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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Fixed vehicles being dismissed prematurely when directed from one path to another.
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parent
b17135814c
commit
a68de1d56a
2 changed files with 69 additions and 40 deletions
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@ -14,6 +14,7 @@ namespace SceneManager
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internal bool Dismissed { get; 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; } = false;
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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@ -52,14 +53,16 @@ namespace SceneManager
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return;
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}
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Driver.Tasks.Clear();
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if(StoppedAtWaypoint)
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{
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Logger.Log($"Unstucking {Vehicle.Model.Name}");
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Driver.Tasks.CruiseWithVehicle(5f);
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}
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Driver.Tasks.Clear();
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if(dismissOption == DismissOption.FromWaypoint)
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if (dismissOption == DismissOption.FromWaypoint)
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{
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DismissFromWaypoint();
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}
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@ -69,6 +72,11 @@ namespace SceneManager
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DismissFromPath();
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}
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if(dismissOption == DismissOption.FromDirect)
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{
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DismissFromDirect();
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}
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void DismissFromWorld()
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{
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Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
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@ -105,12 +113,64 @@ namespace SceneManager
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{
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Logger.Log($"Dismissing from path");
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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{
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// check if the vehicle is near any of the path's collector waypoints
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if(nearestCollectorWaypoint != null)
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if (nearestCollectorWaypoint != null)
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{
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// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
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while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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//Game.LogTrivial($"{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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}
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else
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{
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Logger.Log($"Nearest collector is null");
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}
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if (!Vehicle || !Driver)
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{
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return;
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}
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if (!Directed)
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{
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VehicleCollector.collectedVehicles.Remove(this);
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Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
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if (Driver)
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{
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if (Driver.GetAttachedBlip())
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{
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Driver.GetAttachedBlip().Delete();
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}
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Driver.BlockPermanentEvents = false;
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Driver.Dismiss();
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}
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if (Vehicle)
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{
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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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}
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void DismissFromDirect()
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{
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Logger.Log($"Dismissing from direct.");
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ReadyForDirectTasks = false;
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GameFiber.StartNew(() =>
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{
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if (nearestCollectorWaypoint != null)
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{
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// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
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@ -122,23 +182,7 @@ namespace SceneManager
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Logger.Log($"Nearest collector is null");
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}
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if (!Vehicle || !Driver)
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{
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return;
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}
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VehicleCollector.collectedVehicles.Remove(this);
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Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
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if (Driver.GetAttachedBlip())
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{
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Driver.GetAttachedBlip().Delete();
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}
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Driver.BlockPermanentEvents = false;
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Driver.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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ReadyForDirectTasks = true;
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});
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}
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}
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