mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
281 lines
14 KiB
C#
281 lines
14 KiB
C#
using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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namespace SceneManager
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{
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class PathCreationMenu
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{
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private static VehicleDrivingFlags[] drivingFlags = new VehicleDrivingFlags[] { VehicleDrivingFlags.Normal, VehicleDrivingFlags.StopAtDestination }; // Implement custom driving flag for normal
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private static string[] waypointTypes = new string[] { "Drive To", "Stop" };
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public static UIMenu pathCreationMenu { get; private set; }
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private static UIMenuItem trafficAddWaypoint, trafficRemoveWaypoint, trafficEndPath;
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public static UIMenuListScrollerItem<string> waypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes);
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private static UIMenuNumericScrollerItem<int> waypointSpeed;
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public static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path");
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public static UIMenuNumericScrollerItem<int> collectorRadius = new UIMenuNumericScrollerItem<int>("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1);
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public static UIMenuNumericScrollerItem<int> speedZoneRadius = new UIMenuNumericScrollerItem<int>("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 5, 200, 5);
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internal static void InstantiateMenu()
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{
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pathCreationMenu = new UIMenu("Scene Menu", "~o~Path Creation");
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pathCreationMenu.ParentMenu = PathMainMenu.pathMainMenu;
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MenuManager.menuPool.Add(pathCreationMenu);
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}
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public static void BuildPathCreationMenu()
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{
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pathCreationMenu.AddItem(waypointType);
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pathCreationMenu.AddItem(waypointSpeed = new UIMenuNumericScrollerItem<int>("Waypoint Speed", $"How fast the AI will drive to the waypoint in ~b~{SettingsMenu.speedUnits.SelectedItem}", 5, 80, 5));
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waypointSpeed.Index = 0;
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pathCreationMenu.AddItem(collectorWaypoint);
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pathCreationMenu.AddItem(collectorRadius);
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collectorRadius.Index = 0;
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pathCreationMenu.AddItem(speedZoneRadius);
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speedZoneRadius.Index = 0;
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pathCreationMenu.AddItem(trafficAddWaypoint = new UIMenuItem("Add waypoint"));
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trafficAddWaypoint.ForeColor = Color.Gold;
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pathCreationMenu.AddItem(trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint"));
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trafficRemoveWaypoint.ForeColor = Color.Gold;
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trafficRemoveWaypoint.Enabled = false;
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pathCreationMenu.AddItem(trafficEndPath = new UIMenuItem("End path creation"));
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trafficEndPath.ForeColor = Color.Gold;
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trafficEndPath.Enabled = false;
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pathCreationMenu.RefreshIndex();
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pathCreationMenu.OnItemSelect += PathCreation_OnItemSelected;
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pathCreationMenu.OnCheckboxChange += PathCreation_OnCheckboxChanged;
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pathCreationMenu.OnScrollerChange += PathCreation_OnScrollerChanged;
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}
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private static void PathCreation_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked)
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{
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if(checkboxItem == collectorWaypoint)
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{
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collectorRadius.Enabled = collectorWaypoint.Checked ? true : false;
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speedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false;
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}
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}
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private static void PathCreation_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
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{
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// Do I need to implement a distance restriction? Idiots place waypoints unnecessarily close, possibly causing AI to drive in circles
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if (selectedItem == trafficAddWaypoint)
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{
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var anyPathsExist = PathMainMenu.GetPaths().Count > 0;
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// If no paths exist, then add a new path to the collection at index 0. If paths do exist, then we want to add a new path at the first null index if there are no non-null paths where pathFinished = false
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if (!anyPathsExist)
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{
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AddNewPathToPathsCollection(PathMainMenu.GetPaths(), 0);
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if (SettingsMenu.debugGraphics.Checked)
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]);
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}
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}
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else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
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{
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AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.State == State.Finished).First()) + 1);
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if (SettingsMenu.debugGraphics.Checked)
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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}
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}
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var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First();
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var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath);
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var currentPath = firstNonNullPath.PathNum;
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var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
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var drivingFlag = drivingFlags[waypointType.Index];
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var blip = CreateWaypointBlip(pathIndex, drivingFlag);
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if (collectorWaypoint.Checked)
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{
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var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value));
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadius.Value, speedZoneRadius.Value, yieldZone));
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}
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else
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{
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip));
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}
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Game.LogTrivial($"[Path {currentPath}] Waypoint {currentWaypoint} ({drivingFlag.ToString()}) added");
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ToggleTrafficEndPathMenuItem(pathIndex);
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trafficRemoveWaypoint.Enabled = true;
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PathMainMenu.createNewPath.Text = $"Continue Creating Path {currentPath}";
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}
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if (selectedItem == trafficRemoveWaypoint)
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{
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// Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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{
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && PathMainMenu.GetPaths()[i].State == State.Creating)
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{
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Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
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PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
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World.RemoveSpeedZone(PathMainMenu.GetPaths()[i].Waypoints.Last().YieldZone);
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if (PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip)
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{
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PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip.Delete();
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}
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PathMainMenu.GetPaths()[i].Waypoints.RemoveAt(PathMainMenu.GetPaths()[i].Waypoints.IndexOf(PathMainMenu.GetPaths()[i].Waypoints.Last()));
