(5cf4ab11c) Don't draw order indicators (the icons pointing towards the target item) when far away and not inside the same sub as the target. Prevents exploiting the indicators in locating the sub. Closes #1444
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@@ -121,90 +121,7 @@ namespace Barotrauma
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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character.MemLocalState.Clear();
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}
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@@ -366,12 +366,20 @@ namespace Barotrauma
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private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f)
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{
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if (order.TargetAllCharacters && !order.HasAppropriateJob(character)) return;
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if (order.TargetAllCharacters && !order.HasAppropriateJob(character)) { return; }
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Entity target = order.ConnectedController != null ? order.ConnectedController.Item : order.TargetEntity;
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if (target == null) return;
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if (target == null) { return; }
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if (!orderIndicatorCount.ContainsKey(target)) orderIndicatorCount.Add(target, 0);
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//don't show the indicator if far away and not inside the same sub
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//prevents exploiting the indicators in locating the sub
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if (character.Submarine != target.Submarine &&
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Vector2.DistanceSquared(character.WorldPosition, target.WorldPosition) > 1000.0f * 1000.0f)
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{
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return;
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}
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if (!orderIndicatorCount.ContainsKey(target)) { orderIndicatorCount.Add(target, 0); }
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Vector2 drawPos = target.WorldPosition + Vector2.UnitX * order.SymbolSprite.size.X * 1.5f * orderIndicatorCount[target];
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GUI.DrawIndicator(spriteBatch, drawPos, cam, 100.0f, order.SymbolSprite, order.Color * iconAlpha);
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@@ -733,10 +733,6 @@ namespace Barotrauma
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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