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mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 15:40:29 +01:00

Refactored some methods and names

This commit is contained in:
Rich Dunne 2021-01-10 08:37:17 -07:00
parent b7c9a5acf6
commit f219bfd7f4

View file

@ -5,12 +5,15 @@ using System.Drawing;
using System.Linq;
using System.Xml.Serialization;
using SceneManager.Utils;
using SceneManager.Menus;
using System.IO;
namespace SceneManager.Objects
{
internal class Path // Change this to Public for import/export
[XmlRoot(ElementName = "Path", Namespace = "")]
public class Path // Change this to Public for import/export
{
internal string Name { get; set; }
internal int Number { get; set; }
internal bool IsEnabled { get; set; }
internal State State { get; set; }
@ -18,9 +21,8 @@ namespace SceneManager.Objects
[XmlArray("Waypoints")]
[XmlArrayItem("Waypoint")]
public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
private List<Vehicle> _blacklistedVehicles = new List<Vehicle>();
internal List<CollectedVehicle> CollectedVehicles { get; } = new List<CollectedVehicle>();
private List<Vehicle> BlacklistedVehicles { get; } = new List<Vehicle>();
private Path() { }
@ -43,6 +45,18 @@ namespace SceneManager.Objects
PathXMLManager.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
}
internal void Load()
{
State = State.Finished;
EnablePath();
foreach(Waypoint waypoint in Waypoints)
{
waypoint.LoadFromImport(this);
}
DrawLinesBetweenWaypoints();
PathManager.EndPath(this);
}
private void LowerWaypointBlipsOpacity()
{
foreach (Waypoint wp in Waypoints)
@ -77,7 +91,7 @@ namespace SceneManager.Objects
{
wp.RemoveSpeedZone();
}
if (SettingsMenu.mapBlips.Checked)
if (SettingsMenu.MapBlips.Checked)
{
LowerWaypointBlipsOpacity();
}
@ -93,7 +107,7 @@ namespace SceneManager.Objects
wp.AddSpeedZone();
}
}
if (SettingsMenu.mapBlips.Checked)
if (SettingsMenu.MapBlips.Checked)
{
RestoreWaypointBlipsOpacity();
}
@ -105,7 +119,7 @@ namespace SceneManager.Objects
{
while(true)
{
if (SettingsMenu.threeDWaypoints.Checked && (State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
if (SettingsMenu.ThreeDWaypoints.Checked && (State == State.Finished && MenuManager.MenuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.Menu.Visible))
{
for (int i = 0; i < Waypoints.Count; i++)
{
@ -129,67 +143,57 @@ namespace SceneManager.Objects
internal void LoopForVehiclesToBeDismissed()
{
GameFiber.StartNew(() =>
while (PathManager.Paths.Contains(this))
{
while (PathMainMenu.paths.Contains(this))
//Logger.Log($"Dismissing unused vehicles for cleanup");
foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle && (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)))
{
//Logger.Log($"Dismissing unused vehicles for cleanup");
foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle))
if (cv.Vehicle.HasDriver)
{
if (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)
{
if (cv.Vehicle.HasDriver)
{
cv.Vehicle.Driver.Dismiss();
}
cv.Vehicle.Dismiss();
}
cv.Vehicle.Driver.Dismiss();
}
CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
_blacklistedVehicles.RemoveAll(v => !v);
GameFiber.Sleep(60000);
cv.Vehicle.Dismiss();
}
});
CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
BlacklistedVehicles.RemoveAll(v => !v);
GameFiber.Sleep(60000);
}
}
internal void LoopWaypointCollection()
{
uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
int yieldAfterChecks = 50; // How many calculations to do before yielding
while (PathMainMenu.paths.Contains(this))
while (PathManager.Paths.Contains(this))
{
if (IsEnabled)
{
int checksDone = 0;
try
{
foreach (Waypoint waypoint in Waypoints)
foreach (Waypoint waypoint in Waypoints.Where(x => x != null && x.IsCollector))
{
if (waypoint != null & waypoint.IsCollector)
foreach (Vehicle v in World.GetAllVehicles())
{
foreach (Vehicle v in World.GetAllVehicles())
if (VehicleIsValidForCollection(v) && VehicleIsNearWaypoint(v, waypoint))
{
if (VehicleIsNearWaypoint(v, waypoint) && VehicleIsValidForCollection(v))
{
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
AssignTasksFiber.Start();
}
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
AssignTasksFiber.Start();
}
checksDone++; // Increment the counter inside the vehicle loop
if (checksDone % yieldAfterChecks == 0)
{
GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
}
checksDone++; // Increment the counter inside the vehicle loop
if (checksDone % yieldAfterChecks == 0)
{
GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
}
}
}
}
catch
catch(Exception ex)
{
//return;
Game.LogTrivial($"Vehicle collection error: {ex}");
}
}
GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
@ -211,9 +215,9 @@ namespace SceneManager.Objects
bool VehicleIsValidForCollection(Vehicle v)
{
if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !_blacklistedVehicles.Contains(v))
if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !BlacklistedVehicles.Contains(v))
{
var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
var vehicleCollectedOnAnotherPath = PathManager.Paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
if (vehicleCollectedOnAnotherPath)
{
return false;
@ -223,12 +227,12 @@ namespace SceneManager.Objects
if(!v.Driver.IsAlive)
{
Game.LogTrivial($"Vehicle's driver is dead.");
_blacklistedVehicles.Add(v);
BlacklistedVehicles.Add(v);
return false;
}
if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
{
_blacklistedVehicles.Add(v);
BlacklistedVehicles.Add(v);
return false;
}
}
@ -257,5 +261,40 @@ namespace SceneManager.Objects
}
}
}
internal void Delete()
{
DismissCollectedDrivers();
RemoveWaypoints();
Game.LogTrivial($"Path {Number} deleted.");
}
private void DismissCollectedDrivers()
{
List<CollectedVehicle> pathVehicles = CollectedVehicles.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through
foreach (CollectedVehicle collectedVehicle in pathVehicles.Where(x => x != null && x.Vehicle && x.Driver))
{
if (collectedVehicle.StoppedAtWaypoint)
{
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 1f, 1, true);
}
if (collectedVehicle.Driver.GetAttachedBlip())
{
collectedVehicle.Driver.GetAttachedBlip().Delete();
}
collectedVehicle.Driver.Dismiss();
collectedVehicle.Vehicle.IsSirenOn = false;
collectedVehicle.Vehicle.IsSirenSilent = true;
collectedVehicle.Vehicle.Dismiss();
CollectedVehicles.Remove(collectedVehicle);
}
}
private void RemoveWaypoints()
{
Waypoints.ForEach(x => x.Delete());
Waypoints.Clear();
}
}
}