Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -276,7 +276,7 @@ namespace Barotrauma.Items.Components
}
}
//get all walls within range
//get all walls within range the arc could potentially hit
List<Entity> entitiesInRange = new List<Entity>(100);
foreach (Structure structure in Structure.WallList)
{
@@ -284,10 +284,10 @@ namespace Barotrauma.Items.Components
if (structure.Submarine != null&& !submarinesInRange.Contains(structure.Submarine)) { continue; }
var structureWorldRect = structure.WorldRect;
if (worldPosition.X < structureWorldRect.X - range) continue;
if (worldPosition.X > structureWorldRect.Right + range) continue;
if (worldPosition.Y > structureWorldRect.Y + range) continue;
if (worldPosition.Y < structureWorldRect.Y -structureWorldRect.Height - range) continue;
if (worldPosition.X < structureWorldRect.X - range) { continue; }
if (worldPosition.X > structureWorldRect.Right + range) { continue; }
if (worldPosition.Y > structureWorldRect.Y + range) { continue; }
if (worldPosition.Y < structureWorldRect.Y - structureWorldRect.Height - range) { continue; }
if (structure.Submarine != null)
{
@@ -317,6 +317,7 @@ namespace Barotrauma.Items.Components
nodes.Add(new Node(worldPosition, -1));
}
//get all characters within range the arc could potentially hit
float totalRange = RaycastRange + range;
foreach (Character character in Character.CharacterList)
{
@@ -325,11 +326,20 @@ namespace Barotrauma.Items.Components
if (OutdoorsOnly && character.Submarine != null) { continue; }
if (character.Submarine != null && !submarinesInRange.Contains(character.Submarine)) { continue; }
if (Vector2.DistanceSquared(character.WorldPosition, worldPosition) < totalRange * totalRange * RangeMultiplierInWalls ||
(RaycastRange > 0.0f && MathUtils.LineToPointDistanceSquared(worldPosition, item.WorldPosition, character.WorldPosition) < range * range * RangeMultiplierInWalls))
if (Vector2.DistanceSquared(character.WorldPosition, worldPosition) < totalRange * totalRange * RangeMultiplierInWalls)
{
entitiesInRange.Add(character);
charactersInRange.Add((character, nodes[0]));
}
//if the weapon does a raycast, check distance to the ray too (not just the end of the ray)
if (RaycastRange > 0)
{
float distSqr = MathUtils.LineSegmentToPointDistanceSquared(worldPosition, item.WorldPosition, character.WorldPosition);
//if the distance from the initial raycast to the character is small (e.g. goes through the character), we know it must hit
if (distSqr < range * range * RangeMultiplierInWalls)
{
if (!entitiesInRange.Contains(character)) { entitiesInRange.Add(character); }
charactersInRange.Add((character, nodes.First()));
}
}
}
@@ -378,7 +388,7 @@ namespace Barotrauma.Items.Components
}
else if (entitiesInRange[i] is Character character)
{
dist = Vector2.Distance(character.WorldPosition, currPos);
dist = MathUtils.LineSegmentToPointDistanceSquared(currPos, nodes[parentNodeIndex].WorldPosition, character.WorldPosition);
}
if (dist < closestDist)
@@ -494,17 +504,31 @@ namespace Barotrauma.Items.Components
if (IgnoreUser && character == user) { continue; }
if (OutdoorsOnly && character.Submarine != null) { continue; }
Vector2 characterMin = new Vector2(character.AnimController.Limbs.Min(l => l.WorldPosition.X), character.AnimController.Limbs.Min(l => l.WorldPosition.Y));
Vector2 characterMax = new Vector2(character.AnimController.Limbs.Max(l => l.WorldPosition.X), character.AnimController.Limbs.Max(l => l.WorldPosition.Y));
if (targetStructure.IsHorizontal)
{
if (otherEntity.WorldPosition.X < targetStructure.WorldRect.X) { continue; }
if (otherEntity.WorldPosition.X > targetStructure.WorldRect.Right) { continue; }
if (Math.Abs(otherEntity.WorldPosition.Y - targetStructure.WorldPosition.Y) > currentRange) { continue; }
if (characterMax.X < targetStructure.WorldRect.X) { continue; }
if (characterMin.X > targetStructure.WorldRect.Right) { continue; }
if (Math.Abs(characterMin.Y - targetStructure.WorldPosition.Y) > currentRange &&
Math.Abs(characterMax.Y - targetStructure.WorldPosition.Y) > currentRange)
{
continue;
}
}
else
{
if (otherEntity.WorldPosition.Y < targetStructure.WorldRect.Y - targetStructure.Rect.Height) { continue; }
if (otherEntity.WorldPosition.Y > targetStructure.WorldRect.Y) { continue; }
if (Math.Abs(otherEntity.WorldPosition.X - targetStructure.WorldPosition.X) > currentRange) { continue; }
if (characterMax.Y < targetStructure.WorldRect.Y - targetStructure.Rect.Height) { continue; }
if (characterMin.Y > targetStructure.WorldRect.Y) { continue; }
if (Math.Abs(characterMin.X - targetStructure.WorldPosition.X) > currentRange &&
Math.Abs(characterMax.X - targetStructure.WorldPosition.X) > currentRange)
{
continue;
}
}
if (!charactersInRange.Any(c => c.character == character))
{
charactersInRange.Add((character, nodes[parentNodeIndex]));
}
float closestNodeDistSqr = float.MaxValue;
int closestNodeIndex = -1;