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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +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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@ -12,7 +12,8 @@ namespace SceneManager
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{
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FromPath = 0,
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FromWaypoint = 1,
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FromWorld = 2
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FromWorld = 2,
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FromDirect = 3
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}
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static class PathMainMenu
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@ -141,11 +142,7 @@ namespace SceneManager
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{
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cv.Driver.GetAttachedBlip().Delete();
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}
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Logger.Log($"{cv.Vehicle.Model.Name} task status before clear/dismiss: {cv.Driver.Tasks.CurrentTaskStatus.ToString()}");
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cv.Driver.Tasks.Clear();
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cv.Driver.Tasks.ClearSecondary();
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cv.Driver.Dismiss();
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Logger.Log($"{cv.Vehicle.Model.Name} task status after clear/dismiss: {cv.Driver.Tasks.CurrentTaskStatus.ToString()}");
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cv.Vehicle.IsSirenOn = false;
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cv.Vehicle.IsSirenSilent = true;
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cv.Vehicle.Dismiss();
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@ -250,13 +247,6 @@ namespace SceneManager
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var firstWaypoint = waypoints.First();
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var nearestWaypoint = waypoints.Where(wp => wp.Position.DistanceTo2D(nearbyVehicle.FrontPosition) < wp.Position.DistanceTo2D(nearbyVehicle.RearPosition)).OrderBy(wp => wp.Position.DistanceTo2D(nearbyVehicle)).FirstOrDefault();
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if(collectedVehicle != null)
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{
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collectedVehicle.Dismiss();
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collectedVehicle = null;
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}
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//VehicleCollector.SetVehicleAndDriverPersistence(nearbyVehicle);
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// The vehicle should only be added to the collection when it's not null AND if the selected item is First Waypoint OR if the selected item is nearestWaypoint AND nearestWaypoint is not null
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if (collectedVehicle == null && directOptions.SelectedItem == "First waypoint" || (directOptions.SelectedItem == "Nearest waypoint" && nearestWaypoint != null))
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{
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@ -272,17 +262,12 @@ namespace SceneManager
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}
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collectedVehicle.Directed = true;
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collectedVehicle.Driver.Tasks.Clear();
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if (collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
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}
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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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AITasking.AssignWaypointTasks(collectedVehicle, waypoints, firstWaypoint);
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AITasking.AssignWaypointTasks(collectedVehicle, path, firstWaypoint);
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});
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}
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else
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@ -291,7 +276,7 @@ namespace SceneManager
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{
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GameFiber.StartNew(() =>
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{
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AITasking.AssignWaypointTasks(collectedVehicle, waypoints, nearestWaypoint);
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AITasking.AssignWaypointTasks(collectedVehicle, path, nearestWaypoint);
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});
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}
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}
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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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@ -52,12 +53,14 @@ 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($"Unstucking {Vehicle.Model.Name}");
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Driver.Tasks.CruiseWithVehicle(5f);
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}
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Driver.Tasks.Clear();
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if (dismissOption == DismissOption.FromWaypoint)
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{
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@ -69,6 +72,11 @@ namespace SceneManager
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DismissFromPath();
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}
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if(dismissOption == DismissOption.FromDirect)
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{
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DismissFromDirect();
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}
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void DismissFromWorld()
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{
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Game.LogTrivial($"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($"Dismissing from path");
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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{
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// check if the vehicle is near any of the path's collector waypoints
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if (nearestCollectorWaypoint != null)
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{
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// Enabling this will keep the menu, but the dismissed vehicle is immediately re - collected
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while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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//Game.LogTrivial($"{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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