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Scene-Manager-DevRepo/SceneManager/Managers/BarrierManager.cs
Rich 56a770b718
Add api (#5)
* Add API

* Added API

* Updated version

* Updated RNUI

* Added checks for null paths

* BelongsToPath menu item now toggles on/off depending if any paths exist
2021-08-03 11:07:14 -06:00

272 lines
11 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Rage;
using RAGENativeUI;
using SceneManager.Barriers;
using SceneManager.Menus;
using SceneManager.Paths;
using SceneManager.Utils;
namespace SceneManager.Managers
{
internal static class BarrierManager
{
internal static Object PlaceholderBarrier { get; private set; }
internal static List<Barrier> Barriers { get; } = new List<Barrier>();
internal static void CreatePlaceholderBarrier()
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
var barrierKey = Settings.BarrierModels.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
var barrierValue = Settings.BarrierModels[barrierKey].Name;
PlaceholderBarrier = new Object(barrierValue, UserInput.PlayerMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
if (!PlaceholderBarrier)
{
BarrierMenu.Menu.Close();
Game.LogTrivial($"Something went wrong creating the placeholder barrier. Mouse position: {UserInput.PlayerMousePositionForBarrier}");
Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the placeholder barrier. This is a rare problem that only happens in certain areas of the world. Please try again somewhere else.");
return;
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
PlaceholderBarrier.IsGravityDisabled = true;
PlaceholderBarrier.IsCollisionEnabled = false;
PlaceholderBarrier.Opacity = 0.7f;
// Start with lights off for Parks's objects
if (Settings.EnableAdvancedBarricadeOptions)
{
Rage.Native.NativeFunction.Natives.x971DA0055324D033(PlaceholderBarrier, BarrierMenu.BarrierTexture.Value); // _SET_OBJECT_TEXTURE_VARIATION
SetBarrierLights();
}
}
internal static void SetBarrierLights()
{
if (BarrierMenu.SetBarrierLights.Checked)
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(PlaceholderBarrier, false);
}
else
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(PlaceholderBarrier, true);
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
internal static void UpdatePlaceholderBarrierPosition()
{
DisableBarrierMenuOptionsIfPlaceholderTooFar();
if (PlaceholderBarrier)
{
PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(PlaceholderBarrier);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
void DisableBarrierMenuOptionsIfPlaceholderTooFar()
{
if (!PlaceholderBarrier && UserInput.PlayerMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
{
CreatePlaceholderBarrier();
}
else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
{
BarrierMenu.BarrierList.Enabled = false;
BarrierMenu.RotateBarrier.Enabled = false;
PlaceholderBarrier.Delete();
}
else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && BarrierMenu.BarrierList.SelectedItem == "Flare")
{
BarrierMenu.BarrierList.Enabled = true;
BarrierMenu.RotateBarrier.Enabled = false;
}
else
{
BarrierMenu.BarrierList.Enabled = true;
BarrierMenu.RotateBarrier.Enabled = true;
}
}
}
internal static void LoopToRenderPlaceholderBarrier()
{
while (BarrierMenu.Menu.Visible)
{
if (BarrierMenu.BarrierList.Selected || BarrierMenu.RotateBarrier.Selected || BarrierMenu.Invincible.Selected || BarrierMenu.Immobile.Selected || BarrierMenu.BarrierTexture.Selected || BarrierMenu.SetBarrierLights.Selected || BarrierMenu.SetBarrierTrafficLight.Selected)
{
if (PlaceholderBarrier)
{
UpdatePlaceholderBarrierPosition();
}
else if (UserInput.PlayerMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
{
CreatePlaceholderBarrier();
}
}
else
{
