Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/WayPoint.cs

718 lines
26 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
public enum SpawnType { Path, Human, Enemy, Cargo };
partial class WayPoint : MapEntity
{
public static List<WayPoint> WayPointList = new List<WayPoint>();
public static bool ShowWayPoints = true, ShowSpawnPoints = true;
protected SpawnType spawnType;
//characters spawning at the waypoint will be given an ID card with these tags
private string idCardDesc;
private string[] idCardTags;
//only characters with this job will be spawned at the waypoint
private JobPrefab assignedJob;
private Hull currentHull;
private ushort ladderId;
public Ladder Ladders;
public Structure Stairs;
public bool isObstructed;
private ushort gapId;
public Gap ConnectedGap
{
get;
private set;
}
public Door ConnectedDoor
{
get { return ConnectedGap?.ConnectedDoor; }
}
public Hull CurrentHull
{
get { return currentHull; }
}
public SpawnType SpawnType
{
get { return spawnType; }
set { spawnType = value; }
}
public override string Name
{
get
{
return spawnType == SpawnType.Path ? "WayPoint" : "SpawnPoint";
}
}
public string IdCardDesc
{
get { return idCardDesc; }
private set { idCardDesc = value; }
}
public string[] IdCardTags
{
get { return idCardTags; }
private set
{
idCardTags = value;
for (int i = 0; i < idCardTags.Length; i++)
{
idCardTags[i] = idCardTags[i].Trim().ToLowerInvariant();
}
}
}
public WayPoint(Vector2 position, SpawnType spawnType, Submarine submarine, Gap gap = null)
: this(new Rectangle((int)position.X - 3, (int)position.Y + 3, 6, 6), submarine)
{
this.spawnType = spawnType;
ConnectedGap = gap;
}
public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
: this (rectangle, Submarine.MainSub)
{
if (prefab.Identifier.Contains("spawn"))
{
spawnType = SpawnType.Human;
}
else
{
SpawnType = SpawnType.Path;
}
}
public WayPoint(Rectangle newRect, Submarine submarine)
: this (MapEntityPrefab.Find(null, "waypoint"), newRect, submarine)
{
}
public WayPoint(MapEntityPrefab prefab, Rectangle newRect, Submarine submarine)
: base (prefab, submarine)
{
rect = newRect;
idCardTags = new string[0];
#if CLIENT
if (iconTexture == null)
{
iconTexture = Sprite.LoadTexture("Content/Map/waypointIcons.png");
}
#endif
InsertToList();
WayPointList.Add(this);
currentHull = Hull.FindHull(WorldPosition);
}
public override MapEntity Clone()
{
var clone = new WayPoint(rect, Submarine)
{
idCardDesc = idCardDesc,
idCardTags = idCardTags,
spawnType = spawnType,
assignedJob = assignedJob
};
return clone;
}
public override bool IsMouseOn(Vector2 position)
{
#if CLIENT
if (IsHidden()) return false;
#endif
return base.IsMouseOn(position);
}
public static void GenerateSubWaypoints(Submarine submarine)
{
if (!Hull.hullList.Any())
{
DebugConsole.ThrowError("Couldn't generate waypoints: no hulls found.");
return;
}
List<WayPoint> existingWaypoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Path);
foreach (WayPoint wayPoint in existingWaypoints)
{
wayPoint.Remove();
}
//find all open doors and temporarily activate their bodies to prevent visibility checks
//from ignoring the doors and generating waypoint connections that go straight through the door
List<Door> openDoors = new List<Door>();
foreach (Item item in Item.ItemList)
{
var door = item.GetComponent<Door>();
if (door != null && !door.Body.Enabled)
{
openDoors.Add(door);
door.Body.Enabled = true;
}
}
float minDist = 150.0f;
float heightFromFloor = 110.0f;
foreach (Hull hull in Hull.hullList)
{
if (hull.Rect.Height < 150) continue;
WayPoint prevWaypoint = null;
if (hull.Rect.Width < minDist * 3.0f)
{
new WayPoint(
new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
