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

105 lines
3.8 KiB
C#

using Rage;
using System.Linq;
namespace SceneManager
{
public class CollectedVehicle
{
internal Ped Driver { get; set; }
internal Vehicle Vehicle { get; set; }
internal Path Path { get; set; }
internal Waypoint CurrentWaypoint { get; set; }
internal Waypoint NextWaypoint { get; private set; }
internal bool StoppedAtWaypoint { get; set; } = false;
internal bool Dismissed { get; set; } = false;
internal bool Directed { get; set; } = false;
internal bool SkipWaypoint { get; set; } = false;
internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
{
Vehicle = vehicle;
Driver = vehicle.Driver;
Path = path;
CurrentWaypoint = currentWaypoint;
}
internal CollectedVehicle(Vehicle vehicle, Path path)
{
Vehicle = vehicle;
Driver = vehicle.Driver;
Path = path;
}
internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath)
{
if (!Vehicle || !Driver)
{
return;
}
if (dismissOption == DismissOption.FromWorld)
{
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
Vehicle.Driver.Delete();
Vehicle.Delete();
return;
}
Dismissed = true;
Dismissed = false;
Driver.Tasks.Clear();
if(StoppedAtWaypoint)
{
Logger.Log($"Unstucking stopped vehicle");
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
GameFiber.StartNew(() =>
{
while(Vehicle.Speed < 1f)
{
GameFiber.Yield();
}
});
StoppedAtWaypoint = false;
}
if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number != Path.Waypoints.Count)
{
Logger.Log($"Dismissed from waypoint.");
SkipWaypoint = true;
SkipWaypoint = false;
}
if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath)
{
Logger.Log($"Dismissed from path.");
GameFiber.StartNew(() =>
{
// 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();
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
{
//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed.");
GameFiber.Yield();
}
if (!Vehicle || !Driver)
{
return;
}
VehicleCollector.collectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
if (Driver.GetAttachedBlip())
{
Driver.GetAttachedBlip().Delete();
}
Driver.BlockPermanentEvents = false;
Driver.Dismiss();
Vehicle.IsSirenOn = false;
Vehicle.IsSirenSilent = true;
Vehicle.Dismiss();
});
}
}
}
}