(3628de633) Use the visible hulls instead of the current hull in multiple cases.
This commit is contained in:
@@ -108,6 +108,61 @@ namespace Barotrauma
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}
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}
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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// -> we need to correct it manually
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if (!character.AllowInput)
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if (!character.AllowInput)
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@@ -151,32 +206,34 @@ namespace Barotrauma
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}
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}
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}
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}
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character.MemLocalState.Clear();
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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}
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}
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}
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else
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
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if (body.UserData is Limb limb && character.Stun <= 0f)
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{
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{
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if (impact > 3.0f) { PlayImpactSound(limb); }
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//remove states with a timestamp (there may still timestamp-based states
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}
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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{
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if (!character.IsRemotePlayer && impact > ImpactTolerance)
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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{
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SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemState.Count < 1) return;
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if (character.MemState.Count < 1) return;
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@@ -77,37 +77,7 @@ namespace Barotrauma
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{
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{
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if (GameMain.Client != null)
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if (GameMain.Client != null)
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{
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{
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//let the server create random conversations in MP
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if (subElement.Name.ToString().ToLowerInvariant() != "character") continue;
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return;
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}
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List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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!c.IsDead &&
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c.SpeechImpediment <= 100.0f);
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pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
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}
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public void AddCharacter(Character character)
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{
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if (character.Removed)
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{
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DebugConsole.ThrowError("Tried to add a removed character to CrewManager!\n" + Environment.StackTrace);
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return;
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}
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if (character.IsDead)
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{
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DebugConsole.ThrowError("Tried to add a dead character to CrewManager!\n" + Environment.StackTrace);
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return;
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}
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if (!characters.Contains(character)) characters.Add(character);
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if (!characterInfos.Contains(character.Info))
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{
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characterInfos.Add(character.Info);
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}
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CreateCharacterFrame(character, characterListBox.Content);
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characterListBox.Content.RectTransform.SortChildren((c1, c2) => { return c2.NonScaledSize.X - c1.NonScaledSize.X; });
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var characterInfo = new CharacterInfo(subElement);
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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characterInfos.Add(characterInfo);
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@@ -269,24 +239,25 @@ namespace Barotrauma
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public IEnumerable<Character> GetCharacters()
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public IEnumerable<Character> GetCharacters()
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{
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{
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if (characterInfos.Contains(characterInfo))
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if (client?.Character == null) { return; }
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{
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DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace);
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return;
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}
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characterInfos.Add(characterInfo);
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var playerFrame = characterListBox.Content.FindChild(client.Character)?.FindChild(client.Character);
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if (playerFrame == null) { return; }
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var soundIcon = playerFrame.FindChild("soundicon");
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var soundIconDisabled = playerFrame.FindChild("soundicondisabled");
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if (!soundIcon.Visible)
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{
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soundIcon.Color = new Color(soundIcon.Color, 0.0f);
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}
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soundIcon.Visible = !muted && !mutedLocally;
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soundIconDisabled.Visible = muted || mutedLocally;
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soundIconDisabled.ToolTip = TextManager.Get(mutedLocally ? "MutedLocally" : "MutedGlobally");
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}
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}
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public IEnumerable<CharacterInfo> GetCharacterInfos()
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public IEnumerable<CharacterInfo> GetCharacterInfos()
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{
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{
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if (character == null)
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if (client?.Character != null) { SetCharacterSpeaking(client.Character); }
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{
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DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace);
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return;
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}
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characters.Remove(character);
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if (removeInfo) characterInfos.Remove(character.Info);
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}
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}
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public void AddCharacter(Character character)
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public void AddCharacter(Character character)
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@@ -660,183 +631,56 @@ namespace Barotrauma
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{
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{
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characterListBox.BarScroll = roundedPos;
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characterListBox.BarScroll = roundedPos;
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}
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}
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var characterArea = new GUIButton(new RectTransform(new Point(characterInfoWidth, frame.Rect.Height), frame.RectTransform, Anchor.CenterLeft), style: "GUITextBox")
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}
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{
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UserData = character,
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Color = frame.Color,
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SelectedColor = frame.SelectedColor,
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HoverColor = frame.HoverColor,
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ToolTip = characterToolTip
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};
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var soundIcon = new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
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/// <summary>
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"GUISoundIcon")
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/// Displays the specified order in the crew UI next to the character.
