Unstable 1.8.4.0
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@@ -1,4 +1,8 @@
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using Microsoft.Xna.Framework;
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using System;
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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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namespace Barotrauma
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{
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@@ -8,6 +12,112 @@ namespace Barotrauma
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Vector2 WorldPosition { get; }
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Vector2 SimPosition { get; }
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Submarine Submarine { get; }
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public static bool IsTargetVisible(ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows = false, bool checkFacing = false)
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{
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if (seeingEntity is Character seeingCharacter)
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{
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return seeingCharacter.CanSeeTarget(target, seeThroughWindows: seeThroughWindows, checkFacing: checkFacing);
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}
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if (target is Character targetCharacter)
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{
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return IsCharacterVisible(targetCharacter, seeingEntity, seeThroughWindows, checkFacing);
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}
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else
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{
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return CheckVisibility(target, seeingEntity, seeThroughWindows, checkFacing);
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}
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}
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public static bool IsCharacterVisible(Character target, ISpatialEntity seeingEntity, bool seeThroughWindows = false, bool checkFacing = false)
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{
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System.Diagnostics.Debug.Assert(target != null);
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if (target == null || target.Removed) { return false; }
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if (seeingEntity == null) { return false; }
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if (CheckVisibility(target, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
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if (!target.AnimController.SimplePhysicsEnabled)
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{
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//find the limbs that are furthest from the target's position (from the viewer's point of view)
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Limb leftExtremity = null, rightExtremity = null;
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float leftMostDot = 0.0f, rightMostDot = 0.0f;
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Vector2 dir = target.WorldPosition - seeingEntity.WorldPosition;
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Vector2 leftDir = new Vector2(dir.Y, -dir.X);
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Vector2 rightDir = new Vector2(-dir.Y, dir.X);
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foreach (Limb limb in target.AnimController.Limbs)
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{
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if (limb.IsSevered || limb == target.AnimController.MainLimb) { continue; }
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if (limb.Hidden) { continue; }
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Vector2 limbDir = limb.WorldPosition - seeingEntity.WorldPosition;
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float leftDot = Vector2.Dot(limbDir, leftDir);
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if (leftDot > leftMostDot)
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{
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leftMostDot = leftDot;
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leftExtremity = limb;
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continue;
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}
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float rightDot = Vector2.Dot(limbDir, rightDir);
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if (rightDot > rightMostDot)
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{
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rightMostDot = rightDot;
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rightExtremity = limb;
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}
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}
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if (leftExtremity != null && CheckVisibility(leftExtremity, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
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if (rightExtremity != null && CheckVisibility(rightExtremity, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
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}
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return false;
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}
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public static bool CheckVisibility(ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows = true, bool checkFacing = false)
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{
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System.Diagnostics.Debug.Assert(target != null);
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if (target == null) { return false; }
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if (seeingEntity == null) { return false; }
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// TODO: Could we just use the method below? If not, let's refactor it so that we can.
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Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - seeingEntity.WorldPosition);
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if (checkFacing && seeingEntity is Character seeingCharacter)
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{
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if (Math.Sign(diff.X) != seeingCharacter.AnimController.Dir) { return false; }
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}
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//both inside the same sub (or both outside)
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//OR the we're inside, the other character outside
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if (target.Submarine == seeingEntity.Submarine || target.Submarine == null)
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{
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return Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff, blocksVisibilityPredicate: IsBlocking) == null;
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}
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//we're outside, the other character inside
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else if (seeingEntity.Submarine == null)
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{
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return Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff, blocksVisibilityPredicate: IsBlocking) == null;
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}
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//both inside different subs
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else
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{
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return
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Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff, blocksVisibilityPredicate: IsBlocking) == null &&
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Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff, blocksVisibilityPredicate: IsBlocking) == null;
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}
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bool IsBlocking(Fixture f)
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{
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var body = f.Body;
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if (body == null) { return false; }
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if (body.UserData is Structure wall)
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{
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if (!wall.CastShadow && seeThroughWindows) { return false; }
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return wall != target;
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}
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else if (body.UserData is Item item)
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{
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if (item.GetComponent<Door>() is { HasWindow: true } door && seeThroughWindows)
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{
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if (door.IsPositionOnWindow(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition))) { return false; }
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}
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return item != target;
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}
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return true;
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}
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}
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}
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interface IIgnorable : ISpatialEntity
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