Improved autopilot
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@@ -133,8 +133,7 @@ namespace Barotrauma.Items.Components
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float tempForce;
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if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out tempForce))
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{
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targetForce = tempForce;
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targetForce = MathHelper.Clamp(targetForce, -100.0f, 100.0f);
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targetForce = MathHelper.Clamp(tempForce, -100.0f, 100.0f);
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}
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}
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}
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@@ -7,12 +7,13 @@ using System.Globalization;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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using Voronoi2;
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namespace Barotrauma.Items.Components
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{
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class Steering : Powered
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{
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private const float AutopilotRayCastInterval = 5.0f;
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private const float AutopilotRayCastInterval = 0.5f;
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private Vector2 currVelocity;
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private Vector2 targetVelocity;
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@@ -178,9 +179,7 @@ namespace Barotrauma.Items.Components
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 30),
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"Depth: " + (int)realWorldDepth + " m", Color.LightGreen, null, 0, GUI.SmallFont);
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}
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GUI.DrawLine(spriteBatch,
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new Vector2(velRect.Center.X,velRect.Center.Y),
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new Vector2(velRect.Center.X + currVelocity.X, velRect.Center.Y - currVelocity.Y),
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@@ -208,7 +207,7 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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private void UpdateAutoPilot(float deltaTime)
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{
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if (posToMaintain != null)
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@@ -255,22 +254,72 @@ namespace Barotrauma.Items.Components
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SteerTowardsPosition(steeringPath.CurrentNode.WorldPosition);
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}
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float avoidRadius = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height) * 2.0f;
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avoidRadius = Math.Max(avoidRadius, 2000.0f);
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Vector2 avoidStrength = Vector2.Zero;
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//steer away from nearby walls
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var closeCells = Level.Loaded.GetCells(item.Submarine.WorldPosition, 4);
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foreach (VoronoiCell cell in closeCells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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var intersection = MathUtils.GetLineIntersection(edge.point1, edge.point2, item.Submarine.WorldPosition, cell.Center);
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if (intersection != null)
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{
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Vector2 diff = item.Submarine.WorldPosition - (Vector2)intersection;
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//far enough -> ignore
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if (diff.Length() > avoidRadius) continue;
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float dot = item.Submarine.Velocity == Vector2.Zero ?
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0.0f : Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), -Vector2.Normalize(diff));
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//heading away from the wall -> ignore
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if (dot < 0) continue;
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Vector2 change = (Vector2.Normalize(diff) * Math.Max((avoidRadius - diff.Length()), 0.0f)) / avoidRadius;
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avoidStrength += change * dot;
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}
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}
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}
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targetVelocity += avoidStrength * 100.0f;
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//steer away from other subs
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub == item.Submarine) continue;
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if (item.Submarine.DockedTo.Contains(sub)) continue;
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float thisSize = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height);
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float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
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Vector2 diff = sub.WorldPosition - item.Submarine.WorldPosition;
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Vector2 diff = item.Submarine.WorldPosition - sub.WorldPosition;
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float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
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//far enough -> ignore
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if (dist > thisSize + otherSize) continue;
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diff = Vector2.Normalize(diff);
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TargetVelocity = Vector2.Lerp(-diff * 100.0f, TargetVelocity, (dist / (thisSize + otherSize)) - 0.5f);
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float dot = item.Submarine.Velocity == Vector2.Zero ?
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0.0f : Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), -Vector2.Normalize(diff));
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//heading away -> ignore
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if (dot < 0.0f) continue;
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targetVelocity += diff * 200.0f;
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}
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//clamp velocity magnitude to 100.0f
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float velMagnitude = targetVelocity.Length();
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if (velMagnitude > 100.0f)
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{
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targetVelocity *= 100.0f / velMagnitude;
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}
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}
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@@ -291,10 +340,8 @@ namespace Barotrauma.Items.Components
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{
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TargetVelocity = targetSpeed/5.0f;
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}
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}
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private bool ToggleMaintainPosition(GUITickBox tickBox)
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{
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valueChanged = true;
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