mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
284 lines
14 KiB
C#
284 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Rage;
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namespace SceneManager
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{
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public static class TrafficPathing
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{
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public static Dictionary<string, ControlledVehicle> ControlledVehicles = new Dictionary<string, ControlledVehicle>();
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//public static List<ControlledVehicle> ControlledVehicles = new List<ControlledVehicle> { };
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public static void InitialWaypointVehicleCollector(List<WaypointData> waypointData)
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{
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waypointData[0].YieldZone = World.AddSpeedZone(waypointData[0].WaypointPos, 10f, waypointData[0].Speed);
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// If there's a path with a single stop waypoint, run a loop to give all nearby AI the StopForVehicle driving flag so they don't just go around
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if(waypointData.Count == 1)
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{
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GameFiber.StartNew(delegate
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{
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while (waypointData.ElementAtOrDefault(0) != null)
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{
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foreach (Vehicle v in GetNearbyVehicles(waypointData[0].WaypointPos, 50f))
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{
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if(v.Exists() && v.IsValid() && v.HasDriver && v.Driver.Exists() && v.Driver.IsValid())
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{
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SetDriveTaskDrivingFlags(v.Driver, EDrivingFlags.StopForVehicles);
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}
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}
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GameFiber.Yield();
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}
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});
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}
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while (waypointData.ElementAtOrDefault(0) != null)
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{
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Game.DisplaySubtitle($"Vehicles in collection: {ControlledVehicles.Count()}");
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// Getting vehicles within 3f of waypoint
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try
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{
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foreach (Vehicle v in GetNearbyVehicles(waypointData[0].WaypointPos, 3f))
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{
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// No protection for player if they drive into the waypoints
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if(VehicleAndDriverValid(v) && v != Game.LocalPlayer.Character.CurrentVehicle && v.HasDriver && v.Driver.IsAlive && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike))
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{
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// Check if there's an object in the list with a matching vehicle
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var matchingVehicle = ControlledVehicles.Where(cv => cv.Value.Vehicle == v).ToList();
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// If there's a match, then check if the first match has tasksAssigned. If not, AssignTasks
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if (matchingVehicle.ElementAtOrDefault(0).Value != null && !matchingVehicle[0].Value.TasksAssigned && !matchingVehicle[0].Value.DismissNow)
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{
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Game.LogTrivial($"[InitialWaypointVehicleCollector] {v.Model.Name} already in collection, but with no tasks. Assigning tasks.");
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matchingVehicle[0].Value.TasksAssigned = true;
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GameFiber AssignTasksFiber = new GameFiber(() => AssignTasks(matchingVehicle[0].Value, waypointData));
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AssignTasksFiber.Start();
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}
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// Else if object doesn't exist, add to collection and AssignTasks
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else if (matchingVehicle.ElementAtOrDefault(0).Value != null && matchingVehicle[0].Value.TasksAssigned)
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{
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//Game.LogTrivial($"Vehicle already in collection with tasks. Do nothing.");
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}
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else
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{
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ControlledVehicles.Add(v.LicensePlate, new ControlledVehicle(v, v.LicensePlate, waypointData[0].Path, waypointData.Count, 1, true, false, false));
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Game.LogTrivial($"Added {v.Model.Name} to collection from initial waypoint at path {waypointData[0].Path} with {waypointData.Count} waypoints");
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GameFiber AssignTasksFiber = new GameFiber(() => AssignTasks(ControlledVehicles[v.LicensePlate], waypointData));
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AssignTasksFiber.Start();
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}
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}
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GameFiber.Yield();
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}
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}
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catch
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{
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Game.LogTrivial($"There was a problem getting vehicles near the start waypoint");
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}
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GameFiber.Yield();
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}
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}
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public static void DirectTask(ControlledVehicle cv, List<WaypointData> waypointData)
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{
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cv.DismissNow = false;
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if (VehicleAndDriverValid(cv))
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{
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cv.Vehicle.IsPersistent = true;
