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Scene-Manager-DevRepo/SceneManager/CollectedPeds/CollectedPed.cs
2025-01-05 10:44:53 +01:00

472 lines
19 KiB
C#

using Rage;
using System.Collections.Generic;
using System.Linq;
using SceneManager.Utils;
using SceneManager.Waypoints;
using SceneManager.Paths;
namespace SceneManager.CollectedPeds
{
internal class CollectedPed : Ped
{
internal Path Path { get; set; }
internal Waypoint CurrentWaypoint { get; 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 InitialVehicle { get; set; } = null;
internal CollectedPed(Ped basePed, Path path, Waypoint waypoint) : base(basePed.Handle)
{
Handle = basePed.Handle;
Path = path;
CurrentWaypoint = waypoint;
SetPersistence();
Game.LogTrivial($"Added {CurrentVehicle.Model.Name} to collection from path \"{Path.Name}\" waypoint {CurrentWaypoint.Number}.");
GameFiber.StartNew(() => AssignWaypointTasks(), "Task Assignment Fiber");
}
private void SetPersistence()
{
IsPersistent = true;
BlockPermanentEvents = true;
CurrentVehicle.IsPersistent = true;
}
private void AssignWaypointTasks()
{
// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
// also https://vespura.com/fivem/drivingstyle/
if (!VehicleAndDriverAreValid())
{
return;
}
AssignDirectedTask(); // This logic is a mess.
if (CurrentWaypoint.IsStopWaypoint)
{
StopAtWaypoint();
}
if (Path?.Waypoints?.Count > 0 && CurrentWaypoint != Path?.Waypoints?.Last())
{
DriveToNextWaypoint();
}
if (Path.State == State.Deleting || !VehicleAndDriverAreValid())
{
Dismiss();
return;
}
if(Directed)
{
Dismiss(Utils.Dismiss.FromDirected);
}
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] all path \"{Path.Name}\" tasks complete.");
Dismiss();
}
private void AssignDirectedTask()
{
if (CurrentWaypoint != null && Directed)
{
Dismissed = false;
while (!ReadyForDirectTasks)
{
GameFiber.Yield();
}
if (!VehicleAndDriverAreValid())
{
return;
}
Tasks.Clear();
DriveToDirectedWaypoint();
}
}
private void DriveToDirectedWaypoint()
{
Dismissed = false;
while (!ReadyForDirectTasks)
{
GameFiber.Yield();
}
Tasks.Clear();
AssignTasksForDirectedDriver();
}
private void AssignTasksForDirectedDriver()
{
float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(CurrentWaypoint));
Vector3 oldPosition = CurrentWaypoint.Position;
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path \"{Path.Name}\" waypoint {CurrentWaypoint.Number} (directed)");
Tasks.DriveToPosition(CurrentWaypoint.Position, CurrentWaypoint.Speed, (VehicleDrivingFlags)CurrentWaypoint.DrivingFlagType, acceptedDistance);
LoopWhileDrivingToDirectedWaypoint();
void LoopWhileDrivingToDirectedWaypoint()
{
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && CurrentVehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
{
if (oldPosition != CurrentWaypoint.Position)
{
oldPosition = CurrentWaypoint.Position;
}
GameFiber.Yield();
}
if(!VehicleAndDriverAreValid() || Path.State == State.Deleting)
{
return;
}
if (CurrentVehicle)
{
Tasks.PerformDrivingManeuver(CurrentVehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] directed task is complete, directed is now false");
}
Directed = false;
}
}
private float GetAcceptedStoppingDistance(List<Waypoint> 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;
}
private 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 {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] on path \"{Path.Name}\"");
for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
{
var oldPosition = Path.Waypoints[currentWaypointTask].Position;
SkipWaypoint = false;
if (this == null || !this || !CurrentVehicle || Dismissed || Directed)
{
Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
return;
}
if (this == null || !this || !LastVehicle.HasDriver || !IsAlive || LastVehicle.Driver == Game.LocalPlayer.Character)
{
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.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($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] is driving to path \"{Path.Name}\" waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
if (!VehicleAndDriverAreValid())
{
return;
}
if (SkipWaypoint)
{
SkipWaypoint = false;
continue;
}
if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
{
StopAtWaypoint();
}
if (!VehicleAndDriverAreValid() || Dismissed || Directed)
{
return;
}
Tasks.PerformDrivingManeuver(CurrentVehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
}
}
void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
{
int lostTasks = 0;
while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && CurrentVehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
{
if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
{
Game.LogTrivial($"Waypoint position has changed, updating drive task.");
oldPosition = Path.Waypoints[currentWaypointTask].Position;
Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
}
if (Tasks.CurrentTaskStatus == TaskStatus.NoTask)
{
//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] has no task. Reassiging current waypoint task.");
if(lostTasks == 3)
{
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] lost their task too many times. Dismissing from world to prevent problems.");
