(14f26adfa) Take the position of a sub's docking port into account when determining where to place outposts. Humpback's docking port for example is 600 units to the right from the sub's centerpoint, which prevented it from docking in some levels because the left side of the sub hit the wall at the left side of the outpost. Closes #1028
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@@ -175,12 +175,11 @@ namespace Barotrauma
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LimitSize();
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UpdateProjSpecific(growModifier);
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f) Remove();
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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}
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}
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partial void UpdateProjSpecific(float growModifier);
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@@ -293,10 +292,6 @@ namespace Barotrauma
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//evaporate some of the water
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hull.WaterVolume -= extinguishAmount;
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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@@ -325,12 +320,11 @@ namespace Barotrauma
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size.X -= extinguishAmount;
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hull.WaterVolume -= extinguishAmount;
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f) Remove();
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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}
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}
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public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)
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@@ -1522,14 +1522,40 @@ namespace Barotrauma
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outpost.MakeOutpost();
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Point? minSize = null;
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DockingPort subPort = null;
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if (Submarine.MainSub != null)
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{
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Point subSize = Submarine.MainSub.GetDockedBorders().Size;
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Point outpostSize = outpost.GetDockedBorders().Size;
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minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y);
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float closestDistance = float.MaxValue;
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foreach (DockingPort port in DockingPort.List)
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{
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if (port.IsHorizontal || port.Docked) { continue; }
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if (port.Item.Submarine != Submarine.MainSub) { continue; }
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//the submarine port has to be at the top of the sub
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if (port.Item.WorldPosition.Y < Submarine.MainSub.WorldPosition.Y) { continue; }
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float dist = Math.Abs(port.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X);
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if (dist < closestDistance)
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{
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subPort = port;
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closestDistance = dist;
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}
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}
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}
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outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize));
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float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X;
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//don't try to compensate if the port is very far from the sub's center of mass
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if (Math.Abs(subDockingPortOffset) > 2000.0f)
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{
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subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f);
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string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
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DebugConsole.NewMessage(warningMsg, Color.Orange);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
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}
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outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset));
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if ((i == 0) == !Mirrored)
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{
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StartOutpost = outpost;
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@@ -432,12 +432,16 @@ namespace Barotrauma
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{
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if (ForceFluctuationStrength > 0.0f)
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{
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forceFluctuationTimer += deltaTime;
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if (forceFluctuationTimer > ForceFluctuationInterval)
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//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
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if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
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{
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NeedsNetworkSyncing = true;
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currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
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forceFluctuationTimer = 0.0f;
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forceFluctuationTimer += deltaTime;
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if (forceFluctuationTimer > ForceFluctuationInterval)
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{
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NeedsNetworkSyncing = true;
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currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
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forceFluctuationTimer = 0.0f;
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}
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}
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}
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@@ -494,7 +494,7 @@ namespace Barotrauma
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}
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}
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public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null)
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public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f)
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{
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Rectangle dockedBorders = GetDockedBorders();
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Vector2 diffFromDockedBorders =
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@@ -542,17 +542,17 @@ namespace Barotrauma
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else if (minX < 0)
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{
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//no wall found at the left side, spawn to the left from the right-side wall
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spawnPos.X = maxX - minWidth - 100.0f;
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spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
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}
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else if (maxX > Level.Loaded.Size.X)
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{
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//no wall found at right side, spawn to the right from the left-side wall
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spawnPos.X = minX + minWidth + 100.0f;
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spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
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}
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else
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{
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//walls found at both sides, use their midpoint
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spawnPos.X = (minX + maxX) / 2;
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spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset;
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}
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spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10);
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