1236 lines
56 KiB
C#
1236 lines
56 KiB
C#
using Barotrauma.Items.Components;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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[Flags]
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public enum SpawnType { Path = 0, Human = 1, Enemy = 2, Cargo = 4, Corpse = 8, Submarine = 16, ExitPoint = 32, Disabled = 64 };
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partial class WayPoint : MapEntity
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{
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public static List<WayPoint> WayPointList = new List<WayPoint>();
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public static bool ShowWayPoints = true, ShowSpawnPoints = true;
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public const float LadderWaypointInterval = 75.0f;
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protected SpawnType spawnType;
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private string[] idCardTags;
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private ushort ladderId;
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public Ladder Ladders;
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public Structure Stairs;
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private HashSet<Identifier> tags;
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public bool IsObstructed;
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public bool IsInWater => CurrentHull == null || CurrentHull.Surface > Position.Y;
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// Waypoints linked to doors are traversable, unless they are obstructed, because we filter them out in the setter of Gap.Open.
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// The only way to add the open gaps should be by calling OnGapStateSchanged.
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public bool IsTraversable => !IsObstructed && (openGaps == null || openGaps.Count == 0 || IsInWater);
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private HashSet<Gap> openGaps;
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/// <summary>
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/// Only called by a Gap when the state changes.
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/// So in practice used like an event callback, although technically just a method
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/// (It would be cleaner to use an actual event in Gap.cs, but event registering and unregistering might cause an extra hassle)
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/// </summary>
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public void OnGapStateChanged(bool open, Gap gap)
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{
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openGaps ??= new HashSet<Gap>();
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if (open)
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{
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openGaps.Add(gap);
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}
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else
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{
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openGaps.Remove(gap);
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}
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}
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private ushort gapId;
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public Gap ConnectedGap
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{
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get;
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set;
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}
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public Door ConnectedDoor
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{
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get { return ConnectedGap?.ConnectedDoor; }
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}
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public Hull CurrentHull { get; private set; }
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public Level.Tunnel Tunnel;
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public RuinGeneration.Ruin Ruin;
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public Level.Cave Cave;
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public SpawnType SpawnType
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{
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get { return spawnType; }
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set { spawnType = value; }
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}
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public Point ExitPointSize { get; private set; }
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public Rectangle ExitPointWorldRect => new Rectangle(
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(int)WorldPosition.X - ExitPointSize.X / 2, (int)WorldPosition.Y + ExitPointSize.Y / 2,
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ExitPointSize.X, ExitPointSize.Y);
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public Action<WayPoint> OnLinksChanged { get; set; }
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public override string Name
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{
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get
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{
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return spawnType == SpawnType.Path ? "WayPoint" : "SpawnPoint";
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}
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}
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public string IdCardDesc { get; private set; }
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public string[] IdCardTags
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{
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get { return idCardTags; }
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private set
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{
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idCardTags = value;
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for (int i = 0; i < idCardTags.Length; i++)
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{
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idCardTags[i] = idCardTags[i].Trim().ToLowerInvariant();
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}
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}
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}
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public IEnumerable<Identifier> Tags => tags;
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public JobPrefab AssignedJob { get; private set; }
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public WayPoint(Vector2 position, SpawnType spawnType, Submarine submarine, Gap gap = null)
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: this(new Rectangle((int)position.X - 3, (int)position.Y + 3, 6, 6), submarine)
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{
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this.spawnType = spawnType;
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ConnectedGap = gap;
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}
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public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.MainSub)
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{
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if (prefab.Identifier.Contains("spawn"))
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{
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spawnType = SpawnType.Human;
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}
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else
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{
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SpawnType = SpawnType.Path;
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}
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#if CLIENT
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if (SubEditorScreen.IsSubEditor())
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{
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SubEditorScreen.StoreCommand(new AddOrDeleteCommand(new List<MapEntity> { this }, false));
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}
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#endif
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}
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public enum Type
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{
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WayPoint,
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SpawnPoint
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}
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public WayPoint(Rectangle newRect, Submarine submarine)
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: this (Type.WayPoint, newRect, submarine)
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{
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}
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public WayPoint(Type type, Rectangle newRect, Submarine submarine, ushort id = Entity.NullEntityID)
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: base (type is Type.WayPoint
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? CoreEntityPrefab.WayPointPrefab
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: CoreEntityPrefab.SpawnPointPrefab, submarine, id)
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{
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rect = newRect;
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idCardTags = Array.Empty<string>();
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tags = new HashSet<Identifier>();
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#if CLIENT
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if (iconSprites == null)
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{
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iconSprites = new Dictionary<string, Sprite>()
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{
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{ "Path", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(0,0,128,128)) },
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{ "Human", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(128,0,128,128)) },
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{ "Enemy", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(256,0,128,128)) },
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{ "Cargo", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(384,0,128,128)) },
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{ "Corpse", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(512,0,128,128)) },
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{ "Ladder", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(0,128,128,128)) },
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{ "Door", new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(128,128,128,128)) },
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{ "Submarine", new Sprite("Content/UI/CommandUIBackground.png", new Rectangle(0,896,128,128)) },
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{ "ExitPoint", new Sprite("Content/UI/CommandUIBackground.png", new Rectangle(0,896,128,128)) }
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};
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}
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#endif
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InsertToList();
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WayPointList.Add(this);
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DebugConsole.Log("Created waypoint (" + ID + ")");
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FindHull();
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}
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public override MapEntity Clone()
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{
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var clone = new WayPoint(rect, Submarine)
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{
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IdCardDesc = IdCardDesc,
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idCardTags = idCardTags,
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tags = tags,
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spawnType = spawnType,
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AssignedJob = AssignedJob
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};
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return clone;
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}
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public static bool GenerateSubWaypoints(Submarine submarine)
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{
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if (!Hull.HullList.Any())
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{
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DebugConsole.ThrowError("Couldn't generate waypoints: no hulls found.");
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return false;
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}
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List<WayPoint> existingWaypoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Path);
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foreach (WayPoint wayPoint in existingWaypoints)
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{
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wayPoint.Remove();
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}
