- EntitySpawner recursively deletes contained items when an item is deleted

- items in the inventories of the characters inside the shuttle are deleted when resetting the respawn shuttle
- fixed host's character not being taken into account when assigning jobs for respawning characters if the host is not respawning
This commit is contained in:
Regalis
2017-03-24 18:49:03 +02:00
parent ccc09560a1
commit 067db912f4
4 changed files with 32 additions and 24 deletions
+4 -20
View File
@@ -98,20 +98,20 @@ namespace Barotrauma
img.Color = order.Color;
img.CanBeFocused = false;
orderListBox.children[characterIndex].ToolTip = "Order: " + order.Name;
orderListBox.children[characterIndex].ToolTip = "Order: " + order.Name;
}
public bool SelectCharacterOrder(GUIComponent component, object selection)
{
GameMain.GameSession.CrewManager.commander.ToggleGUIFrame();
commander.ToggleGUIFrame();
int orderIndex = orderListBox.children.IndexOf(component);
if (orderIndex<0 || orderIndex >= listBox.children.Count) return false;
if (orderIndex < 0 || orderIndex >= listBox.children.Count) return false;
var characterFrame = listBox.children[orderIndex];
if (characterFrame == null) return false;
GameMain.GameSession.CrewManager.commander.SelectCharacter(characterFrame.UserData as Character);
commander.SelectCharacter(characterFrame.UserData as Character);
return false;
}
@@ -129,7 +129,6 @@ namespace Barotrauma
commander.UpdateCharacters();
}
character.Info.CreateCharacterFrame(listBox, character.Info.Name.Replace(' ', '\n'), character);
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 40, 40), Color.Transparent, null, orderListBox);
@@ -140,21 +139,6 @@ namespace Barotrauma
var ai = character.AIController as HumanAIController;
SetCharacterOrder(character, ai.CurrentOrder);
//string name = character.Info.Name.Replace(' ', '\n');
//GUITextBlock textBlock = new GUITextBlock(
// new Rectangle(40, 0, 0, 25),
// name,
// Color.Transparent, Color.White,
// Alignment.Left, Alignment.Left,
// null, frame, false);
//textBlock.Font = GUI.SmallFont;
//textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
//new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, frame);
}
public void AddToGUIUpdateList()
+13 -2
View File
@@ -118,12 +118,23 @@ namespace Barotrauma
removeQueue.Enqueue(entity);
}
public void Update()
public void AddToRemoveQueue(Item item)
{
if (GameMain.Client != null) return;
if (!spawnQueue.Any()) return;
removeQueue.Enqueue(item);
if (item.ContainedItems == null) return;
foreach (Item containedItem in item.ContainedItems)
{
if (containedItem != null) AddToRemoveQueue(containedItem);
}
}
public void Update()
{
if (GameMain.Client != null) return;
while (spawnQueue.Count>0)
{
var entitySpawnInfo = spawnQueue.Dequeue();
@@ -1891,6 +1891,10 @@ namespace Barotrauma.Networking
assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)] = 1;
}
}
else if (myCharacter != null && !myCharacter.IsDead)
{
assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)]++;
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
+11 -2
View File
@@ -324,7 +324,8 @@ namespace Barotrauma.Networking
if (item.body != null && item.body.Enabled && item.ParentInventory == null)
{
Item.Spawner.AddToRemoveQueue(item);
Entity.Spawner.AddToRemoveQueue(item);
continue;
}
item.Condition = 100.0f;
@@ -362,9 +363,17 @@ namespace Barotrauma.Networking
if (c.Submarine == respawnShuttle)
{
if (Character.Controlled == c) Character.Controlled = null;
//if (networkMember.Character == c) networkMember.Character = null;
c.Enabled = false;
if (c.Inventory != null)
{
foreach (Item item in c.Inventory.Items)
{
if (item == null) continue;
Entity.Spawner.AddToRemoveQueue(item);
}
}
c.Kill(CauseOfDeath.Damage, true);
}
}