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/// </summary>
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public void DisplayCharacterOrder(Character character, Order order)
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{
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foreach (GUIComponent characterListElement in characterListBox.Content.Children)
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{
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{
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UserData = "soundicon",
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var characterFrame = characterListElement.FindChild(character);
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CanBeFocused = false,
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if (characterFrame == null) continue;
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Visible = true
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};
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soundIcon.Color = new Color(soundIcon.Color, 0.0f);
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new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
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"GUISoundIconDisabled")
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{
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UserData = "soundicondisabled",
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CanBeFocused = true,
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Visible = false
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};
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if (isSinglePlayer)
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var orderButtonFrame = characterListElement.GetChildByUserData("orderbuttons");
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{
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characterArea.OnClicked = CharacterClicked;
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}
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else
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{
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characterArea.CanBeFocused = false;
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characterArea.CanBeSelected = false;
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}
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var characterImage = new GUICustomComponent(new RectTransform(new Point(characterArea.Rect.Height), characterArea.RectTransform, Anchor.CenterLeft),
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//get all order buttons from the frame
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onDraw: (sb, component) => character.Info.DrawIcon(sb, component.Rect.Center.ToVector2(), targetAreaSize: component.Rect.Size.ToVector2()))
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List<GUIButton> orderButtons = new List<GUIButton>();
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{
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foreach (GUIComponent child in orderButtonFrame.Children)
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CanBeFocused = false,
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HoverColor = Color.White,
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SelectedColor = Color.White,
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ToolTip = characterToolTip
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};
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var characterName = new GUITextBlock(new RectTransform(new Point(characterArea.Rect.Width - characterImage.Rect.Width - soundIcon.Rect.Width - 10, characterArea.Rect.Height),
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characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(soundIcon.Rect.Width + 10, 0) },
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character.Name, textColor: frame.Color, font: GUI.SmallFont, wrap: true)
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{
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Color = frame.Color,
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HoverColor = Color.Transparent,
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SelectedColor = Color.Transparent,
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CanBeFocused = false,
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ToolTip = characterToolTip,
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AutoScale = true
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};
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//---------------- order buttons ----------------
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var orderButtonFrame = new GUILayoutGroup(new RectTransform(new Point(100, frame.Rect.Height), frame.RectTransform)
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{ AbsoluteOffset = new Point(characterInfoWidth + spacing, 0) },
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isHorizontal: true, childAnchor: Anchor.CenterLeft)
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{
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AbsoluteSpacing = (int)(10 * GUI.Scale),
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UserData = "orderbuttons",
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CanBeFocused = false
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};
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//listbox for holding the orders inappropriate for this character
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//(so we can easily toggle their visibility)
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var wrongOrderList = new GUIListBox(new RectTransform(new Point(50, orderButtonFrame.Rect.Height), orderButtonFrame.RectTransform), isHorizontal: true, style: null)
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{
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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Enabled = false,
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Spacing = spacing,
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ClampMouseRectToParent = false
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};
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wrongOrderList.Content.ClampMouseRectToParent = false;
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for (int i = 0; i < orders.Count; i++)
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{
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var order = orders[i];
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if (order.TargetAllCharacters) continue;
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RectTransform btnParent = (i >= correctOrderCount + neutralOrderCount) ?