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//find all open doors and temporarily activate their bodies to prevent visibility checks
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//from ignoring the doors and generating waypoint connections that go straight through the door
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List<Door> openDoors = new List<Door>();
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foreach (Item item in Item.ItemList)
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{
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var door = item.GetComponent<Door>();
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if (door != null && !door.Body.Enabled)
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{
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openDoors.Add(door);
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door.Body.Enabled = true;
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}
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}
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bool isRuin = submarine.Info.ShouldBeRuin;
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float diffFromHullEdge = 50;
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float minDist = 100.0f;
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float heightFromFloor = 110.0f;
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float hullMinHeight = 100;
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var removals = new HashSet<WayPoint>();
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foreach (Hull hull in Hull.HullList)
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{
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if (isRuin)
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{
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diffFromHullEdge = 75;
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var hullWaypoints = new List<WayPoint>();
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float top = hull.Rect.Y;
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float bottom = hull.Rect.Y - hull.Rect.Height;
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if (hull.Rect.Width < 300 || hull.Rect.Height < 300)
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{
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// For narrow hulls, create one line of waypoints either horizontally or vertically
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if (hull.Rect.Width > hull.Rect.Height)
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{
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// Horizontal
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float y = hull.Rect.Y - hull.Rect.Height / 2;
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for (float x = hull.Rect.X + diffFromHullEdge; x <= hull.Rect.Right - diffFromHullEdge; x += minDist)
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{
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hullWaypoints.Add(new WayPoint(new Vector2(x, y), SpawnType.Path, submarine));
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}
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}
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else
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{
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// Vertical
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float x = hull.Rect.X + hull.Rect.Width / 2;
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for (float y = top - diffFromHullEdge; y >= bottom + diffFromHullEdge; y -= minDist)
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{
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hullWaypoints.Add(new WayPoint(new Vector2(x, y), SpawnType.Path, submarine));
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}
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}
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}
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if (hullWaypoints.None())
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{
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// Try to create a grid-like network of waypoints
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for (float x = hull.Rect.X + diffFromHullEdge; x <= hull.Rect.Right - diffFromHullEdge; x += minDist)
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{
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for (float y = top - diffFromHullEdge; y >= bottom + diffFromHullEdge; y -= minDist)
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{
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hullWaypoints.Add(new WayPoint(new Vector2(x, y), SpawnType.Path, submarine));
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}
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}
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if (hullWaypoints.None())
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{
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// If that fails, just create one waypoint at the center.
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hullWaypoints.Add(new WayPoint(new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height / 2), SpawnType.Path, submarine));
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}
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foreach (WayPoint wp in hullWaypoints)
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{
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.HasBody)
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{
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// Remove waypoints that are too close/inside the walls.
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Rectangle rect = wall.Rect;
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rect.Inflate(10, 10);
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if (rect.ContainsWorld(wp.Position))
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{
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removals.Add(wp);
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}
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}
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}
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}
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}
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// Connect the waypoints
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foreach (var wayPoint in hullWaypoints)
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{
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for (int dir = -1; dir <= 1; dir += 2)
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{
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WayPoint closest = wayPoint.FindClosest(dir, horizontalSearch: true, new Vector2(minDist * 1.9f, minDist));
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if (closest != null && closest.CurrentHull == wayPoint.CurrentHull)
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{
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wayPoint.ConnectTo(closest);
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}
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closest = wayPoint.FindClosest(dir, horizontalSearch: false, new Vector2(minDist, minDist * 1.9f));
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if (closest != null && closest.CurrentHull == wayPoint.CurrentHull)
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{
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wayPoint.ConnectTo(closest);
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}
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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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if (hull.Rect.Height < hullMinHeight) { continue; }
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// Do five raycasts to check if there's a floor. Don't create waypoints unless we can find a floor.
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Body floor = null;
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for (int i = 0; i < 5; i++)
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{
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float horizontalOffset = 0;
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switch (i)
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{
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case 1:
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horizontalOffset = hull.RectWidth * 0.2f;
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break;
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case 2:
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horizontalOffset = hull.RectWidth * 0.4f;
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break;
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case 3:
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horizontalOffset = -hull.RectWidth * 0.2f;
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break;
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case 4:
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horizontalOffset = -hull.RectWidth * 0.4f;
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break;
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}
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horizontalOffset = ConvertUnits.ToSimUnits(horizontalOffset);
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Vector2 floorPos = new Vector2(hull.SimPosition.X + horizontalOffset, ConvertUnits.ToSimUnits(hull.Rect.Y - hull.RectHeight - 50));
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floor = Submarine.PickBody(new Vector2(hull.SimPosition.X + horizontalOffset, hull.SimPosition.Y), floorPos, collisionCategory: Physics.CollisionWall | Physics.CollisionPlatform, customPredicate: f => !(f.Body.UserData is Submarine));
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if (floor != null) { break; }
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}
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if (floor == null) { continue; }
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float waypointHeight = hull.Rect.Height > heightFromFloor * 2 ? heightFromFloor : hull.Rect.Height / 2;
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if (hull.Rect.Width < diffFromHullEdge * 3.0f)
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{
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new WayPoint(new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + waypointHeight), SpawnType.Path, submarine);
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}
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else
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{
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WayPoint previousWaypoint = null;
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for (float x = hull.Rect.X + diffFromHullEdge; x <= hull.Rect.Right - diffFromHullEdge; x += minDist)
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{
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var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + waypointHeight), SpawnType.Path, submarine);
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// Too close to stairs, will be assigned as a stair point -> remove
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if (wayPoint.FindStairs() != null)
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{
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removals.Add(wayPoint);
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continue;
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}
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if (previousWaypoint != null)
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{
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wayPoint.ConnectTo(previousWaypoint);
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}
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previousWaypoint = wayPoint;
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}
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if (previousWaypoint == null)
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{
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// Ensure that we always create at least one waypoint per hull.
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new WayPoint(new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + waypointHeight), SpawnType.Path, submarine);
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}
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}
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}
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}
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// Platforms
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foreach (Structure platform in Structure.WallList)
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{
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if (!platform.IsPlatform) { continue; }
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float waypointHeight = heightFromFloor;
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WayPoint prevWaypoint = null;
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for (float x = platform.Rect.X + diffFromHullEdge; x <= platform.Rect.Right - diffFromHullEdge; x += minDist)
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{
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WayPoint wayPoint = new WayPoint(new Vector2(x, platform.Rect.Y + waypointHeight), SpawnType.Path, submarine);
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if (prevWaypoint != null)
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{
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wayPoint.ConnectTo(prevWaypoint);
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}
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// If the waypoint is close to hull waypoints, remove it.