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
}
GameFiber.Yield();
}
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
}
internal static void SpawnBarrier()
{
Barrier barrier;
if (BarrierMenu.BarrierList.SelectedItem == "Flare")
{
SpawnFlare();
}
else
{
barrier = new Barrier(PlaceholderBarrier, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked, BarrierMenu.BarrierTexture.Value, BarrierMenu.SetBarrierLights.Checked);
Barriers.Add(barrier);
BarrierMenu.AddUnassignedToPath.Enabled = true;
BarrierMenu.RemoveBarrierOptions.Enabled = true;
BarrierMenu.ResetBarriers.Enabled = true;
}
if (barrier != null && BarrierMenu.BelongsToPath.Checked)
{
var matchingPath = PathManager.Paths.FirstOrDefault(x => x != null && x.Name == BarrierMenu.AddToPath.OptionText);
if(matchingPath != null)
{
matchingPath.Barriers.Add(barrier);
}
}
void SpawnFlare()
{
var flare = new Weapon("weapon_flare", PlaceholderBarrier.Position, 1);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
barrier = new Barrier(flare, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked);
Barriers.Add(barrier);
BarrierMenu.AddUnassignedToPath.Enabled = true;
BarrierMenu.RemoveBarrierOptions.Enabled = true;
BarrierMenu.ResetBarriers.Enabled = true;
}
}
internal static void RemoveBarrier(int removeBarrierOptionsIndex)
{
Path path;
switch (removeBarrierOptionsIndex)
{
case 0:
var barrierToRemove = Barriers[Barriers.Count - 1];
path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(barrierToRemove));
if(path != null)
{
path.Barriers.Remove(barrierToRemove);
}
barrierToRemove.Delete();
Barriers.RemoveAt(Barriers.Count - 1);
break;
case 1:
var nearestBarrier = Barriers.OrderBy(b => b.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
if (nearestBarrier != null)
{
path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(nearestBarrier));
if (path != null)
{
path.Barriers.Remove(nearestBarrier);
}
nearestBarrier.Delete();
Barriers.Remove(nearestBarrier);
}
break;
case 2:
foreach (Barrier barrier in Barriers)
{
if(barrier.Path != null)
{
barrier.Path.Barriers.Remove(barrier);
}
barrier.Delete();
}
if (Barriers.Count > 0)
{
Barriers.Clear();
}
break;
}
BarrierMenu.AddUnassignedToPath.Enabled = Barriers.Any(x => x.Path == null);
BarrierMenu.RemoveBarrierOptions.Enabled = Barriers.Count != 0;
BarrierMenu.ResetBarriers.Enabled = Barriers.Count != 0;
}
internal static void ResetBarriers()
{
//GameFiber.StartNew(() =>
//{
Game.DisplayHelp($"~{InstructionalKey.SymbolBusySpinner.GetId()}~ Resetting barriers...");
var currentBarriers = Barriers.Where(b => b.ModelName != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
foreach (Barrier barrier in currentBarriers)
{
var newBarrier = new Barrier(barrier, barrier.Invincible, barrier.Immobile, barrier.TextureVariation, barrier.LightsEnabled);
Barriers.Add(newBarrier);
//barrier.Delete();
Barriers.Remove(barrier);
}
currentBarriers.Clear();
//}, "Barrier Reset Fiber");
}
internal static void RotateBarrier()
{
PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
}
internal static void AddBarrierToPath()
{
var unassignedBarriers = Barriers.Where(x => x.Path == null);
if(unassignedBarriers.Count() == 0)
{
Game.LogTrivial($"There are no unassigned barriers.");
return;
}
var pathToAssignTo = PathManager.Paths.First(x => x != null && x.Name == BarrierMenu.AddUnassignedToPath.OptionText);
foreach (Barrier barrier in unassignedBarriers)
{
pathToAssignTo.Barriers.Add(barrier);
}
Game.LogTrivial($"Added {unassignedBarriers.Count()} unassigned barrier to {pathToAssignTo.Name}");
Game.DisplayNotification($"~o~Scene Manager ~y~[Barriers]\n~w~Assigned ~b~{unassignedBarriers.Count()} ~w~barrier(s) to ~b~{pathToAssignTo.Name}~w~.");
BarrierMenu.AddUnassignedToPath.Enabled = false;
}
}
}