Clear();
cv.Vehicle.Driver.BlockPermanentEvents = false;
if (cv.Vehicle.Driver.GetAttachedBlip())
{
cv.Vehicle.Driver.GetAttachedBlip().Delete();
}
cv.Vehicle.Driver.IsPersistent = false;
cv.Vehicle.Dismiss();
cv.Vehicle.IsSirenOn = false;
cv.Vehicle.IsSirenSilent = true;
cv.Vehicle.IsPersistent = false;
Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
}
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 1f, 1, true);
}
}
}