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if (wayPoint != null)
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{
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for (int dir = -1; dir <= 1; dir += 2)
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{
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if (wayPoint.FindClosest(dir, horizontalSearch: true, tolerance: new Vector2(minDist, heightFromFloor), ignored: prevWaypoint.ToEnumerable()) != null)
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{
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wayPoint.Remove();
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wayPoint = null;
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break;
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}
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}
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}
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prevWaypoint = wayPoint;
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}
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}
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float outSideWaypointInterval = 100.0f;
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if (!isRuin && submarine.Info.Type != SubmarineType.OutpostModule)
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{
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List<(WayPoint, int)> outsideWaypoints = new List<(WayPoint, int)>();
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Rectangle borders = Hull.GetBorders();
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int originalWidth = borders.Width;
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int originalHeight = borders.Height;
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borders.X -= Math.Min(500, originalWidth / 4);
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borders.Y += Math.Min(500, originalHeight / 4);
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borders.Width += Math.Min(1500, originalWidth / 2);
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borders.Height += Math.Min(1000, originalHeight / 2);
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borders.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
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if (borders.Width <= outSideWaypointInterval * 2)
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{
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borders.Inflate(outSideWaypointInterval * 2 - borders.Width, 0);
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}
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if (borders.Height <= outSideWaypointInterval * 2)
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{
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int inflateAmount = (int)(outSideWaypointInterval * 2) - borders.Height;
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borders.Y += inflateAmount / 2;
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borders.Height += inflateAmount;
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}
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WayPoint[,] cornerWaypoint = new WayPoint[2, 2];
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for (int i = 0; i < 2; i++)
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{
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for (float x = borders.X + outSideWaypointInterval; x < borders.Right - outSideWaypointInterval; x += outSideWaypointInterval)
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{
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var wayPoint = new WayPoint(
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new Vector2(x, borders.Y - borders.Height * i) + submarine.HiddenSubPosition,
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SpawnType.Path, submarine);
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outsideWaypoints.Add((wayPoint, i));
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if (x == borders.X + outSideWaypointInterval)
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{
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cornerWaypoint[i, 0] = wayPoint;
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}
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else
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{
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wayPoint.ConnectTo(WayPointList[WayPointList.Count - 2]);
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}
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}
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cornerWaypoint[i, 1] = WayPointList[WayPointList.Count - 1];
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}
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for (int i = 0; i < 2; i++)
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{
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WayPoint wayPoint = null;
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for (float y = borders.Y - borders.Height; y < borders.Y; y += outSideWaypointInterval)
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{
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wayPoint = new WayPoint(
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new Vector2(borders.X + borders.Width * i, y) + submarine.HiddenSubPosition,
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SpawnType.Path, submarine);
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outsideWaypoints.Add((wayPoint, i));
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if (y == borders.Y - borders.Height)
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{
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wayPoint.ConnectTo(cornerWaypoint[1, i]);
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}
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else
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{
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wayPoint.ConnectTo(WayPointList[WayPointList.Count - 2]);
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}
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}
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wayPoint.ConnectTo(cornerWaypoint[0, i]);
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}
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Vector2 center = ConvertUnits.ToSimUnits(submarine.HiddenSubPosition);
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float halfHeight = ConvertUnits.ToSimUnits(borders.Height / 2);
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// Try to move the waypoints so that they are near the walls, roughly following the shape of the sub.
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foreach (var wayPoint in outsideWaypoints)
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{
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WayPoint wp = wayPoint.Item1;
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float xDiff = center.X - wp.SimPosition.X;
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Vector2 targetPos = new Vector2(center.X - xDiff * 0.5f, center.Y);
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Body wall = Submarine.PickBody(wp.SimPosition, targetPos, collisionCategory: Physics.CollisionWall, customPredicate: f => !(f.Body.UserData is Submarine));
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if (wall == null)
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{
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// Try again, and shoot to the center now. It happens with some subs that the first, offset raycast don't hit the walls.
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targetPos = new Vector2(center.X - xDiff, center.Y);
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wall = Submarine.PickBody(wp.SimPosition, targetPos, collisionCategory: Physics.CollisionWall, customPredicate: f => !(f.Body.UserData is Submarine));
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}
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if (wall != null)
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{
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float distanceFromWall = 1;
|
|
if (xDiff > 0 && !submarine.Info.HasTag(SubmarineTag.Shuttle))
|
|
{
|
|
// We don't want to move the waypoints near the tail too close to the engine.
|
|
float yDist = Math.Abs(center.Y - wp.SimPosition.Y);
|
|
distanceFromWall = MathHelper.Lerp(1, 3, MathUtils.InverseLerp(halfHeight, 0, yDist));
|
|
}
|
|
Vector2 newPos = Submarine.LastPickedPosition + Submarine.LastPickedNormal * distanceFromWall;
|
|
wp.rect = new Rectangle(ConvertUnits.ToDisplayUnits(newPos).ToPoint(), wp.rect.Size);
|
|
wp.FindHull();
|
|
}
|
|
}
|
|
// Remove unwanted points
|
|
WayPoint previous = null;
|
|
float tooClose = outSideWaypointInterval / 2;
|
|
foreach (var wayPoint in outsideWaypoints)
|
|
{
|
|
WayPoint wp = wayPoint.Item1;
|
|
if (wp.CurrentHull != null ||
|
|
Submarine.PickBody(wp.SimPosition, wp.SimPosition + Vector2.Normalize(center - wp.SimPosition) * 0.1f, collisionCategory: Physics.CollisionWall | Physics.CollisionItem, customPredicate: f => !(f.Body.UserData is Submarine), allowInsideFixture: true) != null)
|
|
{
|
|
// Remove waypoints that got inside/too near the sub.
|
|
removals.Add(wp);
|
|
previous = wp;
|
|
continue;
|
|
}
|
|
foreach (var otherWayPoint in outsideWaypoints)
|
|
{
|
|
WayPoint otherWp = otherWayPoint.Item1;
|
|
if (otherWp == wp) { continue; }
|
|
if (removals.Contains(otherWp)) { continue; }
|
|
float sqrDist = Vector2.DistanceSquared(wp.Position, otherWp.Position);
|
|
// Remove waypoints that are too close to each other.
