Docking port fixes again. Closes #551
- Non-saveable entities aren't removed from the linkedTo-list during saving, because that causes gaps to become unlinked with the hulls between docking ports when starting a campaign round. - Hull rechecks are disabled on docking port gaps, because moving linked subs into place may cause the gaps to become unlinked if they're positioned in a certain way (for example in some subs the hulls between the docking ports end up inside the gap). - Dockingports only connect the waypoints linked to their gap to each other, instead of every waypoint that happens to be inside the gap.
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@@ -201,22 +201,16 @@ namespace Barotrauma.Items.Components
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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foreach (WayPoint wp in WayPoint.WayPointList)
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if (door != null && dockingTarget.door != null)
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{
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if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
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WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
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WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => dockingTarget.door.LinkedGap == wp.ConnectedGap);
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if (!Submarine.RectContains(item.Rect, wp.Position)) continue;
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foreach (WayPoint wp2 in WayPoint.WayPointList)
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if (myWayPoint != null && targetWayPoint != null)
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{
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if (wp2.Submarine != dockingTarget.item.Submarine || wp2.SpawnType != SpawnType.Path) continue;
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if (!Submarine.RectContains(dockingTarget.item.Rect, wp2.Position)) continue;
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wp.linkedTo.Add(wp2);
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wp2.linkedTo.Add(wp);
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myWayPoint.linkedTo.Add(targetWayPoint);
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targetWayPoint.linkedTo.Add(myWayPoint);
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}
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}
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@@ -498,29 +492,31 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < 2; i++)
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{
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Gap gap = i == 0 ? door?.LinkedGap : dockingTarget?.door?.LinkedGap;
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if (gap == null || gap.linkedTo.Count == 2) continue;
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Gap doorGap = i == 0 ? door?.LinkedGap : dockingTarget?.door?.LinkedGap;
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if (doorGap == null) continue;
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doorGap.DisableHullRechecks = true;
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if (doorGap.linkedTo.Count >= 2) continue;
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if (IsHorizontal)
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{
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if (item.WorldPosition.X < dockingTarget.item.WorldPosition.X)
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{
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if (!gap.linkedTo.Contains(hulls[0])) gap.linkedTo.Add(hulls[0]);
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if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
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}
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else
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{
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if (!gap.linkedTo.Contains(hulls[1])) gap.linkedTo.Add(hulls[1]);
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if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
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}
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}
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else
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{
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if (item.WorldPosition.Y < dockingTarget.item.WorldPosition.Y)
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{
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if (!gap.linkedTo.Contains(hulls[0])) gap.linkedTo.Add(hulls[0]);
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if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
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}
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else
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{
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if (!gap.linkedTo.Contains(hulls[1])) gap.linkedTo.Add(hulls[1]);
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if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
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}
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}
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}
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@@ -536,25 +532,19 @@ namespace Barotrauma.Items.Components
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dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
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item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
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//remove all waypoint links between this sub and the dockingtarget
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foreach (WayPoint wp in WayPoint.WayPointList)
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if (door != null && dockingTarget.door != null)
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{
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if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
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WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
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WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => dockingTarget.door.LinkedGap == wp.ConnectedGap);
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for (int i = wp.linkedTo.Count - 1; i >= 0; i--)
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if (myWayPoint != null && targetWayPoint != null)
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{
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var wp2 = wp.linkedTo[i] as WayPoint;
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if (wp2 == null) continue;
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if (wp.Submarine == dockingTarget.item.Submarine)
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{
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wp.linkedTo.RemoveAt(i);
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wp2.linkedTo.Remove(wp);
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}
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myWayPoint.linkedTo.Remove(targetWayPoint);
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targetWayPoint.linkedTo.Remove(myWayPoint);
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}
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}
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item.linkedTo.Clear();
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docked = false;
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