forked from liza/Questionable
Make logic for skipping gathering nodes smarter (when they're all in render distance)
This commit is contained in:
parent
c7961eb444
commit
f7886d5969
@ -104,7 +104,7 @@
|
||||
"Y": 17.44523,
|
||||
"Z": -79.501
|
||||
},
|
||||
"MinimumAngle": -100,
|
||||
"MinimumAngle": -55,
|
||||
"MaximumAngle": 35
|
||||
}
|
||||
]
|
||||
|
@ -120,8 +120,6 @@ internal sealed unsafe class GatheringController : MiniTaskController<GatheringC
|
||||
if (_taskQueue.Count > 0)
|
||||
return;
|
||||
|
||||
var currentNode = _currentRequest.Nodes[_currentRequest.CurrentIndex++ % _currentRequest.Nodes.Count];
|
||||
|
||||
var director = UIState.Instance()->DirectorTodo.Director;
|
||||
if (director != null && director->EventHandlerInfo != null &&
|
||||
director->EventHandlerInfo->EventId.ContentId == EventHandlerType.GatheringLeveDirector)
|
||||
@ -132,6 +130,10 @@ internal sealed unsafe class GatheringController : MiniTaskController<GatheringC
|
||||
_taskQueue.Enqueue(new WaitAtEnd.WaitDelay());
|
||||
}
|
||||
|
||||
GatheringNode? currentNode = FindNextTargetableNodeAndUpdateIndex(_currentRequest);
|
||||
if (currentNode == null)
|
||||
return;
|
||||
|
||||
_taskQueue.Enqueue(_serviceProvider.GetRequiredService<MountTask>()
|
||||
.With(_currentRequest.Root.TerritoryId, MountTask.EMountIf.Always));
|
||||
if (currentNode.Locations.Count > 1)
|
||||
@ -184,6 +186,41 @@ internal sealed unsafe class GatheringController : MiniTaskController<GatheringC
|
||||
x.ObjectKind == ObjectKind.GatheringPoint && x.IsTargetable && x.DataId == node.DataId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For leves in particular, there's a good chance you're close enough to all nodes in the next group
|
||||
/// but none are targetable (if they're not part of the randomly-picked route).
|
||||
/// </summary>
|
||||
private GatheringNode? FindNextTargetableNodeAndUpdateIndex(CurrentRequest currentRequest)
|
||||
{
|
||||
for (int i = 0; i < currentRequest.Nodes.Count; ++i)
|
||||
{
|
||||
int currentIndex = (currentRequest.CurrentIndex + i) % currentRequest.Nodes.Count;
|
||||
var currentNode = currentRequest.Nodes[currentIndex];
|
||||
var locationsAsObjects = currentNode.Locations.Select(x =>
|
||||
_objectTable.FirstOrDefault(y =>
|
||||
currentNode.DataId == y.DataId && Vector3.Distance(x.Position, y.Position) < 0.1f))
|
||||
.ToList();
|
||||
|
||||
// Are any of the nodes too far away to be found? This is likely around ~100 yalms. All closer gathering
|
||||
// points are always in the object table, even if they're not targetable.
|
||||
if (locationsAsObjects.Any(x => x == null))
|
||||
{
|
||||
currentRequest.CurrentIndex = (currentIndex + 1) % currentRequest.Nodes.Count;
|
||||
return currentNode;
|
||||
}
|
||||
|
||||
// If any are targetable, this group should be targeted as part of the route.
|
||||
if (locationsAsObjects.Any(x => x is { IsTargetable: true }))
|
||||
{
|
||||
currentRequest.CurrentIndex = (currentIndex + 1) % currentRequest.Nodes.Count;
|
||||
return currentNode;
|
||||
}
|
||||
}
|
||||
|
||||
// unsure what to even do here
|
||||
return null;
|
||||
}
|
||||
|
||||
public override IList<string> GetRemainingTaskNames()
|
||||
{
|
||||
if (_currentTask != null)
|
||||
|
Loading…
Reference in New Issue
Block a user