v0.14.6.0
This commit is contained in:
@@ -301,34 +301,33 @@ namespace Barotrauma
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}
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Ladder nextLadder = GetNextLadder();
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var ladders = currentLadder ?? nextLadder;
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if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
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bool useLadders = canClimb && ladders != null && (!isDiving || Math.Abs(steering.X) < 0.1f && Math.Abs(steering.Y) > 1);
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if (useLadders && character.SelectedConstruction != ladders.Item)
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{
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if (IsNextNodeLadder || currentPath.Finished)
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{
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if (character.CanInteractWith(ladders.Item))
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{
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ladders.Item.TryInteract(character, false, true);
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}
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else
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{
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// Cannot interact with the current (or next) ladder,
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// Try to select the previous ladder, unless it's already selected, unless the previous ladder is not adjacent to the current ladder.
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// The intention of this code is to prevent the bots from dropping from the "double ladders".
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var previousLadders = currentPath.PrevNode?.Ladders;
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if (previousLadders != null && previousLadders != ladders && character.SelectedConstruction != previousLadders.Item &&
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character.CanInteractWith(previousLadders.Item) && Math.Abs(previousLadders.Item.WorldPosition.X - ladders.Item.WorldPosition.X) < 5)
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{
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previousLadders.Item.TryInteract(character, false, true);
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}
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}
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}
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else if (!IsNextLadderSameAsCurrent && character.SelectedConstruction?.GetComponent<Ladder>() != null && character.CanInteractWith(ladders.Item))
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if (character.CanInteractWith(ladders.Item))
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{
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ladders.Item.TryInteract(character, false, true);
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}
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else
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{
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// Cannot interact with the current (or next) ladder,
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// Try to select the previous ladder, unless it's already selected, unless the previous ladder is not adjacent to the current ladder.
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// The intention of this code is to prevent the bots from dropping from the "double ladders".
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var previousLadders = currentPath.PrevNode?.Ladders;
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if (previousLadders != null && previousLadders != ladders && character.SelectedConstruction != previousLadders.Item &&
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character.CanInteractWith(previousLadders.Item) && Math.Abs(previousLadders.Item.WorldPosition.X - ladders.Item.WorldPosition.X) < 5)
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{
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previousLadders.Item.TryInteract(character, false, true);
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}
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}
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !isDiving)
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if (character.IsClimbing && !useLadders)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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if (character.IsClimbing && useLadders)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -380,17 +379,12 @@ namespace Barotrauma
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}
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing && isDiving)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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var door = currentPath.CurrentNode.ConnectedDoor;
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if (door == null || door.CanBeTraversed)
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{
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float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
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float targetDistance = collider.GetSize().X * multiplier;
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float margin = MathHelper.Lerp(1, 5, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
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Vector2 colliderSize = collider.GetSize();
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float targetDistance = Math.Max(Math.Max(colliderSize.X, colliderSize.Y) / 2 * margin, 0.5f);
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float horizontalDistance = Math.Abs(character.WorldPosition.X - currentPath.CurrentNode.WorldPosition.X);
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float verticalDistance = Math.Abs(character.WorldPosition.Y - currentPath.CurrentNode.WorldPosition.Y);
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if (character.CurrentHull != currentPath.CurrentNode.CurrentHull)
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@@ -404,24 +398,25 @@ namespace Barotrauma
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}
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}
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}
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else if (!canClimb || !IsNextLadderSameAsCurrent)
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else
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{
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// Walking horizontally
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Vector2 colliderBottom = character.AnimController.GetColliderBottom();
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Vector2 colliderSize = collider.GetSize();
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Vector2 velocity = collider.LinearVelocity;
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// If the character is smaller than this, it would fail to use the waypoint nodes because they are always too high.
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float minHeight = 1;
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// If the character is very thin, without a min value, it would often fail to reach the waypoints, because the horizontal distance is too small.
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float minWidth = 0.17f;
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// If the character is very short, it would fail to use the waypoint nodes because they are always too high.
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// If the character is very thin, it would often fail to reach the waypoints, because the horizontal distance is too small.
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// Both values are based on the human size. So basically anything smaller than humans are considered as equal in size.
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float minHeight = 1.6125001f;
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float minWidth = 0.3225f;
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// Cannot use the head position, because not all characters have head or it can be below the total height of the character
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float characterHeight = Math.Max(colliderSize.Y + character.AnimController.ColliderHeightFromFloor, minHeight);
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float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
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bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
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bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
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var door = currentPath.CurrentNode.ConnectedDoor;
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float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
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float targetDistance = Math.Max(collider.radius * margin, minWidth);
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float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 5, 0, 1));
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float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2);
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
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{
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currentPath.SkipToNextNode();
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