|
|
if (!removals.Contains(previous) && sqrDist < tooClose * tooClose)
|
|
{
|
|
removals.Add(wp);
|
|
}
|
|
}
|
|
previous = wp;
|
|
}
|
|
foreach (WayPoint wp in removals)
|
|
{
|
|
outsideWaypoints.RemoveAll(w => w.Item1 == wp);
|
|
}
|
|
removals.ForEach(wp => wp.Remove());
|
|
for (int i = 0; i < outsideWaypoints.Count; i++)
|
|
{
|
|
WayPoint current = outsideWaypoints[i].Item1;
|
|
if (current.linkedTo.Count(l => !removals.Contains(l)) > 1) { continue; }
|
|
WayPoint next = null;
|
|
int maxConnections = 2;
|
|
float tooFar = outSideWaypointInterval * 5;
|
|
for (int j = 0; j < maxConnections; j++)
|
|
{
|
|
if (current.linkedTo.Count >= maxConnections) { break; }
|
|
tooFar /= current.linkedTo.Count(l => !removals.Contains(l));
|
|
next = current.FindClosestOutside(outsideWaypoints, tolerance: tooFar, filter: wp => wp.Item1 != next && wp.Item1.linkedTo.None(e => current.linkedTo.Contains(e)) && wp.Item1.linkedTo.Count < 2 && wp.Item2 < i);
|
|
if (next != null)
|
|
{
|
|
current.ConnectTo(next);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
removals.ForEach(wp => wp.Remove());
|
|
removals.Clear();
|
|
// Stairs
|
|
foreach (MapEntity mapEntity in MapEntityList.ToList())
|
|
{
|
|
if (!(mapEntity is Structure structure)) { continue; }
|
|
if (structure.StairDirection == Direction.None) { continue; }
|
|
WayPoint[] stairPoints = new WayPoint[3];
|
|
float margin = -32;
|
|
|
|
stairPoints[0] = new WayPoint(new Vector2(
|
|
structure.Rect.X + 5,
|
|
structure.Rect.Y - (structure.StairDirection == Direction.Left ? margin : structure.Rect.Height - 100)), SpawnType.Path, submarine);
|
|
|
|
stairPoints[1] = new WayPoint(new Vector2(
|
|
structure.Rect.Right - 5,
|
|
structure.Rect.Y - (structure.StairDirection == Direction.Left ? structure.Rect.Height - 100 : margin)), SpawnType.Path, submarine);
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
for (int dir = -1; dir <= 1; dir += 2)
|
|
{
|
|
WayPoint closest = stairPoints[i].FindClosest(dir, horizontalSearch: true, new Vector2(minDist * 1.5f, minDist / 2));
|
|
if (closest == null) { continue; }
|
|
stairPoints[i].ConnectTo(closest);
|
|
}
|
|
}
|
|
|
|
stairPoints[2] = new WayPoint((stairPoints[0].Position + stairPoints[1].Position) / 2, SpawnType.Path, submarine);
|
|
stairPoints[0].ConnectTo(stairPoints[2]);
|
|
stairPoints[2].ConnectTo(stairPoints[1]);
|
|
stairPoints.ForEach(wp => wp.FindStairs());
|
|
}
|
|
|
|
// Ladders
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
var ladders = item.GetComponent<Ladder>();
|
|
if (ladders == null) { continue; }
|
|
|
|
Vector2 bottomPoint = new Vector2(item.Rect.Center.X, item.Rect.Top - item.Rect.Height + 10);
|
|
List<(WayPoint wp, bool connectHullPoints)> ladderPoints = new List<(WayPoint, bool)>
|
|
{
|
|
(new WayPoint(bottomPoint, SpawnType.Path, submarine), true)
|
|
};
|
|
|
|
List<Body> ignoredBodies = new List<Body>();
|
|
// Lowest point is only meaningful for hanging ladders inside the sub, but it shouldn't matter in other cases either.
|
|
// Start point is where the bots normally grasp the ladder when they stand on ground.
|
|
WayPoint lowestPoint = ladderPoints[0].wp;
|
|
WayPoint prevPoint = lowestPoint;
|
|
Vector2 prevPos = prevPoint.SimPosition;
|
|
Body ground = Submarine.PickBody(lowestPoint.SimPosition, lowestPoint.SimPosition - Vector2.UnitY, ignoredBodies,
|
|
collisionCategory: Physics.CollisionWall | Physics.CollisionPlatform | Physics.CollisionStairs,
|
|
customPredicate: f => !(f.Body.UserData is Submarine));
|
|
float startHeight = ground != null ? ConvertUnits.ToDisplayUnits(ground.Position.Y) : bottomPoint.Y;
|
|
startHeight += heightFromFloor;
|
|
WayPoint startPoint = lowestPoint;
|
|
Vector2 nextPos = new Vector2(item.Rect.Center.X, startHeight);
|
|
// Don't create the start point if it's too close to the lowest point or if it's outside of the sub.
|
|
// If we skip creating the start point, the lowest point is used instead.
|
|
if (lowestPoint == null || Math.Abs(startPoint.Position.Y - startHeight) > 40 && Hull.FindHull(nextPos) != null)
|
|
{
|
|
startPoint = new WayPoint(nextPos, SpawnType.Path, submarine);
|
|
ladderPoints.Add((startPoint, true));
|
|
if (lowestPoint != null)
|
|
{
|
|
startPoint.ConnectTo(lowestPoint);
|
|
}
|
|
prevPoint = startPoint;
|
|
prevPos = prevPoint.SimPosition;
|
|
}
|
|
for (float y = startPoint.Position.Y + LadderWaypointInterval; y < item.Rect.Y - 1.0f; y += LadderWaypointInterval)
|
|
{
|
|
//first check if there's a door in the way
|
|
//(we need to create a waypoint linked to the door for NPCs to open it)
|
|
Body pickedBody = Submarine.PickBody(
|
|
ConvertUnits.ToSimUnits(new Vector2(startPoint.Position.X, y)),
|
|
prevPos, ignoredBodies, Physics.CollisionWall, false,
|
|
(Fixture f) => f.Body.UserData is Item pickedItem && pickedItem.GetComponent<Door>() != null);
|
|
|
|
Door pickedDoor = null;
|
|
if (pickedBody != null)
|
|
{
|
|
pickedDoor = (pickedBody?.UserData as Item).GetComponent<Door>();
