(61d00a474) v0.9.7.1
This commit is contained in:
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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public enum SpawnType { Path, Human, Enemy, Cargo };
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partial class WayPoint : MapEntity
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{
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public static List<WayPoint> WayPointList = new List<WayPoint>();
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public static bool ShowWayPoints = true, ShowSpawnPoints = true;
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protected SpawnType spawnType;
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//characters spawning at the waypoint will be given an ID card with these tags
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private string idCardDesc;
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private string[] idCardTags;
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//only characters with this job will be spawned at the waypoint
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private JobPrefab assignedJob;
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private Hull currentHull;
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private ushort ladderId;
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public Ladder Ladders;
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public Structure Stairs;
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public bool isObstructed;
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private ushort gapId;
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public Gap ConnectedGap
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{
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get;
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private set;
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}
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public Door ConnectedDoor
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{
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get { return ConnectedGap?.ConnectedDoor; }
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}
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public Hull CurrentHull
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{
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get { return currentHull; }
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}
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public SpawnType SpawnType
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{
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get { return spawnType; }
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set { spawnType = value; }
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}
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public override string Name
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{
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get
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{
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return spawnType == SpawnType.Path ? "WayPoint" : "SpawnPoint";
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}
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}
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public string IdCardDesc
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{
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get { return idCardDesc; }
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private set { idCardDesc = value; }
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}
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public string[] IdCardTags
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{
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get { return idCardTags; }
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private set
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{
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idCardTags = value;
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for (int i = 0; i < idCardTags.Length; i++)
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{
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idCardTags[i] = idCardTags[i].Trim().ToLowerInvariant();
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}
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}
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}
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public JobPrefab AssignedJob
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{
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get { return assignedJob; }
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}
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public WayPoint(Vector2 position, SpawnType spawnType, Submarine submarine, Gap gap = null)
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: this(new Rectangle((int)position.X - 3, (int)position.Y + 3, 6, 6), submarine)
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{
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this.spawnType = spawnType;
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ConnectedGap = gap;
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}
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public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.MainSub)
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{
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if (prefab.Identifier.Contains("spawn"))
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{
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spawnType = SpawnType.Human;
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}
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else
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{
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SpawnType = SpawnType.Path;
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}
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}
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public WayPoint(Rectangle newRect, Submarine submarine)
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: this (MapEntityPrefab.Find(null, "waypoint"), newRect, submarine)
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{
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}
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public WayPoint(MapEntityPrefab prefab, Rectangle newRect, Submarine submarine)
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: base (prefab, submarine)