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wrongOrderList.Content.RectTransform :
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orderButtonFrame.RectTransform;
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var btn = new GUIButton(new RectTransform(new Point(iconSize, iconSize), btnParent, Anchor.CenterLeft),
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style: null)
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{
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{
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UserData = order
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if (child is GUIButton orderBtn)
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.8f,
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HoverColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 1.0f,
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PressedColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.6f,
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UserData = "selected",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite);
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img.Scale = iconSize / (float)img.SourceRect.Width;
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img.Color = Color.Lerp(order.Color, frame.Color, 0.5f);
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img.ToolTip = order.Name;
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img.HoverColor = Color.Lerp(img.Color, Color.White, 0.5f);
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btn.OnClicked += (GUIButton button, object userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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if (btn.GetChildByUserData("selected").Visible)
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{
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{
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SetCharacterOrder(character, Order.PrefabList.Find(o => o.AITag == "dismissed"), null, Character.Controlled);
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orderButtons.Add(orderBtn);
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}
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}
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else
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//the non-character-appropriate orders are in a hideable listbox, we need to go deeper!
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else if (child is GUIListBox listBox)
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{
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{
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if (order.ItemComponentType != null || order.ItemIdentifiers.Length > 0 || order.Options.Length > 1)
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foreach (GUIComponent listBoxElement in listBox.Content.Children)
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{
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{
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CreateOrderTargetFrame(button, character, order);
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if (listBoxElement is GUIButton orderBtn2 && listBoxElement.UserData is Order) orderButtons.Add(orderBtn2);
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}
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else
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{
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SetCharacterOrder(character, order, null, Character.Controlled);
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}
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}
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}
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}
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return true;
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}
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};
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btn.UserData = order;
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btn.ToolTip = order.Name;
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//divider between different groups of orders
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foreach (GUIButton button in orderButtons)
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if (i == correctOrderCount - 1 || i == correctOrderCount + neutralOrderCount - 1)
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{
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{
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//TODO: divider sprite
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var selectedIndicator = button.GetChildByUserData("selected");
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new GUIFrame(new RectTransform(new Point(8, iconSize), orderButtonFrame.RectTransform), style: "GUIButton");
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if (selectedIndicator != null)
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{
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selectedIndicator.Visible = (order != null && ((Order)button.UserData).Prefab == order.Prefab);
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}
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}
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}