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ToggleTrafficEndPathMenuItem(i);
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// If the path has no waypoints, disable the menu option to remove a waypoint
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if (PathMainMenu.GetPaths()[i].Waypoints.Count == 0)
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{
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trafficRemoveWaypoint.Enabled = false;
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trafficEndPath.Enabled = false;
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}
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}
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}
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}
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if (selectedItem == trafficEndPath)
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{
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// Loop through each path and find the first one which isn't finished
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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{
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var currentPath = PathMainMenu.GetPaths()[i];
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
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{
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Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
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//currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed;
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//if (currentPath.Waypoints.Last().CollectorRadiusBlip)
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//{
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// currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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//}
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currentPath.State = State.Finished;
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//currentPath.FinishPath();
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currentPath.EnablePath();
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currentPath.SetPathNumber(i + 1);
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PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
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// For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled
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foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints)
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{
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], waypoint));
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WaypointVehicleCollectorFiber.Start();
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}
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MenuManager.menuPool.CloseAllMenus();
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//pathCreationMenu.Reset(true, true); // Trying to see if we can get away with resetting the menu instead of rebuilding it
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PathMainMenu.createNewPath.Text = "Create New Path";
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PathMainMenu.pathMainMenu.Clear();
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PathMainMenu.BuildPathMenu();
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trafficEndPath.Enabled = false;
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PathMainMenu.pathMainMenu.Visible = true;
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break;
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}
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}
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}
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}
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private static void PathCreation_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last)
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{
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if (scrollerItem == collectorRadius)
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{
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if (collectorRadius.Value > speedZoneRadius.Value)
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{
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speedZoneRadius.ScrollToNextOption();
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}
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}
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if(scrollerItem == speedZoneRadius)
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{
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if(speedZoneRadius.Value < collectorRadius.Value)
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{
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collectorRadius.Value = speedZoneRadius.Value;
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}
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}
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}
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private static void ToggleTrafficEndPathMenuItem(int pathIndex)
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{
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if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count > 0)
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{
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trafficEndPath.Enabled = true;
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}
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else
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{
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trafficEndPath.Enabled = false;
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}
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}
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private static float SetDriveSpeedForWaypoint()
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{
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float convertedSpeed;
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if (SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH)
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{
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//Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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convertedSpeed = MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value);
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//Game.LogTrivial($"Converted speed: {convertedSpeed}m/s");
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}
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else
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{
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//Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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convertedSpeed = MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value);
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//Game.LogTrivial($"Converted speed: {convertedSpeed}m/s");
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}
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return convertedSpeed;
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}
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public static Blip CreateWaypointBlip(int pathIndex, VehicleDrivingFlags drivingFlag)
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{
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var spriteNumericalEnum = pathIndex + 17; // 17 because the numerical value of these sprites are always 17 more than the path index
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var blip = new Blip(Game.LocalPlayer.Character.Position)
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{
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Scale = 0.5f,
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Sprite = (BlipSprite)spriteNumericalEnum
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};
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if (collectorWaypoint.Checked)
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{
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blip.Color = Color.Blue;
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}
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else if (drivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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blip.Color = Color.Red;
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}
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else
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{
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blip.Color = Color.Green;
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}
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//if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count == 0)
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//{
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// blip.Color = Color.Orange;
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//}
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//else
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//{
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// blip.Color = Color.Yellow;
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//}
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return blip;
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}
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public static void AddNewPathToPathsCollection(List<Path> paths, int pathIndex)
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{
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var pathNum = pathIndex + 1;
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Game.LogTrivial($"Creating path {pathNum}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started.");
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paths.Insert(pathIndex, new Path(pathNum, State.Creating));
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trafficRemoveWaypoint.Enabled = false;
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trafficEndPath.Enabled = false;
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}
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}
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}
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