feat(vehicle): add autodrive functionality#974
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…ol checks - Introduced ManualInput enum to manage vehicle control states. - Added GetControlMagnitude and IsControlPressed functions for better input handling. - Updated GetManualDrivingInput to utilize new control functions. - Implemented task checking in RoadDriveController to determine if a driving task is active.
…eporting - Added AutoDriveHudTelemetry for improved session management and status updates. - Introduced RoutePhase enum and RoadDriveStatus struct to track driving phases and target information. - Updated AutoDrive and NpcAutoDrive to utilize HUD telemetry for session clearing and status updates. - Enhanced GUI to include AutoDrive HUD rendering.
- Updated references from MissionObjective to GpsRoute in AutoDriveShared.cpp and AutoDriveShared.hpp. - Simplified blip checking logic to focus on GPS routes, enhancing clarity and functionality. - Removed unused variables and functions related to mission objectives.
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Just updated to align with the main branch. |
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Auto Drive was one of my favorite v1 features, so this restores it in V2. It follows the map waypoint using roads, or wanders when none is set.
Tested in-game and working. It has been tested over a distance of 2,000 kilometers, and the logic is functioning normally.
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6b940918abb6de6674d20565d1f802da.mp4
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