using Rage; using System.Collections.Generic; using System.Linq; using SceneManager.Utils; namespace SceneManager.Objects { internal class CollectedVehicle { internal Ped Driver { get; private set; } internal Vehicle Vehicle { get; private set; } internal Path Path { get; private set; } internal Waypoint CurrentWaypoint { get; private set; } internal bool StoppedAtWaypoint { get; private set; } = false; internal bool Dismissed { get; private set; } = false; internal bool Directed { get; set; } = false; internal bool SkipWaypoint { get; private set; } = false; internal bool ReadyForDirectTasks { get; private set; } = true; internal CollectedVehicle(Vehicle vehicle, Path path) { Vehicle = vehicle; Driver = vehicle.Driver; Path = path; SetPersistence(); } private void SetPersistence() { Vehicle.IsPersistent = true; Driver.IsPersistent = true; Driver.BlockPermanentEvents = true; } internal void AssignWaypointTasks(Path path, Waypoint currentWaypoint) { // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ // also https://vespura.com/fivem/drivingstyle/ if (!VehicleAndDriverAreValid()) { return; } AssignPathAndCurrentWaypoint(); AssignDirectedTask(); if (currentWaypoint.IsStopWaypoint) { StopAtWaypoint(); } if (path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) { DriveToNextWaypoint(); } if (!Dismissed && !VehicleAndDriverAreValid() || Directed) { return; } Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] all Path {path.Number} tasks complete."); if (!Dismissed) { Dismiss(); } void AssignPathAndCurrentWaypoint() { Path = path; if (currentWaypoint != null) { CurrentWaypoint = currentWaypoint; } else { CurrentWaypoint = path.Waypoints[0]; } } void AssignDirectedTask() { if (currentWaypoint != null && Directed) { Dismissed = false; while (!ReadyForDirectTasks) { GameFiber.Yield(); } if (!VehicleAndDriverAreValid()) { return; } Driver.Tasks.Clear(); DriveToDirectedWaypoint(); } } void DriveToDirectedWaypoint() { Dismissed = false; while (!ReadyForDirectTasks) { GameFiber.Yield(); } Driver.Tasks.Clear(); AssignTasksForDirectedDriver(); void AssignTasksForDirectedDriver() { float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(currentWaypoint)); Vector3 oldPosition = currentWaypoint.Position; Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)"); Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance); LoopWhileDrivingToDirectedWaypoint(); void LoopWhileDrivingToDirectedWaypoint() { while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance) { if (oldPosition != currentWaypoint.Position) { oldPosition = currentWaypoint.Position; } GameFiber.Yield(); } if (Vehicle) { Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] directed task is complete, directed is now false"); } Directed = false; } } } void DriveToNextWaypoint() { if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null) { Game.LogTrivial($"Vehicle, driver, waypoint, or path is null."); return; } Game.LogTrivial($"Preparing to run task loop for {Vehicle.Model.Name} [{Vehicle.Handle}] on path {Path.Number}"); for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++) { var oldPosition = Path.Waypoints[currentWaypointTask].Position; SkipWaypoint = false; if (this == null || !Vehicle || Dismissed || Directed) { Game.LogTrivial($"Vehicle dismissed, directed, or null, return"); return; } if (Driver == null || !Driver || !Vehicle.HasDriver || !Driver.IsAlive || Vehicle.Driver == Game.LocalPlayer.Character) { Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] does not have a driver/driver is null or driver is dead."); return; } if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint) { CurrentWaypoint = Path.Waypoints[currentWaypointTask]; float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask); Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})"); Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition); if (!VehicleAndDriverAreValid()) { return; } if (SkipWaypoint) { SkipWaypoint = false; continue; } if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint) { StopAtWaypoint(); } if (!VehicleAndDriverAreValid() || Dismissed || Directed) { return; } Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); } } void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition) { while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Vehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance) { if (oldPosition != Path.Waypoints[currentWaypointTask].Position) { Game.LogTrivial($"Waypoint position has changed, updating drive task."); oldPosition = Path.Waypoints[currentWaypointTask].Position; Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); } if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask) { //Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task."); Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task."); if (Driver.CurrentVehicle) { Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); } else { Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] is not in a vehicle. Exiting loop."); return; } } GameFiber.Sleep(100); } } } float GetAcceptedStoppingDistance(List waypoints, int nextWaypoint) { float dist; if (Settings.SpeedUnit == SpeedUnits.MPH) { dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f); } else { dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f); } var acceptedDistance = MathHelper.Clamp(dist, 2, 10); return acceptedDistance; } void StopAtWaypoint() { var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint."); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true); StoppedAtWaypoint = true; while (currentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed) { GameFiber.Yield(); } if (Driver && Driver.CurrentVehicle) { Game.LogTrivial($"{Vehicle.Model.Name} releasing from stop waypoint."); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true); Driver.Tasks.CruiseWithVehicle(5f); } } bool VehicleAndDriverAreValid() { if (this == null) { Game.LogTrivial($"CollectedVehicle is null"); return false; } if (!Vehicle)// && !Dismissed) { Game.LogTrivial($"Vehicle is null"); Dismiss(); return false; } if (!Driver || !Driver.CurrentVehicle || !Driver.IsAlive) { Game.LogTrivial($"Driver is null or dead or not in a vehicle"); Dismiss(); return false; } return true; } } internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null) { if(Vehicle) { Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true); Vehicle.Dismiss(); } if (Driver) { Driver.Dismiss(); } if (!Vehicle) { Game.LogTrivial($"Vehicle is null."); return; } if (!Driver) { Game.LogTrivial($"Driver is null."); return; } if (dismissOption == Utils.Dismiss.FromWorld) { DismissFromWorld(); return; } if (dismissOption == Utils.Dismiss.FromPlayer) { DismissFromPlayer(); return; } if(Driver.CurrentVehicle && StoppedAtWaypoint) { StoppedAtWaypoint = false; Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true); Driver.Tasks.CruiseWithVehicle(5f); } Driver.Tasks.Clear(); if (dismissOption == Utils.Dismiss.FromWaypoint) { DismissFromWaypoint(); } if (dismissOption == Utils.Dismiss.FromPath) { DismissFromPath(); } if(dismissOption == Utils.Dismiss.FromDirected) { DismissFromDirect(); } void DismissFromPlayer() { Dismissed = true; Driver.Dismiss(); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true); Vehicle.Dismiss(); Path.CollectedVehicles.Remove(this); } void DismissFromWorld() { Game.LogTrivial($"Dismissed {Vehicle.Model.Name} [{Vehicle.Handle}] from the world"); while (Vehicle.HasOccupants) { foreach (Ped occupant in Vehicle.Occupants) { occupant.Dismiss(); occupant.Delete(); } GameFiber.Yield(); } Vehicle.Delete(); } void DismissFromWaypoint() { if (CurrentWaypoint == null || Path == null) { Game.LogTrivial($"CurrentWaypoint or Path is null"); return; } if (CurrentWaypoint?.Number != Path?.Waypoints.Count) { Game.LogTrivial($"{Vehicle?.Model.Name} [{Vehicle?.Handle}] dismissed from waypoint."); SkipWaypoint = true; } else if (CurrentWaypoint?.Number == Path?.Waypoints.Count) { DismissFromPath(); } } void DismissFromPath() { Game.LogTrivial($"Dismissing {Vehicle?.Model.Name} [{Vehicle?.Handle}] from path"); Dismissed = true; // Check if the vehicle is near any of the path's collector waypoints GameFiber.StartNew(() => { var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault(); if(nearestCollectorWaypoint == null) { Game.LogTrivial($"Nearest collector is null"); } else { while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius) { GameFiber.Yield(); } } if (!Vehicle || !Driver) { Game.LogTrivial($"Vehicle or driver is null"); return; } if (!Directed) { Path.CollectedVehicles.Remove(this); Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] dismissed successfully."); if (Driver) { if (Driver.GetAttachedBlip()) { Driver.GetAttachedBlip().Delete(); } Driver.BlockPermanentEvents = false; Driver.Dismiss(); } if (Vehicle) { Vehicle.Dismiss(); Vehicle.IsSirenOn = false; Vehicle.IsSirenSilent = true; } } }, "DismissFromPath Fiber"); } void DismissFromDirect() { Dismissed = true; Directed = true; if (newPath != null) { newPath.CollectedVehicles.Add(this); Path.CollectedVehicles.Remove(this); } Driver.Tasks.Clear(); } } } }