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Scene-Manager-DevRepo/SceneManager/Menus/BarrierMenu.cs
2020-08-26 18:35:45 -06:00

246 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Rage;
using RAGENativeUI;
using RAGENativeUI.Elements;
namespace SceneManager
{
class BarrierMenu
{
public static UIMenu barrierMenu { get; private set; }
public static List<Rage.Object> barriers = new List<Rage.Object>() { };
// TODO: Refactor as dictionary
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", new[] { "Large Striped Cone", "Large Cone", "Medium Striped Cone", "Medium Cone", "Roadpole A", "Roadpole B", "Police Barrier", "Road Barrier", "Flare" });
private static string[] barrierObjectNames = new string[] { "prop_mp_cone_01", "prop_roadcone01c", "prop_mp_cone_02", "prop_mp_cone_03", "prop_roadpole_01a", "prop_roadpole_01b", "prop_barrier_work05", "prop_barrier_work06a", "prop_flare_01b" };
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "Rotate the barrier.", 0, 350, 10);
private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
public static Rage.Object shadowBarrier;
internal static void InstantiateMenu()
{
barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
barrierMenu.ParentMenu = MainMenu.mainMenu;
MenuManager.menuPool.Add(barrierMenu);
}
public static void BuildBarrierMenu()
{
barrierMenu.AddItem(removeBarrierOptions, 0);
removeBarrierOptions.ForeColor = Color.Gold;
removeBarrierOptions.Enabled = false;
barrierMenu.AddItem(rotateBarrier, 0);
barrierMenu.AddItem(barrierList, 0);
barrierList.ForeColor = Color.Gold;
barrierMenu.RefreshIndex();
barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected;
barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChange;
}
public static void CreateShadowBarrier(UIMenu barrierMenu)
{
if (EntryPoint.Settings.EnableHints)
{
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away.");
}
//Game.LogTrivial("Creating shadow cone");
if (shadowBarrier)
shadowBarrier.Delete();
shadowBarrier = new Rage.Object(barrierObjectNames[barrierList.Index], TracePlayerView(15, TraceFlags.IntersectEverything).HitPosition, rotateBarrier.Index);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.IsGravityDisabled = true;
shadowBarrier.IsCollisionEnabled = false;
shadowBarrier.Opacity = 0.7f;
GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier(barrierMenu));
ShadowConeLoopFiber.Start();
}
private static void LoopToDisplayShadowBarrier(UIMenu coneMenu)
{
while (coneMenu.Visible && shadowBarrier)
{
UpdateShadowBarrierPosition();
GameFiber.Yield();
}
if (shadowBarrier)
shadowBarrier.Delete();
}
private static void UpdateShadowBarrierPosition()
{
DisableBarrierMenuOptionsIfShadowConeTooFar();
shadowBarrier.Position = TracePlayerView(15, TraceFlags.IntersectEverything).HitPosition;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.Heading = rotateBarrier.Value;
void DisableBarrierMenuOptionsIfShadowConeTooFar()
{
if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > 15f)
{
barrierList.Enabled = false;
rotateBarrier.Enabled = false;
}
else if(shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= 15f && barrierList.SelectedItem == "Flare")
{
barrierList.Enabled = true;
rotateBarrier.Enabled = false;
}
else
{
barrierList.Enabled = true;
rotateBarrier.Enabled = true;
}
}
}
private static void BarrierMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
{
if (scrollerItem == barrierList)
{
CreateShadowBarrier(barrierMenu);
if(barrierList.SelectedItem == "Flare")
{
rotateBarrier.Enabled = false;
}
else
{
rotateBarrier.Enabled = true;
}
}
if (scrollerItem == rotateBarrier)
{
shadowBarrier.Heading = rotateBarrier.Index;
}
}
private static void BarrierMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
{
if (selectedItem == barrierList as UIMenuItem)
{
// Attach some invisible object to the cone which the AI try to drive around
// Barrier rotates with cone and becomes invisible similar to ASC when created
if(barrierList.SelectedItem == "Flare")
{
SpawnFlare();
}
else
{
SpawnBarrier();
}
}
if (selectedItem == removeBarrierOptions as UIMenuItem)
{
RemoveBarrier();
}
}
private static void SpawnBarrier()
{
var cone = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
cone.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(cone, true);
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(cone, true);
barriers.Add(cone);
removeBarrierOptions.Enabled = true;
}
private static void RemoveBarrier()
{
switch (removeBarrierOptions.Index)
{
case 0:
barriers[barriers.Count - 1].Delete();
barriers.RemoveAt(barriers.Count - 1);
break;
case 1:
barriers = barriers.OrderBy(c => c.DistanceTo(Game.LocalPlayer.Character)).ToList();
barriers[0].Delete();
barriers.RemoveAt(0);
break;
case 2:
foreach (Rage.Object c in barriers.Where(c => c))
{
c.Delete();
}
if (barriers.Count > 0)
{
barriers.Clear();
}
break;
}
removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true;
}
private static void SpawnFlare()
{
var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
GameFiber.StartNew(() =>
{
while (flare && flare.HeightAboveGround > 0.05f)
{
GameFiber.Yield();
}
GameFiber.Sleep(1000);
if (flare)
{
flare.IsPositionFrozen = true;
}
});
barriers.Add(flare);
removeBarrierOptions.Enabled = true;
}
//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
// Implement Parks's 'Get Point Player is Looking At' script for better placement in 3rd person https://bitbucket.org/snippets/gtaparks/MeBKxX
internal static Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
{
if (Camera.RenderingCamera)
{
camPosition = Camera.RenderingCamera.Position;
return Camera.RenderingCamera.Direction;
}
else
{
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
}
}
internal static Vector3 GetPlayerLookingDirection() => GetPlayerLookingDirection(out Vector3 v1);
internal static HitResult TracePlayerView(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
{
Vector3 direction = GetPlayerLookingDirection(out start);
end = start + (maxTraceDistance * direction);
return World.TraceLine(start, end, flags);
}
internal static HitResult TracePlayerView(float maxTraceDistance = 15f, TraceFlags flags = TraceFlags.IntersectEverything) => TracePlayerView(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
}
}