Human AI with pathfinding and room hazard avoidance
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@@ -5,6 +5,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.ObjectModel;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -37,6 +38,8 @@ namespace Barotrauma
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set { open = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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public Door ConnectedDoor;
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public Vector2 FlowForce
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{
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get { return flowForce*soundVolume; }
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@@ -133,43 +136,6 @@ namespace Barotrauma
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linkedTo.Add(hulls[0]);
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if (hulls[1] != null) linkedTo.Add(hulls[1]);
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//if (hull1 != null && hull2 != null)
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//{
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// if (isHorizontal)
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// {
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// //make sure that water1 is the lefthand room
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// //or that water2 is null if the gap doesn't lead to another room
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// if (hull1.Rect.X < hull2.Rect.X)
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// {
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// linkedTo.Add(hull1);
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// linkedTo.Add(hull2);
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// }
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// else
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// {
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// linkedTo.Add(hull2);
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// linkedTo.Add(hull1);
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// }
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// }
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// else
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// {
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// //make sure that water1 is the room on the top
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// //or that water2 is null if the gap doesn't lead to another room
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// if (hull1.Rect.Y > hull2.Rect.Y)
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// {
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// linkedTo.Add(hull1);
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// linkedTo.Add(hull2);
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// }
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// else
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// {
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// linkedTo.Add(hull2);
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// linkedTo.Add(hull1);
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// }
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// }
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//}
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//else
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//{
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// linkedTo.Add(hull1);
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//}
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}
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public override void Draw(SpriteBatch sb, bool editing, bool back = true)
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