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Scene-Manager-DevRepo/SceneManager/Utils/Extensions.cs

100 lines
4.5 KiB
C#

using Rage;
namespace SceneManager.Utils
{
internal enum PedType
{
/// <summary>Any ped
/// </summary>
Any = 0,
/// <summary>Cop peds
/// </summary>
Cop = 1,
//Firefigher = 2,
//EMS = 3
}
/// <summary>A collection of potentially useful code snippets for GTA/LSPDFR development.
/// </summary>
internal static class Extensions
{
/// <summary>Determines if a ped can be considered ambient. Checks any type of ped by default.
/// </summary>
internal static bool IsAmbient(this Ped ped, PedType pedType = 0)
{
// Universal tasks (virtually all peds seem have this)
var taskAmbientClips = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 38);
// Universal on-foot tasks (virtually all ambient walking peds seem to have this)
var taskComplexControlMovement = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 35);
// Universal in-vehicle tasks (virtually all ambient driver peds seem to have this)
var taskInVehicleBasic = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 150);
var taskCarDriveWander = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 151);
// On-foot ambient tasks
var taskPolice = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 58); // From ambient cop (non-freemode) walking around
var taskWanderingScenario = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 100); // From ambient cop walking around
var taskUseScenario = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 118); // From ambient cop standing still
var taskScriptedAnimation = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 134); // From UB ped waiting for interaction
// In-vehicle controlled tasks
var taskControlVehicle = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped, 169); // From backup unit driving to player
// If ped relationship group does not contain "cop" then this extension doesn't apply
if (pedType == PedType.Cop && !ped.RelationshipGroup.Name.ToLower().Contains("cop"))
{
Game.LogTrivial($"Ped does not belong to a cop relationship group.");
return false;
}
// Ped is in a vehicle
if (taskInVehicleBasic)
{
Game.LogTrivial($"Ped is in a vehicle.");
// Ped has a controlled driving task
if (taskControlVehicle)
{
Game.LogTrivial($"Ped has a controlled driving task. (non-ambient)");
return false;
}
// Ped has a wander driving task
if (taskCarDriveWander)
{
Game.LogTrivial($"Ped has a wander driving task. (ambient)");
return true;
}
// If the ped is in a vehicle but doesn't have a driving task, then it's a passenger. Check if the vehicle's driver has a driving wander task
var driverHasWanderTask = Rage.Native.NativeFunction.Natives.GET_IS_TASK_ACTIVE<bool>(ped.CurrentVehicle.Driver, 151);
if (driverHasWanderTask)
{
Game.LogTrivial($"Ped is a passenger. Vehicle's driver has a wander driving task. (ambient)");
return true;
}
}
if (ped.IsOnFoot)
{
// UB unit on-foot, waiting for interaction
if (ped.RelationshipGroup.Name == "UBCOP")
{
Game.LogTrivial($"Cop is UB unit. (non-ambient)");
return false;
}
// Cop ped walking around or standing still
if ((taskComplexControlMovement && taskWanderingScenario) || (taskAmbientClips && taskUseScenario))
{
Game.LogTrivial($"Ped is wandering around or standing still. (ambient)");
return true;
}
}
// If nothing else returns true before now, then the ped is probably being controlled and doing something else
Game.LogTrivial($"Nothing else has returned true by this point. (non-ambient)");
return false;
}
}
}