v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -939,14 +939,14 @@ namespace Barotrauma
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
/// Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
/// </summary>
public float GetApproximateDistance(Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance)
public float GetApproximateDistance(Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance, float distanceMultiplierPerClosedDoor = 0)
{
return GetApproximateHullDistance(startPos, endPos, new HashSet<Hull>(), targetHull, 0.0f, maxDistance);
return GetApproximateHullDistance(startPos, endPos, new HashSet<Hull>(), targetHull, 0.0f, maxDistance, distanceMultiplierPerClosedDoor);
}
private float GetApproximateHullDistance(Vector2 startPos, Vector2 endPos, HashSet<Hull> connectedHulls, Hull target, float distance, float maxDistance)
private float GetApproximateHullDistance(Vector2 startPos, Vector2 endPos, HashSet<Hull> connectedHulls, Hull target, float distance, float maxDistance, float distanceMultiplierFromDoors = 0)
{
if (distance >= maxDistance) return float.MaxValue;
if (distance >= maxDistance) { return float.MaxValue; }
if (this == target)
{
return distance + Vector2.Distance(startPos, endPos);
@@ -956,12 +956,17 @@ namespace Barotrauma
foreach (Gap g in ConnectedGaps)
{
float distanceMultiplier = 1;
if (g.ConnectedDoor != null && !g.ConnectedDoor.IsBroken)
{
//gap blocked if the door is not open or the predicted state is not open
if ((!g.ConnectedDoor.IsOpen && !g.ConnectedDoor.IsBroken) || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
{
if (g.ConnectedDoor.OpenState < 0.1f) continue;
if (g.ConnectedDoor.OpenState < 0.1f)
{
if (distanceMultiplierFromDoors <= 0) { continue; }
distanceMultiplier *= distanceMultiplierFromDoors;
}
}
}
else if (g.Open <= 0.0f)
@@ -973,8 +978,11 @@ namespace Barotrauma
{
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
float dist = hull.GetApproximateHullDistance(g.Position, endPos, connectedHulls, target, distance + Vector2.Distance(startPos, g.Position), maxDistance);
if (dist < float.MaxValue) { return dist; }
float dist = hull.GetApproximateHullDistance(g.Position, endPos, connectedHulls, target, distance + Vector2.Distance(startPos, g.Position) * distanceMultiplier, maxDistance);
if (dist < float.MaxValue)
{
return dist;
}
}
}
}
@@ -982,7 +990,13 @@ namespace Barotrauma
return float.MaxValue;
}
//returns the water block which contains the point (or null if it isn't inside any)
/// <summary>
/// Returns the hull which contains the point (or null if it isn't inside any)
/// </summary>
/// <param name="position">The position to check</param>
/// <param name="guess">This hull is checked first: if the current hull is known, this can be used as an optimization</param>
/// <param name="useWorldCoordinates">Should world coordinates or the sub's local coordinates be used?</param>
/// <param name="inclusive">Does being exactly at the edge of the hull count as being inside?</param>
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (EntityGrids == null) return null;
@@ -1030,20 +1044,19 @@ namespace Barotrauma
return null;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
/// <summary>
/// Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying
/// to first find the sub the point is inside and checking the hulls in that sub.
/// = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded.
/// </summary>
public static Hull FindHullUnoptimized(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
return FindHullOld(position, hullList, guess, useWorldCoordinates, inclusive);
}
public static Hull FindHullOld(Vector2 position, List<Hull> hulls, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (guess != null && hulls.Contains(guess))
if (guess != null && hullList.Contains(guess))
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
}
foreach (Hull hull in hulls)
foreach (Hull hull in hullList)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position, inclusive)) return hull;
}