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Scene-Manager-DevRepo/SceneManager/Object Classes/CollectedVehicle.cs

95 lines
3.8 KiB
C#

using Rage;
using System.Linq;
namespace SceneManager
{
public class CollectedVehicle
{
private Ped _driver { get; set; }
private Vehicle _vehicle { get; set; }
private Path _path { get; set; }
private Waypoint _currentWaypoint {get; set;}
private bool _tasksAssigned { get; set; }
private bool _stoppedAtWaypoint { get; set; }
private bool _dismissed { get; set; } = false;
private bool _skipWaypoint { get; set; } = false;
public Ped Driver { get { return _driver; } set { _driver = value; } }
public Vehicle Vehicle { get { return _vehicle; } set { _vehicle = value; } }
public Path Path { get { return _path; } set { _path = value; } }
public Waypoint CurrentWaypoint { get { return _currentWaypoint; } set { _currentWaypoint = value; } }
public bool TasksAssigned { get { return _tasksAssigned; } set { _tasksAssigned = value; } }
public bool StoppedAtWaypoint { get { return _stoppedAtWaypoint; } set { _stoppedAtWaypoint = value; } }
public bool Dismissed { get { return _dismissed; } set { _dismissed = value; } }
public bool SkipWaypoint { get { return _skipWaypoint; } set { _skipWaypoint = value; } }
public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint, bool tasksAssigned)
{
_vehicle = vehicle;
_driver = vehicle.Driver;
_path = path;
_currentWaypoint = currentWaypoint;
_tasksAssigned = tasksAssigned;
}
public CollectedVehicle(Vehicle vehicle, Path path, bool tasksAssigned)
{
_vehicle = vehicle;
_driver = vehicle.Driver;
_path = path;
_tasksAssigned = tasksAssigned;
}
public void AssignPropertiesFromDirectedTask(Path path, Waypoint currentWaypoint, bool tasksAssigned, bool stoppedAtWaypoint)
{
_path = path;
_currentWaypoint = currentWaypoint;
_tasksAssigned = tasksAssigned;
_stoppedAtWaypoint = stoppedAtWaypoint;
}
public void Dismiss()
{
GameFiber.StartNew(() =>
{
if (!_vehicle || !_driver)
{
return;
}
_dismissed = true;
_stoppedAtWaypoint = false;
_driver.Tasks.Clear();
if (_driver.GetAttachedBlip())
{
_driver.GetAttachedBlip().Delete();
}
// check if the vehicle is near any of the path's collector waypoints
var nearestCollectorWaypoint = _path.Waypoints.Where(wp => wp.IsCollector && _vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
if (nearestCollectorWaypoint != null)
{
while (nearestCollectorWaypoint != null && _vehicle && _driver && _vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2.5)
{
//Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed.");
GameFiber.Yield();
}
}
if (!_vehicle || !_driver)
{
return;
}
VehicleCollector.collectedVehicles.Remove(this);
Game.LogTrivial($"{_vehicle.Model.Name} dismissed successfully.");
_driver.BlockPermanentEvents = false;
_driver.Dismiss();
_vehicle.IsSirenOn = false;
_vehicle.IsSirenSilent = true;
_vehicle.Dismiss();
});
}
}
}