|
|
}
|
|
else
|
|
{
|
|
//no door, check for platforms/walls
|
|
pickedBody = Submarine.PickBody(
|
|
ConvertUnits.ToSimUnits(new Vector2(startPoint.Position.X, y)), prevPos, ignoredBodies, null, false,
|
|
(Fixture f) => f.Body.UserData is Structure);
|
|
}
|
|
|
|
if (pickedBody != null)
|
|
{
|
|
ignoredBodies.Add(pickedBody);
|
|
}
|
|
|
|
if (pickedDoor != null)
|
|
{
|
|
WayPoint newPoint = new WayPoint(pickedDoor.Item.Position, SpawnType.Path, submarine);
|
|
ladderPoints.Add((newPoint, true));
|
|
newPoint.ConnectedGap = pickedDoor.LinkedGap;
|
|
// TODO: Prevent the waypoint below being too close to the door
|
|
newPoint.ConnectTo(prevPoint);
|
|
prevPoint = newPoint;
|
|
prevPos = new Vector2(prevPos.X, ConvertUnits.ToSimUnits(pickedDoor.Item.Position.Y - pickedDoor.Item.Rect.Height));
|
|
// Adjust y to prevent waypoints clamping up together
|
|
y = Math.Max(pickedDoor.Item.Position.Y, y);
|
|
}
|
|
else
|
|
{
|
|
Vector2 pos = pickedBody == null ? new Vector2(startPoint.Position.X, y) :
|
|
ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.UnitY * heightFromFloor;
|
|
WayPoint newPoint = new WayPoint(pos, SpawnType.Path, submarine);
|
|
ladderPoints.Add((newPoint, pickedBody != null));
|
|
newPoint.ConnectTo(prevPoint);
|
|
prevPoint = newPoint;
|
|
prevPos = ConvertUnits.ToSimUnits(newPoint.Position);
|
|
if (pickedBody != null)
|
|
{
|
|
// Adjust y to prevent waypoints clamping up together
|
|
y = Math.Max(newPoint.Position.Y, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cap
|
|
if (prevPoint.rect.Y < item.Rect.Y - 40)
|
|
{
|
|
WayPoint wayPoint = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - 1.0f), SpawnType.Path, submarine);
|
|
ladderPoints.Add((wayPoint, true));
|
|
wayPoint.ConnectTo(prevPoint);
|
|
}
|
|
|
|
// Connect ladder waypoints to hull points at the right and left side
|
|
var ladderWaypoints = ladderPoints.Select(lp => lp.wp);
|
|
foreach (var ladderPoint in ladderPoints)
|
|
{
|
|
var wp = ladderPoint.wp;
|
|
wp.Ladders = ladders;
|
|
if (!ladderPoint.connectHullPoints) { continue; }
|
|
bool isHatch = wp.ConnectedGap != null && !wp.ConnectedGap.IsRoomToRoom;
|
|
for (int dir = -1; dir <= 1; dir += 2)
|
|
{
|
|
WayPoint closest = isHatch ?
|
|
wp.FindClosest(dir, horizontalSearch: true, new Vector2(500, 1000), wp.ConnectedGap?.ConnectedDoor?.Body.FarseerBody, filter: wp => wp.CurrentHull == null, ignored: ladderWaypoints) :
|
|
wp.FindClosest(dir, horizontalSearch: true, new Vector2(150, 100), wp.ConnectedGap?.ConnectedDoor?.Body.FarseerBody, ignored: ladderWaypoints);
|
|
if (closest == null) { continue; }
|
|
wp.ConnectTo(closest);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Another ladder pass: connect cap and bottom points with other ladders when they are vertically adjacent to another (double ladders)
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
var ladders = item.GetComponent<Ladder>();
|
|
if (ladders == null) { continue; }
|
|
var wps = WayPointList.Where(wp => wp.Ladders == ladders).OrderByDescending(wp => wp.Rect.Y);
|
|
WayPoint cap = wps.First();
|
|
WayPoint above = cap.FindClosest(1, horizontalSearch: false, tolerance: new Vector2(25, 50), filter: wp => wp.Ladders != null && wp.Ladders != ladders);
|
|
above?.ConnectTo(cap);
|
|
WayPoint bottom = wps.Last();
|
|
WayPoint below = bottom.FindClosest(-1, horizontalSearch: false, tolerance: new Vector2(25, 50), filter: wp => wp.Ladders != null && wp.Ladders != ladders);
|
|
below?.ConnectTo(bottom);
|
|
}
|
|
|
|
foreach (Gap gap in Gap.GapList)
|
|
{
|
|
if (gap.IsHorizontal)
|
|
{
|
|
if ( isRuin)
|
|
{
|
|
// Too small to swim through
|
|
if (gap.Rect.Height < 50) { continue; }
|
|
}
|
|
else
|
|
{
|
|
// Too small to walk through
|
|
if (gap.Rect.Height < hullMinHeight) { continue; }
|
|
}
|
|
|
|
Vector2 pos = new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor);
|
|
if (isRuin)
|
|
{
|
|
pos.Y = gap.Rect.Y - gap.Rect.Height / 2;
|
|
}
|
|
var wayPoint = new WayPoint(pos, SpawnType.Path, submarine, gap);
|
|
// The closest waypoint can be quite far if the gap is at an exterior door.
|
|
Vector2 tolerance = gap.IsRoomToRoom && !isRuin ? new Vector2(150, 70) : new Vector2(1000, 1000);
|
|
for (int dir = -1; dir <= 1; dir += 2)
|
|
{
|
|
WayPoint closest = wayPoint.FindClosest(dir, horizontalSearch: true, tolerance, gap.ConnectedDoor?.Body.FarseerBody);
|
|
if (closest != null)
|
|
{
|
|
wayPoint.ConnectTo(closest);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Create waypoints on vertical gaps on the outer walls, also hatches.
|
|
if (!isRuin && (gap.IsRoomToRoom || gap.linkedTo.None(l => l is Hull))) { continue; }
|
|
// Too small to swim through
|
|
if (gap.Rect.Width < 50.0f) { continue; }
|
|
Vector2 pos = new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height / 2);
|
|
// Some hatches are created in the block above where we handle the ladder waypoints. So we need to check for duplicates.
