more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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class IndoorsSteeringManager : SteeringManager
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{
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private PathFinder pathFinder;
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private SteeringPath currentPath;
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private bool canOpenDoors;
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private Character character;
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public SteeringPath CurrentPath
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{
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get { return currentPath; }
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}
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public PathFinder PathFinder
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{
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get { return pathFinder; }
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}
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private Vector2 currentTarget;
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private float findPathTimer;
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public IndoorsSteeringManager(ISteerable host, bool canOpenDoors)
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: base(host)
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{
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pathFinder = new PathFinder(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path), true);
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pathFinder.GetNodePenalty = GetNodePenalty;
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this.canOpenDoors = canOpenDoors;
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character = (host as AIController).Character;
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findPathTimer = Rand.Range(0.0f, 1.0f);
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}
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public override void Update(float speed = 1)
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{
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base.Update(speed);
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findPathTimer -= 1.0f / 60.0f;
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}
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public void SetPath(SteeringPath path)
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{
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currentPath = path;
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if (path.Nodes.Any()) currentTarget = path.Nodes[path.Nodes.Count - 1].SimPosition;
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findPathTimer = 1.0f;
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}
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protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
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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 < -10.0f)
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{
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if (findPathTimer > 0.0f) return Vector2.Zero;
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currentTarget = target;
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currentPath = pathFinder.FindPath(host.SimPosition+Rand.Vector(0.2f), target);
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findPathTimer = Rand.Range(1.0f,1.2f);
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return DiffToCurrentNode();
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}
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Vector2 diff = DiffToCurrentNode();
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if (diff == Vector2.Zero) return -host.Steering;
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return (diff == Vector2.Zero) ? Vector2.Zero : Vector2.Normalize(diff)*speed;
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}
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null) return Vector2.Zero;
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if (canOpenDoors) CheckDoorsInPath();
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float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
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if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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currentPath.CheckProgress(host.SimPosition, allowedDistance);
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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//if (currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f && character.AnimController.Stairs == null)
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//{
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// return currentPath.PrevNode.SimPosition - host.SimPosition;
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//}
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return currentPath.CurrentNode.SimPosition - host.SimPosition;
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}
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private void CheckDoorsInPath()
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{
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for (int i = 0; i < 2; i++)
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{
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WayPoint node = i == 0 ? currentPath.CurrentNode : currentPath.PrevNode;
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if (node == null || node.ConnectedGap == null || node.ConnectedGap.ConnectedDoor == null) continue;
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var door = node.ConnectedGap.ConnectedDoor;
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bool open = currentPath.CurrentNode != null &&
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Math.Sign(door.Item.SimPosition.X - host.SimPosition.X) == Math.Sign(currentPath.CurrentNode.SimPosition.X - host.SimPosition.X);
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//toggle the door if it's the previous node and open, or if it's current node and closed
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if (door.IsOpen != open)
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{
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var buttons = door.Item.GetConnectedComponents<Controller>();
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foreach (Controller controller in buttons)
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{
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if (Vector2.Distance(controller.Item.SimPosition, character.SimPosition) > controller.Item.PickDistance * 2.0f) continue;
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controller.Item.Pick(character, false, true);
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break;
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}
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}
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}
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}
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private float? GetNodePenalty(PathNode node, PathNode nextNode)
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{
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if (character == null) return 0.0f;
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if (nextNode.Waypoint.ConnectedGap != null)
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{
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if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f;
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if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f;
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if (!canOpenDoors) return null;
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var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
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if (!doorButtons.Any()) return null;
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foreach (Controller button in doorButtons)
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{
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if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
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Math.Sign(node.Position.X - nextNode.Position.X)) continue;
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if (!button.HasRequiredItems(character, false)) return null;
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}
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}
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if (node.Waypoint!=null && node.Waypoint.CurrentHull!=null)
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{
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var hull = node.Waypoint.CurrentHull;
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float penalty = hull.FireSources.Any() ? 1000.0f : 0.0f;
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if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f;
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if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f;
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}
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return 0.0f;
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}
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}
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}
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