private static void DrawCharacterHoverTexts(SpriteBatch spriteBatch, Camera cam, Character character) { foreach (Item item in character.Inventory.Items) { var statusHUD = item?.GetComponent <StatusHUD>(); if (statusHUD != null && statusHUD.IsActive && statusHUD.VisibleCharacters.Contains(character.FocusedCharacter)) { return; } } Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f; startPos = cam.WorldToScreen(startPos); string focusName = character.FocusedCharacter.Info == null ? character.FocusedCharacter.DisplayName : character.FocusedCharacter.Info.DisplayName; Vector2 textPos = startPos; Vector2 textSize = GUI.Font.MeasureString(focusName); Vector2 largeTextSize = GUI.SubHeadingFont.MeasureString(focusName); textPos -= new Vector2(textSize.X / 2, textSize.Y); Color nameColor = GUI.Style.TextColor; if (character.TeamID != character.FocusedCharacter.TeamID) { nameColor = character.FocusedCharacter.TeamID == Character.TeamType.FriendlyNPC ? Color.SkyBlue : GUI.Style.Red; } GUI.DrawString(spriteBatch, textPos, focusName, nameColor, Color.Black * 0.7f, 2, GUI.SubHeadingFont); textPos.X += 10.0f * GUI.Scale; textPos.Y += GUI.SubHeadingFont.MeasureString(focusName).Y; if (!character.FocusedCharacter.IsIncapacitated && character.FocusedCharacter.IsPet) { GUI.DrawString(spriteBatch, textPos, GetCachedHudText("PlayHint", GameMain.Config.KeyBindText(InputType.Use)), GUI.Style.Green, Color.Black, 2, GUI.SmallFont); textPos.Y += largeTextSize.Y; } if (character.FocusedCharacter.CanBeDragged) { GUI.DrawString(spriteBatch, textPos, GetCachedHudText("GrabHint", GameMain.Config.KeyBindText(InputType.Grab)), GUI.Style.Green, Color.Black, 2, GUI.SmallFont); textPos.Y += largeTextSize.Y; } if (character.FocusedCharacter.CharacterHealth.UseHealthWindow && character.CanInteractWith(character.FocusedCharacter, 160f, false)) { GUI.DrawString(spriteBatch, textPos, GetCachedHudText("HealHint", GameMain.Config.KeyBindText(InputType.Health)), GUI.Style.Green, Color.Black, 2, GUI.SmallFont); textPos.Y += textSize.Y; } if (!string.IsNullOrEmpty(character.FocusedCharacter.customInteractHUDText) && character.FocusedCharacter.AllowCustomInteract) { GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.customInteractHUDText, GUI.Style.Green, Color.Black, 2, GUI.SmallFont); textPos.Y += textSize.Y; } }
public bool AllowedToEndRound(Character interactor) { if (interactor == null || Level.Loaded?.StartOutpost == null || Level.Loaded?.EndOutpost == null) { return(false); } if (interactor.Submarine == Level.Loaded.StartOutpost && interactor.CanInteractWith(startWatchman)) { return(true); } if (interactor.Submarine == Level.Loaded.EndOutpost && interactor.CanInteractWith(endWatchman)) { return(true); } return(false); }
public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam) { if (GUI.DisableHUD) { return; } character.CharacterHealth.Alignment = Alignment.Right; if (GameMain.GameSession?.CrewManager != null) { orderIndicatorCount.Clear(); foreach (Pair <Order, float> timedOrder in GameMain.GameSession.CrewManager.ActiveOrders) { DrawOrderIndicator(spriteBatch, cam, character, timedOrder.First, MathHelper.Clamp(timedOrder.Second / 10.0f, 0.2f, 1.0f)); } if (character.CurrentOrder != null) { DrawOrderIndicator(spriteBatch, cam, character, character.CurrentOrder, 1.0f); } } foreach (Character.ObjectiveEntity objectiveEntity in character.ActiveObjectiveEntities) { DrawObjectiveIndicator(spriteBatch, cam, character, objectiveEntity, 1.0f); } foreach (Item brokenItem in brokenItems) { if (brokenItem.NonInteractable) { continue; } float dist = Vector2.Distance(character.WorldPosition, brokenItem.WorldPosition); Vector2 drawPos = brokenItem.DrawPosition; float alpha = Math.Min((1000.0f - dist) / 1000.0f * 2.0f, 1.0f); if (alpha <= 0.0f) { continue; } GUI.DrawIndicator(spriteBatch, drawPos, cam, 