using Rage; using System.Collections.Generic; using System.Linq; namespace SceneManager { // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ // also https://vespura.com/fivem/drivingstyle/ class AITasking { internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) { float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, path.Waypoints.IndexOf(currentWaypoint)); Vector3 oldPosition = currentWaypoint.Position; if (!VehicleAndDriverAreValid(collectedVehicle)) { return; } collectedVehicle.Path = path; if(currentWaypoint != null) { collectedVehicle.CurrentWaypoint = currentWaypoint; } else { collectedVehicle.CurrentWaypoint = path.Waypoints[0]; } if (currentWaypoint != null && collectedVehicle.Directed) { collectedVehicle.Dismissed = false; while (!collectedVehicle.ReadyForDirectTasks) { GameFiber.Yield(); } collectedVehicle.Driver.Tasks.Clear(); AssignTasksForDirectedDriver(); LoopWhileDrivingToDirectedWaypoint(); if(collectedVehicle != null) { collectedVehicle.Directed = false; } if (collectedVehicle.Vehicle) { collectedVehicle.Driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} directed task is complete, directed is now false"); } } if (currentWaypoint.IsStopWaypoint) { StopVehicleAtWaypoint(currentWaypoint, collectedVehicle); } if(path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last()) { DriveVehicleToNextWaypoint(collectedVehicle, path, currentWaypoint); } if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Directed) { return; } Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all Path {path.Number} tasks complete."); if(!collectedVehicle.Dismissed) { collectedVehicle.Dismiss(); } void AssignTasksForDirectedDriver() { Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)"); collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance); } void LoopWhileDrivingToDirectedWaypoint() { while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance) { if (oldPosition != currentWaypoint.Position) { oldPosition = currentWaypoint.Position; } GameFiber.Yield(); } } } private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, Path path, Waypoint currentWaypoint) { if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null) { Game.LogTrivial($"Vehicle, driver, waypoint, or path is null."); return; } var vehicle = collectedVehicle.Vehicle; var driver = vehicle.Driver; Game.LogTrivial($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}"); //Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}"); for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++) { var oldPosition = path.Waypoints[currentWaypointTask].Position; collectedVehicle.SkipWaypoint = false; if (collectedVehicle == null || !collectedVehicle.Vehicle || collectedVehicle.Dismissed || collectedVehicle.Directed) { Game.LogTrivial($"Vehicle dismissed, directed, or null, return"); return; } if(collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive || collectedVehicle.Vehicle.Driver == Game.LocalPlayer.Character) { Game.LogTrivial($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead."); return; } if (path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !collectedVehicle.StoppedAtWaypoint) { collectedVehicle.CurrentWaypoint = path.Waypoints[currentWaypointTask]; float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask); Game.LogTrivial($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})"); //Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}"); driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition); if (!VehicleAndDriverAreValid(collectedVehicle)) { return; } if (collectedVehicle.SkipWaypoint) { collectedVehicle.SkipWaypoint = false; continue; } if (!collectedVehicle.Dismissed && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && path.Waypoints[currentWaypointTask].IsStopWaypoint) { StopVehicleAtWaypoint(path.Waypoints[currentWaypointTask], collectedVehicle); } if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed || collectedVehicle.Directed) { return; } driver.Tasks.PerformDrivingManeuver(collectedVehicle.Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion(); // Do we need this? //if (driver) //{ // driver.Tasks.Clear(); //} } } void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition) { while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && !collectedVehicle.Directed && path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(path.Waypoints[currentWaypointTask].Position) > acceptedDistance) { if (oldPosition != path.Waypoints[currentWaypointTask].Position) { oldPosition = path.Waypoints[currentWaypointTask].Position; driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance); } GameFiber.Sleep(100); } } } private static 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); //Logger.Log($"Accepted distance: {acceptedDistance}"); return acceptedDistance; } private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle) { if (collectedVehicle == null) { Game.LogTrivial($"CollectedVehicle is null"); return false; } if (!collectedVehicle.Vehicle && !collectedVehicle.Dismissed) { Game.LogTrivial($"Vehicle is null"); collectedVehicle.Dismiss(); return false; } if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed) { collectedVehicle.Dismiss(); //Logger.Log($"{collectedVehicle.Vehicle.Model.Name} driver is null or dead"); return false; } return true; } private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle) { if (!VehicleAndDriverAreValid(collectedVehicle)) { return; } var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint)); Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint."); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true); collectedVehicle.StoppedAtWaypoint = true; while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint && !collectedVehicle.Directed) { GameFiber.Yield(); } if(collectedVehicle.Vehicle && collectedVehicle.Driver) { Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} releasing from stop waypoint."); Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 0f, 1, true); collectedVehicle.Driver.Tasks.CruiseWithVehicle(5f); } } } }