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Changed vehicle collectinon distance to be less than collector radius. Removed unused code.

This commit is contained in:
Rich Dunne 2020-09-07 08:52:20 -06:00
parent b7b9cf3f8f
commit ad2ef2c4a8

View file

@ -60,7 +60,7 @@ namespace SceneManager
private static Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
{
return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) <= collectorRadius - 0.5f && v.IsValidForCollection() select v).ToArray();
return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) < collectorRadius && v.IsValidForCollection() select v).ToArray();
}
private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
@ -104,35 +104,5 @@ namespace SceneManager
return false;
}
}
//private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
//{
// while (!cv.DismissNow)
// {
// GameFiber.Sleep(500);
// }
// Game.LogTrivial($"{cv.Vehicle.Model.Name} was dismissed (dismissal check loop).");
// Game.LogTrivial($"Looping to ensure the vehicle is far enough away from all attractor waypoints so it can be removed from the collection.");
// while (true)
// {
// var collectorWaypoints = waypointData.Where(wp => wp.IsCollector);
// var vehicleFarEnoughAwayFromCollectors = collectorWaypoints.All(wp => cv.Vehicle.DistanceTo(wp.Position) > wp.CollectorRadius);
// if (collectedVehicles.Contains(cv) && vehicleFarEnoughAwayFromCollectors)
// {
// Game.LogTrivial($"{cv.Vehicle.Model.Name} is far enough away from all attractor waypoints and has been removed from the collection.");
// cv.SetTasksAssigned(false);
// cv.Vehicle.Driver.BlockPermanentEvents = false;
// cv.Vehicle.Driver.IsPersistent = false;
// cv.Vehicle.IsPersistent = false;
// collectedVehicles.Remove(cv);
// break;
// }
// GameFiber.Sleep(1000);
// }
//}
}
}