using System.Collections.Generic; using System.Drawing; using System.Linq; using Rage; using RAGENativeUI; using RAGENativeUI.Elements; namespace SceneManager { class PathCreationMenu { private static VehicleDrivingFlags[] drivingFlags = new VehicleDrivingFlags[] { VehicleDrivingFlags.Normal, VehicleDrivingFlags.StopAtDestination }; // Implement custom driving flag for normal private static string[] waypointTypes = new string[] { "Drive To", "Stop" }; public static UIMenu pathCreationMenu { get; private set; } private static UIMenuItem trafficAddWaypoint, trafficRemoveWaypoint, trafficEndPath; public static UIMenuListScrollerItem waypointType = new UIMenuListScrollerItem("Waypoint Type", "", waypointTypes); private static UIMenuNumericScrollerItem waypointSpeed; public static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path"); public static UIMenuNumericScrollerItem collectorRadius = new UIMenuNumericScrollerItem("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1); public static UIMenuNumericScrollerItem speedZoneRadius = new UIMenuNumericScrollerItem("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 5, 200, 5); internal static void InstantiateMenu() { pathCreationMenu = new UIMenu("Scene Menu", "~o~Path Creation"); pathCreationMenu.ParentMenu = PathMainMenu.pathMainMenu; MenuManager.menuPool.Add(pathCreationMenu); } public static void BuildPathCreationMenu() { pathCreationMenu.AddItem(waypointType); pathCreationMenu.AddItem(waypointSpeed = new UIMenuNumericScrollerItem("Waypoint Speed", $"How fast the AI will drive to the waypoint in ~b~{SettingsMenu.speedUnits.SelectedItem}", 5, 80, 5)); waypointSpeed.Index = 0; pathCreationMenu.AddItem(collectorWaypoint); pathCreationMenu.AddItem(collectorRadius); collectorRadius.Index = 0; pathCreationMenu.AddItem(speedZoneRadius); speedZoneRadius.Index = 0; pathCreationMenu.AddItem(trafficAddWaypoint = new UIMenuItem("Add waypoint")); trafficAddWaypoint.ForeColor = Color.Gold; pathCreationMenu.AddItem(trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint")); trafficRemoveWaypoint.ForeColor = Color.Gold; trafficRemoveWaypoint.Enabled = false; pathCreationMenu.AddItem(trafficEndPath = new UIMenuItem("End path creation")); trafficEndPath.ForeColor = Color.Gold; trafficEndPath.Enabled = false; pathCreationMenu.RefreshIndex(); pathCreationMenu.OnItemSelect += PathCreation_OnItemSelected; pathCreationMenu.OnCheckboxChange += PathCreation_OnCheckboxChanged; pathCreationMenu.OnScrollerChange += PathCreation_OnScrollerChanged; } private static void PathCreation_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked) { if(checkboxItem == collectorWaypoint) { collectorRadius.Enabled = collectorWaypoint.Checked ? true : false; speedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false; } } private static void PathCreation_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) { // Do I need to implement a distance restriction? Idiots place waypoints unnecessarily close, possibly causing AI to drive in circles if (selectedItem == trafficAddWaypoint) { var anyPathsExist = PathMainMenu.GetPaths().Count > 0; // If no paths exist, then add a new path to the collection at index 0. If paths do exist, then we want to add a new path at the first null index if there are no non-null paths where pathFinished = false if (!anyPathsExist) { AddNewPathToPathsCollection(PathMainMenu.GetPaths(), 0); if (SettingsMenu.debugGraphics.Checked) { DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]); } } else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating)) { AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.State == State.Finished).First()) + 1); if (SettingsMenu.debugGraphics.Checked) { DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First()); } } var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First(); var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath); var currentPath = firstNonNullPath.PathNum; var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1; var drivingFlag = drivingFlags[waypointType.Index]; var blip = CreateWaypointBlip(pathIndex, drivingFlag); if (collectorWaypoint.Checked) { var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH ? World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value)) : World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value)); PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadius.Value, speedZoneRadius.Value, yieldZone)); } else { PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip)); } Game.LogTrivial($"[Path {currentPath}] Waypoint {currentWaypoint} ({drivingFlag.ToString()}) added"); ToggleTrafficEndPathMenuItem(pathIndex); trafficRemoveWaypoint.Enabled = true; PathMainMenu.createNewPath.Text = $"Continue Creating Path {currentPath}"; } if (selectedItem == trafficRemoveWaypoint) { // Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip for (int i = 0; i < PathMainMenu.GetPaths().Count; i++) { if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && PathMainMenu.GetPaths()[i].State == State.Creating) { Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed"); PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete(); World.RemoveSpeedZone(PathMainMenu.GetPaths()[i].Waypoints.Last().YieldZone); if (PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip) { PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip.Delete(); } PathMainMenu.GetPaths()[i].Waypoints.RemoveAt(PathMainMenu.GetPaths()[i].Waypoints.IndexOf(PathMainMenu.GetPaths()[i].Waypoints.Last())); ToggleTrafficEndPathMenuItem(i); // If the path has no waypoints, disable the menu option to remove a waypoint if (PathMainMenu.GetPaths()[i].Waypoints.Count == 0) { trafficRemoveWaypoint.Enabled = false; trafficEndPath.Enabled = false; } } } } if (selectedItem == trafficEndPath) { // Loop through each path and find the first one which isn't finished for (int i = 0; i < PathMainMenu.GetPaths().Count; i++) { var currentPath = PathMainMenu.GetPaths()[i]; if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating) { Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints."); Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete."); //currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed; //if (currentPath.Waypoints.Last().CollectorRadiusBlip) //{ // currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed; //} currentPath.State = State.Finished; //currentPath.FinishPath(); currentPath.EnablePath(); currentPath.SetPathNumber(i + 1); PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum); // For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints) { GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], waypoint)); WaypointVehicleCollectorFiber.Start(); } MenuManager.menuPool.CloseAllMenus(); //pathCreationMenu.Reset(true, true); // Trying to see if we can get away with resetting the menu instead of rebuilding it PathMainMenu.createNewPath.Text = "Create New Path"; PathMainMenu.pathMainMenu.Clear(); PathMainMenu.BuildPathMenu(); trafficEndPath.Enabled = false; PathMainMenu.pathMainMenu.Visible = true; break; } } } } private static void PathCreation_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last) { if (scrollerItem == collectorRadius) { if (collectorRadius.Value > speedZoneRadius.Value) { speedZoneRadius.ScrollToNextOption(); } } if(scrollerItem == speedZoneRadius) { if(speedZoneRadius.Value < collectorRadius.Value) { collectorRadius.Value = speedZoneRadius.Value; } } } private static void ToggleTrafficEndPathMenuItem(int pathIndex) { if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count > 0) { trafficEndPath.Enabled = true; } else { trafficEndPath.Enabled = false; } } private static float SetDriveSpeedForWaypoint() { float convertedSpeed; if (SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH) { //Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}"); convertedSpeed = MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value); //Game.LogTrivial($"Converted speed: {convertedSpeed}m/s"); } else { //Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}"); convertedSpeed = MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value); //Game.LogTrivial($"Converted speed: {convertedSpeed}m/s"); } return convertedSpeed; } public static Blip CreateWaypointBlip(int pathIndex, VehicleDrivingFlags drivingFlag) { var spriteNumericalEnum = pathIndex + 17; // 17 because the numerical value of these sprites are always 17 more than the path index var blip = new Blip(Game.LocalPlayer.Character.Position) { Scale = 0.5f, Sprite = (BlipSprite)spriteNumericalEnum }; if (collectorWaypoint.Checked) { blip.Color = Color.Blue; } else if (drivingFlag == VehicleDrivingFlags.StopAtDestination) { blip.Color = Color.Red; } else { blip.Color = Color.Green; } //if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count == 0) //{ // blip.Color = Color.Orange; //} //else //{ // blip.Color = Color.Yellow; //} return blip; } public static void AddNewPathToPathsCollection(List paths, int pathIndex) { var pathNum = pathIndex + 1; Game.LogTrivial($"Creating path {pathNum}"); Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started."); paths.Insert(pathIndex, new Path(pathNum, State.Creating)); trafficRemoveWaypoint.Enabled = false; trafficEndPath.Enabled = false; } } }