|
|
if (WayPointList.Any(wp => wp.ConnectedGap == gap)) { continue; }
|
|
var wayPoint = new WayPoint(pos, SpawnType.Path, submarine, gap);
|
|
Hull connectedHull = (Hull)gap.linkedTo.First(l => l is Hull);
|
|
int dir = Math.Sign(connectedHull.Position.Y - gap.Position.Y);
|
|
WayPoint closest = wayPoint.FindClosest(dir, horizontalSearch: false, isRuin ? new Vector2(500, 500) : new Vector2(50, 100));
|
|
if (closest != null)
|
|
{
|
|
wayPoint.ConnectTo(closest);
|
|
}
|
|
if (isRuin)
|
|
{
|
|
closest = wayPoint.FindClosest(-dir, horizontalSearch: false, isRuin ? new Vector2(500, 500) : new Vector2(50, 100));
|
|
if (closest != null)
|
|
{
|
|
wayPoint.ConnectTo(closest);
|
|
}
|
|
}
|
|
// Link to outside
|
|
for (dir = -1; dir <= 1; dir += 2)
|
|
{
|
|
closest = wayPoint.FindClosest(dir, horizontalSearch: true, new Vector2(500, 1000), gap.ConnectedDoor?.Body.FarseerBody, filter: wp => wp.CurrentHull == null);
|
|
if (closest != null)
|
|
{
|
|
wayPoint.ConnectTo(closest);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && w.linkedTo.None());
|
|
foreach (WayPoint wp in orphans)
|
|
{
|
|
wp.Remove();
|
|
}
|
|
|
|
foreach (WayPoint wp in WayPointList)
|
|
{
|
|
if (wp.SpawnType == SpawnType.Path && wp.CurrentHull == null && wp.Ladders == null && wp.linkedTo.Count < 2)
|
|
{
|
|
DebugConsole.ThrowError($"Couldn't automatically link the waypoint {wp.ID} outside of the submarine. You should do it manually. The waypoint ID is shown in red color.");
|
|
}
|
|
}
|
|
|
|
//re-disable the bodies of the doors that are supposed to be open
|
|
foreach (Door door in openDoors)
|
|
{
|
|
door.Body.Enabled = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private WayPoint FindClosestOutside(IEnumerable<(WayPoint, int)> waypointList, float tolerance, Body ignoredBody = null, IEnumerable<WayPoint> ignored = null, Func<(WayPoint, int), bool> filter = null)
|
|
{
|
|
float closestDist = 0;
|
|
WayPoint closest = null;
|
|
foreach (var wayPoint in waypointList)
|
|
{
|
|
WayPoint wp = wayPoint.Item1;
|
|
if (wp.SpawnType != SpawnType.Path || wp == this) { continue; }
|
|
// Ignore if already linked
|
|
if (linkedTo.Contains(wp)) { continue; }
|
|
if (ignored != null && ignored.Contains(wp)) { continue; }
|
|
if (filter != null && !filter(wayPoint)) { continue; }
|
|
float sqrDist = Vector2.DistanceSquared(Position, wp.Position);
|
|
if (sqrDist > tolerance * tolerance) { continue; }
|
|
if (closest == null || sqrDist < closestDist)
|
|
{
|
|
var body = Submarine.CheckVisibility(SimPosition, wp.SimPosition, ignoreLevel: true, ignoreSubs: true, ignoreSensors: false);
|
|
if (body != null && body != ignoredBody && !(body.UserData is Submarine))
|
|
{
|
|
if (body.UserData is Structure || body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
closestDist = sqrDist;
|
|
closest = wp;
|
|
}
|
|
}
|
|
return closest;
|
|
}
|
|
|
|
private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance, Body ignoredBody = null, IEnumerable<WayPoint> ignored = null, Func<WayPoint, bool> filter = null)
|
|
{
|
|
if (dir != -1 && dir != 1) { return null; }
|
|
|
|
float closestDist = 0.0f;
|
|
WayPoint closest = null;
|
|
|
|
foreach (WayPoint wp in WayPointList)
|
|
{
|
|
if (wp.SpawnType != SpawnType.Path || wp == this) { continue; }
|
|
|
|
float xDiff = wp.Position.X - Position.X;
|
|
float yDiff = wp.Position.Y - Position.Y;
|
|
float xDist = Math.Abs(xDiff);
|
|
float yDist = Math.Abs(yDiff);
|
|
if (tolerance.X < xDist) { continue; }
|
|
if (tolerance.Y < yDist) { continue; }
|
|
|
|
float dist = 0.0f;
|
|
float diff = 0.0f;
|
|
if (horizontalSearch)
|
|
{
|
|
diff = xDiff;
|
|
dist = xDist + yDist / 5.0f;
|
|
}
|
|
else
|
|
{
|
|
diff = yDiff;
|
|
dist = yDist + xDist / 5.0f;
|
|
//prefer ladder waypoints when moving vertically
|
|
if (wp.Ladders != null) { dist *= 0.5f; }
|
|
}
|
|
|
|
if (Math.Sign(diff) != dir) { continue; }
|
|
// Ignore if already linked
|
|
if (linkedTo.Contains(wp)) { continue; }
|
|
if (ignored != null && ignored.Contains(wp)) { continue; }
|
|
if (filter != null && !filter(wp)) { continue; }
|
|
|
|
if (closest == null || dist < closestDist)
|
|
{
|
|
var body = Submarine.CheckVisibility(SimPosition, wp.SimPosition, ignoreLevel: true, ignoreSubs: true, ignoreSensors: false);
|
|
if (body != null && body != ignoredBody && !(body.UserData is Submarine))
|
|
{
|
|
if (body.UserData is Structure)
|
|
{
|
|
continue;
|
|
}
|
|
if (body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall) && body.UserData is Item i && i.GetComponent<Door>() != null)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
closestDist = dist;
|
|
closest = wp;
|
|
}
|
|
}
|
|
|
|
return closest;
|
|
}
|
|
|
|
public void ConnectTo(WayPoint wayPoint2)
|
|
{
|
|
System.Diagnostics.Debug.Assert(this != wayPoint2);
|
|
if (!linkedTo.Contains(wayPoint2))
|
|
{
|
|
linkedTo.Add(wayPoint2);
|
|
OnLinksChanged?.Invoke(this);
|
|
}
|
|
if (!wayPoint2.linkedTo.Contains(this))
|
|
{
|
|
wayPoint2.linkedTo.Add(this);
|
|
wayPoint2.OnLinksChanged?.Invoke(wayPoint2);
|
|
}
|
|
}
|
|
|
|
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, JobPrefab assignedJob = null, Submarine sub = null, bool useSyncedRand = false, string spawnPointTag = null, bool ignoreSubmarine = false)
|
|
{
|
|
return WayPointList.GetRandom(wp =>
|
|
(ignoreSubmarine || wp.Submarine == sub) &&
|
|
//checking for the disabled flag is not strictly necessary because we check for equality of the spawn type,
|
|
//but lets do that anyway in case we change the handling of the spawn type at some point
|
|
!wp.spawnType.HasFlag(SpawnType.Disabled) &&
