(a843b19d4) Optimize distance checks.
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@@ -147,7 +147,7 @@ namespace Barotrauma
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protected override Vector2 DoSteeringSeek(Vector2 target, float weight)
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{
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//find a new path if one hasn't been found yet or the target is different from the current target
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if (currentPath == null || Vector2.Distance(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
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if (currentPath == null || Vector2.DistanceSquared(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
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{
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IsPathDirty = true;
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@@ -286,7 +286,7 @@ namespace Barotrauma
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 3, 2))
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if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 4, 2))
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{
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currentPath.SkipToNextNode();
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}
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@@ -301,7 +301,7 @@ namespace Barotrauma
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bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
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bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
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if (horizontalDistance < collider.radius * 3 && isAboveFeet && isNotTooHigh)
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if (horizontalDistance < collider.radius * 4 && isAboveFeet && isNotTooHigh)
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{
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currentPath.SkipToNextNode();
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}
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@@ -374,8 +374,8 @@ namespace Barotrauma
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foreach (Controller controller in buttons)
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{
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float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition);
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if (dist > controller.Item.InteractDistance * 2.0f) continue;
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float dist = Vector2.DistanceSquared(controller.Item.WorldPosition, character.WorldPosition);
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if (dist > controller.Item.InteractDistance * controller.Item.InteractDistance * 2.0f) continue;
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if (dist < closestDist || closestButton == null)
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{
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@@ -734,6 +734,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -179,33 +179,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -522,6 +495,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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@@ -1332,6 +1332,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -645,6 +645,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -162,6 +162,21 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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