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{
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rect = newRect;
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idCardTags = new string[0];
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#if CLIENT
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if (iconSprites == null)
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{
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iconSprites = new Dictionary<SpawnType, Sprite>()
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{
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{ SpawnType.Path, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(0,0,128,128)) },
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{ SpawnType.Human, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(128,0,128,128)) },
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{ SpawnType.Enemy, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(256,0,128,128)) },
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{ SpawnType.Cargo, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(384,0,128,128)) }
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};
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}
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#endif
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InsertToList();
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WayPointList.Add(this);
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DebugConsole.Log("Created waypoint (" + ID + ")");
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currentHull = Hull.FindHull(WorldPosition);
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}
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public override MapEntity Clone()
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{
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var clone = new WayPoint(rect, Submarine)
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{
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idCardDesc = idCardDesc,
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idCardTags = idCardTags,
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spawnType = spawnType,
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assignedJob = assignedJob
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};
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return clone;
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}
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public static bool GenerateSubWaypoints(Submarine submarine)
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{
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if (!Hull.hullList.Any())
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{
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DebugConsole.ThrowError("Couldn't generate waypoints: no hulls found.");
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return false;
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}
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List<WayPoint> existingWaypoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Path);
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foreach (WayPoint wayPoint in existingWaypoints)
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{
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wayPoint.Remove();
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}
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//find all open doors and temporarily activate their bodies to prevent visibility checks
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//from ignoring the doors and generating waypoint connections that go straight through the door
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List<Door> openDoors = new List<Door>();
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foreach (Item item in Item.ItemList)
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{
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var door = item.GetComponent<Door>();
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if (door != null && !door.Body.Enabled)
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{
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openDoors.Add(door);
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door.Body.Enabled = true;
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}
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}
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float minDist = 150.0f;
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float heightFromFloor = 110.0f;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Rect.Height < 150) continue;
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WayPoint prevWaypoint = null;
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if (hull.Rect.Width < minDist * 3.0f)
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{
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new WayPoint(
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new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
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continue;
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}
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for (float x = hull.Rect.X + minDist; x <= hull.Rect.Right - minDist; x += minDist)
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{
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var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
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if (prevWaypoint != null) wayPoint.ConnectTo(prevWaypoint);
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prevWaypoint = wayPoint;
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}
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}
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float outSideWaypointInterval = 200.0f;
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int outsideWaypointDist = 100;
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Rectangle borders = Hull.GetBorders();
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borders.X -= outsideWaypointDist;
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borders.Y += outsideWaypointDist;
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borders.Width += outsideWaypointDist * 2;
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borders.Height += outsideWaypointDist * 2;
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borders.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
