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Keep ocean swimming active when deep-floor query is missing
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0595e5f644
commit
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1 changed files with 31 additions and 6 deletions
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@ -197,8 +197,19 @@ void CameraController::update(float deltaTime) {
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}
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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bool inWater = false;
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if (waterH && targetPos.z < *waterH &&
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((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE)) {
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if (waterH && targetPos.z < *waterH) {
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std::optional<uint16_t> waterType;
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if (waterRenderer) {
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waterType = waterRenderer->getWaterTypeAt(targetPos.x, targetPos.y);
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}
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bool isOcean = false;
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if (waterType && *waterType != 0) {
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isOcean = (((*waterType - 1) % 4) == 1);
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}
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bool depthAllowed = isOcean || ((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE);
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if (!depthAllowed) {
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inWater = false;
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} else {
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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std::optional<float> m2H;
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@ -207,7 +218,9 @@ void CameraController::update(float deltaTime) {
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if (m2Renderer) m2H = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
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inWater = floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH);
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// Ocean is valid even when ground isn't currently resolved (deep water or streaming gaps).
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inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) || (isOcean && !floorH);
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}
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}
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@ -678,8 +691,19 @@ void CameraController::update(float deltaTime) {
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}
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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bool inWater = false;
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if (waterH && feetZ < *waterH &&
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((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE)) {
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if (waterH && feetZ < *waterH) {
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std::optional<uint16_t> waterType;
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if (waterRenderer) {
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waterType = waterRenderer->getWaterTypeAt(newPos.x, newPos.y);
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}
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bool isOcean = false;
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if (waterType && *waterType != 0) {
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isOcean = (((*waterType - 1) % 4) == 1);
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}
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bool depthAllowed = isOcean || ((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE);
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if (!depthAllowed) {
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inWater = false;
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} else {
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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std::optional<float> m2H;
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@ -688,7 +712,8 @@ void CameraController::update(float deltaTime) {
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if (m2Renderer) m2H = m2Renderer->getFloorHeight(newPos.x, newPos.y, feetZ + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
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inWater = floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH);
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inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) || (isOcean && !floorH);
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}
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}
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