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}
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}
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else if (orderGiver != null)
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var toggleWrongOrderBtn = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform),
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"", style: "UIToggleButton")
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{
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{
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UserData = "togglewrongorder",
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OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver);
|
||||||
CanBeFocused = false
|
if (GameMain.Client != null)
|
||||||
};
|
{
|
||||||
|
GameMain.Client.SendChatMessage(msg);
|
||||||
wrongOrderList.RectTransform.NonScaledSize = new Point(
|
}
|
||||||
wrongOrderList.Content.Children.Sum(c => c.Rect.Width + wrongOrderList.Spacing),
|
}
|
||||||
wrongOrderList.RectTransform.NonScaledSize.Y);
|
DisplayCharacterOrder(character, order);
|
||||||
wrongOrderList.RectTransform.SetAsLastChild();
|
|
||||||
|
|
||||||
new GUIFrame(new RectTransform(new Point(
|
|
||||||
wrongOrderList.Rect.Width - toggleWrongOrderBtn.Rect.Width - wrongOrderList.Spacing * 2,
|
|
||||||
wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform),
|
|
||||||
style: null)
|
|
||||||
{
|
|
||||||
CanBeFocused = false
|
|
||||||
};
|
|
||||||
|
|
||||||
//scale to fit the content
|
|
||||||
orderButtonFrame.RectTransform.NonScaledSize = new Point(
|
|
||||||
orderButtonFrame.Children.Sum(c => c.Rect.Width + orderButtonFrame.AbsoluteSpacing),
|
|
||||||
orderButtonFrame.RectTransform.NonScaledSize.Y);
|
|
||||||
|
|
||||||
frame.RectTransform.NonScaledSize = new Point(
|
|
||||||
characterInfoWidth + spacing + (orderButtonFrame.Rect.Width - wrongOrderList.Rect.Width),
|
|
||||||
frame.RectTransform.NonScaledSize.Y);
|
|
||||||
|
|
||||||
characterListBox.RectTransform.NonScaledSize = new Point(
|
|
||||||
characterListBox.Content.Children.Max(c => c.Rect.Width) + wrongOrderList.Rect.Width,
|
|
||||||
characterListBox.RectTransform.NonScaledSize.Y);
|
|
||||||
characterListBox.Content.RectTransform.NonScaledSize = characterListBox.RectTransform.NonScaledSize;
|
|
||||||
characterListBox.UpdateScrollBarSize();
|
|
||||||
return frame;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerable<object> KillCharacterAnim(GUIComponent component)
|
private IEnumerable<object> KillCharacterAnim(GUIComponent component)
|
||||||
@@ -1038,15 +882,6 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (orderGiver != null)
|
|
||||||
{
|
|
||||||
OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver);
|
|
||||||
if (GameMain.Client != null)
|
|
||||||
{
|
|
||||||
GameMain.Client.SendChatMessage(msg);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
DisplayCharacterOrder(character, order);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -698,6 +698,8 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private GUILayoutGroup subPreviewContainer;
|
private GUILayoutGroup subPreviewContainer;
|
||||||
|
|
||||||
|
private GUILayoutGroup subPreviewContainer;
|
||||||
|
|
||||||
private GUIButton loadGameButton;
|
private GUIButton loadGameButton;
|
||||||
|
|
||||||
public Action<Submarine, string, string> StartNewGame;
|
public Action<Submarine, string, string> StartNewGame;
|
||||||
|
|||||||
@@ -285,79 +285,6 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void ReportProblems()
|
|
||||||
{
|
|
||||||
Order newOrder = null;
|
|
||||||
if (Character.CurrentHull != null)
|
|
||||||
{
|
|
||||||
if (AIObjectiveExtinguishFires.IsValidTarget(Character.CurrentHull, Character))
|
|
||||||
{
|
|
||||||
if (AddTargets<AIObjectiveExtinguishFires, Hull>(Character, Character.CurrentHull))
|
|
||||||
{
|
|
||||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
|
|
||||||
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var gap in Character.CurrentHull.ConnectedGaps)
|
|
||||||
{
|
|
||||||
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
|
|
||||||
{
|
|
||||||
if (AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap))
|
|
||||||
{
|
|
||||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
|
|
||||||
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (Item item in Item.ItemList)
|
|
||||||
{
|
|
||||||
if (item.CurrentHull != Character.CurrentHull) { continue; }
|
|
||||||
if (AIObjectiveRepairItems.IsValidTarget(item, Character))
|
|
||||||
{
|
|
||||||
if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; }
|
|
||||||
if (AddTargets<AIObjectiveRepairItems, Item>(Character, item))
|
|
||||||
{
|
|
||||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
|
|
||||||
newOrder = new Order(orderPrefab, Character.CurrentHull, item.Repairables?.FirstOrDefault());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (Character c in Character.CharacterList)
|
|
||||||
{
|
|
||||||
if (c.CurrentHull != Character.CurrentHull) { continue; }
|
|
||||||
if (AIObjectiveFightIntruders.IsValidTarget(c, Character))
|
|
||||||
{
|
|
||||||
if (AddTargets<AIObjectiveFightIntruders, Character>(Character, c))
|
|
||||||
{
|
|
||||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
|
|
||||||
