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Fixed vehicles being dismissed prematurely when directed from one path to another.

This commit is contained in:
Rich Dunne 2020-10-10 07:29:39 -06:00
parent b17135814c
commit a68de1d56a
2 changed files with 69 additions and 40 deletions

View file

@ -14,6 +14,7 @@ namespace SceneManager
internal bool Dismissed { get; set; } = false;
internal bool Directed { get; set; } = false;
internal bool SkipWaypoint { get; set; } = false;
internal bool ReadyForDirectTasks { get; set; } = false;
internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
{
@ -52,14 +53,16 @@ namespace SceneManager
return;
}
Driver.Tasks.Clear();
if(StoppedAtWaypoint)
{
Logger.Log($"Unstucking {Vehicle.Model.Name}");
StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
Driver.Tasks.CruiseWithVehicle(5f);
}
Driver.Tasks.Clear();
if(dismissOption == DismissOption.FromWaypoint)
if (dismissOption == DismissOption.FromWaypoint)
{
DismissFromWaypoint();
}
@ -69,6 +72,11 @@ namespace SceneManager
DismissFromPath();
}
if(dismissOption == DismissOption.FromDirect)
{
DismissFromDirect();
}
void DismissFromWorld()
{
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
@ -105,12 +113,64 @@ namespace SceneManager
{
Logger.Log($"Dismissing from path");
Dismissed = true;
// Check if the vehicle is near any of the path's collector waypoints
GameFiber.StartNew(() =>
{
// check if the vehicle is near any of the path's collector waypoints
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
if(nearestCollectorWaypoint != null)
if (nearestCollectorWaypoint != null)
{
// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
{
//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
GameFiber.Yield();
}
}
else
{
Logger.Log($"Nearest collector is null");
}
if (!Vehicle || !Driver)
{
return;
}
if (!Directed)
{
VehicleCollector.collectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
if (Driver)
{
if (Driver.GetAttachedBlip())
{
Driver.GetAttachedBlip().Delete();
}
Driver.BlockPermanentEvents = false;
Driver.Dismiss();
}
if (Vehicle)
{
Vehicle.IsSirenOn = false;
Vehicle.IsSirenSilent = true;
Vehicle.Dismiss();
}
}
});
}
void DismissFromDirect()
{
Logger.Log($"Dismissing from direct.");
ReadyForDirectTasks = false;
GameFiber.StartNew(() =>
{
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
if (nearestCollectorWaypoint != null)
{
// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
{
//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
@ -122,23 +182,7 @@ namespace SceneManager
Logger.Log($"Nearest collector is null");
}
if (!Vehicle || !Driver)
{
return;
}
VehicleCollector.collectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
if (Driver.GetAttachedBlip())
{
Driver.GetAttachedBlip().Delete();
}
Driver.BlockPermanentEvents = false;
Driver.Dismiss();
Vehicle.IsSirenOn = false;
Vehicle.IsSirenSilent = true;
Vehicle.Dismiss();
ReadyForDirectTasks = true;
});
}
}