using System.Collections.Generic; using System.Drawing; using System.Linq; using Rage; using RAGENativeUI; using RAGENativeUI.Elements; namespace SceneManager { static class PathMainMenu { public static UIMenu pathMainMenu { get; private set; } private static UIMenuItem createNewPath, deleteAllPaths; public static UIMenuListScrollerItem editPath { get; private set; } public static UIMenuListScrollerItem directDriver { get; private set; } public static UIMenuListScrollerItem dismissDriver { get; private set; } public static UIMenuCheckboxItem disableAllPaths { get; private set; } private static List pathsNum = new List(); private static List paths = new List() { }; private static List dismissOptions = new List() { "From path", "From waypoint", "From position" }; public enum Delete { Single, All } internal static void InstantiateMenu() { pathMainMenu = new UIMenu("Scene Menu", "~o~Path Manager Main Menu"); pathMainMenu.ParentMenu = MainMenu.mainMenu; MenuManager.menuPool.Add(pathMainMenu); } public static void BuildPathMenu() { // New stuff to mitigate Rebuild method pathMainMenu.OnItemSelect -= PathMenu_OnItemSelected; pathMainMenu.OnCheckboxChange -= PathMenu_OnCheckboxChange; MenuManager.menuPool.CloseAllMenus(); pathMainMenu.Clear(); pathMainMenu.AddItem(createNewPath = new UIMenuItem("Create New Path")); pathMainMenu.AddItem(editPath = new UIMenuListScrollerItem("Edit Path", "", pathsNum)); pathMainMenu.AddItem(disableAllPaths = new UIMenuCheckboxItem("Disable All Paths", false)); pathMainMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths")); pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem("Direct nearest driver to path", "", pathsNum)); pathMainMenu.AddItem(dismissDriver = new UIMenuListScrollerItem("Dismiss nearest driver", "", dismissOptions)); if (paths.Count == 8) { createNewPath.Enabled = false; } if (paths.Count == 0) { editPath.Enabled = false; deleteAllPaths.Enabled = false; disableAllPaths.Enabled = false; directDriver.Enabled = false; } pathMainMenu.RefreshIndex(); pathMainMenu.OnItemSelect += PathMenu_OnItemSelected; pathMainMenu.OnCheckboxChange += PathMenu_OnCheckboxChange; // New stuff to mitigate Rebuild method MenuManager.menuPool.RefreshIndex(); } public static ref List GetPaths() { return ref paths; } public static void AddPathToPathCountList(int indexToInsertAt, int pathNum) { pathsNum.Insert(indexToInsertAt, pathNum); } public static void RefreshMenu(UIMenuItem trafficRemoveWaypoint) { trafficRemoveWaypoint.Enabled = true; pathMainMenu.Clear(); pathMainMenu.AddItem(createNewPath = new UIMenuItem("Continue Creating Current Path")); pathMainMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths")); pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem("Direct nearest driver to path", "")); pathMainMenu.AddItem(dismissDriver = new UIMenuListScrollerItem("Dismiss nearest driver", "")); if (GetPaths().Count == 8) { createNewPath.Enabled = false; } if (GetPaths().Count == 0) { editPath.Enabled = false; deleteAllPaths.Enabled = false; disableAllPaths.Enabled = false; directDriver.Enabled = false; } } private static bool VehicleAndDriverValid(this Vehicle v) { if (v && v.HasDriver && v.Driver && v.Driver.IsAlive) { return true; } else { return false; } } private static bool IsInCollectedVehicles(this Vehicle v) { if (v && TrafficPathing.collectedVehicles.ContainsKey(v.LicensePlate)) { Game.LogTrivial($"{v.Model.Name} was found in the collection."); return true; } else { Game.LogTrivial($"{v.Model.Name} was not found in the collection."); return false; } } public static void DeletePath(Path path, int index, Delete pathsToDelete) { // Before deleting a path, we need to dismiss any vehicles controlled by that path and remove the vehicles from ControlledVehicles //Game.LogTrivial($"Deleting path {index+1}"); Game.LogTrivial($"Deleting path {path.PathNum}"); var pathVehicles = TrafficPathing.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList(); Game.LogTrivial($"Removing all vehicles on the path"); foreach (KeyValuePair cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver)) { cv.Value.SetDismissNow(true); cv.Value.Vehicle.Driver.Tasks.Clear(); cv.Value.Vehicle.Driver.Dismiss(); cv.Value.Vehicle.Driver.IsPersistent = false; cv.Value.Vehicle.Dismiss(); cv.Value.Vehicle.IsPersistent = false; //Game.LogTrivial($"{cv.vehicle.Model.Name} cleared from path {cv.path}"); TrafficPathing.collectedVehicles.Remove(cv.Value.LicensePlate); } // Remove the speed zone so cars don't continue to be affected after the path is deleted Game.LogTrivial($"Removing yield zone and waypoint blips"); foreach (Waypoint wp in path.Waypoints) { if (wp.YieldZone != 0) { World.RemoveSpeedZone(wp.YieldZone); } if (wp.Blip) { wp.Blip.Delete(); } if (wp.CollectorRadiusBlip) { wp.CollectorRadiusBlip.Delete(); } } Game.LogTrivial($"Clearing path.WaypointData"); path.Waypoints.Clear(); // Manipulating the menu to reflect specific paths being deleted if (pathsToDelete == Delete.Single) { paths.RemoveAt(index); //Game.LogTrivial("pathsNum count: " + pathsNum.Count); //Game.LogTrivial("index: " + index); pathsNum.RemoveAt(index); BuildPathMenu(); pathMainMenu.Visible = true; Game.LogTrivial($"Path {path.PathNum} deleted."); Game.DisplayNotification($"~o~Scene Manager\n~w~Path {path.PathNum} deleted."); } EditPathMenu.editPathMenu.Reset(true, true); EditPathMenu.togglePath.Enabled = true; } private