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Scene-Manager-DevRepo/SceneManager/TrafficPathing.cs
2020-08-23 15:44:30 -06:00

249 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Rage;
namespace SceneManager
{
public static class TrafficPathing
{
public static Dictionary<string, CollectedVehicle> collectedVehicles = new Dictionary<string, CollectedVehicle>();
public static void StartCollectingAtWaypoint(List<Path> paths, Path path, Waypoint waypoint)
{
GameFiber AssignStopFlagForVehiclesFiber = new GameFiber(() => AssignStopForVehiclesFlag(paths, path, waypoint));
AssignStopFlagForVehiclesFiber.Start();
while (paths.Contains(path) && path.Waypoints.Contains(waypoint))
{
if (path.IsEnabled && waypoint.IsCollector)
{
LoopForNearbyValidVehicles(path, waypoint);
}
GameFiber.Sleep(100);
}
}
private static void LoopForNearbyValidVehicles(Path path, Waypoint waypoint)
{
foreach (Vehicle vehicle in GetNearbyVehicles(waypoint.Position, waypoint.CollectorRadius).Where(v => v.IsValidForCollection()))
{
// If the vehicle is not in the collection yet
if (!collectedVehicles.ContainsKey(vehicle.LicensePlate))
{
SetVehicleAndDriverPersistence(vehicle);
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
Game.LogTrivial($"[WaypointVehicleCollector] Added {vehicle.Model.Name} to collection.");
//GameFiber DismissCheckFiber = new GameFiber(() => VehicleDismissed(collectedVehicle, path.Waypoints));
//DismissCheckFiber.Start();
GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
AssignTasksFiber.Start();
}
// If the vehicle is in the collection, but has no tasks
else if (collectedVehicles.ContainsKey(vehicle.LicensePlate) && !collectedVehicles[vehicle.LicensePlate].TasksAssigned)
{
Game.LogTrivial($"[WaypointVehicleCollector] {vehicle.Model.Name} already in collection, but with no tasks. Assigning tasks.");
collectedVehicles[vehicle.LicensePlate].SetTasksAssigned(true);
GameFiber AssignTasksFiber = new GameFiber(() => AssignWaypointTasks(collectedVehicles[vehicle.LicensePlate], path.Waypoints, waypoint));
AssignTasksFiber.Start();
}
}
}
private static CollectedVehicle AddVehicleToCollection(Path path, Waypoint waypoint, Vehicle v)
{
var collectedVehicle = new CollectedVehicle(v, v.LicensePlate, path.PathNum, path.Waypoints.Count, waypoint.Number, true, false, false);
collectedVehicles.Add(v.LicensePlate, collectedVehicle);
Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.PathNum}, waypoint {waypoint.Number}.");
return collectedVehicle;
}
private static void SetVehicleAndDriverPersistence(Vehicle v)
{
v.IsPersistent = true;
v.Driver.IsPersistent = true;
v.Driver.BlockPermanentEvents = true;
v.Driver.Tasks.Clear();
}
private static bool IsValidForCollection(this Vehicle v)
{
if (v && v.HasDriver && v.Driver && v.Driver.IsAlive && v != Game.LocalPlayer.Character.CurrentVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike || (v.HasSiren && !v.IsSirenOn)))
{
return true;
}
else
{
return false;
}
}
private static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
var vehicle = collectedVehicle.Vehicle;
var driver = vehicle.Driver;
if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.SetStoppedAtWaypoint(true);
}
for (int i = currentWaypoint.Number; i < waypoints.Count; i++)
{
if (waypoints.ElementAtOrDefault(i) == null)
{
Game.LogTrivial($"Waypoint is null");
break;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[i].Number}");
if (waypoints.ElementAtOrDefault(i) != null && !collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.Vehicle.Driver.Tasks.DriveToPosition(waypoints[i].Position, waypoints[i].Speed, (VehicleDrivingFlags)263043, 2f).WaitForCompletion();
}
if (waypoints.ElementAtOrDefault(i) != null && waypoints[i].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.SetStoppedAtWaypoint(true);
}
}
Game.LogTrivial($"{vehicle.Model.Name} all tasks complete.");
DismissDriver(collectedVehicle);
}
private static void DismissDriver(CollectedVehicle cv)
{
cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false);
if (cv.Vehicle && cv.Vehicle.Driver && !cv.Redirected)
{
