92 lines
2.0 KiB
C#
92 lines
2.0 KiB
C#
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class SteeringPath
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{
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private List<WayPoint> nodes;
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int currentIndex;
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public bool Unreachable
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{
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get;
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set;
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}
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public SteeringPath(bool unreachable = false)
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{
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nodes = new List<WayPoint>();
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Unreachable = unreachable;
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}
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public void AddNode(WayPoint node)
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{
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if (node == null) return;
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nodes.Add(node);
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}
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public int CurrentIndex
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{
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get { return currentIndex; }
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}
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public float Cost
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{
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get;
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set;
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}
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public WayPoint PrevNode
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{
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get
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{
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if (currentIndex-1 < 0 || currentIndex-1 > nodes.Count - 1) return null;
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return nodes[currentIndex-1];
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}
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}
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public WayPoint CurrentNode
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{
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get
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{
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if (currentIndex < 0 || currentIndex > nodes.Count - 1) return null;
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return nodes[currentIndex];
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}
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}
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public List<WayPoint> Nodes
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{
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get { return nodes; }
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}
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public WayPoint NextNode
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{
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get
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{
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if (currentIndex+1 < 0 || currentIndex+1 > nodes.Count - 1) return null;
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return nodes[currentIndex+1];
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}
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}
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public void SkipToNextNode()
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{
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currentIndex++;
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}
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public WayPoint CheckProgress(Vector2 simPosition, float minSimDistance = 0.1f)
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{
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if (nodes.Count == 0 || currentIndex>nodes.Count-1) return null;
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if (Vector2.Distance(simPosition, nodes[currentIndex].SimPosition) < minSimDistance) currentIndex++;
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return CurrentNode;
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}
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public void ClearPath()
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{
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nodes.Clear();
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}
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}
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}
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