Example #1
0
 public void ToggleNavigation()
 {
     if (drivingOffroad)
     {
         //offroad driving script should handle that separately
         OffroadPlanning.setNextTarget();
         triedRestartingAutodrive = false;
     }
     else
     {
         MethodInfo inf = kh.GetType().GetMethod("AtToggleAutopilot", BindingFlags.NonPublic | BindingFlags.Instance);
         inf.Invoke(kh, new object[] { new KeyEventArgs(Keys.J) });
     }
 }
Example #2
0
        public void ReloadGame()
        {
            if (staticCamera)
            {
                return;
            }

            clearStuckCheckers();

            /*
             * Process p = Process.GetProcessesByName("Grand Theft Auto V").FirstOrDefault();
             * if (p != null)
             * {
             *  IntPtr h = p.MainWindowHandle;
             *  SetForegroundWindow(h);
             *  SendKeys.SendWait("{ESC}");
             *  //Script.Wait(200);
             * }
             */
            // or use CLEAR_AREA_OF_VEHICLES
            Ped player = Game.Player.Character;

            //UINotify("x = " + player.Position.X + "y = " + player.Position.Y + "z = " + player.Position.Z);
            // no need to release the autodrive here
            // delete all surrounding vehicles & the driver's car
//            ClearSurroundingVehicles(player.Position, 1000f);
            player.LastVehicle.Delete();
            // teleport to the spawning position, defined in GameUtils.cs, subject to changes
//            player.Position = GTAConst.OriginalStartPos;
            if (drivingOffroad)
            {
                OffroadPlanning.setNextStart();
                OffroadPlanning.setNextTarget();
            }
            else
            {
                player.Position = GTAConst.HighwayStartPos;
            }
//            ClearSurroundingVehicles(player.Position, 100f);
//            ClearSurroundingVehicles(player.Position, 50f);
            ClearSurroundingVehicles(player.Position, 20f);
            // start a new run
            EnterVehicle();
            //Script.Wait(2000);
            ToggleNavigation();

            lowSpeedTime.clear();
        }
Example #3
0
        public void OnKeyDown(object o, KeyEventArgs k)
        {
//            Logger.WriteLine("VisionExport OnKeyDown called.");
            switch (k.KeyCode)
            {
            case Keys.PageUp:
                postgresTask?.Wait();
                postgresTask = StartSession();
                runTask?.Wait();
                runTask = StartRun();
                UINotify("GTA Vision Enabled");
//                there is set weather, just for testing
                World.Weather = wantedWeather;
                break;

            case Keys.PageDown:
                if (staticCamera)
                {
                    CamerasList.Deactivate();
                }
                StopRun();
                StopSession();
                UINotify("GTA Vision Disabled");
                break;

            // temp modification
            case Keys.H:
                EnterVehicle();
                UINotify("Trying to enter vehicle");
                ToggleNavigation();
                break;

            // temp modification
            case Keys.Y:
                ReloadGame();
                break;

            // temp modification
            case Keys.X:
                notificationsAllowed = !notificationsAllowed;
                if (notificationsAllowed)
                {
                    UI.Notify("Notifications Enabled");
                }
                else
                {
                    UI.Notify("Notifications Disabled");
                }

                break;

            // temp modification
            case Keys.U:
                var settings = ScriptSettings.Load("GTAVisionExport.xml");
                var loc      = AppDomain.CurrentDomain.BaseDirectory;

                //UINotify(ConfigurationManager.AppSettings["database_connection"]);
                var str = settings.GetValue("", "ConnectionString");
                UINotify("BaseDirectory: " + loc);
                UINotify("ConnectionString: " + str);
                break;

            // temp modification
            case Keys.G:
                /*
                 * IsGamePaused = true;
                 * Game.Pause(true);
                 * Script.Wait(500);
                 * TraverseWeather();
                 * Script.Wait(500);
                 * IsGamePaused = false;
                 * Game.Pause(false);
                 */
                GTAData data;
                if (multipleWeathers)
                {
                    data = GTAData.DumpData(Game.GameTime + ".tiff", wantedWeathers.ToList());
                }
                else
                {
                    Weather weather = currentWeather ? GTA.World.Weather : wantedWeather;
                    data = GTAData.DumpData(Game.GameTime + ".tiff", weather);
                }

                string path = @"D:\GTAV_extraction_output\trymatrix.txt";
                // This text is added only once to the file.
                if (!File.Exists(path))
                {
                    // Create a file to write to.
                    using (StreamWriter file = File.CreateText(path)) {
                        file.WriteLine("cam direction file");
                        file.WriteLine("direction:");
                        file.WriteLine(
                            $"{World.RenderingCamera.Direction.X} {World.RenderingCamera.Direction.Y} {World.RenderingCamera.Direction.Z}");
                        file.WriteLine("Dot Product:");
                        file.WriteLine(Vector3.Dot(World.RenderingCamera.Direction, World.RenderingCamera.Rotation));
                        file.WriteLine("position:");
                        file.WriteLine(
                            $"{World.RenderingCamera.Position.X} {World.RenderingCamera.Position.Y} {World.RenderingCamera.Position.Z}");
                        file.WriteLine("rotation:");
                        file.WriteLine(
                            $"{World.RenderingCamera.Rotation.X} {World.RenderingCamera.Rotation.Y} {World.RenderingCamera.Rotation.Z}");
                        file.WriteLine("relative heading:");
                        file.WriteLine(GameplayCamera.RelativeHeading.ToString());
                        file.WriteLine("relative pitch:");
                        file.WriteLine(GameplayCamera.RelativePitch.ToString());
                        file.WriteLine("fov:");
                        file.WriteLine(GameplayCamera.FieldOfView.ToString());
                    }
                }

                break;

