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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Made GetNearbyVehiclesForCollection a local function within LoopForNearbyValidVehicles. Removed condition regarding a deprecated TasksAssigned property.
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1 changed files with 7 additions and 17 deletions
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@ -34,39 +34,29 @@ namespace SceneManager
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break;
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}
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Game.LogTrivial($"Vehicle: {vehicle.Model.Name}, Waypoint collector radius: {waypoint.CollectorRadius}, Distance to waypoint: {vehicle.DistanceTo2D(waypoint.Position)}");
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Logger.Log($"Vehicle: {vehicle.Model.Name}, Waypoint collector radius: {waypoint.CollectorRadius}, Distance to waypoint: {vehicle.DistanceTo2D(waypoint.Position)}");
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var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle) as CollectedVehicle;
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var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle).FirstOrDefault();
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// If the vehicle is not in the collection yet
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if(collectedVehicle == null)
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{
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SetVehicleAndDriverPersistence(vehicle);
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
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newCollectedVehicle.TasksAssigned = true;
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
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AssignTasksFiber.Start();
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}
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// If the vehicle is in the collection, but has no tasks
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else if (!collectedVehicle.TasksAssigned)
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{
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Game.LogTrivial($"[WaypointVehicleCollector] {vehicle.Model.Name} already in collection, but with no tasks. Assigning tasks.");
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collectedVehicle.TasksAssigned = true;
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GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(collectedVehicle, path.Waypoints, waypoint));
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AssignTasksFiber.Start();
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}
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}
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}
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private static Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
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{
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return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) <= collectorRadius && Math.Abs(collectorWaypointPosition.Z - v.Position.Z) < 3 && v.IsValidForCollection() select v).ToArray();
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Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
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{
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return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) <= collectorRadius && Math.Abs(collectorWaypointPosition.Z - v.Position.Z) < 3 && v.IsValidForCollection() select v).ToArray();
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}
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}
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private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
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{
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var collectedVehicle = new CollectedVehicle(v, path, waypoint, false);
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var collectedVehicle = new CollectedVehicle(v, path, waypoint);
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collectedVehicles.Add(collectedVehicle);
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Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.Number}, waypoint {waypoint.Number}.");
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return collectedVehicle;
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