Dismiss(Utils.Dismiss.FromWorld);
return;
}
if (CurrentVehicle)
{
Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
lostTasks++;
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] should have a task now.");
}
else
{
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] driver [{Handle}] is not in a vehicle. Exiting loop.");
return;
}
}
GameFiber.Sleep(100);
}
}
}
private void StopAtWaypoint()
{
var stoppingDistance = GetAcceptedStoppingDistance(CurrentWaypoint.Path.Waypoints, CurrentWaypoint.Path.Waypoints.IndexOf(CurrentWaypoint));
Game.LogTrivial($"{CurrentVehicle.Model.Name} stopping at path \"{CurrentWaypoint.Path.Name}\" waypoint.");
var vehicleToStop = CurrentVehicle;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, stoppingDistance, -1, true);
StoppedAtWaypoint = true;
while (CurrentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed && IsInVehicle(CurrentVehicle, false))
{
GameFiber.Yield();
}
if(vehicleToStop)
{
Game.LogTrivial($"{vehicleToStop.Model.Name} releasing from stop waypoint.");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(vehicleToStop, 0f, 1, true);
}
}
private bool VehicleAndDriverAreValid()
{
if (!this)
{
Game.LogTrivial($"CollectedPed is null");
return false;
}
if (!CurrentVehicle)
{
Game.LogTrivial($"Vehicle is null");
return false;
}
if (!IsAlive)
{
Game.LogTrivial($"Driver is null or dead or not in a vehicle");
return false;
}
return true;
}
public void RemovePedAndVehicleFromPath()
{
if (InitialVehicle != null)
{
Game.LogTrivial("We have the initial vehicle");
}
Path.DismissPed(v => !v
|| (v && v.BoundPed.Handle == this.Handle)
|| (v && v.Handle == InitialVehicle.Handle), this, InitialVehicle);
}
internal void Dismiss(Dismiss dismissOption = Utils.Dismiss.FromPath, Path newPath = null)
{
if(!this)
{
Game.LogTrivial($"CollectedPed is not valid in Dismiss.");
RemovePedAndVehicleFromPath();
return;
}
if(Dismissed)
{
Game.LogTrivial($"CollectedPed is already dismissed.");
return;
}
if (dismissOption == Utils.Dismiss.FromWorld)
{
DismissFromWorld();
return;
}
if (CurrentVehicle && StoppedAtWaypoint)
{
StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(LastVehicle, 0f, 1, true);
Tasks.CruiseWithVehicle(5f);
}
Tasks.Clear();
if (dismissOption == Utils.Dismiss.FromWaypoint)
{
DismissFromWaypoint();
}
if (dismissOption == Utils.Dismiss.FromPath)
{
DismissFromPath();
}
if (dismissOption == Utils.Dismiss.FromDirected)
{
DismissFromDirect();
}
void DismissFromWorld()
{
Game.LogTrivial($"Dismissed {CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] from the world");
if (GetAttachedBlip())
{
GetAttachedBlip().Delete();
}
while (this && CurrentVehicle && CurrentVehicle.HasOccupants)
{
foreach (Ped occupant in CurrentVehicle.Occupants)
{
occupant.Delete();
}
GameFiber.Yield();
}
if(!this)
{
Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
RemovePedAndVehicleFromPath();
return;
}
if (CurrentVehicle)
{
CurrentVehicle.Delete();
}
Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
RemovePedAndVehicleFromPath();
}
void DismissFromWaypoint()
{
if (Path == null)
{
Game.LogTrivial($"Path is null");
return;
}
if(CurrentWaypoint == null)
{
Game.LogTrivial($"CurrentWaypoint is null");
return;
}
if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
{
Game.LogTrivial($"{CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] dismissed from waypoint.");
SkipWaypoint = true;
}
else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
{
DismissFromPath();
}
}
void DismissFromPath()
{
if(!this)
{
Game.LogTrivial($"CollectedPed is not valid in DismissFromPath.");
Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
RemovePedAndVehicleFromPath();
return;
}
if(Dismissed)
{
Game.LogTrivial($"CollectedPed is already dismissed.");
return;
}
Game.LogTrivial($"Dismissing {CurrentVehicle?.Model.Name} [{CurrentVehicle?.Handle}] from path");
Dismissed = true;
// Check if the vehicle is near any of the path's collector waypoints
//GameFiber.StartNew(() =>
//{
//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => CurrentVehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
//if (nearestCollectorWaypoint != null)
//{
// while (nearestCollectorWaypoint != null && CurrentVehicle && CurrentVehicle.HasDriver && this && IsAlive && CurrentVehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
// {
// GameFiber.Yield();
// }
//}
if (!Directed)
{
if (this)
{
if (GetAttachedBlip())
{
GetAttachedBlip().Delete();
}
BlockPermanentEvents = false;
IsPersistent = false;
base.Dismiss();
}
if (CurrentVehicle)
{
Game.LogTrivial($"{CurrentVehicle.Model.Name} [{CurrentVehicle.Handle}] dismissed successfully.");
LastVehicle.Dismiss();
if (CurrentVehicle)
{
LastVehicle.IsSirenOn = false;
LastVehicle.IsSirenSilent = true;
}
}
RemovePedAndVehicleFromPath();
}
//}, "DismissFromPath Fiber");
}
void DismissFromDirect()
{
Dismissed = true;
Directed = true;
if (newPath != null)
{
newPath.CollectedPeds.Add(this);
Path.CollectedVehicles.RemoveAll(v => !v || (v && v.BoundPed == this));
RemovePedAndVehicleFromPath();
}
Tasks.Clear();
}
}
}
}