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if (borders.Width <= outSideWaypointInterval*2)
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{
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borders.Inflate(outSideWaypointInterval*2 - borders.Width, 0);
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}
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if (borders.Height <= outSideWaypointInterval * 2)
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{
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int inflateAmount = (int)(outSideWaypointInterval * 2) - borders.Height;
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borders.Y += inflateAmount / 2;
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borders.Height += inflateAmount;
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}
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WayPoint[,] cornerWaypoint = new WayPoint[2, 2];
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for (int i = 0; i < 2; i++)
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{
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for (float x = borders.X + outSideWaypointInterval; x < borders.Right - outSideWaypointInterval; x += outSideWaypointInterval)
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{
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var wayPoint = new WayPoint(
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new Vector2(x, borders.Y - borders.Height * i) + submarine.HiddenSubPosition,
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SpawnType.Path, submarine);
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if (x == borders.X + outSideWaypointInterval)
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{
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cornerWaypoint[i, 0] = wayPoint;
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}
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else
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{
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wayPoint.ConnectTo(WayPointList[WayPointList.Count - 2]);
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}
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}
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cornerWaypoint[i, 1] = WayPointList[WayPointList.Count - 1];
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}
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for (int i = 0; i < 2; i++)
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{
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WayPoint wayPoint = null;
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for (float y = borders.Y - borders.Height; y < borders.Y; y += outSideWaypointInterval)
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{
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wayPoint = new WayPoint(
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new Vector2(borders.X + borders.Width * i, y) + submarine.HiddenSubPosition,
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SpawnType.Path, submarine);
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if (y == borders.Y - borders.Height)
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{
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wayPoint.ConnectTo(cornerWaypoint[1, i]);
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}
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else
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{
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wayPoint.ConnectTo(WayPoint.WayPointList[WayPointList.Count - 2]);
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}
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}
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wayPoint.ConnectTo(cornerWaypoint[0, i]);
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}
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List<Structure> stairList = new List<Structure>();
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foreach (MapEntity me in mapEntityList)
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{
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Structure stairs = me as Structure;
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if (stairs == null) continue;
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if (stairs.StairDirection != Direction.None) stairList.Add(stairs);
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}
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foreach (Structure stairs in stairList)
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{
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WayPoint[] stairPoints = new WayPoint[3];
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stairPoints[0] = new WayPoint(
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new Vector2(stairs.Rect.X - 32.0f,
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, submarine);
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stairPoints[1] = new WayPoint(
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new Vector2(stairs.Rect.Right + 32.0f,
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, submarine);
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for (int i = 0; i < 2; i++ )
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{
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for (int dir = -1; dir <= 1; dir += 2)
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{
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WayPoint closest = stairPoints[i].FindClosest(dir, true, new Vector2(-30.0f, 30f));
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if (closest == null) continue;
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stairPoints[i].ConnectTo(closest);
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}
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}
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stairPoints[2] = new WayPoint((stairPoints[0].Position + stairPoints[1].Position)/2, SpawnType.Path, submarine);
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stairPoints[0].ConnectTo(stairPoints[2]);
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stairPoints[2].ConnectTo(stairPoints[1]);
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}
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foreach (Item item in Item.ItemList)
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{
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var ladders = item.GetComponent<Ladder>();
