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Renamed some functions, added more logging. Reset directed vehicle properties before tasking.

This commit is contained in:
Rich Dunne 2020-10-04 13:57:44 -06:00
parent 70b0adbf8e
commit bf8985179d

View file

@ -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();
}
if(collectedVehicle.Vehicle && collectedVehicle.Driver)
{
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
}
}
}
}