continue;
}
for (float x = hull.Rect.X + minDist; x <= hull.Rect.Right - minDist; x += minDist)
{
var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
if (prevWaypoint != null) wayPoint.ConnectTo(prevWaypoint);
prevWaypoint = wayPoint;
}
}
float outSideWaypointInterval = 200.0f;
int outsideWaypointDist = 100;
Rectangle borders = Hull.GetBorders();
borders.X -= outsideWaypointDist;
borders.Y += outsideWaypointDist;
borders.Width += outsideWaypointDist * 2;
borders.Height += outsideWaypointDist * 2;
borders.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
if (borders.Width <= outSideWaypointInterval*2)
{
borders.Inflate(outSideWaypointInterval*2 - borders.Width, 0);
}
if (borders.Height <= outSideWaypointInterval * 2)
{
int inflateAmount = (int)(outSideWaypointInterval * 2) - borders.Height;
borders.Y += inflateAmount / 2;
borders.Height += inflateAmount;
}
WayPoint[,] cornerWaypoint = new WayPoint[2, 2];
for (int i = 0; i < 2; i++)
{
for (float x = borders.X + outSideWaypointInterval; x < borders.Right - outSideWaypointInterval; x += outSideWaypointInterval)
{
var wayPoint = new WayPoint(
new Vector2(x, borders.Y - borders.Height * i) + submarine.HiddenSubPosition,
SpawnType.Path, submarine);
if (x == borders.X + outSideWaypointInterval)
{
cornerWaypoint[i, 0] = wayPoint;
}
else
{
wayPoint.ConnectTo(WayPointList[WayPointList.Count - 2]);
}
}
cornerWaypoint[i, 1] = WayPointList[WayPointList.Count - 1];
}
for (int i = 0; i < 2; i++)
{
WayPoint wayPoint = null;
for (float y = borders.Y - borders.Height; y < borders.Y; y += outSideWaypointInterval)
{
wayPoint = new WayPoint(
new Vector2(borders.X + borders.Width * i, y) + submarine.HiddenSubPosition,
SpawnType.Path, submarine);
if (y == borders.Y - borders.Height)
{
wayPoint.ConnectTo(cornerWaypoint[1, i]);
}
else
{
wayPoint.ConnectTo(WayPoint.WayPointList[WayPointList.Count - 2]);
}
}
wayPoint.ConnectTo(cornerWaypoint[0, i]);
}
List<Structure> stairList = new List<Structure>();
foreach (MapEntity me in mapEntityList)
{
Structure stairs = me as Structure;
if (stairs == null) continue;
if (stairs.StairDirection != Direction.None) stairList.Add(stairs);
}
foreach (Structure stairs in stairList)
{
WayPoint[] stairPoints = new WayPoint[3];
stairPoints[0] = new WayPoint(
new Vector2(stairs.Rect.X - 32.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, submarine);
stairPoints[1] = new WayPoint(
new Vector2(stairs.Rect.Right + 32.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, submarine);
for (int i = 0; i < 2; i++ )
{
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = stairPoints[i].FindClosest(dir, true, new Vector2(-30.0f, 30f));
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]);
}
foreach (Item item in Item.ItemList)
{
var ladders = item.GetComponent<Ladder>();
if (ladders == null) continue;
List<WayPoint> ladderPoints = new List<WayPoint>();
ladderPoints.Add(new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine));
WayPoint prevPoint = ladderPoints[0];
Vector2 prevPos = prevPoint.SimPosition;
List<Body> ignoredBodies = new List<Body>();
for (float y = ladderPoints[0].Position.Y + 100.0f; y < item.Rect.Y - 1.0f; y += 100.0f)
{
//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(ladderPoints[0].Position.X, y)),
prevPos, ignoredBodies, Physics.CollisionWall, false,
(Fixture f) => f.Body.UserData is Item && ((Item)f.Body.UserData).GetComponent<Door>() != null);
Door pickedDoor = null;
if (pickedBody != null)
{
pickedDoor = (pickedBody?.UserData as Item).GetComponent<Door>();
}
else
{
//no door, check for walls
pickedBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(new Vector2(ladderPoints[0].Position.X, y)), prevPos, ignoredBodies, null, false);