100.0f, GUI.BrokenIcon, Color.Lerp(GUI.Style.Red, GUI.Style.Orange * 0.5f, brokenItem.Condition / brokenItem.MaxCondition) * alpha); } if (!character.IsIncapacitated && character.Stun <= 0.0f && !IsCampaignInterfaceOpen && (!character.IsKeyDown(InputType.Aim) || character.SelectedItems.Any(it => it?.GetComponent <Sprayer>() == null))) { if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected) { DrawCharacterHoverTexts(spriteBatch, cam, character); } if (character.FocusedItem != null) { if (focusedItem != character.FocusedItem) { focusedItemOverlayTimer = Math.Min(1.0f, focusedItemOverlayTimer); shouldRecreateHudTexts = true; } focusedItem = character.FocusedItem; } if (focusedItem != null && focusedItemOverlayTimer > ItemOverlayDelay) { Vector2 circlePos = cam.WorldToScreen(focusedItem.DrawPosition); float circleSize = Math.Max(focusedItem.Rect.Width, focusedItem.Rect.Height) * 1.5f; circleSize = MathHelper.Clamp(circleSize, 45.0f, 100.0f) * Math.Min((focusedItemOverlayTimer - 1.0f) * 5.0f, 1.0f); if (circleSize > 0.0f) { Vector2 scale = new Vector2(circleSize / GUI.Style.FocusIndicator.FrameSize.X); GUI.Style.FocusIndicator.Draw(spriteBatch, (int)((focusedItemOverlayTimer - 1.0f) * GUI.Style.FocusIndicator.FrameCount * 3.0f), circlePos, Color.LightBlue * 0.3f, origin: GUI.Style.FocusIndicator.FrameSize.ToVector2() / 2, rotate: (float)Timing.TotalTime, scale: scale); } if (!GUI.DisableItemHighlights && !Inventory.DraggingItemToWorld) { bool shiftDown = PlayerInput.KeyDown(Keys.LeftShift) || PlayerInput.KeyDown(Keys.RightShift); if (shouldRecreateHudTexts || heldDownShiftWhenGotHudTexts != shiftDown) { shouldRecreateHudTexts = true; heldDownShiftWhenGotHudTexts = shiftDown; } var hudTexts = focusedItem.GetHUDTexts(character, shouldRecreateHudTexts); shouldRecreateHudTexts = false; int dir = Math.Sign(focusedItem.WorldPosition.X - character.WorldPosition.X); Vector2 textSize = GUI.Font.MeasureString(focusedItem.Name); Vector2 largeTextSize = GUI.SubHeadingFont.MeasureString(focusedItem.Name); Vector2 startPos = cam.WorldToScreen(focusedItem.DrawPosition); startPos.Y -= (hudTexts.Count + 1) * textSize.Y; if (focusedItem.Sprite != null) { startPos.X += (int)(circleSize * 0.4f * dir); startPos.Y -= (int)(circleSize * 0.4f); } Vector2 textPos = startPos; if (dir == -1) { textPos.X -= largeTextSize.X; } float alpha = MathHelper.Clamp((focusedItemOverlayTimer - ItemOverlayDelay) * 2.0f, 0.0f, 1.0f); GUI.DrawString(spriteBatch, textPos, focusedItem.Name, GUI.Style.TextColor * alpha, Color.Black * alpha * 0.7f, 2, font: GUI.SubHeadingFont); startPos.X += dir * 10.0f * GUI.Scale; textPos.X += dir * 10.0f * GUI.Scale; textPos.Y += largeTextSize.Y; foreach (ColoredText coloredText in hudTexts) { if (dir == -1) { textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X); } GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color * alpha, Color.Black * alpha * 0.7f, 2, GUI.SmallFont); textPos.Y += textSize.Y; } } } foreach (HUDProgressBar progressBar in character.HUDProgressBars.Values) { progressBar.Draw(spriteBatch, cam); } foreach (Character npc in Character.CharacterList) { if (npc.CampaignInteractionType == CampaignMode.InteractionType.None || npc.Submarine != character.Submarine || npc.IsDead || npc.IsIncapacitated) { continue; } var iconStyle = GUI.Style.GetComponentStyle("CampaignInteractionIcon." + npc.CampaignInteractionType); GUI.DrawIndicator(spriteBatch, npc.WorldPosition, cam, 500.0f, iconStyle.GetDefaultSprite(), iconStyle.Color); } } if (character.SelectedConstruction != null && (character.CanInteractWith(Character.Controlled.SelectedConstruction) || Screen.Selected == GameMain.SubEditorScreen)) { character.