1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 15:40:29 +01:00
Scene-Manager-DevRepo/SceneManager/Menus/TrafficMenu.cs

351 lines
16 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using Rage;
using RAGENativeUI;
using RAGENativeUI.Elements;
namespace SceneManager
{
static class TrafficMenu
{
#pragma warning disable CS0618 // Type or member is obsolete, clear NUI squiggles
public static UIMenuItem createNewPath, deleteAllPaths;
public static UIMenuListItem editPath, directDriver, dismissDriver;
public static UIMenuCheckboxItem disableAllPaths;
public static List<dynamic> pathsNum = new List<dynamic>() { };
public static List<Path> paths = new List<Path>() { };
public static List<dynamic> dismissOptions = new List<dynamic>() { "From path", "From waypoint", "From position" };
public static void BuildPathMenu()
{
// New stuff to mitigate Rebuild method
MenuManager.pathMenu.OnItemSelect -= PathMenu_OnItemSelected;
MenuManager.pathMenu.OnCheckboxChange -= PathMenu_OnCheckboxChange;
MenuManager.menuPool.CloseAllMenus();
MenuManager.pathMenu.Clear();
MenuManager.pathMenu.AddItem(createNewPath = new UIMenuItem("Create New Path"));
MenuManager.pathMenu.AddItem(editPath = new UIMenuListItem("Edit Path", pathsNum, 0));
MenuManager.pathMenu.AddItem(disableAllPaths = new UIMenuCheckboxItem("Disable All Paths", false));
MenuManager.pathMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths"));
MenuManager.pathMenu.AddItem(directDriver = new UIMenuListItem("Direct nearest driver to path", pathsNum, 0));
MenuManager.pathMenu.AddItem(dismissDriver = new UIMenuListItem("Dismiss nearest driver", dismissOptions, 0));
if (paths.Count == 8)
{
createNewPath.Enabled = false;
}
if (paths.Count == 0)
{
editPath.Enabled = false;
deleteAllPaths.Enabled = false;
disableAllPaths.Enabled = false;
directDriver.Enabled = false;
}
MenuManager.pathMenu.RefreshIndex();
MenuManager.pathMenu.OnItemSelect += PathMenu_OnItemSelected;
MenuManager.pathMenu.OnCheckboxChange += PathMenu_OnCheckboxChange;
// New stuff to mitigate Rebuild method
MenuManager.menuPool.RefreshIndex();
}
private static bool VehicleAndDriverValid(this Vehicle v)
{
if (v && v.HasDriver && v.Driver && v.Driver.IsAlive)
{
return true;
}
else
{
return false;
}
}
private static bool IsInCollectedVehicles(this Vehicle v)
{
if (v && TrafficPathing.collectedVehicles.ContainsKey(v.LicensePlate))
{
Game.LogTrivial($"{v.Model.Name} was found in the collection.");
return true;
}
else
{
Game.LogTrivial($"{v.Model.Name} was not found in the collection.");
return false;
}
}
// Refactor string param to enum
public static void DeletePath(Path path, int index, string pathsToDelete)
{
// Before deleting a path, we need to dismiss any vehicles controlled by that path and remove the vehicles from ControlledVehicles
//Game.LogTrivial($"Deleting path {index+1}");
Game.LogTrivial($"Deleting path {path.PathNum}");
var pathVehicles = TrafficPathing.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList();
Game.LogTrivial($"Removing all vehicles on the path");
foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
{
cv.Value.DismissNow = true;
cv.Value.Vehicle.Driver.Tasks.Clear();
cv.Value.Vehicle.Driver.Dismiss();
cv.Value.Vehicle.Driver.IsPersistent = false;
cv.Value.Vehicle.Dismiss();
cv.Value.Vehicle.IsPersistent = false;
//TrafficPathing.ControlledVehicles.Remove(cv.Value.LicensePlate);
//Game.LogTrivial($"{cv.vehicle.Model.Name} cleared from path {cv.path}");
TrafficPathing.collectedVehicles.Remove(cv.Value.LicensePlate);
}
// Remove the speed zone so cars don't continue to be affected after the path is deleted
Game.LogTrivial($"Removing yield zone and waypoint blips");
foreach (Waypoint wp in path.Waypoint)
{
if (wp.YieldZone != 0)
{
World.RemoveSpeedZone(wp.YieldZone);
}
if (wp.Blip)
{
wp.Blip.Delete();
}
if (wp.CollectorRadiusBlip)
{
wp.CollectorRadiusBlip.Delete();
}
}
Game.LogTrivial($"Clearing path.WaypointData");
path.Waypoint.Clear();
// Manipulating the menu to reflect specific paths being deleted
if (pathsToDelete == "Single")
{
paths.RemoveAt(index);
//Game.LogTrivial("pathsNum count: " + pathsNum.Count);
//Game.LogTrivial("index: " + index);
pathsNum.RemoveAt(index);
//RebuildTrafficMenu();
BuildPathMenu();
MenuManager.pathMenu.Visible = true;
Game.LogTrivial($"Path {path.PathNum} deleted.");
Game.DisplayNotification($"~o~Scene Manager\n~w~Path {path.PathNum} deleted.");
}
MenuManager.editPathMenu.Reset(true, true);
EditPathMenu.togglePath.Enabled = true;
}
private static void PathMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
{
if (selectedItem == createNewPath)
{
MenuManager.pathMenu.Visible = false;
MenuManager.pathCreationMenu.Visible = true;
// For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it.
