(98ad00fa2) v0.9.1.0
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@@ -1548,13 +1548,13 @@ namespace Barotrauma
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Point? minSize = null;
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DockingPort subPort = null;
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float closestDistance = float.MaxValue;
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if (Submarine.MainSub != null)
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{
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Point subSize = Submarine.MainSub.GetDockedBorders().Size;
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Point outpostSize = outpost.GetDockedBorders().Size;
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minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y);
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float closestDistance = float.MaxValue;
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foreach (DockingPort port in DockingPort.List)
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{
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if (port.IsHorizontal || port.Docked) { continue; }
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@@ -1570,17 +1570,43 @@ namespace Barotrauma
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}
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}
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DockingPort outpostPort = null;
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closestDistance = float.MaxValue;
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foreach (DockingPort port in DockingPort.List)
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{
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if (port.IsHorizontal || port.Docked) { continue; }
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if (port.Item.Submarine != outpost) { continue; }
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//the outpost port has to be at the bottom of the outpost
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if (port.Item.WorldPosition.Y > outpost.WorldPosition.Y) { continue; }
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float dist = Math.Abs(port.Item.WorldPosition.X - outpost.WorldPosition.X);
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if (dist < closestDistance)
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{
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outpostPort = port;
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closestDistance = dist;
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}
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}
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float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X;
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//don't try to compensate if the port is very far from the sub's center of mass
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if (Math.Abs(subDockingPortOffset) > 2000.0f)
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if (Math.Abs(subDockingPortOffset) > 5000.0f)
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{
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subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f);
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subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -5000.0f, 5000.0f);
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string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
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DebugConsole.NewMessage(warningMsg, Color.Orange);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
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}
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outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset));
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float outpostDockingPortOffset = subPort == null ? 0.0f : outpostPort.Item.WorldPosition.X - outpost.WorldPosition.X;
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//don't try to compensate if the port is very far from the outpost's center of mass
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if (Math.Abs(outpostDockingPortOffset) > 5000.0f)
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{
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outpostDockingPortOffset = MathHelper.Clamp(outpostDockingPortOffset, -5000.0f, 5000.0f);
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string warningMsg = "Docking port very far from the outpost's center of mass (outpost: " + outpost.Name + ", dist: " + outpostDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
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DebugConsole.NewMessage(warningMsg, Color.Orange);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:OutpostDockingPortVeryFar" + outpost.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
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}
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outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset - outpostDockingPortOffset));
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if ((i == 0) == !Mirrored)
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{
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StartOutpost = outpost;
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