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Added logic to update waypoint position during driving task if the waypoint position was changed before the driver arrived.

This commit is contained in:
Rich Dunne 2020-10-23 06:26:37 -06:00
parent 3c3ad3d742
commit f64438a39b

View file

@ -11,6 +11,8 @@ namespace SceneManager
{
internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint)
{
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
Vector3 oldPosition = currentWaypoint.Position;
if (!VehicleAndDriverAreValid(collectedVehicle))
{
return;
@ -29,14 +31,14 @@ namespace SceneManager
if (currentWaypoint != null && collectedVehicle.Directed)
{
collectedVehicle.Dismissed = false;
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint));
while (!collectedVehicle.ReadyForDirectTasks)
{
GameFiber.Yield();
}
collectedVehicle.Driver.Tasks.Clear();
AssignTasksForDirectedDriver(acceptedDistance);
LoopWhileDrivingToDirectedWaypoint(acceptedDistance);
AssignTasksForDirectedDriver();
LoopWhileDrivingToDirectedWaypoint();
if(collectedVehicle != null)
{
collectedVehicle.Directed = false;
@ -44,7 +46,7 @@ namespace SceneManager
if (collectedVehicle.Vehicle)
{
collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false");
}
}
@ -61,26 +63,26 @@ namespace SceneManager
{
return;
}
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete.");
if(!collectedVehicle.Dismissed)
{
collectedVehicle.Dismiss();
}
void AssignTasksForDirectedDriver(float acceptedDistance)
void AssignTasksForDirectedDriver()
{
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}");
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
}
void LoopWhileDrivingToDirectedWaypoint(float acceptedDistance)
void LoopWhileDrivingToDirectedWaypoint()
{
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
{
//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to path {path.Number} waypoint {currentWaypoint.Number}");
if (oldPosition != currentWaypoint.Position)
{
oldPosition = currentWaypoint.Position;
}
GameFiber.Yield();
}
}
@ -90,42 +92,40 @@ namespace SceneManager
{
if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
{
Logger.Log($"Vehicle, driver, waypoint, or path is null.");
Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
return;
}
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
Game.LogTrivial($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
//Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
{
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
//Logger.Log($"Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}, StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
var oldPosition = path.Waypoints[currentWaypointTask].Position;
collectedVehicle.SkipWaypoint = false;
if (collectedVehicle == null || !collectedVehicle.Vehicle || collectedVehicle.Dismissed || collectedVehicle.Directed)
{
Logger.Log($"Vehicle dismissed, directed, or null, return");
Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
return;
}
if(collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive || collectedVehicle.Vehicle.Driver == Game.LocalPlayer.Character)
{
Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
Game.LogTrivial($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
return;
}
if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask];
//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask);
Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})");
Game.LogTrivial($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})");
//Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance);
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
if (!VehicleAndDriverAreValid(collectedVehicle))
{
@ -150,18 +150,22 @@ namespace SceneManager
driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
// Do we need this?
if (driver)
{
driver.Tasks.Clear();
}
//if (driver)
//{
// driver.Tasks.Clear();
//}
}
}
void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
{
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[nextWaypoint].Position) > acceptedDistance)
while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
{
//Logger.Log($"Looping while {vehicle.Model.Name} drives to waypoint.");
if (oldPosition != path.Waypoints[currentWaypointTask].Position)
{
oldPosition = path.Waypoints[currentWaypointTask].Position;
driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
}
GameFiber.Sleep(100);
}
}
@ -187,12 +191,12 @@ namespace SceneManager
{
if (collectedVehicle == null)
{
Logger.Log($"CollectedVehicle is null");
Game.LogTrivial($"CollectedVehicle is null");
return false;
}
if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed)
{
Logger.Log($"Vehicle is null");
Game.LogTrivial($"Vehicle is null");
collectedVehicle.Dismiss();
return false;
}
@ -213,7 +217,7 @@ namespace SceneManager
}
var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
collectedVehicle.StoppedAtWaypoint = true;
@ -223,7 +227,7 @@ namespace SceneManager
}
if(collectedVehicle.Vehicle && collectedVehicle.Driver)
{
Logger.Log($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true);
collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f);
}