static void PathMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) { if (selectedItem == createNewPath) { pathMainMenu.Visible = false; PathCreationMenu.pathCreationMenu.Visible = true; // For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it. for (int i = 0; i <= paths.Count; i++) { if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false) { //Game.LogTrivial($"pathFinished: {paths[i].PathFinished}"); Game.LogTrivial($"Resuming path {i + 1}"); Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {i + 1}"); break; } else if (paths.ElementAtOrDefault(i) == null) { PathCreationMenu.AddNewPathToPathsCollection(paths, i); //Game.LogTrivial($"Creating path {i + 1}"); //Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {i + 1} started."); //paths.Insert(i, new Path(i + 1, false)); //PathCreationMenu.trafficRemoveWaypoint.Enabled = false; if (SettingsMenu.debugGraphics.Checked) { GameFiber.StartNew(() => { DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]); }); } break; } } } if (selectedItem == editPath) { pathMainMenu.Visible = false; EditPathMenu.editPathMenu.Visible = true; } if (selectedItem == deleteAllPaths) { // Iterate through each item in paths and delete it for (int i = 0; i < paths.Count; i++) { DeletePath(paths[i], i, Delete.All); } foreach (Path path in paths) { foreach(Waypoint wp in path.Waypoints.Where(wp => wp.YieldZone != 0)) { World.RemoveSpeedZone(wp.YieldZone); } path.Waypoints.Clear(); } paths.Clear(); pathsNum.Clear(); BuildPathMenu(); pathMainMenu.Visible = true; Game.LogTrivial($"All paths deleted"); Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted."); } if (selectedItem == directDriver) { var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v.VehicleAndDriverValid()).SingleOrDefault(); if (nearbyVehicle) { if (nearbyVehicle.IsInCollectedVehicles()) { var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]; var nearestWaypoint = paths[directDriver.Index].Waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint; var pathNum = paths[directDriver.Index].Waypoints[0].Path; var totalPathWaypoints = paths[directDriver.Index].Waypoints.Count; Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks."); nearbyVehicle.Driver.Tasks.Clear(); vehicle.AssignPropertiesFromDirectedTask(pathNum, totalPathWaypoints, 1, tasksAssigned: false, dismiss: true, stoppedAtWaypoint: false, redirected: true); GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(vehicle, paths[directDriver.Index].Waypoints)); DirectTaskFiber.Start(); } else { TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false, true)); Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Waypoints[0].Path} with {paths[directDriver.Index].Waypoints.Count} waypoints"); GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate], paths[directDriver.Index].Waypoints)); DirectTaskFiber.Start(); } } } if (selectedItem == dismissDriver) { var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v.VehicleAndDriverValid()).SingleOrDefault(); if (nearbyVehicle) { switch (dismissDriver.Index) { case 0: Game.LogTrivial($"Dismiss from path"); if (nearbyVehicle.IsInCollectedVehicles()) { var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]; controlledVehicle.SetDismissNow(true); controlledVehicle.Vehicle.Driver.Tasks.Clear(); controlledVehicle.Vehicle.Driver.Dismiss(); Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from path {controlledVehicle.Path}"); } else { goto case 2; } break; case 1: Game.LogTrivial($"Dismiss from waypoint"); if (nearbyVehicle.IsInCollectedVehicles()) { var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate]; controlledVehicle.SetStoppedAtWaypoint(false); controlledVehicle.Vehicle.Driver.Tasks.Clear(); controlledVehicle.Vehicle.Driver.Dismiss(); if (controlledVehicle.CurrentWaypoint == controlledVehicle.TotalWaypoints && !controlledVehicle.StoppedAtWaypoint) { controlledVehicle.SetDismissNow(true); Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from final waypoint and ultimately the path"); } else { Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from waypoint {controlledVehicle.CurrentWaypoint}"); } } else { goto case 2; } break; case 2: Game.LogTrivial($"Dismiss from position"); if (nearbyVehicle.IsInCollectedVehicles()) { nearbyVehicle.Driver.Tasks.Clear(); nearbyVehicle.Driver.Dismiss(); Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (in collection)"); } else { nearbyVehicle.Driver.Tasks.Clear(); nearbyVehicle.Driver.Dismiss(); Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (was not in collection)"); } break; default: Game.LogTrivial($"dismissDriver index was unexpected"); break; } } else { Game.LogTrivial($"There are no vehicles nearby matching the requirements."); } } } private static void PathMenu_OnCheckboxChange(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked) { if (checkboxItem == disableAllPaths) { if (disableAllPaths.Checked) { foreach (Path path in paths) { path.DisablePath(); foreach (Waypoint waypoint in path.Waypoints) { waypoint.Blip.Alpha = 0.5f; if (waypoint.CollectorRadiusBlip) { waypoint.CollectorRadiusBlip.Alpha = 0.25f; } } } Game.LogTrivial($"All paths disabled."); } else { foreach (Path path in paths) { path.EnablePath(); foreach (Waypoint waypoint in path.Waypoints) { waypoint.Blip.Alpha = 1f; if (waypoint.CollectorRadiusBlip) { waypoint.CollectorRadiusBlip.Alpha = 0.5f; } } } Game.LogTrivial($"All paths enabled."); } } } } }