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if (ladders == null) continue;
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List<WayPoint> ladderPoints = new List<WayPoint>();
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ladderPoints.Add(new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine));
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WayPoint prevPoint = ladderPoints[0];
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Vector2 prevPos = prevPoint.SimPosition;
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List<Body> ignoredBodies = new List<Body>();
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for (float y = ladderPoints[0].Position.Y + 100.0f; y < item.Rect.Y - 1.0f; y += 100.0f)
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{
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//first check if there's a door in the way
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//(we need to create a waypoint linked to the door for NPCs to open it)
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Body pickedBody = Submarine.PickBody(
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ConvertUnits.ToSimUnits(new Vector2(ladderPoints[0].Position.X, y)),
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prevPos, ignoredBodies, Physics.CollisionWall, false,
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(Fixture f) => f.Body.UserData is Item && ((Item)f.Body.UserData).GetComponent<Door>() != null);
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Door pickedDoor = null;
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if (pickedBody != null)
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{
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pickedDoor = (pickedBody?.UserData as Item).GetComponent<Door>();
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}
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else
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{
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//no door, check for walls
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pickedBody = Submarine.PickBody(
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ConvertUnits.ToSimUnits(new Vector2(ladderPoints[0].Position.X, y)), prevPos, ignoredBodies, null, false);
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}
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if (pickedBody == null)
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{
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prevPos = Submarine.LastPickedPosition;
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continue;
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}
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else
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{
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ignoredBodies.Add(pickedBody);
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}
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if (pickedDoor != null)
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{
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WayPoint newPoint = new WayPoint(pickedDoor.Item.Position, SpawnType.Path, submarine);
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ladderPoints.Add(newPoint);
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newPoint.ConnectedGap = pickedDoor.LinkedGap;
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newPoint.ConnectTo(prevPoint);
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prevPoint = newPoint;
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prevPos = new Vector2(prevPos.X, ConvertUnits.ToSimUnits(pickedDoor.Item.Position.Y - pickedDoor.Item.Rect.Height));
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}
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else
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{
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WayPoint newPoint = new WayPoint(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.UnitY * heightFromFloor, SpawnType.Path, submarine);
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ladderPoints.Add(newPoint);
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newPoint.ConnectTo(prevPoint);
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prevPoint = newPoint;
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prevPos = ConvertUnits.ToSimUnits(newPoint.Position);
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}
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}
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if (prevPoint.rect.Y < item.Rect.Y - 10.0f)
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{
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WayPoint newPoint = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - 1.0f), SpawnType.Path, submarine);
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ladderPoints.Add(newPoint);
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newPoint.ConnectTo(prevPoint);
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}
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//connect ladder waypoints to hull points at the right and left side
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foreach (WayPoint ladderPoint in ladderPoints)
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{
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ladderPoint.Ladders = ladders;
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//don't connect if the waypoint is at a gap (= at the boundary of hulls and/or at a hatch)
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if (ladderPoint.ConnectedGap != null) continue;
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for (int dir = -1; dir <= 1; dir += 2)
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{
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WayPoint closest = ladderPoint.FindClosest(dir, true, new Vector2(-150.0f, 10f));
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if (closest == null) continue;
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ladderPoint.ConnectTo(closest);
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}
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}
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}
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foreach (Gap gap in Gap.GapList)
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{
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if (!gap.IsHorizontal) continue;
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//too small to walk through