            // temp modification
            case Keys.T:
                World.Weather = Weather.Raining;
                /* set it between 0 = stop, 1 = heavy rain. set it too high will lead to sloppy ground */
                Function.Call(Hash._SET_RAIN_FX_INTENSITY, 0.5f);
                var test = Function.Call <float>(Hash.GET_RAIN_LEVEL);
                UINotify("" + test);
                World.CurrentDayTime = new TimeSpan(12, 0, 0);
                //Script.Wait(5000);
                break;

            case Keys.N:
                UINotify("N pressed, going to take screenshots");

                startRunAndSessionManual();
                postgresTask?.Wait();
                runTask?.Wait();
                UINotify("starting screenshots");
                for (int i = 0; i < 2; i++)
                {
                    GamePause(true);
                    gatherData(100);
                    GamePause(false);
                    Script.Wait(200);     // hoping game will go on during this wait
                }

                if (staticCamera)
                {
                    CamerasList.Deactivate();
                }

                StopRun();
                StopSession();
                break;

            case Keys.OemMinus:     //to tlačítko vlevo od pravého shiftu, -
                UINotify("- pressed, going to rotate cameras");

                Game.Pause(true);
                for (int i = 0; i < CamerasList.cameras.Count; i++)
                {
                    Logger.WriteLine($"activating camera {i}");
                    CamerasList.ActivateCamera(i);
                    Script.Wait(1000);
                }
                CamerasList.Deactivate();
                Game.Pause(false);
                break;

            case Keys.I:
                var info = new GTAVisionUtils.InstanceData();
                UINotify(info.type);
                UINotify(info.publichostname);
                break;

            case Keys.Divide:
                Logger.WriteLine($"{World.GetGroundHeight(Game.Player.Character.Position)} is the current player ({Game.Player.Character.Position}) ground position.");
                var startRect = OffroadPlanning.GetRandomRect(OffroadPlanning.GetRandomArea());
                var start     = OffroadPlanning.GetRandomPoint(startRect);
                var startZ    = World.GetGroundHeight(new Vector2(start.X, start.Y));
                Logger.WriteLine($"{startZ} is the ground position of {start}.");
//                    OffroadPlanning.setNextStart();
                startRect = OffroadPlanning.GetRandomRect(OffroadPlanning.GetRandomArea());
                start     = OffroadPlanning.GetRandomPoint(startRect);
                somePos   = start;
                startZ    = World.GetGroundHeight(new Vector2(start.X, start.Y));
                Logger.WriteLine($"{startZ} is the ground position of {start}.");
//                    when I use the same position, the GetGroundHeight call takes coordinates of player as ground height
                Game.Player.Character.Position = new Vector3(start.X + 5, start.Y + 5, 800);
                Logger.WriteLine($"teleporting player above teh position.");
                Script.Wait(50);
                startZ = World.GetGroundHeight(new Vector2(start.X, start.Y));
                Logger.WriteLine($"{startZ} is the ground position of {start}.");
                Logger.WriteLine($"{World.GetGroundHeight(Game.Player.Character.Position)} is the current player ({Game.Player.Character.Position}) ground position.");
                Logger.ForceFlush();
                break;

            case Keys.F12:
                Logger.WriteLine($"{World.GetGroundHeight(Game.Player.Character.Position)} is the current player ({Game.Player.Character.Position}) ground position.");
                Logger.WriteLine($"{World.GetGroundHeight(somePos)} is the {somePos} ground position.");
                break;

            case Keys.F11:
                Model mod     = new Model(GTAConst.OffroadVehicleHash);
                var   player  = Game.Player;
                var   vehicle = World.CreateVehicle(mod, player.Character.Position);
                player.Character.SetIntoVehicle(vehicle, VehicleSeat.Driver);
                break;

            case Keys.F10:
                startRect = OffroadPlanning.GetRandomRect(OffroadPlanning.GetRandomArea());
                start     = OffroadPlanning.GetRandomPoint(startRect);
                somePos   = start;
                startZ    = World.GetGroundHeight(new Vector2(start.X, start.Y));
                Logger.WriteLine($"{startZ} is the ground position of {start}.");
                for (int i = 900; i > 100; i -= 50)
                {
//                    when I use the same position, the GetGroundHeight call takes coordinates of player as ground height
                    Game.Player.Character.Position = new Vector3(start.X + 5, start.Y + 5, i);
                    Logger.WriteLine($"teleporting player above teh position to height {i}.");
                    Script.Wait(500);
                    startZ = World.GetGroundHeight(new Vector2(start.X, start.Y));
                    Logger.WriteLine($"{startZ} is the ground position of {start}.");
                }
                break;