|
|
wp.spawnType == spawnType &&
|
|
(spawnPointTag.IsNullOrEmpty() || wp.Tags.Any(t => t == spawnPointTag)) &&
|
|
(assignedJob == null || (assignedJob != null && wp.AssignedJob == assignedJob)),
|
|
useSyncedRand ? Rand.RandSync.ServerAndClient : Rand.RandSync.Unsynced);
|
|
}
|
|
|
|
public static WayPoint[] SelectCrewSpawnPoints(List<CharacterInfo> crew, Submarine submarine)
|
|
{
|
|
List<WayPoint> subWayPoints = WayPointList.FindAll(wp => wp.Submarine == submarine);
|
|
if (submarine.ForcedOutpostModuleWayPoints != null && submarine.ForcedOutpostModuleWayPoints.Any())
|
|
{
|
|
// narrow selection of spawn points to within the module
|
|
subWayPoints = new List<WayPoint>(submarine.ForcedOutpostModuleWayPoints);
|
|
submarine.ForcedOutpostModuleWayPoints.Clear();
|
|
}
|
|
subWayPoints.Shuffle(Rand.RandSync.Unsynced);
|
|
|
|
List<WayPoint> unassignedWayPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human);
|
|
|
|
WayPoint[] assignedWayPoints = new WayPoint[crew.Count];
|
|
|
|
for (int i = 0; i < crew.Count; i++ )
|
|
{
|
|
//try to give the crew member a spawnpoint that hasn't been assigned to anyone and matches their job
|
|
for (int n = 0; n < unassignedWayPoints.Count; n++)
|
|
{
|
|
if (crew[i].Job.Prefab != unassignedWayPoints[n].AssignedJob) { continue; }
|
|
assignedWayPoints[i] = unassignedWayPoints[n];
|
|
unassignedWayPoints.RemoveAt(n);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
//go through the crewmembers that don't have a spawnpoint yet (if any)
|
|
for (int i = 0; i < crew.Count; i++)
|
|
{
|
|
if (assignedWayPoints[i] != null) { continue; }
|
|
|
|
//try to assign a spawnpoint that matches the job, even if the spawnpoint is already assigned to someone else
|
|
foreach (WayPoint wp in subWayPoints)
|
|
{
|
|
if (wp.spawnType != SpawnType.Human || wp.AssignedJob != crew[i].Job.Prefab) { continue; }
|
|
|
|
assignedWayPoints[i] = wp;
|
|
break;
|
|
}
|
|
if (assignedWayPoints[i] != null) { continue; }
|
|
|
|
//try to assign a spawnpoint that isn't meant for any specific job
|
|
var nonJobSpecificPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human && wp.AssignedJob == null);
|
|
if (nonJobSpecificPoints.Any())
|
|
{
|
|
assignedWayPoints[i] = nonJobSpecificPoints[Rand.Int(nonJobSpecificPoints.Count, Rand.RandSync.ServerAndClient)];
|
|
}
|
|
|
|
if (assignedWayPoints[i] != null) { continue; }
|
|
|
|
//everything else failed -> just give a random spawnpoint inside the sub
|
|
assignedWayPoints[i] = GetRandom(SpawnType.Human, null, submarine, useSyncedRand: true);
|
|
}
|
|
|
|
for (int i = 0; i < assignedWayPoints.Length; i++)
|
|
{
|
|
if (assignedWayPoints[i] == null)
|
|
{
|
|
DebugConsole.AddWarning("Couldn't find a waypoint for " + crew[i].Name + "!");
|
|
assignedWayPoints[i] = WayPointList[0];
|
|
}
|
|
}
|
|
|
|
return assignedWayPoints;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find appropriate spawnpoints in the outpost for the player crew (preferring job-specific spawnpoints in the initial/airlock module normally, and job and team -specific spawnpoints in the PvP mode).
|
|
/// </summary>
|
|
public static WayPoint[] SelectOutpostSpawnPoints(List<CharacterInfo> crew, CharacterTeamType teamID)
|
|
{
|
|
List<WayPoint> potentialSpawnPoints = WayPointList.FindAll(wp =>
|
|
wp.SpawnType == SpawnType.Human &&
|
|
wp.Submarine == Level.Loaded.StartOutpost);
|
|
if (GameMain.GameSession.GameMode is PvPMode)
|
|
{
|
|
Identifier teamSpawnTag = ("deathmatch" + teamID).ToIdentifier();
|
|
if (potentialSpawnPoints.Any(wp => wp.Tags.Contains(teamSpawnTag)))
|
|
{
|
|
potentialSpawnPoints = potentialSpawnPoints.FindAll(wp => wp.Tags.Contains(teamSpawnTag));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
potentialSpawnPoints = potentialSpawnPoints.FindAll(wp =>
|
|
wp.CurrentHull?.OutpostModuleTags != null &&
|
|
wp.CurrentHull.OutpostModuleTags.Contains(Barotrauma.Tags.Airlock));
|
|
}
|
|
if (potentialSpawnPoints.None()) { return potentialSpawnPoints.ToArray(); }
|
|
|
|
List<WayPoint> spawnPoints = new List<WayPoint>();
|
|
for (int i = 0; i < crew.Count; i++)
|
|
{
|
|
var spawnPointsForJob = potentialSpawnPoints.Where(wp => wp.AssignedJob == crew[i].Job.Prefab);
|
|
var spawnPointsForAnyJob = potentialSpawnPoints.Where(wp => wp.AssignedJob == null);
|
|
if (spawnPointsForJob.Any())
|
|
{
|
|
//prefer job-specific spawnpoints
|
|
spawnPoints.Add(spawnPointsForJob.GetRandomUnsynced());
|
|
}
|
|
else if (spawnPointsForAnyJob.Any())
|
|
{
|
|
//2nd option: a non-job-specific spawnpoint
|
|
spawnPoints.Add(spawnPointsForAnyJob.GetRandomUnsynced());
|
|
}
|
|
else
|
|
{
|
|
//last option: whatever spawnpoint (no matter if it's not for this job)
|
|
spawnPoints.Add(potentialSpawnPoints.GetRandomUnsynced());
|
|
}
|
|
}
|
|
return spawnPoints.ToArray();
|
|
}
|
|
|
|
public void FindHull()
|
|
{
|
|
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
|
|
#if CLIENT
|
|
//we may not be able to find the hull with the optimized method in the sub editor if new hulls have been added, use the unoptimized method
|
|
if (Screen.Selected == GameMain.SubEditorScreen)
|
|
{
|
|
CurrentHull ??= Hull.FindHullUnoptimized(WorldPosition);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
public override void OnMapLoaded()
|
|
{
|
|
if (Submarine == null)
|
|
{
|
|
// Don't try to connect waypoints that are not linked to any submarines to hulls, stairs, gaps etc.
|
|
// Used to cause weird pathfinding errors on some outpost modules, because the waypoints of the main path or side path got linked to a hull in the outpost.