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if (gap.Rect.Height < 150.0f) continue;
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var wayPoint = new WayPoint(
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, submarine, gap);
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for (int dir = -1; dir <= 1; dir += 2)
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{
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float tolerance = gap.IsRoomToRoom ? 50.0f : outSideWaypointInterval / 2.0f;
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WayPoint closest = wayPoint.FindClosest(
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dir, true, new Vector2(-tolerance, tolerance),
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gap.ConnectedDoor?.Body.FarseerBody);
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if (closest != null)
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{
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wayPoint.ConnectTo(closest);
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}
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}
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}
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.IsHorizontal || gap.IsRoomToRoom || !gap.linkedTo.Any(l => l is Hull)) { continue; }
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//too small to walk through
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if (gap.Rect.Width < 100.0f) { continue; }
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var wayPoint = new WayPoint(
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height / 2), SpawnType.Path, submarine, gap);
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float tolerance = outSideWaypointInterval / 2.0f;
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Hull connectedHull = (Hull)gap.linkedTo.First(l => l is Hull);
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int dir = Math.Sign(connectedHull.Position.Y - gap.Position.Y);
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WayPoint closest = wayPoint.FindClosest(
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dir, false, new Vector2(-tolerance, tolerance),
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gap.ConnectedDoor?.Body.FarseerBody);
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if (closest != null)
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{
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wayPoint.ConnectTo(closest);
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}
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}
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var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && !w.linkedTo.Any());
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foreach (WayPoint wp in orphans)
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{
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wp.Remove();
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}
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//re-disable the bodies of the doors that are supposed to be open
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foreach (Door door in openDoors)
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{
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door.Body.Enabled = false;
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}
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return true;
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}
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private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance, Body ignoredBody = null)
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{
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if (dir != -1 && dir != 1) return null;
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float closestDist = 0.0f;
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WayPoint closest = null;
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foreach (WayPoint wp in WayPointList)
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{
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if (wp.SpawnType != SpawnType.Path || wp == this) continue;
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float diff = 0.0f;
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if (horizontalSearch)
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{
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if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
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diff = wp.Position.X - Position.X;
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}
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else
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||||
{
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if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
|
||||
|
||||
diff = wp.Position.Y - Position.Y;
|
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}
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||||
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if (Math.Sign(diff) != dir) continue;
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||||
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||||
float dist = Vector2.Distance(wp.Position, Position);
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||||
if (closest == null || dist < closestDist)
|
||||
{
|
||||
var body = Submarine.CheckVisibility(SimPosition, wp.SimPosition, true, true, false);
|
||||
if (body != null && body != ignoredBody && !(body.UserData is Submarine))
|
||||
{
|
||||
if (body.UserData is Structure || body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
}
|
||||
|
||||
closestDist = dist;
|
||||
closest = wp;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
private void ConnectTo(WayPoint wayPoint2)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(this != wayPoint2);
|
||||
|
||||
if (!linkedTo.Contains(wayPoint2)) linkedTo.Add(wayPoint2);
|
||||
if (!wayPoint2.linkedTo.Contains(this)) wayPoint2.linkedTo.Add(this);
|
||||
}
|
||||
|
||||
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, Job assignedJob = null, Submarine sub = null, bool useSyncedRand = false)
|
||||
{
|
||||
List<WayPoint> wayPoints = new List<WayPoint>();
|
||||
|
||||
foreach (WayPoint wp in WayPointList)
|
||||
{
|
||||
if (sub != null && wp.Submarine != sub) continue;
|
||||
if (wp.spawnType != spawnType) continue;
|
||||
if (assignedJob != null && wp.assignedJob != assignedJob.Prefab) continue;
|
||||
|