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cv.Vehicle.Driver.BlockPermanentEvents = true;
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cv.Vehicle.Driver.Tasks.Clear();
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}
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// Give vehicle task to initial waypoint of desired path, then run a loop to keep giving the task until they're close enough in case they try to wander away too early
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[0].WaypointPos, waypointData[0].Speed, VehicleDrivingFlags.FollowTraffic, 1f);
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while (waypointData.ElementAtOrDefault(0) != null && VehicleAndDriverValid(cv) && cv.Vehicle.DistanceTo(waypointData[0].WaypointPos) > 3f && !cv.DismissNow)
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{
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[0].WaypointPos, waypointData[0].Speed, VehicleDrivingFlags.FollowTraffic, 1f);
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GameFiber.Sleep(500);
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}
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cv.Redirected = false;
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Game.LogTrivial($"DirectTask loop over");
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}
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private static void AssignTasks(ControlledVehicle cv, List<WaypointData> waypointData)
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{
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if (VehicleAndDriverValid(cv))
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{
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cv.Vehicle.IsPersistent = true;
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cv.Vehicle.Driver.BlockPermanentEvents = true;
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cv.Vehicle.Driver.Tasks.Clear();
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}
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if (waypointData.Count == 1 && VehicleAndDriverValid(cv) && !cv.DismissNow)
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{
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AssignSingleWaypointTask(cv, waypointData);
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}
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else if(waypointData.Count > 1 && VehicleAndDriverValid(cv))
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{
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AssignMultiWaypointTasks(cv, waypointData);
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}
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while(!cv.DismissNow || cv.StoppedAtWaypoint)
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{
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GameFiber.Yield();
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}
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ControlledVehicles.Remove(cv.LicensePlate);
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Game.LogTrivial($"AssignTasks exit");
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}
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private static void AssignSingleWaypointTask(ControlledVehicle cv, List<WaypointData> waypointData)
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{
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// Give driver a task to the single path waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
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Game.LogTrivial($"Assigning task for single waypoint.");
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[0].WaypointPos, waypointData[0].Speed, VehicleDrivingFlags.FollowTraffic, 1f);
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while (waypointData.ElementAtOrDefault(0) != null && VehicleAndDriverValid(cv) && cv.Vehicle.DistanceTo(waypointData[0].WaypointPos) > 3f && !cv.DismissNow)
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{
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GameFiber.Sleep(1000);
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}
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Game.LogTrivial($"{cv.Vehicle.Model.Name} should be stopped at the waypoint.");
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);//.WaitForCompletion();
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.Wait);
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cv.StoppedAtWaypoint = true;
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}
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private static void AssignMultiWaypointTasks(ControlledVehicle cv, List<WaypointData> waypointData)
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{
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// For each waypoint in the path, give driver a task to that waypoint
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for (int i = 1; i < waypointData.Count; i++)
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{
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if (cv.DismissNow)
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{
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break;
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}
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Game.LogTrivial($"Assigning task to {cv.Vehicle.Model.Name} for waypoint {i+1} of {waypointData.Count}");
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cv.CurrentWaypoint++;
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//if (VehicleAndDriverValid(cv) && waypointData.ElementAtOrDefault(i) != null && i == waypointData.IndexOf(waypointData.Last()) && waypointData.Last().DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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if (VehicleAndDriverValid(cv) && waypointData.ElementAtOrDefault(i) != null && waypointData[i].DrivingFlag == VehicleDrivingFlags.StopAtDestination) // NEW
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{
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// Give driver a task to the waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[i].WaypointPos, waypointData[i].Speed, VehicleDrivingFlags.FollowTraffic, 1f);
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while (waypointData.ElementAtOrDefault(i) != null && cv.Vehicle.DistanceTo(waypointData[i].WaypointPos) > 3f && !cv.DismissNow)
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{
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GameFiber.Yield();
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}
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if (cv.DismissNow)
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{
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break;
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}
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if (waypointData.ElementAtOrDefault(i) != null)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} stopping at stop waypoint");
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//Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(v, 3f, 1, false);
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cv.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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cv.StoppedAtWaypoint = true;
