From 2c22d6b6d79d96488459b2ddb7ea4fbdc39db424 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 23 May 2019 16:27:27 +0300 Subject: [PATCH] (26f71bab4) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev --- .../Items/Components/Holdable/RepairTool.cs | 30 ++++++++++++++----- .../BarotraumaShared/Source/Map/Submarine.cs | 25 ++++++++++++---- 2 files changed, 43 insertions(+), 12 deletions(-) diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs index e39877bdb..a61ce2b23 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs @@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components [Serialize(false, false)] public bool RepairThroughWalls { get; set; } + [Serialize(false, false)] + public bool RepairMultiple { get; set; } + public Vector2 TransformedBarrelPos { get @@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List ignoredBodies) { var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair; - if (RepairThroughWalls) + if (RepairMultiple) { var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true); + Type lastHitType = null; foreach (Body body in bodies) { - FixBody(user, deltaTime, degreeOfSuccess, body); + Type bodyType = body.UserData?.GetType(); + if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType) + { + //stop the ray if it already hit a door/wall and is now about to hit some other type of entity + if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; } + } + if (FixBody(user, deltaTime, degreeOfSuccess, body)) + { + if (bodyType != null) { lastHitType = bodyType; } + } } } else @@ -202,19 +215,19 @@ namespace Barotrauma.Items.Components } } - private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody) + private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody) { - if (targetBody?.UserData == null) { return; } + if (targetBody?.UserData == null) { return false; } pickedPosition = Submarine.LastPickedPosition; if (targetBody.UserData is Structure targetStructure) { - if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return; - if (targetStructure.IsPlatform) return; + if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; } + if (targetStructure.IsPlatform) { return false; } int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition)); - if (sectionIndex < 0) return; + if (sectionIndex < 0) { return false; } FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex); targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user); @@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components targetCharacter.LastDamageSource = item; ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List() { targetCharacter }); FixCharacterProjSpecific(user, deltaTime, targetCharacter); + return true; } else if (targetBody.UserData is Limb targetLimb) { targetLimb.character.LastDamageSource = item; ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List() { targetLimb.character, targetLimb }); FixCharacterProjSpecific(user, deltaTime, targetLimb.character); + return true; } else if (targetBody.UserData is Item targetItem) { @@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components #endif } FixItemProjSpecific(user, deltaTime, targetItem, prevCondition); + return true; } return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs index f9620770f..2cb8f3192 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs @@ -730,7 +730,15 @@ namespace Barotrauma return closestBody; } - public static List PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate customPredicate = null, bool allowInsideFixture = false) + private static readonly Dictionary bodyDist = new Dictionary(); + private static readonly List bodies = new List(); + + /// + /// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list). + /// + /// Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored. + /// Should fixtures that the start of the ray is inside be returned + public static IEnumerable PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate customPredicate = null, bool allowInsideFixture = false) { if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f) { @@ -738,20 +746,25 @@ namespace Barotrauma } float closestFraction = 1.0f; - List bodies = new List(); + bodies.Clear(); + bodyDist.Clear(); GameMain.World.RayCast((fixture, point, normal, fraction) => { if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; } - if (fixture.Body != null) { bodies.Add(fixture.Body); } + if (fixture.Body != null) + { + bodies.Add(fixture.Body); + bodyDist[fixture.Body] = fraction; + } if (fraction < closestFraction) { lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction; lastPickedFraction = fraction; lastPickedNormal = normal; } - - return fraction; + //continue + return -1; }, rayStart, rayEnd); if (allowInsideFixture) @@ -770,10 +783,12 @@ namespace Barotrauma lastPickedFraction = 0.0f; lastPickedNormal = Vector2.Normalize(rayEnd - rayStart); bodies.Add(fixture.Body); + bodyDist[fixture.Body] = 0.0f; return false; }, ref aabb); } + bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); }); return bodies; }