cv.Vehicle.Driver.Dismiss();
cv.Vehicle.Driver.Tasks.Clear();
cv.Vehicle.Driver.BlockPermanentEvents = false;
cv.Vehicle.Driver.IsPersistent = false;
cv.Vehicle.Dismiss();
cv.Vehicle.IsPersistent = false;
Game.LogTrivial($"{cv.Vehicle.Model.Name} dismissed successfully.");
}
else if (!cv.Vehicle)
{
Game.LogTrivial($"{cv.Vehicle.Model.Name} is not valid after tasks completed.");
}
else if (!cv.Vehicle.Driver)
{
Game.LogTrivial($"{cv.Vehicle.Model.Name} driver is not valid after tasks completed.");
}
}
public static void AssignStopForVehiclesFlag(List<Path> paths, Path path, Waypoint waypointData)
{
while (paths.Contains(path) && path.Waypoints.Contains(waypointData))
{
if (path.IsEnabled)
{
foreach (Vehicle v in GetNearbyVehicles(waypointData.Position, 50f).Where(v => v && v.HasDriver && v.Driver))
{
SetDriveTaskDrivingFlags(v.Driver, EDrivingFlags.StopForVehicles);
}
}
GameFiber.Sleep(500);
}
}
public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypoints)
{
cv.SetDismissNow(false);
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.IsPersistent = true;
cv.Vehicle.Driver.IsPersistent = true;
cv.Vehicle.Driver.BlockPermanentEvents = true;
cv.Vehicle.Driver.Tasks.Clear();
}
// Give vehicle task to initial waypoint of desired path, then run a loop to keep giving the task until they're close enough in case they try to wander away too early
// Need to figure out how to only get waypoints which are in front of or within 90 degrees of either side of the vehicle
var nearestWaypoint = waypoints.OrderBy(wp => wp.Position).Take(1) as Waypoint;
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f); // waypointData[0].WaypointPos
while (nearestWaypoint != null && cv.Vehicle && cv.Vehicle.Driver && cv.Vehicle.DistanceTo(waypoints[0].Position) > 3f && !cv.DismissNow)
{
cv.Vehicle.Driver.Tasks.DriveToPosition(nearestWaypoint.Position, nearestWaypoint.Speed, (VehicleDrivingFlags)262539, 1f);
GameFiber.Sleep(500);
}
cv.SetRedirected(false);
Game.LogTrivial($"DirectTask loop over");
}
private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
{
while (!cv.DismissNow)
{
GameFiber.Sleep(500);
}
Game.LogTrivial($"{cv.Vehicle.Model.Name} was dismissed (dismissal check loop).");
Game.LogTrivial($"Looping to ensure the vehicle is far enough away from all attractor waypoints so it can be removed from the collection.");
while (true)
{
var collectorWaypoints = waypointData.Where(wp => wp.IsCollector);
var vehicleFarEnoughAwayFromCollectors = collectorWaypoints.All(wp => cv.Vehicle.DistanceTo(wp.Position) > wp.CollectorRadius);
if (collectedVehicles.ContainsKey(cv.LicensePlate) && vehicleFarEnoughAwayFromCollectors)
{
Game.LogTrivial($"{cv.Vehicle.Model.Name} is far enough away from all attractor waypoints and has been removed from the collection.");
cv.SetTasksAssigned(false);
cv.Vehicle.Driver.BlockPermanentEvents = false;
cv.Vehicle.Driver.IsPersistent = false;
cv.Vehicle.IsPersistent = false;
collectedVehicles.Remove(cv.LicensePlate);
break;
}
GameFiber.Sleep(1000);
}
}
private static Vehicle[] GetNearbyVehicles(Vector3 OriginPosition, float radius)
{
return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) < radius select x).ToArray();
}
// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
// also https://vespura.com/fivem/drivingstyle/
[Flags]
public enum EDrivingFlags
{
None = 0,
StopForVehicles = 1,
StopForPeds = 2,
AvoidEmptyVehicles = 8,
AvoidPeds = 16,
AvoidObjects = 32,
StopForTrafficLights = 128,
UseBlinkers = 256,
AllowWrongWay = 512,
TakeShortestPath = 262144,
IgnoreRoads = 4194304,
IgnorePathfinding = 16777216,
AvoidHighways = 536870912,
Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers | AllowWrongWay | IgnoreRoads,
TotalControl = AllowWrongWay | AvoidObjects | AvoidPeds | TakeShortestPath | StopForTrafficLights | IgnorePathfinding | StopForVehicles
}
public static void SetDriveTaskDrivingFlags(this Ped ped, EDrivingFlags flags)
{
ulong SetDriveTaskDrivingFlagsHash = 0xDACE1BE37D88AF67;
Rage.Native.NativeFunction.CallByHash<int>(SetDriveTaskDrivingFlagsHash, ped, (int)flags);
}
}
}