for (int i = 0; i <= paths.Count; i++)
{
if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false)
{
//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
Game.LogTrivial($"Resuming path {i + 1}");
Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {i + 1}");
break;
}
else if (paths.ElementAtOrDefault(i) == null)
{
Game.LogTrivial($"Creating path {i + 1}");
Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {i + 1} started.");
paths.Insert(i, new Path(i + 1, false));
PathCreationMenu.trafficRemoveWaypoint.Enabled = false;
if (SettingsMenu.debugGraphics.Checked)
{
GameFiber.StartNew(() =>
{
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
});
}
break;
}
}
}
if (selectedItem == editPath)
{
MenuManager.pathMenu.Visible = false;
MenuManager.editPathMenu.Visible = true;
}
if (selectedItem == deleteAllPaths)
{
// Iterate through each item in paths and delete it
for (int i = 0; i < paths.Count; i++)
{
DeletePath(paths[i], i, "All");
}
foreach (Path path in paths)
{
path.Waypoint.Clear();
}
paths.Clear();
pathsNum.Clear();
//RebuildTrafficMenu();
BuildPathMenu();
MenuManager.pathMenu.Visible = true;
Game.LogTrivial($"All paths deleted");
Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted.");
}
if (selectedItem == directDriver)
{
var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v.VehicleAndDriverValid()).SingleOrDefault();
if (nearbyVehicle)
{
if (nearbyVehicle.IsInCollectedVehicles())
{
var vehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} already in collection. Clearing tasks.");
nearbyVehicle.Driver.Tasks.Clear();
vehicle.Path = paths[directDriver.Index].Waypoint[0].Path;
vehicle.TotalWaypoints = paths[directDriver.Index].Waypoint.Count;
vehicle.CurrentWaypoint = 1;
vehicle.DismissNow = true;
vehicle.StoppedAtWaypoint = false;
vehicle.Redirected = true;
GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(vehicle, paths[directDriver.Index].Waypoint));
DirectTaskFiber.Start();
}
else
{
TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoint[0].Path, paths[directDriver.Index].Waypoint.Count, 1, false, false, true));
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Waypoint[0].Path} with {paths[directDriver.Index].Waypoint.Count} waypoints");
GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate], paths[directDriver.Index].Waypoint));
DirectTaskFiber.Start();
}
}
}
if (selectedItem == dismissDriver)
{
var nearbyVehicle = Game.LocalPlayer.Character.GetNearbyVehicles(1).Where(v => v.VehicleAndDriverValid()).SingleOrDefault();
if (nearbyVehicle)
{
switch (dismissDriver.Index)
{
case 0:
Game.LogTrivial($"Dismiss from path");
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.DismissNow = true;
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();
Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from path {controlledVehicle.Path}");
}
else
{
goto case 2;
}
break;
case 1:
Game.LogTrivial($"Dismiss from waypoint");
if (nearbyVehicle.IsInCollectedVehicles())
{
var controlledVehicle = TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate];
controlledVehicle.StoppedAtWaypoint = false;
controlledVehicle.Vehicle.Driver.Tasks.Clear();
controlledVehicle.Vehicle.Driver.Dismiss();
if (controlledVehicle.CurrentWaypoint == controlledVehicle.TotalWaypoints && !controlledVehicle.StoppedAtWaypoint)
{
controlledVehicle.DismissNow = true;
Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from final waypoint and ultimately the path");
}
else
{
Game.LogTrivial($"Dismissed driver of {controlledVehicle.Vehicle.Model.Name} from waypoint {controlledVehicle.CurrentWaypoint}");
}
}
else
{
goto case 2;
}
break;
case 2:
Game.LogTrivial($"Dismiss from position");
if (nearbyVehicle.IsInCollectedVehicles())
{
nearbyVehicle.Driver.Tasks.Clear();
nearbyVehicle.Driver.Dismiss();
Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (in collection)");
}
else
{
nearbyVehicle.Driver.Tasks.Clear();
nearbyVehicle.Driver.Dismiss();
Game.LogTrivial($"Dismissed driver of {nearbyVehicle.Model.Name} (was not in collection)");
}
break;
default:
Game.LogTrivial($"dismissDriver index was unexpected");
break;
}
}
else
{
Game.LogTrivial($"There are no vehicles nearby matching the requirements.");
}
}
}
private static void PathMenu_OnCheckboxChange(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked)
{
if (checkboxItem == disableAllPaths)
{
if (disableAllPaths.Checked)
{
foreach (Path path in paths)
{
path.PathDisabled = true;
foreach (Waypoint waypoint in path.Waypoint)
{
waypoint.Blip.Alpha = 0.5f;
if (waypoint.CollectorRadiusBlip)
{
waypoint.CollectorRadiusBlip.Alpha = 0.25f;
}
}
}
Game.LogTrivial($"All paths disabled.");
}
else
{
foreach (Path path in paths)
{
path.PathDisabled = false;
foreach (Waypoint waypoint in path.Waypoint)
{
waypoint.Blip.Alpha = 1f;
if (waypoint.CollectorRadiusBlip)
{
waypoint.CollectorRadiusBlip.Alpha = 0.5f;
}
}
}
Game.LogTrivial($"All paths enabled.");
}
}
}
}
}