(6d28a11e5) Ignore platforms in pathfinder raycasts. Should fix #1450.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:30:58 +03:00
parent 7614642d93
commit ddd61a9243
10 changed files with 262 additions and 185 deletions
@@ -94,13 +94,6 @@ namespace Barotrauma
{
character.SelectedConstruction = null;
}
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
@@ -184,7 +184,7 @@ namespace Barotrauma
{
var body = Submarine.PickBody(
start, node.Waypoint.SimPosition, null,
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs);
if (body != null)
{
@@ -233,7 +233,7 @@ namespace Barotrauma
//}
var body = Submarine.PickBody(end, node.Waypoint.SimPosition, null,
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
if (body != null)
{
@@ -677,6 +677,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
@@ -1432,6 +1432,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -493,6 +493,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get
@@ -156,41 +156,6 @@ namespace Barotrauma
{
get { return GameMain.Config.KeyBind(inputType); }
}
#if CLIENT
private KeyOrMouse binding
{
get { return GameMain.Config.KeyBind(inputType); }
}
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{