using Rage; using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Xml.Serialization; using SceneManager.Utils; using SceneManager.Menus; using System.IO; using SceneManager.Managers; using SceneManager.Barriers; using SceneManager.Waypoints; using SceneManager.CollectedPeds; namespace SceneManager.Paths { [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; } [XmlArray("Waypoints")] [XmlArrayItem("Waypoint")] public List Waypoints { get; set; } = new List(); [XmlArray("Barriers")] [XmlArrayItem("Barrier")] public List Barriers { get; set; } = new List(); internal List CollectedPeds { get; } = new List(); internal List BlacklistedVehicles { get; } = new List(); private Path() { } internal Path(int pathNum, State pathState) { Number = pathNum; State = pathState; Name = Number.ToString(); DrawLinesBetweenWaypoints(); } internal void Save(string filename) { var GAME_DIRECTORY = Directory.GetCurrentDirectory(); var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "/plugins/SceneManager/Saved Paths/"; if (!Directory.Exists(SAVED_PATHS_DIRECTORY)) { Directory.CreateDirectory(SAVED_PATHS_DIRECTORY); Game.LogTrivial($"New directory created at '/plugins/SceneManager/Saved Paths'"); } Serializer.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename); } internal void Load() { State = State.Finished; EnablePath(); foreach(Waypoint waypoint in Waypoints) { waypoint.LoadFromImport(this); } Game.LogTrivial($"This path has {Barriers.Count} barriers"); foreach(Barrier barrier in Barriers) { barrier.LoadFromImport(); } DrawLinesBetweenWaypoints(); PathManager.EndPath(this); } private void LowerWaypointBlipsOpacity() { foreach (Waypoint wp in Waypoints) { wp.Blip.Alpha = 0.5f; if (wp.CollectorRadiusBlip) { wp.CollectorRadiusBlip.Alpha = 0.25f; } } } private void RestoreWaypointBlipsOpacity() { foreach (Waypoint wp in Waypoints) { if (wp.Blip) { wp.Blip.Alpha = 1.0f; if (wp.CollectorRadiusBlip) { wp.CollectorRadiusBlip.Alpha = 0.5f; } } } } internal void DisablePath() { IsEnabled = false; foreach(Waypoint wp in Waypoints) { wp.RemoveSpeedZone(); } if (SettingsMenu.MapBlips.Checked) { LowerWaypointBlipsOpacity(); } } internal void EnablePath() { IsEnabled = true; foreach (Waypoint wp in Waypoints) { if (wp.IsCollector) { wp.AddSpeedZone(); } } if (SettingsMenu.MapBlips.Checked) { RestoreWaypointBlipsOpacity(); } } internal void DrawLinesBetweenWaypoints() { GameFiber.StartNew(() => { while(true) { if (SettingsMenu.ThreeDWaypoints.Checked && (State == State.Finished && MenuManager.MenuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.Menu.Visible)) { for (int i = 0; i < Waypoints.Count; i++) { if (i != Waypoints.Count - 1) { if (Waypoints[i + 1].IsStopWaypoint) { Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Orange); } else { Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Green); } } } } GameFiber.Yield(); } }, "3D Waypoint Line Drawing Fiber"); } internal void LoopForVehiclesToBeDismissed() { while (PathManager.Paths.Contains(this)) { foreach (CollectedPed cp in CollectedPeds.Where(x => x && x.CurrentVehicle && (!x.CurrentVehicle.IsDriveable || x.CurrentVehicle.IsUpsideDown || !x.CurrentVehicle.HasDriver))) { if (cp.CurrentVehicle.HasDriver) { cp.CurrentVehicle.Driver.Dismiss(); } cp.CurrentVehicle.Dismiss(); } CollectedPeds.RemoveAll(cp => !cp || !cp.CurrentVehicle); 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 (PathManager.Paths.Contains(this)) { GameFiber.SleepUntil(() => IsEnabled, 0); if(State == State.Deleting) { Game.LogTrivial($"Path deleted, ending waypoint collection."); return; } int checksDone = 0; var collectorWaypoints = Waypoints.Where(x => x.IsCollector); var vehiclesInWorld = World.GetAllVehicles().Where(x => x); foreach (Waypoint waypoint in collectorWaypoints) { foreach (Vehicle vehicle in vehiclesInWorld) { if (vehicle.IsNearCollectorWaypoint(waypoint) && vehicle.IsValidForPathCollection(this)) { CollectedPeds.Add(new CollectedPed(vehicle.Driver, this, waypoint)); } checksDone++; // Increment the counter inside the vehicle loop if (checksDone % yieldAfterChecks == 0) { GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked if(State == State.Deleting) { Game.LogTrivial($"Path deleted, ending waypoint collection."); return; } } } } 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 lastProcessTime = Game.GameTime; } } internal void Delete() { State = State.Deleting; DismissCollectedDrivers(); RemoveWaypoints(); RemoveBarriers(); Game.LogTrivial($"Path {Number} deleted."); } private void DismissCollectedDrivers() { List collectedPedsCopy = CollectedPeds.ToList(); // Have to enumerate over a copied list because you can't delete from the same list you're enumerating through foreach (CollectedPed collectedPed in collectedPedsCopy.Where(x => x != null && x && x.CurrentVehicle)) { if (collectedPed.StoppedAtWaypoint) { Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedPed.CurrentVehicle, 1f, 1, true); } if (collectedPed.GetAttachedBlip()) { collectedPed.GetAttachedBlip().Delete(); } collectedPed.Dismiss(); collectedPed.CurrentVehicle.IsSirenOn = false; collectedPed.CurrentVehicle.IsSirenSilent = true; collectedPed.CurrentVehicle.Dismiss(); CollectedPeds.Remove(collectedPed); } } private void RemoveWaypoints() { Waypoints.ForEach(x => x.Delete()); Waypoints.Clear(); } private void RemoveBarriers() { foreach(Barrier barrier in Barriers.Where(x => x.IsValid())) { barrier.Delete(); } } } }