|
|
return;
|
|
}
|
|
InitializeLinks();
|
|
FindHull();
|
|
FindStairs();
|
|
}
|
|
|
|
private Structure FindStairs()
|
|
{
|
|
Stairs = null;
|
|
Body pickedBody = Submarine.PickBody(SimPosition, SimPosition - new Vector2(0, 1.2f), null, Physics.CollisionStairs);
|
|
if (pickedBody != null && pickedBody.UserData is Structure structure && structure.StairDirection != Direction.None)
|
|
{
|
|
Stairs = structure;
|
|
}
|
|
return Stairs;
|
|
}
|
|
|
|
public void InitializeLinks()
|
|
{
|
|
if (gapId > 0)
|
|
{
|
|
ConnectedGap = FindEntityByID(gapId) as Gap;
|
|
gapId = 0;
|
|
}
|
|
if (ladderId > 0)
|
|
{
|
|
if (FindEntityByID(ladderId) is Item ladderItem) { Ladders = ladderItem.GetComponent<Ladder>(); }
|
|
ladderId = 0;
|
|
}
|
|
}
|
|
|
|
public static WayPoint Load(ContentXElement element, Submarine submarine, IdRemap idRemap)
|
|
{
|
|
Rectangle rect = new Rectangle(
|
|
int.Parse(element.GetAttribute("x").Value),
|
|
int.Parse(element.GetAttribute("y").Value),
|
|
(int)Submarine.GridSize.X, (int)Submarine.GridSize.Y);
|
|
|
|
Enum.TryParse(element.GetAttributeString("spawn", "Path"), out SpawnType spawnType);
|
|
WayPoint w = new WayPoint(spawnType == SpawnType.Path ? Type.WayPoint : Type.SpawnPoint, rect, submarine, idRemap.GetOffsetId(element))
|
|
{
|
|
spawnType = spawnType,
|
|
Layer = element.GetAttributeString(nameof(Layer), null)
|
|
};
|
|
|
|
string idCardDescString = element.GetAttributeString("idcarddesc", "");
|
|
if (!string.IsNullOrWhiteSpace(idCardDescString))
|
|
{
|
|
w.IdCardDesc = idCardDescString;
|
|
}
|
|
string idCardTagString = element.GetAttributeString("idcardtags", "");
|
|
if (!string.IsNullOrWhiteSpace(idCardTagString))
|
|
{
|
|
w.IdCardTags = idCardTagString.Split(',');
|
|
}
|
|
|
|
w.ExitPointSize = element.GetAttributePoint("exitpointsize", Point.Zero);
|
|
|
|
w.tags = element.GetAttributeIdentifierArray("tags", Array.Empty<Identifier>()).ToHashSet();
|
|
|
|
Identifier jobIdentifier = element.GetAttributeIdentifier("job", Identifier.Empty);
|
|
if (!jobIdentifier.IsEmpty)
|
|
{
|
|
w.AssignedJob = JobPrefab.Get(jobIdentifier);
|
|
}
|
|
|
|
w.linkedToID = new List<ushort>();
|
|
w.ladderId = idRemap.GetOffsetId(element.GetAttributeInt("ladders", 0));
|
|
w.gapId = idRemap.GetOffsetId(element.GetAttributeInt("gap", 0));
|
|
|
|
int i = 0;
|
|
while (element.GetAttribute("linkedto" + i) != null)
|
|
{
|
|
int srcId = int.Parse(element.GetAttribute("linkedto" + i).Value);
|
|
int destId = idRemap.GetOffsetId(srcId);
|
|
if (destId > 0)
|
|
{
|
|
w.linkedToID.Add((ushort)destId);
|
|
}
|
|
else
|
|
{
|
|
w.unresolvedLinkedToID ??= new List<ushort>();
|
|
w.unresolvedLinkedToID.Add((ushort)srcId);
|
|
}
|
|
i += 1;
|
|
}
|
|
return w;
|
|
}
|
|
|
|
public override XElement Save(XElement parentElement)
|
|
{
|
|
if (!ShouldBeSaved) return null;
|
|
XElement element = new XElement("WayPoint");
|
|
|
|
element.Add(new XAttribute("ID", ID),
|
|
new XAttribute("x", (int)(rect.X - Submarine.HiddenSubPosition.X)),
|
|
new XAttribute("y", (int)(rect.Y - Submarine.HiddenSubPosition.Y)),
|
|
new XAttribute("spawn", spawnType),
|
|
new XAttribute(nameof(Layer), Layer ?? string.Empty));
|
|
if (SpawnType == SpawnType.ExitPoint)
|
|
{
|
|
element.Add(new XAttribute("exitpointsize", XMLExtensions.PointToString(ExitPointSize)));
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(IdCardDesc)) element.Add(new XAttribute("idcarddesc", IdCardDesc));
|
|
if (idCardTags.Length > 0)
|
|
{
|
|
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
|
|
}
|
|
if (tags.Count > 0)
|
|
{
|
|
element.Add(new XAttribute("tags", string.Join(",", tags)));
|
|
}
|
|
|
|
if (AssignedJob != null) element.Add(new XAttribute("job", AssignedJob.Identifier));
|
|
if (ConnectedGap != null) element.Add(new XAttribute("gap", ConnectedGap.ID));
|
|
if (Ladders != null) element.Add(new XAttribute("ladders", Ladders.Item.ID));
|
|
|
|
parentElement.Add(element);
|
|
|
|
if (linkedTo != null)
|
|
{
|
|
int i = 0;
|
|
foreach (MapEntity e in linkedTo)
|
|
{
|
|
if (!e.ShouldBeSaved || (e.Removed != Removed)) { continue; }
|
|
if (e.Submarine?.Info.Type != Submarine?.Info.Type) { continue; }
|
|
element.Add(new XAttribute("linkedto" + i, e.ID));
|
|
i += 1;
|
|
}
|
|
}
|
|
|
|
return element;
|
|
}
|
|
|
|
public override void ShallowRemove()
|
|
{
|
|
base.ShallowRemove();
|
|
WayPointList.Remove(this);
|
|
}
|
|
|
|
public override void Remove()
|
|
{
|
|
base.Remove();
|
|
CurrentHull = null;
|
|
ConnectedGap = null;
|
|
Tunnel = null;
|
|
Ruin = null;
|
|
Stairs = null;
|
|
Ladders = null;
|
|
OnLinksChanged = null;
|
|
WayPointList.Remove(this);
|
|
}
|
|
}
|
|
}
|