}
if (pickedBody == null)
{
prevPos = Submarine.LastPickedPosition;
continue;
}
else
{
ignoredBodies.Add(pickedBody);
}
if (pickedDoor != null)
{
WayPoint newPoint = new WayPoint(pickedDoor.Item.Position, SpawnType.Path, submarine);
ladderPoints.Add(newPoint);
newPoint.ConnectedGap = pickedDoor.LinkedGap;
newPoint.ConnectTo(prevPoint);
prevPoint = newPoint;
prevPos = new Vector2(prevPos.X, ConvertUnits.ToSimUnits(pickedDoor.Item.Position.Y - pickedDoor.Item.Rect.Height));
}
else
{
WayPoint newPoint = new WayPoint(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.UnitY * heightFromFloor, SpawnType.Path, submarine);
ladderPoints.Add(newPoint);
newPoint.ConnectTo(prevPoint);
prevPoint = newPoint;
prevPos = ConvertUnits.ToSimUnits(newPoint.Position);
}
}
if (prevPoint.rect.Y < item.Rect.Y - 10.0f)
{
WayPoint newPoint = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - 1.0f), SpawnType.Path, submarine);
ladderPoints.Add(newPoint);
newPoint.ConnectTo(prevPoint);
}
//connect ladder waypoints to hull points at the right and left side
foreach (WayPoint ladderPoint in ladderPoints)
{
ladderPoint.Ladders = ladders;
//don't connect if the waypoint is at a gap (= at the boundary of hulls and/or at a hatch)
if (ladderPoint.ConnectedGap != null) continue;
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = ladderPoint.FindClosest(dir, true, new Vector2(-150.0f, 10f));
if (closest == null) continue;
ladderPoint.ConnectTo(closest);
}
}
}
foreach (Gap gap in Gap.GapList)
{
if (!gap.IsHorizontal) continue;
//too small to walk through
if (gap.Rect.Height < 150.0f) continue;
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, submarine, gap);
for (int dir = -1; dir <= 1; dir += 2)
{
float tolerance = gap.IsRoomToRoom ? 50.0f : outSideWaypointInterval / 2.0f;
WayPoint closest = wayPoint.FindClosest(
dir, true, new Vector2(-tolerance, tolerance),
gap.ConnectedDoor?.Body.FarseerBody);
if (closest != null)
{
wayPoint.ConnectTo(closest);
}
}
}
foreach (Gap gap in Gap.GapList)
{
if (gap.IsHorizontal || gap.IsRoomToRoom || !gap.linkedTo.Any(l => l is Hull)) { continue; }
//too small to walk through
if (gap.Rect.Width < 100.0f) { continue; }
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height / 2), SpawnType.Path, submarine, gap);
float tolerance = outSideWaypointInterval / 2.0f;
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, false, new Vector2(-tolerance, tolerance),
gap.ConnectedDoor?.Body.FarseerBody);
if (closest != null)
{
wayPoint.ConnectTo(closest);
}
}
var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && !w.linkedTo.Any());
foreach (WayPoint wp in orphans)
{
wp.Remove();
}
//re-disable the bodies of the doors that are supposed to be open
foreach (Door door in openDoors)
{
door.Body.Enabled = false;
}
}
private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance, Body ignoredBody = 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 diff = 0.0f;
if (horizontalSearch)
{
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
diff = wp.Position.X - Position.X;
}
else
{
if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
diff = wp.Position.Y - Position.Y;
}
if (Math.Sign(diff) != dir) continue;
float dist = Vector2.Distance(wp.Position, Position);
if (closest == null || dist < closestDist)
{
var body = Submarine.CheckVisibility(SimPosition, wp.SimPosition, true, true, false);
if (body != null && body != ignoredBody && !(body.UserData is Submarine))
{
if (body.UserData is Structure || body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
}
closestDist = dist;
closest = wp;
}
}
return closest;
}
