public bool RemoveGangCar(PotentialGangVehicle sadVehicle) { for (int i = 0; i < carVariations.Count; i++) { if (sadVehicle.modelHash != carVariations[i].modelHash) { continue; } else { carVariations.Remove(carVariations[i]); //if we're AI and we're out of cars, get a replacement for this one if (carVariations.Count == 0 && !isPlayerOwned) { carVariations.Add(PotentialGangVehicle.GetCarFromPool()); } GangManager.instance.SaveGangData(); return(true); } } return(false); }
public bool HasIdenticalEntry(PotentialGangVehicle potentialEntry) { for (int i = 0; i < carList.Count; i++) { if (carList[i].modelHash == potentialEntry.modelHash) { return(true); } } return(false); }
public static bool AddVehicleAndSavePool(PotentialGangVehicle newCar) { //check if there isn't an identical entry in the pool if (!CarPool.HasIdenticalEntry(newCar)) { CarPool.carList.Add(newCar); PersistenceHandler.SaveToFile <PotentialCarPool>(CarPool, "VehiclePool"); return(true); } return(false); }
public bool HasIdenticalEntry(PotentialGangVehicle potentialEntry, ref int identicalEntryIndex) { for (int i = 0; i < carList.Count; i++) { if (carList[i].modelHash == potentialEntry.modelHash) { identicalEntryIndex = i; return(true); } } identicalEntryIndex = -1; return(false); }
public static bool RemoveVehicleAndSavePool(PotentialGangVehicle newCar) { int identicalEntryIndex = 0; //check if there is an identical entry in the pool if (CarPool.HasIdenticalEntry(newCar, ref identicalEntryIndex)) { CarPool.carList.RemoveAt(identicalEntryIndex); PersistenceHandler.SaveToFile <PotentialCarPool>(CarPool, "VehiclePool"); return(true); } return(false); }
public bool AddGangCar(PotentialGangVehicle newVehicleType) { for (int i = 0; i < carVariations.Count; i++) { if (newVehicleType.modelHash != carVariations[i].modelHash) { continue; } else { return(false); } } carVariations.Add(newVehicleType); GangManager.instance.SaveGangData(); return(true); }
public GangAI(Gang watchedGang) { this.watchedGang = watchedGang; ResetUpdateInterval(); //have some turf for free! but only if you're new around here DoInitialTakeover(); //do we have vehicles? if (this.watchedGang.carVariations.Count == 0) { //get some vehicles! for (int i = 0; i < RandoMath.CachedRandom.Next(1, 4); i++) { PotentialGangVehicle newVeh = PotentialGangVehicle.GetCarFromPool(); if (newVeh != null) { this.watchedGang.AddGangCar(newVeh); } } } }