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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 07:30:40 +01:00
Moved waypoint collection code to Path object
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commit
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2 changed files with 103 additions and 6 deletions
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@ -211,12 +211,13 @@ namespace SceneManager
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GameFiber.StartNew(() =>
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{
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foreach(Waypoint waypoint in PathMainMenu.paths[i].Waypoints)
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{
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => waypoint.CollectVehicles(PathMainMenu.paths));
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WaypointVehicleCollectorFiber.Start();
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GameFiber.Sleep(1000);
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}
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currentPath.LoopWaypointCollection();
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//foreach(Waypoint waypoint in PathMainMenu.paths[i].Waypoints)
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//{
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// GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => waypoint.CollectVehicles(PathMainMenu.paths));
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// WaypointVehicleCollectorFiber.Start();
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// GameFiber.Sleep(1000);
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//}
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});
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PathMainMenu.createNewPath.Text = "Create New Path";
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@ -1,4 +1,5 @@
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using Rage;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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@ -128,5 +129,100 @@ namespace SceneManager
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}
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});
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}
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internal void LoopWaypointCollection()
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{
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uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
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int timeBetweenChecks = 1000; // How many ms to wait between outer loops
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int yieldAfterChecks = 50; // How many calculations to do before yielding
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while (PathMainMenu.paths.Contains(this))
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{
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if (IsEnabled)
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{
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int checksDone = 0;
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try
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{
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foreach (Waypoint waypoint in Waypoints)
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{
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if (waypoint != null & waypoint.IsCollector)
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{
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foreach (Vehicle v in World.GetAllVehicles())
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{
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if (IsNearWaypoint(v, waypoint) && IsValidForCollection(v))
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{
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
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AssignTasksFiber.Start();
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}
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checksDone++; // Increment the counter inside the vehicle loop
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if (checksDone % yieldAfterChecks == 0)
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{
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GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
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}
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}
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}
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}
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}
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catch
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{
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//return;
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}
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}
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GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
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lastProcessTime = Game.GameTime;
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}
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CollectedVehicle AddVehicleToCollection(Vehicle vehicle)
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{
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var collectedVehicle = new CollectedVehicle(vehicle, this);
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CollectedVehicles.Add(collectedVehicle);
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Logger.Log($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
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return collectedVehicle;
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}
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bool IsNearWaypoint(Vehicle v, Waypoint wp)
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{
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return v.FrontPosition.DistanceTo2D(wp.Position) <= wp.CollectorRadius && Math.Abs(wp.Position.Z - v.Position.Z) < 3;
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}
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bool IsValidForCollection(Vehicle v)
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{
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if (v && v.Speed > 1 && v.IsOnAllWheels && v.IsEngineOn && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && !CollectedVehicles.Any(cv => cv?.Vehicle == v))
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{
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var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
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if (vehicleCollectedOnAnotherPath)
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{
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return false;
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}
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if (v.HasDriver && v.Driver && !v.Driver.IsAlive)
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{
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return false;
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}
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if (!v.HasDriver)
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{
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v.CreateRandomDriver();
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while (!v.HasDriver)
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{
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GameFiber.Yield();
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}
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if (v && v.Driver)
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{
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v.Driver.IsPersistent = true;
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v.Driver.BlockPermanentEvents = true;
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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}
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}
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