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled); } if (IsCampaignInterfaceOpen) { return; } if (character.Inventory != null) { for (int i = 0; i < character.Inventory.Items.Length - 1; i++) { var item = character.Inventory.Items[i]; if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any) { continue; } foreach (ItemComponent ic in item.Components) { if (ic.DrawHudWhenEquipped) { ic.DrawHUD(spriteBatch, character); } } } } bool mouseOnPortrait = false; if (character.Stun <= 0.1f && !character.IsDead) { if (CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null) { if (character.Info != null && !character.ShouldLockHud()) { character.Info.DrawBackground(spriteBatch); character.Info.DrawJobIcon(spriteBatch, new Rectangle( (int)(HUDLayoutSettings.BottomRightInfoArea.X + HUDLayoutSettings.BottomRightInfoArea.Width * 0.05f), (int)(HUDLayoutSettings.BottomRightInfoArea.Y + HUDLayoutSettings.BottomRightInfoArea.Height * 0.1f), (int)(HUDLayoutSettings.BottomRightInfoArea.Width / 2), (int)(HUDLayoutSettings.BottomRightInfoArea.Height * 0.7f))); character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), new Vector2(-12 * GUI.Scale, 4 * GUI.Scale), targetWidth: HUDLayoutSettings.PortraitArea.Width, true); } mouseOnPortrait = HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) && !character.ShouldLockHud(); if (mouseOnPortrait) { GUI.UIGlow.Draw(spriteBatch, HUDLayoutSettings.BottomRightInfoArea, GUI.Style.Green * 0.5f); } } if (ShouldDrawInventory(character)) { character.Inventory.Locked = character == Character.Controlled && LockInventory(character); character.Inventory.DrawOwn(spriteBatch); character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ? CharacterInventory.Layout.Default : CharacterInventory.Layout.Right; } } if (!character.IsIncapacitated && character.Stun <= 0.0f) { if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null) { if (character.SelectedCharacter.CanInventoryBeAccessed) { character.SelectedCharacter.Inventory.Locked = false; character.SelectedCharacter.Inventory.CurrentLayout = CharacterInventory.Layout.Left; character.SelectedCharacter.Inventory.DrawOwn(spriteBatch); } if (CharacterHealth.OpenHealthWindow == character.SelectedCharacter.CharacterHealth) { character.SelectedCharacter.CharacterHealth.Alignment = Alignment.Left; character.SelectedCharacter.CharacterHealth.DrawStatusHUD(spriteBatch); } } else if (character.Inventory != null) { //character.Inventory.CurrentLayout = (CharacterHealth.OpenHealthWindow == null) ? Alignment.Center : Alignment.Left; } } if (mouseOnPortrait) { GUIComponent.DrawToolTip( spriteBatch, character.Info?.Job == null ? character.DisplayName : character.DisplayName + " (" + character.Info.Job.Name + ")", HUDLayoutSettings.PortraitArea); } }
public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam) { if (GUI.DisableHUD) { return; } character.CharacterHealth.Alignment = Alignment.Right; if (GameMain.GameSession?.CrewManager != null) { orderIndicatorCount.Clear(); foreach (Pair <Order, float> timedOrder in GameMain.GameSession.CrewManager.ActiveOrders) { DrawOrderIndicator(spriteBatch, cam, character, timedOrder.First, MathHelper.Clamp(timedOrder.Second / 10.0f, 0.2f, 1.0f)); } if (character.CurrentOrder != null) { DrawOrderIndicator(spriteBatch, cam, character, character.CurrentOrder, 1.0f); } } foreach (Item brokenItem in brokenItems) { float dist = Vector2.Distance(character.WorldPosition, brokenItem.WorldPosition); Vector2 drawPos = brokenItem.DrawPosition; float alpha = Math.Min((1000.0f - dist) / 1000.0f * 2.0f, 1.0f); if (alpha <= 0.0f) { continue; } GUI.DrawIndicator(spriteBatch, drawPos, cam, 100.0f, GUI.BrokenIcon, Color.Lerp(Color.DarkRed, Color.Orange * 0.5f, brokenItem.Condition / 100.0f) * alpha); } if (!character.IsUnconscious && character.Stun <= 0.0f) { if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected) { Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f; startPos = cam.WorldToScreen(startPos); string