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Scene-Manager-DevRepo/SceneManager/VehicleCollector.cs

108 lines
4.6 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using Rage;
namespace SceneManager
{
public static class VehicleCollector
{
// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
// also https://vespura.com/fivem/drivingstyle/
public static List<CollectedVehicle> collectedVehicles = new List<CollectedVehicle>();
public static void StartCollectingAtWaypoint(List<Path> paths, Path path, Waypoint waypoint)
{
while (paths.Contains(path) && path.Waypoints.Contains(waypoint))
{
if (path.IsEnabled && waypoint.IsCollector)
{
LoopForNearbyValidVehicles(path, waypoint);
}
GameFiber.Sleep(100);
}
}
private static void LoopForNearbyValidVehicles(Path path, Waypoint waypoint)
{
foreach (Vehicle vehicle in GetNearbyVehiclesForCollection(waypoint.Position, waypoint.CollectorRadius))
{
if (!vehicle)
{
break;
}
Game.LogTrivial($"Vehicle: {vehicle.Model.Name}, Waypoint collector radius: {waypoint.CollectorRadius}, Distance to waypoint: {vehicle.DistanceTo2D(waypoint.Position)}");
var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle) as CollectedVehicle;
// If the vehicle is not in the collection yet
if(collectedVehicle == null)
{
SetVehicleAndDriverPersistence(vehicle);
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
newCollectedVehicle.TasksAssigned = true;
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
AssignTasksFiber.Start();
}
// If the vehicle is in the collection, but has no tasks
else if (!collectedVehicle.TasksAssigned)
{
Game.LogTrivial($"[WaypointVehicleCollector] {vehicle.Model.Name} already in collection, but with no tasks. Assigning tasks.");
collectedVehicle.TasksAssigned = true;
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(collectedVehicle, path.Waypoints, waypoint));
AssignTasksFiber.Start();
}
}
}
private static Vehicle[] GetNearbyVehiclesForCollection(Vector3 collectorWaypointPosition, float collectorRadius)
{
return (from v in World.GetAllVehicles() where v.DistanceTo2D(collectorWaypointPosition) < collectorRadius && v.IsValidForCollection() select v).ToArray();
}
private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
{
var collectedVehicle = new CollectedVehicle(v, path, path.Waypoints.Count, waypoint.Number, false);
collectedVehicles.Add(collectedVehicle);
Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.Number}, waypoint {waypoint.Number}.");
return collectedVehicle;
}
private static bool IsValidForCollection(this Vehicle v)
{
if(v && v.Speed > 1 && v.IsOnAllWheels && v != Game.LocalPlayer.Character.CurrentVehicle && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)) && !collectedVehicles.Any(cv => cv.Vehicle == v))
{
if(v.HasDriver && !v.Driver.IsAlive)
{
return false;
}
if (!v.HasDriver)
{
v.CreateRandomDriver();
var driverBlip = v.Driver.AttachBlip();
driverBlip.Color = Color.Green;
driverBlip.Scale = 0.25f;
v.Driver.IsPersistent = true;
v.Driver.BlockPermanentEvents = true;
Game.LogTrivial($"A missing driver was created for {v.Model.Name}");
}
return true;
}
else
{
return false;
}
}
public static void SetVehicleAndDriverPersistence(Vehicle v)
{
v.IsPersistent = true;
v.Driver.IsPersistent = true;
v.Driver.BlockPermanentEvents = true;
v.Driver.Tasks.Clear();
}
}
}