private void ConnectTo(WayPoint wayPoint2)
{
System.Diagnostics.Debug.Assert(this != wayPoint2);
if (!linkedTo.Contains(wayPoint2)) linkedTo.Add(wayPoint2);
if (!wayPoint2.linkedTo.Contains(this)) wayPoint2.linkedTo.Add(this);
}
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, Job assignedJob = null, Submarine sub = null, bool useSyncedRand = false)
{
List<WayPoint> wayPoints = new List<WayPoint>();
foreach (WayPoint wp in WayPointList)
{
if (sub != null && wp.Submarine != sub) continue;
if (wp.spawnType != spawnType) continue;
if (assignedJob != null && wp.assignedJob != assignedJob.Prefab) continue;
wayPoints.Add(wp);
}
if (!wayPoints.Any()) return null;
return wayPoints[Rand.Int(wayPoints.Count, (useSyncedRand ? Rand.RandSync.Server : Rand.RandSync.Unsynced))];
}
public static WayPoint[] SelectCrewSpawnPoints(List<CharacterInfo> crew, Submarine submarine)
{
List<WayPoint> subWayPoints = WayPointList.FindAll(wp => wp.Submarine == submarine);
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.Server)];
}
if (assignedWayPoints[i] != null) continue;
//everything else failed -> just give a random spawnpoint inside the sub
assignedWayPoints[i] = GetRandom(SpawnType.Human, null, submarine, true);
}
for (int i = 0; i < assignedWayPoints.Length; i++)
{
if (assignedWayPoints[i] == null)
{
DebugConsole.ThrowError("Couldn't find a waypoint for " + crew[i].Name + "!");
assignedWayPoints[i] = WayPointList[0];
}
}
return assignedWayPoints;
}
public override void OnMapLoaded()
{
currentHull = Hull.FindHull(WorldPosition, currentHull);
if (gapId > 0) ConnectedGap = FindEntityByID(gapId) as Gap;
if (ladderId > 0)
{
var ladderItem = FindEntityByID(ladderId) as Item;
if (ladderItem != null) Ladders = ladderItem.GetComponent<Ladder>();
}
Body pickedBody = Submarine.PickBody(SimPosition, SimPosition - Vector2.UnitY * 2.0f, null, Physics.CollisionStairs);
if (pickedBody != null && pickedBody.UserData is Structure)
{
Structure structure = (Structure)pickedBody.UserData;
if (structure != null && structure.StairDirection != Direction.None)
{
Stairs = structure;
}
}
}
public static WayPoint Load(XElement element, Submarine submarine)
{
Rectangle rect = new Rectangle(
int.Parse(element.Attribute("x").Value),
int.Parse(element.Attribute("y").Value),
(int)Submarine.GridSize.X, (int)Submarine.GridSize.Y);
Enum.TryParse(element.GetAttributeString("spawn", "Path"), out SpawnType spawnType);
WayPoint w = new WayPoint(MapEntityPrefab.Find(null, spawnType == SpawnType.Path ? "waypoint" : "spawnpoint"), rect, submarine)
{
ID = (ushort)int.Parse(element.Attribute("ID").Value)
};
w.spawnType = spawnType;
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(',');
}
string jobIdentifier = element.GetAttributeString("job", "").ToLowerInvariant();
if (!string.IsNullOrWhiteSpace(jobIdentifier))
{
w.assignedJob =
JobPrefab.List.Find(jp => jp.Identifier.ToLowerInvariant() == jobIdentifier) ??
JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == jobIdentifier);
}
w.ladderId = (ushort)element.GetAttributeInt("ladders", 0);
w.gapId = (ushort)element.GetAttributeInt("gap", 0);
w.linkedToID = new List<ushort>();
int i = 0;
while (element.Attribute("linkedto" + i) != null)
{
w.linkedToID.Add((ushort)int.Parse(element.Attribute("linkedto" + i).Value));
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));
if (!string.IsNullOrWhiteSpace(idCardDesc)) element.Add(new XAttribute("idcarddesc", idCardDesc));
if (idCardTags.Length > 0)
{
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
}
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) 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();
WayPointList.Remove(this);
}
}
}