using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using Rage; using RAGENativeUI; using RAGENativeUI.Elements; namespace SceneManager { class BarrierMenu { internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management"); internal static List barriers = new List(); private static UIMenuListScrollerItem barrierList = new UIMenuListScrollerItem("Spawn Barrier", "", Settings.barrierKeys); private static UIMenuNumericScrollerItem rotateBarrier = new UIMenuNumericScrollerItem("Rotate Barrier", "", 0, 350, 10); private static UIMenuListScrollerItem removeBarrierOptions = new UIMenuListScrollerItem("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" }); private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation"); internal static Rage.Object shadowBarrier; internal static void InstantiateMenu() { barrierMenu.ParentMenu = MainMenu.mainMenu; MenuManager.menuPool.Add(barrierMenu); } internal static void BuildBarrierMenu() { barrierMenu.AddItem(resetBarriers); resetBarriers.ForeColor = Color.Gold; resetBarriers.Enabled = false; barrierMenu.AddItem(removeBarrierOptions, 0); removeBarrierOptions.ForeColor = Color.Gold; removeBarrierOptions.Enabled = false; barrierMenu.AddItem(rotateBarrier, 0); barrierMenu.AddItem(barrierList, 0); barrierList.ForeColor = Color.Gold; barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected; barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChange; } internal static void CreateShadowBarrier(UIMenu barrierMenu) { Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away."); if (shadowBarrier) shadowBarrier.Delete(); shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value); Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier); shadowBarrier.IsGravityDisabled = true; shadowBarrier.IsCollisionEnabled = false; shadowBarrier.Opacity = 0.7f; GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier()); ShadowConeLoopFiber.Start(); void LoopToDisplayShadowBarrier() { while (barrierMenu.Visible && shadowBarrier) { if (barrierList.Selected || rotateBarrier.Selected) { shadowBarrier.IsVisible = true; UpdateShadowBarrierPosition(); } else { shadowBarrier.IsVisible = false; } GameFiber.Yield(); } if (shadowBarrier) shadowBarrier.Delete(); void UpdateShadowBarrierPosition() { DisableBarrierMenuOptionsIfShadowConeTooFar(); shadowBarrier.SetPositionWithSnap(TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition); void DisableBarrierMenuOptionsIfShadowConeTooFar() { if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance) { barrierList.Enabled = false; rotateBarrier.Enabled = false; } else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare") { barrierList.Enabled = true; rotateBarrier.Enabled = false; } else { barrierList.Enabled = true; rotateBarrier.Enabled = true; } } } } //------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\ // Implement Parks's 'Get Point Player is Looking At' script for better placement in 3rd person https://bitbucket.org/snippets/gtaparks/MeBKxX HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags); HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags) { Vector3 direction = GetPlayerLookingDirection(out start); end = start + (maxTraceDistance * direction); var barrierObjects = barriers.Where(b => b.Object).Select(b => b.Object).ToArray(); return World.TraceLine(start, end, flags, barrierObjects); } Vector3 GetPlayerLookingDirection(out Vector3 camPosition) { if (Camera.RenderingCamera) { camPosition = Camera.RenderingCamera.Position; return Camera.RenderingCamera.Direction; } else { float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH(); float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING(); camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD(); return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized(); } } //------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\ } private static void BarrierMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex) { if (scrollerItem == barrierList) { CreateShadowBarrier(barrierMenu); if(barrierList.SelectedItem == "Flare") { rotateBarrier.Enabled = false; } else { rotateBarrier.Enabled = true; } barrierMenu.Width = SetMenuWidth(); } if (scrollerItem == rotateBarrier) { shadowBarrier.Heading = rotateBarrier.Value; } } private static void BarrierMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) { if (selectedItem == barrierList as UIMenuItem) { // Attach some invisible object to the cone which the AI try to drive around // Barrier rotates with cone and becomes invisible similar to ASC when created if(barrierList.SelectedItem == "Flare") { SpawnFlare(); } else { SpawnBarrier(); } } if (selectedItem == removeBarrierOptions as UIMenuItem) { RemoveBarrier(); } if (selectedItem == resetBarriers) { var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash foreach (Barrier barrier in currentBarriers) { var newBarrier = new Rage.Object(barrier.Model, barrier.Position, barrier.Rotation); newBarrier.SetPositionWithSnap(barrier.Position); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true); newBarrier.IsPositionFrozen = false; Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true); barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading)); if (barrier.Object) { barrier.Object.Delete(); } barriers.Remove(barrier); } currentBarriers.Clear(); } void SpawnBarrier() { var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value); barrier.SetPositionWithSnap(shadowBarrier.Position); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true); barrier.IsPositionFrozen = false; Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true); barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading)); removeBarrierOptions.Enabled = true; resetBarriers.Enabled = true; } void SpawnFlare() { var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1); Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true); GameFiber.StartNew(() => { while (flare && flare.HeightAboveGround > 0.05f) { GameFiber.Yield(); } GameFiber.Sleep(1000); if (flare) { flare.IsPositionFrozen = true; } }); barriers.Add(new Barrier(flare, flare.Position, flare.Heading)); removeBarrierOptions.Enabled = true; } void RemoveBarrier() { switch (removeBarrierOptions.Index) { case 0: barriers[barriers.Count - 1].Object.Delete(); barriers.RemoveAt(barriers.Count - 1); break; case 1: var nearestBarrier = barriers.OrderBy(b => b.Object.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault(); if(nearestBarrier != null) { nearestBarrier.Object.Delete(); barriers.Remove(nearestBarrier); } break; case 2: foreach (Barrier b in barriers.Where(b => b.Object)) { b.Object.Delete(); } if (barriers.Count > 0) { barriers.Clear(); } break; } removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true; resetBarriers.Enabled = barriers.Count == 0 ? false : true; } } private static float SetMenuWidth() { float defaultWidth = UIMenu.DefaultWidth; float width = barrierMenu.Width; barrierList.TextStyle.Apply(); Rage.Native.NativeFunction.Natives.x54CE8AC98E120CAB("STRING"); // _BEGIN_TEXT_COMMAND_GET_WIDTH Rage.Native.NativeFunction.Natives.ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(barrierList.SelectedItem); float textWidth = Rage.Native.NativeFunction.Natives.x85F061DA64ED2F67(true); // _END_TEXT_COMMAND_GET_WIDTH float padding = 0.00390625f * 2; // typical padding used in RNUI var selectedItemWidth = textWidth + padding; if(selectedItemWidth <= 0.14f) { return defaultWidth; } else { return selectedItemWidth * 1.6f; } } } }