using System; 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.IgnorePathFinding, VehicleDrivingFlags.StopAtDestination }; // Implement custom driving flag for normal private static string[] waypointTypes = new string[] { "Drive To (Normal)", "Drive To (Direct)", "Stop" }; internal static UIMenu pathCreationMenu = new UIMenu("Scene Manager", "~o~Path Creation Menu"); private static UIMenuItem trafficAddWaypoint = new UIMenuItem("Add waypoint"), trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint"), trafficEndPath = new UIMenuItem("End path creation"); internal static UIMenuListScrollerItem waypointType = new UIMenuListScrollerItem("Waypoint Type", $"~b~Drive To (Normal): ~w~AI obeys traffic as much as possible{Environment.NewLine}~b~Drive To (Direct): ~w~AI ignores pathfinding rules{Environment.NewLine}~b~Stop: ~w~AI stops at the waypoint until dismissed", waypointTypes); private static UIMenuNumericScrollerItem waypointSpeed; internal static UIMenuCheckboxItem stopWaypointType = new UIMenuCheckboxItem("Is this a Stop waypoint?", false, "If checked, vehicles will drive to this waypoint, then stop."); internal static UIMenuCheckboxItem directWaypointBehavior = new UIMenuCheckboxItem("Drive directly to waypoint?", false, "If checked, vehicles will ignore traffic rules and drive directly to this waypoint."); internal static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If checked, this waypoint will collect vehicles to follow the path. Your path's first waypoint ~b~must~w~ be a collector."); internal static UIMenuNumericScrollerItem collectorRadius = new UIMenuNumericScrollerItem("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1); internal 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.ParentMenu = PathMainMenu.pathMainMenu; MenuManager.menuPool.Add(pathCreationMenu); } internal static void BuildPathCreationMenu() { pathCreationMenu.AddItem(collectorWaypoint); collectorWaypoint.Enabled = false; collectorWaypoint.Checked = true; pathCreationMenu.AddItem(collectorRadius); collectorRadius.Index = 0; collectorRadius.Enabled = true; pathCreationMenu.AddItem(speedZoneRadius); speedZoneRadius.Index = 0; speedZoneRadius.Enabled = true; pathCreationMenu.AddItem(stopWaypointType); pathCreationMenu.AddItem(directWaypointBehavior); pathCreationMenu.AddItem(waypointSpeed = new UIMenuNumericScrollerItem("Waypoint Speed", $"How fast the AI will drive to this waypoint in ~b~{SettingsMenu.speedUnits.SelectedItem}", 5, 100, 5)); waypointSpeed.Index = 0; pathCreationMenu.AddItem(trafficAddWaypoint); trafficAddWaypoint.ForeColor = Color.Gold; pathCreationMenu.AddItem(trafficRemoveWaypoint); trafficRemoveWaypoint.ForeColor = Color.Gold; trafficRemoveWaypoint.Enabled = false; pathCreationMenu.AddItem(trafficEndPath); 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) { if (selectedItem == trafficAddWaypoint) { var anyPathsExist = PathMainMenu.paths.Count > 0; if (!anyPathsExist) { AddNewPathToPathsCollection(PathMainMenu.paths, 0); } else if(anyPathsExist && !PathMainMenu.paths.Any(p => p != null && p.State == State.Creating)) { AddNewPathToPathsCollection(PathMainMenu.paths, PathMainMenu.paths.IndexOf(PathMainMenu.paths.Where(p => p.State == State.Finished).Last()) + 1); } var firstNonNullPath = PathMainMenu.paths.Where(p => p != null && p.State == State.Creating).First(); var pathIndex = PathMainMenu.paths.IndexOf(firstNonNullPath); var pathNumber = firstNonNullPath.Number; var waypointNumber = PathMainMenu.paths[pathIndex].Waypoints.Count + 1; DrivingFlagType drivingFlag = directWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal; if (collectorWaypoint.Checked) { PathMainMenu.paths[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, stopWaypointType.Checked, CreateWaypointBlip(), true, collectorRadius.Value, speedZoneRadius.Value)); } else { PathMainMenu.paths[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, stopWaypointType.Checked, CreateWaypointBlip())); } Logger.Log($"Path {pathNumber} Waypoint {waypointNumber} added [Driving style: {drivingFlag} | Stop waypoint: {stopWaypointType.Checked} | Speed: {waypointSpeed.Value} | Collector: {collectorWaypoint.Checked}]"); ToggleTrafficEndPathMenuItem(pathIndex); collectorWaypoint.Enabled = true; collectorWaypoint.Checked = false; trafficRemoveWaypoint.Enabled = true; PathMainMenu.createNewPath.Text = $"Continue Creating Path {pathNumber}"; float SetDriveSpeedForWaypoint() { float convertedSpeed; if (SettingsMenu.speedUnits.SelectedItem == SpeedUnits.MPH) { //Logger.Log($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}"); convertedSpeed = MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value); //Logger.Log($"Converted speed: {convertedSpeed}m/s"); } else { //Logger.Log($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}"); convertedSpeed = MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value); //Logger.Log($"Converted speed: {convertedSpeed}m/s"); } return convertedSpeed; } Blip CreateWaypointBlip() { var spriteNumericalEnum = pathIndex + 17; // 17 because the numerical value of these sprites are always 17 more than the path index var blip = new Blip(Game.LocalPlayer.Character.Position) { Scale = 0.5f, Sprite = (BlipSprite)spriteNumericalEnum }; if (collectorWaypoint.Checked) { blip.Color = Color.Blue; } else if (stopWaypointType.Checked) { blip.Color = Color.Red; } else { blip.Color = Color.Green; } if (!SettingsMenu.mapBlips.Checked) { blip.Alpha = 0f; } return blip; } } if (selectedItem == trafficRemoveWaypoint) { // Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip for (int i = 0; i < PathMainMenu.paths.Count; i++) { if (PathMainMenu.paths.ElementAtOrDefault(i) != null && PathMainMenu.paths[i].State == State.Creating) { Logger.Log($"[Path {i + 1}] {PathMainMenu.paths[i].Waypoints.Last().DrivingFlagType} waypoint removed"); PathMainMenu.paths[i].Waypoints.Last().Blip.Delete(); PathMainMenu.paths[i].Waypoints.Last().RemoveSpeedZone(); if (PathMainMenu.paths[i].Waypoints.Last().CollectorRadiusBlip) { PathMainMenu.paths[i].Waypoints.Last().CollectorRadiusBlip.Delete(); } PathMainMenu.paths[i].Waypoints.RemoveAt(PathMainMenu.paths[i].Waypoints.IndexOf(PathMainMenu.paths[i].Waypoints.Last())); ToggleTrafficEndPathMenuItem(i); // If the path has no waypoints, disable the menu option to remove a waypoint if (PathMainMenu.paths[i].Waypoints.Count == 0) { collectorWaypoint.Checked = true; collectorWaypoint.Enabled = false; speedZoneRadius.Enabled = true; collectorRadius.Enabled = true; 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.paths.Count; i++) { var currentPath = PathMainMenu.paths[i]; if (PathMainMenu.paths.ElementAtOrDefault(i) != null && currentPath.State == State.Creating) { Logger.Log($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints."); Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete."); currentPath.State = State.Finished; currentPath.IsEnabled = true; currentPath.Number = i + 1; currentPath.LoopForVehiclesToBeDismissed(); GameFiber.StartNew(() => { currentPath.LoopWaypointCollection(); //foreach(Waypoint waypoint in PathMainMenu.paths[i].Waypoints) //{ // GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => waypoint.CollectVehicles(PathMainMenu.paths)); // WaypointVehicleCollectorFiber.Start(); // GameFiber.Sleep(1000); //} }); PathMainMenu.createNewPath.Text = "Create New Path"; PathMainMenu.BuildPathMenu(); PathMainMenu.pathMainMenu.RefreshIndex(); pathCreationMenu.RefreshIndex(); waypointSpeed.Index = 0; collectorWaypoint.Enabled = false; collectorWaypoint.Checked = true; speedZoneRadius.Enabled = true; speedZoneRadius.Index = 0; collectorRadius.Enabled = true; collectorRadius.Index = 0; stopWaypointType.Checked = false; directWaypointBehavior.Checked = false; 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) { while(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.paths[pathIndex].Waypoints.Count > 0) { trafficEndPath.Enabled = true; } else { trafficEndPath.Enabled = false; } } internal static void AddNewPathToPathsCollection(List paths, int pathIndex) { var pathNum = pathIndex + 1; Logger.Log($"Creating path {pathNum}"); Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started."); paths.Insert(pathIndex, new Path(pathNum, State.Creating)); trafficRemoveWaypoint.Enabled = false; trafficEndPath.Enabled = false; } } }