public ImmutableArray <T> Add(T item) { using (Lock.Enter()) { return(DistinctInOrderArrayStorage = DistinctSet.Add(item) ? DistinctInOrderArrayStorage.Add(item) : DistinctInOrderArrayStorage ); } }
public virtual void CheckCollide(object sender, EventArgs e) { if (sender == this) { return; } //hack to prevent projectiles spinning around inside of mobs if ((this is Projectile && HasCollided.ContainsKey(sender.GetHashCode())) || (sender is Projectile && HasCollided.ContainsKey(GetHashCode()))) { return; } Mob other = sender as Mob; if (IsCollidable && other != null && other.IsCollidable && !AlreadyCollided.Contains(other)) { if (IsPhysicallyIntersecting(other)) { GhostPhysicalBody ghost = PhysicalBody as GhostPhysicalBody; GhostPhysicalBody otherGhost = other.PhysicalBody as GhostPhysicalBody; if (ghost == null && otherGhost == null) { return; //two farseer bodies. Collision is handled elsewhere } thisCollidesWithOther = false; otherCollidesWithThis = false; VectorHelper.Zero(ref thisPositionOffset); VectorHelper.Zero(ref otherPositionOffset); VectorHelper.Zero(ref thisNewVelocity); VectorHelper.Zero(ref otherNewVelocity); VectorHelper.Zero(ref thisNewNetForces); VectorHelper.Zero(ref otherNewNetForces); //only apply collision forces if not a projectile or planet thisApplyCollisionForces = !(other is Projectile) && !PhysicalBody.IsStatic; otherApplyCollisionForces = !(this is Projectile) && !other.PhysicalBody.IsStatic; if (Collide(other) || (IsFixForBigColliding && other.IsFixForBigColliding && CollisionRectangle.Width > 100 && other.CollisionRectangle.Width > 100)) { thisCollidesWithOther = true; if (thisApplyCollisionForces) { CalculateCollisionForces(other, this, ghost, ref thisPositionOffset, ref thisNewVelocity, ref thisNewNetForces); //, true); } if (this is Projectile) { HasCollided.AddKeyIfMissing(other.GetHashCode()); } } if (other.Collide(this) || (IsFixForBigColliding && other.IsFixForBigColliding && CollisionRectangle.Width > 100 && other.CollisionRectangle.Width > 100)) { otherCollidesWithThis = true; if (otherApplyCollisionForces) { CalculateCollisionForces(this, other, otherGhost, ref otherPositionOffset, ref otherNewVelocity, ref otherNewNetForces); //, false); } if (other is Projectile) { HasCollided.AddKeyIfMissing(GetHashCode()); } } if (thisCollidesWithOther && thisApplyCollisionForces) { if (ghost != null) //This is null if the instance is a planet or the Gunman (the only Farseer bodies) { PhysicalBody.LinearVelocity = thisNewVelocity; PhysicalBody.Position += thisPositionOffset; UpdateCollisionRectangle(); //normally, would do me.NetForces = newNetForces but need to hack so projectiles don't recollide with large bosses if (!PhysicalBody.IsStatic && !other.PhysicalBody.IsStatic && (CollisionRectangle.Width >= 150 || other.CollisionRectangle.Width >= 150)) { if (!ProjectileHasCollidedWithBoss) { ghost.NetForces = thisNewNetForces; } //to prevent recollision, if colliding with 'boss' (i.e. large nonstatic mob), disable all further //collisions WITH BOSSES ONLY (don't hack collision algorithm for cases involving small mobs) ProjectileHasCollidedWithBoss = true; } else { ghost.NetForces = thisNewNetForces; } } } if (otherCollidesWithThis && otherApplyCollisionForces) { if (otherGhost != null) //This is null if the instance is a planet or the Gunman (the only Farseer bodies) { other.PhysicalBody.LinearVelocity = otherNewVelocity; other.PhysicalBody.Position += otherPositionOffset; other.UpdateCollisionRectangle(); //normally, would do me.NetForces = newNetForces but need to hack so projectiles don't recollide with large bosses if (!PhysicalBody.IsStatic && !other.PhysicalBody.IsStatic && (CollisionRectangle.Width >= 150 || other.CollisionRectangle.Width >= 150)) { if (!other.ProjectileHasCollidedWithBoss) { otherGhost.NetForces = otherNewNetForces; } //to prevent recollision, if colliding with 'boss' (i.e. large nonstatic mob), disable all further //collisions WITH BOSSES ONLY (don't hack collision algorithm for cases involving small mobs) other.ProjectileHasCollidedWithBoss = true; } else { otherGhost.NetForces = otherNewNetForces; } } } //Once the first mob handles the collision, we do not try again with the other mob AlreadyCollided.Add(other); //other.AlreadyCollided.Add(this); <- for whatever reason, this breaks collisions with ShardSkimmers. Handle with care } } }