focusName = character.FocusedCharacter.SpeciesName; if (character.FocusedCharacter.Info != null) { focusName = character.FocusedCharacter.Info.DisplayName; } Vector2 textPos = startPos; textPos -= new Vector2(GUI.Font.MeasureString(focusName).X / 2, 20); GUI.DrawString(spriteBatch, textPos, focusName, Color.White, Color.Black * 0.7f, 2); textPos.Y += 20; if (character.FocusedCharacter.CanInventoryBeAccessed) { GUI.DrawString(spriteBatch, textPos, GetCachedHudText("GrabHint", GameMain.Config.KeyBind(InputType.Grab).ToString()), Color.LightGreen, Color.Black, 2, GUI.SmallFont); textPos.Y += 15; } if (character.FocusedCharacter.CharacterHealth.UseHealthWindow) { GUI.DrawString(spriteBatch, textPos, GetCachedHudText("HealHint", GameMain.Config.KeyBind(InputType.Health).ToString()), Color.LightGreen, Color.Black, 2, GUI.SmallFont); textPos.Y += 15; } if (!string.IsNullOrEmpty(character.FocusedCharacter.customInteractHUDText)) { GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.customInteractHUDText, Color.LightGreen, Color.Black, 2, GUI.SmallFont); textPos.Y += 15; } } float circleSize = 1.0f; if (character.FocusedItem != null) { if (focusedItem != character.FocusedItem) { focusedItemOverlayTimer = Math.Min(1.0f, focusedItemOverlayTimer); } focusedItem = character.FocusedItem; } if (focusedItem != null && focusedItemOverlayTimer > ItemOverlayDelay) { Vector2 circlePos = cam.WorldToScreen(focusedItem.DrawPosition); circleSize = Math.Max(focusedItem.Rect.Width, focusedItem.Rect.Height) * 1.5f; circleSize = MathHelper.Clamp(circleSize, 45.0f, 100.0f) * Math.Min((focusedItemOverlayTimer - 1.0f) * 5.0f, 1.0f); if (circleSize > 0.0f) { Vector2 scale = new Vector2(circleSize / GUI.Style.FocusIndicator.FrameSize.X); GUI.Style.FocusIndicator.Draw(spriteBatch, (int)((focusedItemOverlayTimer - 1.0f) * GUI.Style.FocusIndicator.FrameCount * 3.0f), circlePos, Color.Orange * 0.3f, origin: GUI.Style.FocusIndicator.FrameSize.ToVector2() / 2, rotate: (float)Timing.TotalTime, scale: scale); } var hudTexts = focusedItem.GetHUDTexts(character); int dir = Math.Sign(focusedItem.WorldPosition.X - character.WorldPosition.X); Vector2 startPos = cam.WorldToScreen(focusedItem.DrawPosition); startPos.Y -= (hudTexts.Count + 1) * 20; if (focusedItem.Sprite != null) { startPos.X += (int)(circleSize * 0.4f * dir); startPos.Y -= (int)(circleSize * 0.4f); } Vector2 textPos = startPos; if (dir == -1) { textPos.X -= (int)GUI.Font.MeasureString(focusedItem.Name).X; } float alpha = MathHelper.Clamp((focusedItemOverlayTimer - ItemOverlayDelay) * 2.0f, 0.0f, 1.0f); GUI.DrawString(spriteBatch, textPos, focusedItem.Name, Color.White * alpha, Color.Black * alpha * 0.7f, 2); textPos.Y += 20.0f; foreach (ColoredText coloredText in hudTexts) { if (dir == -1) { textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X); } GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color * alpha, Color.Black * alpha * 0.7f, 2, GUI.SmallFont); textPos.Y += 20; } } foreach (HUDProgressBar progressBar in character.HUDProgressBars.Values) { progressBar.Draw(spriteBatch, cam); } } if (character.SelectedConstruction != null && (character.CanInteractWith(Character.Controlled.SelectedConstruction) || Screen.Selected == GameMain.SubEditorScreen)) { character.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled); } if (character.Inventory != null) { for (int i = 0; i < character.Inventory.Items.Length - 1; i++) { var item = character.Inventory.Items[i]; if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any) { continue; } foreach (ItemComponent ic in item.components) { if (ic.DrawHudWhenEquipped) { ic.DrawHUD(spriteBatch, character); } } } } bool drawPortraitToolTip = false; if (character.Stun <= 0.1f && !character.IsDead) { if (CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null) { if (character.Info != null) { character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), targetWidth: HUDLayoutSettings.PortraitArea.Width); } drawPortraitToolTip = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition); } if (character.Inventory != null && !character.LockHands) { character.Inventory.DrawOwn(spriteBatch); character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ? CharacterInventory.Layout.Default : CharacterInventory.Layout.Right; } } if (!character.IsUnconscious && character.Stun <= 0.0f) { if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null) { if (character.SelectedCharacter.CanInventoryBeAccessed) { ///character.Inventory.CurrentLayout = Alignment.Left; character.SelectedCharacter.Inventory.CurrentLayout = CharacterInventory.Layout.Left; character.SelectedCharacter.Inventory.DrawOwn(spriteBatch); } else { //character.Inventory.CurrentLayout = (CharacterHealth.OpenHealthWindow == null) ? Alignment.Center : Alignment.Left; } if (CharacterHealth.OpenHealthWindow == character.SelectedCharacter.CharacterHealth) { character.SelectedCharacter.CharacterHealth.Alignment = Alignment.Left; character.SelectedCharacter.CharacterHealth.DrawStatusHUD(spriteBatch); } } else if (character.Inventory != null) { //character.Inventory.CurrentLayout = (CharacterHealth.OpenHealthWindow == null) ? Alignment.Center : Alignment.Left; } } if (drawPortraitToolTip) { GUIComponent.DrawToolTip( spriteBatch, character.Info?.Job == null ? character.Name : character.Name + " (" + character.Info.Job.Name + ")", HUDLayoutSettings.PortraitArea); } }
private Vector2 DiffToCurrentNode() { if (currentPath == null || currentPath.Unreachable) { return(Vector2.Zero); } if (currentPath.Finished) { Vector2 pos2 = host.SimPosition; if (character != null && character.Submarine == null && CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null) { pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition; } return(currentTarget - pos2); } bool doorsChecked = false; if (!character.LockHands && buttonPressCooldown <= 0.0f) { CheckDoorsInPath(); doorsChecked = true; } Vector2 pos = host.WorldPosition; bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater; // Only humanoids can climb ladders bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands; Ladder currentLadder = currentPath.CurrentNode.Ladders; if (currentLadder != null && !currentLadder.Item.IsInteractable(character)) { currentLadder = null; } Ladder nextLadder = GetNextLadder(); var ladders = currentLadder ?? nextLadder; bool useLadders = canClimb && ladders != null && (!isDiving || Math.Abs(steering.X) < 0.1f && Math.Abs(steering.Y) > 1); if (useLadders && character.SelectedConstruction != ladders.Item) { if (character.CanInteractWith(ladders.Item)) { ladders.Item.TryInteract(character, false, true); } else { // Cannot interact with the current (or next) ladder, // Try to select the previous ladder, unless it's already selected, unless the previous ladder is not adjacent to the current ladder. // The intention of this code is to prevent the bots from dropping from the "double ladders". var previousLadders = currentPath.PrevNode?.Ladders; if (previousLadders != null && previousLadders != ladders && character.SelectedConstruction != previousLadders.Item && character.CanInteractWith(previousLadders.Item) && Math.Abs(previousLadders.Item.WorldPosition.X - ladders.Item.WorldPosition.X) < 5) { previousLadders.Item.TryInteract(character, false, true); } } } var collider = character.AnimController.Collider; if (character.IsClimbing && !useLadders) { character.AnimController.Anim = AnimController.Animation.None; character.SelectedConstruction = null; } if (character.IsClimbing && useLadders) { Vector2 diff = currentPath.CurrentNode.WorldPosition - pos; bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent; if (nextLadderSameAsCurrent) { //climbing