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while(waypointData.ElementAtOrDefault(i) != null && cv.StoppedAtWaypoint && !cv.DismissNow)
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{
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GameFiber.Yield();
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}
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}
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}
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else if (VehicleAndDriverValid(cv) && waypointData.ElementAtOrDefault(i) != null && !cv.DismissNow)
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{
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cv.Vehicle.Driver.Tasks.DriveToPosition(waypointData[i].WaypointPos, waypointData[i].Speed, VehicleDrivingFlags.FollowTraffic, 1f).WaitForCompletion();
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}
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Game.LogTrivial($"{cv.Vehicle.Model.Name} waypoint {i+1} task complete");
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}
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if (cv.Redirected)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} was redirected, all old path tasks have been cleared.");
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}
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else
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} all path {cv.Path} tasks complete.");
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}
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cv.TasksAssigned = false;
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cv.DismissNow = true;
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cv.StoppedAtWaypoint = false;
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if (VehicleAndDriverValid(cv) && !cv.Redirected)
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{
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cv.Vehicle.Driver.Dismiss();
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cv.Vehicle.Driver.Tasks.Clear();
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//cv.Vehicle.IsPersistent = false;
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cv.Vehicle.Driver.BlockPermanentEvents = false;
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}
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else if(!VehicleAndDriverValid(cv))
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{
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Game.LogTrivial($"The vehicle is not valid after tasks completed.");
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}
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}
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private static bool VehicleAndDriverValid(Vehicle v)
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{
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// Ensure everything is valid before we do stuff with them so there isn't a crash
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if (v.Exists() && v.IsValid() && v.Driver.Exists() && v.Driver.IsValid())
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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private static bool VehicleAndDriverValid(ControlledVehicle cv)
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{
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// Ensure everything is valid before we do stuff with them so there isn't a crash
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if(cv.Vehicle.Exists() && cv.Vehicle.IsValid() && cv.Vehicle.Driver.Exists() && cv.Vehicle.Driver.IsValid())
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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private static Vehicle[] GetNearbyVehicles(Vector3 OriginPosition, float radius)
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{
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return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) < radius select x).ToArray();
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}
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[Flags]
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public enum EDrivingFlags
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{
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None = 0,
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StopForVehicles = 1,
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StopForPeds = 2,
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AvoidEmptyVehicles = 8,
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StopForTrafficLights = 128,
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UseBlinkers = 256,
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TakeShortestPath = 262144,
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IgnoreRoads = 4194304,
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AvoidHighways = 536870912,
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Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers,
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}
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public static void SetDriveTaskDrivingFlags(this Ped ped, EDrivingFlags flags)
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{
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ulong SetDriveTaskDrivingFlagsHash = 0xDACE1BE37D88AF67;
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Rage.Native.NativeFunction.CallByHash<int>(SetDriveTaskDrivingFlagsHash, ped, (int)flags);
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}
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}
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}
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/*
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//while (waypointData.ElementAtOrDefault(0) != null && v.Exists() && v.IsValid() && v.Driver.Exists() && v.Driver.IsValid() && !cv.DismissNow)
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//{
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//if (waypointData.ElementAtOrDefault(0) == null || cv.DismissNow)
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//{
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//driver.Tasks.Clear();
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//Game.LogTrivial($"{v.Model.Name} released from wait loop");
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//break;
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//}
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//else if (waypointData.ElementAtOrDefault(0) != null && !cv.DismissNow && v.Driver.IsInVehicle(v, false))
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//{
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v.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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//v.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.Wait);
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//}
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//GameFiber.Yield();
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//}
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//v.Driver.Tasks.Clear();
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//Game.LogTrivial($"{v.Model.Name} is dismissed or the driver is not in the vehicle.");
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*/
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