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

146 lines
4.9 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;
SetPersistence();
}
internal CollectedVehicle(Vehicle vehicle, Path path)
{
Vehicle = vehicle;
Driver = vehicle.Driver;
Path = path;
SetPersistence();
}
internal void SetPersistence()
{
Vehicle.IsPersistent = true;
Driver.IsPersistent = true;
Logger.Log($"{Vehicle.Model.Name} and driver are now persistent.");
}
internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath)
{
if (!Vehicle || !Driver)
{
return;
}
if (dismissOption == DismissOption.FromWorld)
{
DismissFromWorld();
return;
}
Driver.Tasks.Clear();
if(StoppedAtWaypoint)
{
Logger.Log($"Unstucking {Vehicle.Model.Name}");
StoppedAtWaypoint = false;
}
if(dismissOption == DismissOption.FromWaypoint)
{
DismissFromWaypoint();
}
if(dismissOption == DismissOption.FromPath)
{
DismissFromPath();
}
void DismissFromWorld()
{
Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
while (Vehicle.HasOccupants)
{
foreach (Ped occupant in Vehicle.Occupants)
{
occupant.Dismiss();
occupant.Delete();
}
GameFiber.Yield();
}
Vehicle.Delete();
}
void DismissFromWaypoint()
{
if (CurrentWaypoint == null || Path == null)
{
Logger.Log($"CurrentWaypoint or Path are null");
}
else if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
{
Logger.Log($"Dismissed from waypoint.");
SkipWaypoint = true;
}
else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
{
DismissFromPath();
}
}
void DismissFromPath()
{
Logger.Log($"Dismissing from path");
Dismissed = true;
GameFiber.StartNew(() =>
{
// check if the vehicle is near any of the path's collector waypoints
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
if(nearestCollectorWaypoint != null)
{
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
{
//Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
GameFiber.Yield();
}
}
else
{
Logger.Log($"Nearest collector is null");
}
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();
});
}
}
}
}