ladders -> don't move horizontally diff.X = 0.0f; } //at the same height as the waypoint if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < (collider.height / 2 + collider.radius) * 1.25f) { float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY; if (heightFromFloor <= 0.0f) { diff.Y = Math.Max(diff.Y, 100); } // We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative. bool isAboveFloor = heightFromFloor > -0.1f; // If the next waypoint is horizontally far, we don't want to keep holding the ladders if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50)) { character.AnimController.Anim = AnimController.Animation.None; character.SelectedConstruction = null; } else if (nextLadder != null && !nextLadderSameAsCurrent) { // Try to change the ladder (hatches between two submarines) if (character.SelectedConstruction != nextLadder.Item && nextLadder.Item.IsInsideTrigger(character.WorldPosition)) { nextLadder.Item.TryInteract(character, false, true); } } if (isAboveFloor || nextLadderSameAsCurrent) { NextNode(!doorsChecked); } } else if (nextLadder != null) { //if the current node is below the character and the next one is above (or vice versa) //and both are on ladders, we can skip directly to the next one //e.g. no point in going down to reach the starting point of a path when we could go directly to the one above if (Math.Sign(currentPath.CurrentNode.WorldPosition.Y - character.WorldPosition.Y) != Math.Sign(currentPath.NextNode.WorldPosition.Y - character.WorldPosition.Y)) { NextNode(!doorsChecked); } } return(ConvertUnits.ToSimUnits(diff)); } else if (character.AnimController.InWater) { var door = currentPath.CurrentNode.ConnectedDoor; if (door == null || door.CanBeTraversed) { float margin = MathHelper.Lerp(1, 5, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1)); Vector2 colliderSize = collider.GetSize(); float targetDistance = Math.Max(Math.Max(colliderSize.X, colliderSize.Y) / 2 * margin, 0.5f); float horizontalDistance = Math.Abs(character.WorldPosition.X - currentPath.CurrentNode.WorldPosition.X); float verticalDistance = Math.Abs(character.WorldPosition.Y - currentPath.CurrentNode.WorldPosition.Y); if (character.CurrentHull != currentPath.CurrentNode.CurrentHull) { verticalDistance *= 2; } float distance = horizontalDistance + verticalDistance; if (ConvertUnits.ToSimUnits(distance) < targetDistance) { NextNode(!doorsChecked); } } } else { // Walking horizontally Vector2 colliderBottom = character.AnimController.GetColliderBottom(); Vector2 colliderSize = collider.GetSize(); Vector2 velocity = collider.LinearVelocity; // If the character is very short, it would fail to use the waypoint nodes because they are always too high. // If the character is very thin, it would often fail to reach the waypoints, because the horizontal distance is too small. // Both values are based on the human size. So basically anything smaller than humans are considered as equal in size. float minHeight = 1.6125001f; float minWidth = 0.3225f; // Cannot use the head position, because not all characters have head or it can be below the total height of the character float characterHeight = Math.Max(colliderSize.Y + character.AnimController.ColliderHeightFromFloor, minHeight); float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X); bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y; bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight; var door = currentPath.CurrentNode.ConnectedDoor; float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 5, 0, 1)); float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2); if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed)) { NextNode(!doorsChecked); } } if (currentPath.CurrentNode == null) { return(Vector2.Zero); } return(ConvertUnits.ToSimUnits(currentPath.CurrentNode.WorldPosition - pos)); }