mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
247 lines
12 KiB
C#
247 lines
12 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, CollectedVehicle> collectedVehicles = new Dictionary<string, CollectedVehicle>();
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public static void StartCollectingAtWaypoint(List<Path> paths, Path path, Waypoint waypoint)
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{
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GameFiber AssignStopFlagForVehiclesFiber = new GameFiber(() => AssignStopForVehiclesFlag(paths, path, waypoint));
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AssignStopFlagForVehiclesFiber.Start();
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while (paths.Contains(path) && path.Waypoints.Contains(waypoint))
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{
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if (path.IsEnabled && waypoint.IsCollector)
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{
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LoopForNearbyValidVehicles(path, waypoint);
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}
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GameFiber.Sleep(100);
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}
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}
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private static void LoopForNearbyValidVehicles(Path path, Waypoint waypoint)
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{
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foreach (Vehicle vehicle in GetNearbyVehicles(waypoint.Position, waypoint.CollectorRadius).Where(v => v.IsValidForCollection()))
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{
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// If the vehicle is not in the collection yet
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if (!collectedVehicles.ContainsKey(vehicle.LicensePlate))
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{
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SetVehicleAndDriverPersistence(vehicle);
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CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
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Game.LogTrivial($"[WaypointVehicleCollector] Added {vehicle.Model.Name} to collection.");
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//GameFiber DismissCheckFiber = new GameFiber(() => VehicleDismissed(collectedVehicle, path.Waypoints));
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//DismissCheckFiber.Start();
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GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
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AssignTasksFiber.Start();
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}
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// If the vehicle is in the collection, but has no tasks
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else if (collectedVehicles.ContainsKey(vehicle.LicensePlate) && !collectedVehicles[vehicle.LicensePlate].TasksAssigned)
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{
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Game.LogTrivial($"[WaypointVehicleCollector] {vehicle.Model.Name} already in collection, but with no tasks. Assigning tasks.");
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collectedVehicles[vehicle.LicensePlate].SetTasksAssigned(true);
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GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicles[vehicle.LicensePlate], path.Waypoints, waypoint));
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AssignTasksFiber.Start();
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}
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}
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}
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private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
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{
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var collectedVehicle = new CollectedVehicle(v, v.LicensePlate, path.PathNum, path.Waypoints.Count, waypoint.Number, true, false, false);
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collectedVehicles.Add(v.LicensePlate, collectedVehicle);
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Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.PathNum}, waypoint {waypoint.Number}.");
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return collectedVehicle;
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}
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public static void SetVehicleAndDriverPersistence(Vehicle v)
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{
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v.IsPersistent = true;
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v.Driver.IsPersistent = true;
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v.Driver.BlockPermanentEvents = true;
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v.Driver.Tasks.Clear();
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}
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private static bool IsValidForCollection(this Vehicle v)
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{
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if (v && v.HasDriver && v.Driver && v.Driver.IsAlive && v != Game.LocalPlayer.Character.CurrentVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)))
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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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// TODO: Refactor, extract methods
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public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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var vehicle = collectedVehicle.Vehicle;
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var driver = vehicle.Driver;
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if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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}
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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
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{
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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Game.LogTrivial($"Waypoint is null");
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break;
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}
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Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
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{
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collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
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}
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if (waypoints.ElementAtOrDefault(nextWaypoint) != null && waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
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collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
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collectedVehicle.SetStoppedAtWaypoint(true);
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}
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}
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Game.LogTrivial($"{vehicle.Model.Name} all tasks complete.");
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DismissDriver(collectedVehicle);
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}
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public static void DismissDriver(CollectedVehicle cv)
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{
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cv.SetDismissNow(true);
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cv.SetStoppedAtWaypoint(false);
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if (cv.Vehicle && cv.Vehicle.Driver)// && !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.Driver.BlockPermanentEvents = false;
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cv.Vehicle.Driver.IsPersistent = false;
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cv.Vehicle.Dismiss();
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cv.Vehicle.IsPersistent = false;
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Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
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}
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else if (!cv.Vehicle)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} is not valid after tasks completed.");
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}
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else if (!cv.Vehicle.Driver)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} driver is not valid after tasks completed.");
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}
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}
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public static void AssignStopForVehiclesFlag(List<Path> paths, Path path, Waypoint waypointData)
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{
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while (paths.Contains(path) && path.Waypoints.Contains(waypointData))
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{
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if (path.IsEnabled)
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{
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foreach (Vehicle v in GetNearbyVehicles(waypointData.Position, 50f).Where(v => v && v.HasDriver && v.Driver))
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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.Sleep(500);
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}
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}
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//public static void DirectTask(CollectedVehicle collectedVehicle, List<Waypoint> waypoints)
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//{
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// // Set persistence
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// // Assign tasks similar to joining from collection waypoint
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// //GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicle, waypoints, waypoint));
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// //AssignTasksFiber.Start();
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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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// // Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
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// var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
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// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
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// while (nearestWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.Vehicle.Driver && collectedVehicle.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !collectedVehicle.DismissNow)
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// {
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// collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
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// GameFiber.Sleep(500);
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// }
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// collectedVehicle.SetRedirected(false);
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// Game.LogTrivial($"DirectTask loop over");
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//}
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private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
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{
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while (!cv.DismissNow)
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{
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GameFiber.Sleep(500);
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}
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Game.LogTrivial($"{cv.Vehicle.Model.Name} was dismissed (dismissal check loop).");
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Game.LogTrivial($"Looping to ensure the vehicle is far enough away from all attractor waypoints so it can be removed from the collection.");
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while (true)
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{
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var collectorWaypoints = waypointData.Where(wp => wp.IsCollector);
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var vehicleFarEnoughAwayFromCollectors = collectorWaypoints.All(wp => cv.Vehicle.DistanceTo(wp.Position) > wp.CollectorRadius);
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if (collectedVehicles.ContainsKey(cv.LicensePlate) && vehicleFarEnoughAwayFromCollectors)
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{
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Game.LogTrivial($"{cv.Vehicle.Model.Name} is far enough away from all attractor waypoints and has been removed from the collection.");
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cv.SetTasksAssigned(false);
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cv.Vehicle.Driver.BlockPermanentEvents = false;
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cv.Vehicle.Driver.IsPersistent = false;
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cv.Vehicle.IsPersistent = false;
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collectedVehicles.Remove(cv.LicensePlate);
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break;
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}
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GameFiber.Sleep(1000);
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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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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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// also https://vespura.com/fivem/drivingstyle/
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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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AvoidPeds = 16,
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AvoidObjects = 32,
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StopForTrafficLights = 128,
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UseBlinkers = 256,
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AllowWrongWay = 512,
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TakeShortestPath = 262144,
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IgnoreRoads = 4194304,
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IgnorePathfinding = 16777216,
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AvoidHighways = 536870912,
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Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers | AllowWrongWay | IgnoreRoads,
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TotalControl = AllowWrongWay | AvoidObjects | AvoidPeds | TakeShortestPath | StopForTrafficLights | IgnorePathfinding | StopForVehicles
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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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