From bf8985179de48fb098ae290a7bbd0d437c4ca49d Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sun, 4 Oct 2020 13:57:44 -0600 Subject: [PATCH] Renamed some functions, added more logging. Reset directed vehicle properties before tasking. --- SceneManager/AITasking.cs | 27 ++++++++++++++++----------- 1 file changed, 16 insertions(+), 11 deletions(-) diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs index 5bd535e..97abf7f 100644 --- a/SceneManager/AITasking.cs +++ b/SceneManager/AITasking.cs @@ -15,12 +15,14 @@ namespace SceneManager if (currentWaypoint != null && collectedVehicle.Directed) { + collectedVehicle.Dismissed = false; + collectedVehicle.Directed = false; float acceptedDistance = GetAcceptedStoppingDistance(waypoints, waypoints.IndexOf(currentWaypoint)); Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}"); - Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to waypoint {currentWaypoint.Number}"); + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number}"); collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)263075, acceptedDistance); - LoopWhileDrivingToWaypoint(acceptedDistance); + LoopWhileDrivingToDirectedWaypoint(acceptedDistance); } if (currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination) @@ -40,7 +42,7 @@ namespace SceneManager collectedVehicle.Dismiss(); } - void LoopWhileDrivingToWaypoint(float acceptedDistance) + void LoopWhileDrivingToDirectedWaypoint(float acceptedDistance) { while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance) { @@ -54,32 +56,32 @@ namespace SceneManager { if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null) { + Logger.Log($"Vehicle, driver, waypoint, or path is null."); return; } var vehicle = collectedVehicle.Vehicle; var driver = vehicle.Driver; + Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name}"); for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < waypoints.Count; currentWaypointTask++) { + Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop"); collectedVehicle.SkipWaypoint = false; + if (collectedVehicle.Dismissed) { Logger.Log($"Vehicle dismissed, return"); return; } - //if (collectedVehicle.SkipWaypoint) - //{ - // Logger.Log($"Vehicle still skipping waypoint"); - // continue; - //} + if (waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint) { collectedVehicle.CurrentWaypoint = waypoints[currentWaypointTask]; //Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}"); float acceptedDistance = GetAcceptedStoppingDistance(waypoints, currentWaypointTask); - Logger.Log($"{vehicle.Model.Name} is driving to waypoint {waypoints[currentWaypointTask].Number}"); + Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {waypoints[currentWaypointTask].Number}"); if (waypoints[currentWaypointTask].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding) { driver.Tasks.DriveToPosition(waypoints[currentWaypointTask].Position, waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)17040299, acceptedDistance); @@ -215,8 +217,11 @@ namespace SceneManager { GameFiber.Yield(); } - Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true); - collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f); + if(collectedVehicle.Vehicle && collectedVehicle.Driver) + { + Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true); + collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f); + } } } }