            case Keys.F9:
                //turn on and off for datagathering during driving, mostly for testing offroad
                gatheringData = !gatheringData;
                if (gatheringData)
                {
                    UI.Notify("will be gathering data");
                }
                else
                {
                    UI.Notify("won't be gathering data");
                }

                break;
            }
        }
Example #4
0
        /* -1 = need restart, 0 = normal, 1 = need to enter vehicle */
        public GameStatus checkStatus()
        {
            var player = Game.Player.Character;

            if (player.IsDead)
            {
                return(GameStatus.NeedReload);
            }
            if (player.IsInVehicle())
            {
                var vehicle = player.CurrentVehicle;
//                here checking the time in low or no speed
                if (vehicle.Speed < 1.0f)      //speed is in mph
                {
                    if (lowSpeedTime.isPassed(Game.GameTime))
                    {
                        Logger.WriteLine("needed reload by low speed for 2 minutes");
                        UINotify("needed reload by low speed for 2 minutes");
                        return(GameStatus.NeedReload);
                    }
                }
                else
                {
                    lowSpeedTime.clear();
                }

                if (vehicle.Speed < 0.01f)
                {
                    if (notMovingTime.isPassed(Game.GameTime))
                    {
                        Logger.WriteLine("needed reload by staying in place 30 seconds");
                        UINotify("needed reload by staying in place 30 seconds");
                        return(GameStatus.NeedReload);
                    }
//                    if (notMovingNorDrivingTime.isPassed(Game.GameTime) && !triedRestartingAutodrive) {
                    if (notMovingNorDrivingTime.isPassed(Game.GameTime))
                    {
                        Logger.WriteLine("starting driving from 6s inactivity");
                        UINotify("starting driving from 6s inactivity");
                        if (drivingOffroad)
                        {
                            OffroadPlanning.DriveToCurrentTarget();
                            triedRestartingAutodrive = true;
                        }
                    }
                }
                else
                {
                    notMovingTime.clear();
                    notMovingNorDrivingTime.clear();
                }

//                here checking the movement from previous position on some time
                if (NearPointFromStart.isPassed(Game.GameTime, vehicle.Position))
                {
                    Logger.WriteLine("vehicle hasn't moved for 10 meters after 1 minute");
                    return(GameStatus.NeedReload);
                }

                if (LongFarFromTarget.isPassed(Game.GameTime, vehicle.Position))
                {
                    Logger.WriteLine("hasn't been any nearer to goal after 90 seconds");
                    return(GameStatus.NeedReload);
                }

                return(GameStatus.NoActionNeeded);
            }
            else
            {
                return(GameStatus.NeedReload);
            }
        }
Example #5
0
        public void OnTick(object o, EventArgs e)
        {
            if (server.Poll(10, SelectMode.SelectRead) && connection == null)
            {
                connection = server.Accept();
                UINotify("CONNECTED");
                connection.Blocking = false;
            }

            HandlePipeInput();
            if (!enabled)
            {
                return;
            }

            //Array values = Enum.GetValues(typeof(Weather));


            switch (checkStatus())
            {
            case GameStatus.NeedReload:
                Logger.WriteLine("Status is NeedReload");
                StopRun();
                runTask?.Wait();
                runTask = StartRun();
                //StopSession();
                //Autostart();
                UINotify("need reload game");
                Wait(100);
                ReloadGame();
                break;

            case GameStatus.NeedStart:
                Logger.WriteLine("Status is NeedStart");
                //Autostart();
                // use reloading temporarily
                StopRun();

                ReloadGame();
                Wait(100);
                runTask?.Wait();
                runTask = StartRun();
                //Autostart();
                break;

            case GameStatus.NoActionNeeded:
                break;
            }

//            UINotify("runTask.IsCompleted: " + runTask.IsCompleted.ToString());
//            UINotify("postgresTask.IsCompleted: " + postgresTask.IsCompleted.ToString());
            if (!runTask.IsCompleted)
            {
                return;
            }
            if (!postgresTask.IsCompleted)
            {
                return;
            }

            if (drivingOffroad && OffroadPlanning.offroadDrivingStarted)
            {
                OffroadPlanning.checkDrivingToTarget();
                OffroadPlanning.setNextTarget();
            }

//            UINotify("going to save images and save to postgres");

            if (gatheringData)
            {
                try {
                    GamePause(true);
                    gatherData();
                    GamePause(false);
                }
                catch (Exception exception) {
                    GamePause(false);
                    Logger.WriteLine("exception occured, logging and continuing");
                    Logger.WriteLine(exception);
                }
            }

//            if time interval is enabled, checkes game time and sets it to timeFrom, it current time is after timeTo
            if (timeIntervalEnabled)
            {
                var currentTime = World.CurrentDayTime;
                if (currentTime > timeTo)
                {
                    World.CurrentDayTime = timeFrom;
                }
            }
        }