Fixed #7 (re-applied)

This commit is contained in:
NotAlwaysTrue
2025-12-26 11:07:54 +08:00
parent 31ed540939
commit 5446795196

View File

@@ -2,16 +2,17 @@
using Barotrauma.IO;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Barotrauma.PerkBehaviors;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.PerkBehaviors;
using Voronoi2;
namespace Barotrauma
@@ -484,9 +485,9 @@ namespace Barotrauma
{
Rectangle dockedBorders = Borders;
checkSubmarineBorders.Add(this);
var connectedSubs = DockedTo.Where(s =>
!checkSubmarineBorders.Contains(s) &&
!s.Info.IsOutpost &&
var connectedSubs = DockedTo.Where(s =>
!checkSubmarineBorders.Contains(s) &&
!s.Info.IsOutpost &&
(allowDifferentTeam || s.TeamID == TeamID));
foreach (Submarine dockedSub in connectedSubs)
{
@@ -508,23 +509,16 @@ namespace Barotrauma
return dockedBorders;
}
private readonly HashSet<Submarine> connectedSubs;
private readonly ConcurrentBag<Submarine> connectedSubs;
/// <summary>
/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
/// </summary>
public IEnumerable<Submarine> GetConnectedSubs()
public ConcurrentBag<Submarine> GetConnectedSubs()
{
return connectedSubs;
}
public void RefreshConnectedSubs()
{
connectedSubs.Clear();
connectedSubs.Add(this);
GetConnectedSubsRecursive(connectedSubs);
}
private void GetConnectedSubsRecursive(HashSet<Submarine> subs)
private void GetConnectedSubsRecursive(ConcurrentBag<Submarine> subs)
{
foreach (Submarine dockedSub in DockedTo)
{
@@ -534,6 +528,12 @@ namespace Barotrauma
}
}
public void RefreshConnectedSubs()
{
connectedSubs.Clear();
connectedSubs.Add(this);
GetConnectedSubsRecursive(connectedSubs);
}
/// <summary>
/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
/// </summary>
@@ -551,7 +551,7 @@ namespace Barotrauma
minWidth += padding;
minHeight += padding;
int iterations = 0;
int iterations = 0;
const int maxIterations = 5;
do
{
@@ -580,9 +580,9 @@ namespace Barotrauma
//if the raycast hit a wall, attempt to place the spawnpos there
int offsetFromWall = 10 * -verticalMoveDir;
float pickedPos = ConvertUnits.ToDisplayUnits(LastPickedPosition.Y) + offsetFromWall;
closestPickedPos.Y =
verticalMoveDir > 0 ?
Math.Min(closestPickedPos.Y, pickedPos) :
closestPickedPos.Y =
verticalMoveDir > 0 ?
Math.Min(closestPickedPos.Y, pickedPos) :
Math.Max(closestPickedPos.Y, pickedPos);
}
}
@@ -597,7 +597,7 @@ namespace Barotrauma
bool couldMoveInVerticalMoveDir = Math.Sign(newSpawnPos.Y - spawnPos.Y) == Math.Sign(verticalMoveDir);
if (!couldMoveInVerticalMoveDir) { break; }
spawnPos = ClampToHorizontalLimits(newSpawnPos, limits);
}
}
iterations++;
} while (iterations < maxIterations);
@@ -1001,7 +1001,7 @@ namespace Barotrauma
/// <param name="ignoreBranches">Should plants' branches be ignored?</param>
/// <param name="blocksVisibilityPredicate">If the predicate returns false, the fixture is ignored even if it would normally block visibility.</param>
/// <returns>A physics body that was between the points (or null)</returns>
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
Predicate<Fixture> blocksVisibilityPredicate = null)
{
Body closestBody = null;
@@ -1160,10 +1160,10 @@ namespace Barotrauma
{
//a little hacky: undock and redock to ensure the hulls and gaps between docking ports are correct
//after all the parts of the submarine have been flipped and moved to correct places.
if (dockingPort.DockingTarget is { } dockingTarget)
if (dockingPort.DockingTarget is { } dockingTarget)
{
dockingPort.Undock();
dockingPort.Dock(dockingTarget);
dockingPort.Undock();
dockingPort.Dock(dockingTarget);
}
}
@@ -1487,7 +1487,7 @@ namespace Barotrauma
{
if (ignoreOutposts && sub.Info.IsOutpost) { continue; }
if (ignoreOutsideLevel && Level.Loaded != null && sub.IsAboveLevel) { continue; }
if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
if (teamType.HasValue && sub.TeamID != teamType) { continue; }
float dist = Vector2.DistanceSquared(worldPosition, sub.WorldPosition);
if (closest == null || dist < closestDist)
@@ -1551,6 +1551,7 @@ namespace Barotrauma
if (includingConnectedSubs)
{
// Performance-sensitive code -> implemented without Linq.
foreach (Submarine s in connectedSubs)
{
if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
@@ -1600,7 +1601,7 @@ namespace Barotrauma
Vector4 bounds = new Vector4(float.MaxValue, float.MinValue, float.MinValue, float.MaxValue);
foreach (XElement element in submarineElement.Elements())
{
if (element.Name == "Structure")
if (element.Name == "Structure")
{
string name = element.GetAttributeString("name", "");
Identifier identifier = element.GetAttributeIdentifier("identifier", "");
@@ -1642,7 +1643,7 @@ namespace Barotrauma
{
Stopwatch sw = Stopwatch.StartNew();
connectedSubs = new HashSet<Submarine>(2)
connectedSubs = new ConcurrentBag<Submarine>
{
this
};
@@ -1829,7 +1830,7 @@ namespace Barotrauma
}
}
if (Screen.Selected is { IsEditor : false })
if (Screen.Selected is { IsEditor: false })
{
foreach (Identifier layer in Info.LayersHiddenByDefault)
{
@@ -2011,7 +2012,7 @@ namespace Barotrauma
Item itemToSwap = kvp.Key;
ItemPrefab swapTo = kvp.Value;
itemToSwap.PurchasedNewSwap = item.PurchasedNewSwap;
if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
}
}
@@ -2101,8 +2102,8 @@ namespace Barotrauma
public static void Unload()
{
if (Unloading)
{
if (Unloading)
{
DebugConsole.AddWarning($"Called {nameof(Submarine.Unload)} when already unloading.");
return;
}
@@ -2152,7 +2153,7 @@ namespace Barotrauma
Ragdoll.RemoveAll();
PhysicsBody.RemoveAll();
StatusEffect.StopAll();
StatusEffect.StopAll();
GameMain.World = null;
Powered.Grids.Clear();
@@ -2348,10 +2349,10 @@ namespace Barotrauma
if (potentialContainer.Submarine == this && !isSecondary)
{
//valid primary container in the same sub -> perfect, let's use that one
return potentialContainer;
return potentialContainer;
}
selectedContainer = potentialContainer;
}
return selectedContainer;
}