||||
wayPoints.Add(wp);
|
||||
}
|
||||
|
||||
if (!wayPoints.Any()) return null;
|
||||
|
||||
return wayPoints[Rand.Int(wayPoints.Count, (useSyncedRand ? Rand.RandSync.Server : Rand.RandSync.Unsynced))];
|
||||
}
|
||||
|
||||
public static WayPoint[] SelectCrewSpawnPoints(List<CharacterInfo> crew, Submarine submarine)
|
||||
{
|
||||
List<WayPoint> subWayPoints = WayPointList.FindAll(wp => wp.Submarine == submarine);
|
||||
|
||||
List<WayPoint> unassignedWayPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human);
|
||||
|
||||
WayPoint[] assignedWayPoints = new WayPoint[crew.Count];
|
||||
|
||||
for (int i = 0; i < crew.Count; i++ )
|
||||
{
|
||||
//try to give the crew member a spawnpoint that hasn't been assigned to anyone and matches their job
|
||||
for (int n = 0; n < unassignedWayPoints.Count; n++)
|
||||
{
|
||||
if (crew[i].Job.Prefab != unassignedWayPoints[n].assignedJob) continue;
|
||||
assignedWayPoints[i] = unassignedWayPoints[n];
|
||||
unassignedWayPoints.RemoveAt(n);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//go through the crewmembers that don't have a spawnpoint yet (if any)
|
||||
for (int i = 0; i < crew.Count; i++)
|
||||
{
|
||||
if (assignedWayPoints[i] != null) continue;
|
||||
|
||||
//try to assign a spawnpoint that matches the job, even if the spawnpoint is already assigned to someone else
|
||||
foreach (WayPoint wp in subWayPoints)
|
||||
{
|
||||
if (wp.spawnType != SpawnType.Human || wp.assignedJob != crew[i].Job.Prefab) continue;
|
||||
|
||||
assignedWayPoints[i] = wp;
|
||||
break;
|
||||
}
|
||||
if (assignedWayPoints[i] != null) continue;
|
||||
|
||||
//try to assign a spawnpoint that isn't meant for any specific job
|
||||
var nonJobSpecificPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human && wp.assignedJob == null);
|
||||
if (nonJobSpecificPoints.Any())
|
||||
{
|
||||
assignedWayPoints[i] = nonJobSpecificPoints[Rand.Int(nonJobSpecificPoints.Count, Rand.RandSync.Server)];
|
||||
}
|
||||
|
||||
if (assignedWayPoints[i] != null) continue;
|
||||
|
||||
//everything else failed -> just give a random spawnpoint inside the sub
|
||||
assignedWayPoints[i] = GetRandom(SpawnType.Human, null, submarine, true);
|
||||
}
|
||||
|
||||
for (int i = 0; i < assignedWayPoints.Length; i++)
|
||||
{
|
||||
if (assignedWayPoints[i] == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't find a waypoint for " + crew[i].Name + "!");
|
||||
assignedWayPoints[i] = WayPointList[0];
|
||||
}
|
||||
}
|
||||
|
||||
return assignedWayPoints;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
currentHull = Hull.FindHull(WorldPosition, currentHull);
|
||||
|
||||
if (gapId > 0) ConnectedGap = FindEntityByID(gapId) as Gap;
|
||||
|
||||
if (ladderId > 0)
|
||||
{
|
||||
var ladderItem = FindEntityByID(ladderId) as Item;
|
||||
if (ladderItem != null) Ladders = ladderItem.GetComponent<Ladder>();
|
||||
}
|
||||
|
||||
Body pickedBody = Submarine.PickBody(SimPosition, SimPosition - Vector2.UnitY * 2.0f, null, Physics.CollisionStairs);
|
||||
if (pickedBody != null && pickedBody.UserData is Structure)
|
||||
{
|
||||
Structure structure = (Structure)pickedBody.UserData;
|
||||
if (structure != null && structure.StairDirection != Direction.None)
|
||||
{
|
||||
Stairs = structure;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static WayPoint Load(XElement element, Submarine submarine)
|
||||
{
|
||||
Rectangle rect = new Rectangle(
|
||||
int.Parse(element.Attribute("x").Value),
|
||||
int.Parse(element.Attribute("y").Value),
|
||||
(int)Submarine.GridSize.X, (int)Submarine.GridSize.Y);
|
||||
|
||||
|
||||
Enum.TryParse(element.GetAttributeString("spawn", "Path"), out SpawnType spawnType);
|
||||
WayPoint w = new WayPoint(MapEntityPrefab.Find(null, spawnType == SpawnType.Path ? "waypoint" : "spawnpoint"), rect, submarine)
|
||||
{
|
||||
ID = (ushort)int.Parse(element.Attribute("ID").Value)
|
||||
};
|
||||
|
||||
w.spawnType = spawnType;
|
||||
|
||||
string idCardDescString = element.GetAttributeString("idcarddesc", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardDescString))
|
||||
{
|
||||
w.IdCardDesc = idCardDescString;
|
||||
}
|
||||
string idCardTagString = element.GetAttributeString("idcardtags", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardTagString))
|
||||
{
|
||||
w.IdCardTags = idCardTagString.Split(',');
|
||||
}
|
||||
|
||||
string jobIdentifier = element.GetAttributeString("job", "").ToLowerInvariant();
|
||||
if (!string.IsNullOrWhiteSpace(jobIdentifier))
|
||||
{
|
||||
w.assignedJob =
|
||||
JobPrefab.Get(jobIdentifier) ??
|
||||
JobPrefab.Prefabs.Find(jp => jp.Name.Equals(jobIdentifier, StringComparison.OrdinalIgnoreCase));
|
||||
}
|
||||
|
||||
w.ladderId = (ushort)element.GetAttributeInt("ladders", 0);
|
||||
w.gapId = (ushort)element.GetAttributeInt("gap", 0);
|
||||
|
||||
w.linkedToID = new List<ushort>();
|
||||
int i = 0;
|
||||
while (element.Attribute("linkedto" + i) != null)
|
||||
{
|
||||
w.linkedToID.Add((ushort)int.Parse(element.Attribute("linkedto" + i).Value));
|
||||
i += 1;
|
||||
}
|
||||
return w;
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
if (!ShouldBeSaved) return null;
|
||||
XElement element = new XElement("WayPoint");
|
||||
|
||||
element.Add(new XAttribute("ID", ID),
|
||||
new XAttribute("x", (int)(rect.X - Submarine.HiddenSubPosition.X)),
|
||||
new XAttribute("y", (int)(rect.Y - Submarine.HiddenSubPosition.Y)),
|
||||
new XAttribute("spawn", spawnType));
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(idCardDesc)) element.Add(new XAttribute("idcarddesc", idCardDesc));
|
||||
if (idCardTags.Length > 0)
|
||||
{
|
||||
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
|
||||
}
|
||||
|
||||
if (assignedJob != null) element.Add(new XAttribute("job", assignedJob.Identifier));
|
||||
if (ConnectedGap != null) element.Add(new XAttribute("gap", ConnectedGap.ID));
|
||||
if (Ladders != null) element.Add(new XAttribute("ladders", Ladders.Item.ID));
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
if (linkedTo != null)
|
||||
{
|
||||
int i = 0;
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (!e.ShouldBeSaved) continue;
|
||||
element.Add(new XAttribute("linkedto" + i, e.ID));
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return element;
|
||||
}
|
||||
|
||||
public override void ShallowRemove()
|
||||
{
|
||||
base.ShallowRemove();
|
||||
|
||||
WayPointList.Remove(this);
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
base.Remove();
|
||||
|
||||
WayPointList.Remove(this);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user