v0.10.6.2
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@@ -92,8 +92,10 @@ namespace Barotrauma
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public GetNodePenaltyHandler GetNodePenalty;
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private readonly List<PathNode> nodes;
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public readonly bool IndoorsSteering;
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public bool InsideSubmarine { get; set; }
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public bool ApplyPenaltyToOutsideNodes { get; set; }
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public PathFinder(List<WayPoint> wayPoints, bool indoorsSteering = false)
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{
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@@ -104,7 +106,7 @@ namespace Barotrauma
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wp.linkedTo.CollectionChanged += WaypointLinksChanged;
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}
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InsideSubmarine = indoorsSteering;
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IndoorsSteering = indoorsSteering;
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}
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void WaypointLinksChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
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@@ -178,7 +180,7 @@ namespace Barotrauma
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node.TempDistance = xDiff + (InsideSubmarine ? yDiff * 10.0f : yDiff); //higher cost for vertical movement when inside the sub
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null && InsideSubmarine) { node.TempDistance *= 10.0f; }
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if (node.Waypoint.CurrentHull == null && ApplyPenaltyToOutsideNodes) { node.TempDistance *= 10.0f; }
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//prefer nodes that are closer to the end position
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node.TempDistance += (Math.Abs(end.X - node.TempPosition.X) + Math.Abs(end.Y - node.TempPosition.Y)) / 100.0f;
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@@ -200,11 +202,13 @@ namespace Barotrauma
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if (nodeFilter != null && !nodeFilter(node)) { continue; }
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if (startNodeFilter != null && !startNodeFilter(node)) { continue; }
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (InsideSubmarine)
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if (IndoorsSteering)
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{
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if (node.Waypoint.isObstructed) { continue; }
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// Always check the visibility for the start node
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var body = Submarine.PickBody(
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start, node.TempPosition, null,
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start, node.TempPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs);
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if (body != null)
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{
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@@ -231,8 +235,11 @@ namespace Barotrauma
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node.TempDistance = Vector2.DistanceSquared(end, node.TempPosition);
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if (InsideSubmarine)
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{
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null) { node.TempDistance *= 10.0f; }
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if (ApplyPenaltyToOutsideNodes)
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{
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null) { node.TempDistance *= 10.0f; }
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}
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//avoid stopping at a doorway
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if (node.Waypoint.ConnectedDoor != null) { node.TempDistance *= 10.0f; }
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//avoid stopping at a ladder
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@@ -255,17 +262,20 @@ namespace Barotrauma
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{
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if (nodeFilter != null && !nodeFilter(node)) { continue; }
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if (endNodeFilter != null && !endNodeFilter(node)) { continue; }
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (InsideSubmarine && checkVisibility)
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if (IndoorsSteering)
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{
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// Only check the visibility for the end node when allowed (fix leaks)
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var body = Submarine.PickBody(end, node.TempPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
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if (body != null)
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if (node.Waypoint.isObstructed) { continue; }
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (checkVisibility)
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{
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if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) { continue; }
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if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) { continue; }
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// Only check the visibility for the end node when allowed (fix leaks)
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var body = Submarine.PickBody(end, node.TempPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs);
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if (body != null)
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{
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if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) { continue; }
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if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) { continue; }
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}
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}
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}
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endNode = node;
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@@ -339,6 +349,7 @@ namespace Barotrauma
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foreach (PathNode node in nodes)
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{
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if (node.state != 1) { continue; }
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if (IndoorsSteering && node.Waypoint.isObstructed) { continue; }
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if (filter != null && !filter(node)) { continue; }
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if (node.F < dist)
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{
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