Ladder waypoint generation fix: waypoints are not just placed at the top and bottom of the ladders (and at hatches on the ladders), but above every platform along the ladders (-> waypoints work correctly on ladders spanning through multiple floors). + Some ladder climbing fixes in IndoorsSteeringManager.

This commit is contained in:
Joonas Rikkonen
2018-03-02 17:45:13 +02:00
parent 07d3d69040
commit b49f47d3d9
3 changed files with 74 additions and 63 deletions

View File

@@ -145,46 +145,56 @@ namespace Barotrauma
currentPath.CurrentNode.Ladders.Item.TryInteract(character, false, true);
}
}
var collider = character.AnimController.Collider;
Vector2 colliderBottom = character.AnimController.GetColliderBottom();
if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.radius * 2 &&
currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y &&
currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + 1.5f)
{
currentPath.SkipToNextNode();
}
if (currentPath.CurrentNode == null) return Vector2.Zero;
var collider = character.AnimController.Collider;
if (character.AnimController.Anim == AnimController.Animation.Climbing)
{
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
if (currentPath.CurrentNode.Ladders != null)
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
//at the same height as the waypoint
if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < (collider.height / 2 + collider.radius) * 1.25f)
{
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
//at the same height as the waypoint
if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < collider.height / 2 + collider.radius)
float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
if (heightFromFloor <= 0.0f)
{
float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
//we can safely skip to the next waypoint if the character is at a safe height above the floor,
//or if the next waypoint in the path is also on ladders
if ((heightFromFloor > 0.0f && heightFromFloor < collider.height) ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null))
diff.Y = Math.Max(diff.Y, 1.0f);
}
//we can safely skip to the next waypoint if the character is at a safe height above the floor,
//or if the next waypoint in the path is also on ladders
if ((heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f) ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null))
{
if (currentPath.NextNode.Ladders == null)
{
currentPath.SkipToNextNode();
character.AnimController.Anim = AnimController.Animation.None;
}
currentPath.SkipToNextNode();
}
}
character.AnimController.IgnorePlatforms = false;
return diff;
}
else
{
Vector2 colliderBottom = character.AnimController.GetColliderBottom();
if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.radius * 2 &&
currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y &&
currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + 1.5f)
{
currentPath.SkipToNextNode();
}
}
if (currentPath.CurrentNode == null) return Vector2.Zero;
return currentPath.CurrentNode.SimPosition - pos;
}
@@ -257,7 +267,7 @@ namespace Barotrauma
return;
}
closestButton.Item.TryInteract(character, false, true);
closestButton.Item.TryInteract(character, false, true, true);
break;
}
}

View File

@@ -893,7 +893,8 @@ namespace Barotrauma
else
{
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
floorY = GetFloorY();
if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > HeadPosition * 0.95f)
{
inWater = true;
}

View File

@@ -302,62 +302,70 @@ namespace Barotrauma
var ladders = item.GetComponent<Items.Components.Ladder>();
if (ladders == null) continue;
WayPoint[] ladderPoints = new WayPoint[2];
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, submarine);
List<WayPoint> ladderPoints = new List<WayPoint>();
ladderPoints.Add(new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine));
WayPoint prevPoint = ladderPoints[0];
Vector2 prevPos = prevPoint.SimPosition;
List<Body> ignoredBodies = new List<Body>();
while (prevPoint != ladderPoints[1])
for (float y = ladderPoints[0].Position.Y + 100.0f; y < item.Rect.Y - 100.0f; y += 100.0f)
{
var pickedBody = Submarine.PickBody(prevPos, ladderPoints[1].SimPosition, ignoredBodies, null, false);
var pickedBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(new Vector2(ladderPoints[0].Position.X, y)), prevPos,
ignoredBodies, null, false);
if (pickedBody == null) break;
if (pickedBody == null)
{
prevPos = Submarine.LastPickedPosition;
continue;
}
ignoredBodies.Add(pickedBody);
if (pickedBody.UserData is Item)
if (pickedBody.UserData is Item && ((Item)pickedBody.UserData).GetComponent<Door>() != null)
{
var door = ((Item)pickedBody.UserData).GetComponent<Door>();
if (door != null)
{
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, submarine);
newPoint.Ladders = ladders;
newPoint.ConnectedGap = door.LinkedGap;
newPoint.ConnectTo(prevPoint);
prevPoint = newPoint;
prevPos = ConvertUnits.ToSimUnits(door.Item.Position - Vector2.UnitY * door.Item.Rect.Height);
}
else
{
prevPos = Submarine.LastPickedPosition;
}
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, submarine);
ladderPoints.Add(newPoint);
newPoint.ConnectedGap = door.LinkedGap;
newPoint.ConnectTo(prevPoint);
prevPoint = newPoint;
prevPos = new Vector2(prevPos.X, ConvertUnits.ToSimUnits(door.Item.Position.Y - door.Item.Rect.Height));
}
else
{
prevPos = Submarine.LastPickedPosition;
WayPoint newPoint = new WayPoint(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.UnitY * heightFromFloor, SpawnType.Path, submarine);
ladderPoints.Add(newPoint);
newPoint.ConnectTo(prevPoint);
prevPoint = newPoint;
prevPos = ConvertUnits.ToSimUnits(newPoint.Position);
}
}
prevPoint.ConnectTo(ladderPoints[1]);
for (int i = 0; i < 2; i++)
ladderPoints.Add(new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - 1.0f), SpawnType.Path, submarine));
prevPoint.ConnectTo(ladderPoints[ladderPoints.Count - 1]);
for (int i = 0; i < ladderPoints.Count; i++)
{
ladderPoints[i].Ladders = ladders;
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = ladderPoints[i].FindClosest(dir, true, new Vector2(-150.0f, 10f));
if (closest == null) continue;
ladderPoints[i].ConnectTo(closest);
}
if (i == ladderPoints.Count - 1 && ladderPoints.Count > 2)
{
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = ladderPoints[i].FindClosest(dir, true, new Vector2(-150.0f, 10f));
if (closest == null) continue;
ladderPoints[i].ConnectTo(closest);
}
}
}
}
@@ -395,13 +403,6 @@ namespace Barotrauma
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height / 2), SpawnType.Path, submarine, gap);
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = wayPoint.FindClosest(dir, false, new Vector2(-outSideWaypointInterval, outSideWaypointInterval) / 2.0f);
if (closest == null) continue;
wayPoint.ConnectTo(closest);
}
}
var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && !w.linkedTo.Any());
@@ -460,7 +461,6 @@ namespace Barotrauma
}
}
return closest;
}