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (AddTargets<AIObjectiveRescueAll, Character>(Character, Character))
|
|
||||||
{
|
|
||||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
|
|
||||||
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (newOrder != null)
|
|
||||||
{
|
|
||||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
|
|
||||||
{
|
|
||||||
Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void ReportProblems()
|
protected void ReportProblems()
|
||||||
{
|
{
|
||||||
Order newOrder = null;
|
Order newOrder = null;
|
||||||
@@ -639,7 +566,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private void RefreshHullSafety(Hull hull)
|
private void RefreshHullSafety(Hull hull)
|
||||||
{
|
{
|
||||||
if (GetHullSafety(hull) > HULL_SAFETY_THRESHOLD)
|
if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
|
||||||
{
|
{
|
||||||
UnsafeHulls.Remove(hull);
|
UnsafeHulls.Remove(hull);
|
||||||
}
|
}
|
||||||
@@ -727,17 +654,19 @@ namespace Barotrauma
|
|||||||
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
|
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
|
||||||
}
|
}
|
||||||
|
|
||||||
public float GetHullSafety(Hull hull)
|
public float GetCurrentHullSafety() => GetHullSafety(Character.CurrentHull, Character, VisibleHulls);
|
||||||
|
|
||||||
|
public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
|
||||||
{
|
{
|
||||||
if (hull == null) { return 0; }
|
if (hull == null) { return 0; }
|
||||||
bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
|
bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
|
||||||
bool ignoreWater = HasDivingSuit(Character);
|
bool ignoreWater = HasDivingSuit(character);
|
||||||
bool ignoreOxygen = ignoreWater || HasDivingMask(Character);
|
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
|
||||||
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
|
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
|
||||||
return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
|
return GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static float GetHullSafety(Hull hull, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
|
public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
|
||||||
{
|
{
|
||||||
if (hull == null) { return 0; }
|
if (hull == null) { return 0; }
|
||||||
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
|
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
|
||||||
@@ -748,20 +677,30 @@ namespace Barotrauma
|
|||||||
oxygenFactor = 1;
|
oxygenFactor = 1;
|
||||||
waterFactor = 1;
|
waterFactor = 1;
|
||||||
}
|
}
|
||||||
// Even the smallest fire reduces the safety by 50%
|
float fireFactor = 1;
|
||||||
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
|
if (!ignoreFire)
|
||||||
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
|
{
|
||||||
int enemyCount = Character.CharacterList.Count(e =>
|
Func<Hull, float> calculateFire = h => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
|
||||||
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
|
// Even the smallest fire reduces the safety by 50%
|
||||||
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
|
float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
|
||||||
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
|
||||||
float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
|
}
|
||||||
|
float enemyFactor = 1;
|
||||||
|
if (!ignoreEnemies)
|
||||||
|
{
|
||||||
|
Func<Character, bool> isValidTarget = e => !e.IsDead && !e.IsUnconscious && !e.Removed && !IsFriendly(character, e);
|
||||||
|
int enemyCount = visibleHulls == null ?
|
||||||
|
Character.CharacterList.Count(e => e.CurrentHull == hull && isValidTarget(e)) :
|
||||||
|
Character.CharacterList.Count(e => visibleHulls.Contains(e.CurrentHull) && isValidTarget(e));
|
||||||
|
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
||||||
|
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
|
||||||
|
}
|
||||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
|
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
|
||||||
return MathHelper.Clamp(safety * 100, 0, 100);
|
return MathHelper.Clamp(safety * 100, 0, 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsFriendly(Character other) => IsFriendly(Character, other);
|
public bool IsFriendly(Character other) => IsFriendly(Character, other);
|
||||||
// TODO: If the aliens are quaranteed to be in another team than the player, we wouldn't need to check the species.
|
|
||||||
public static bool IsFriendly(Character me, Character other) => other.TeamID == me.TeamID && other.SpeciesName == me.SpeciesName;
|
public static bool IsFriendly(Character me, Character other) => (other.TeamID == me.TeamID || other.TeamID == Character.TeamType.FriendlyNPC || me.TeamID == Character.TeamType.FriendlyNPC) && other.SpeciesName == me.SpeciesName;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -319,7 +319,7 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
|
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
|
||||||
{
|
{
|
||||||
retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
|
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
|
||||||
}
|
}
|
||||||
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
|
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
|
||||||
}
|
}
|
||||||
@@ -439,8 +439,7 @@ namespace Barotrauma
|
|||||||
character.CursorPosition = Enemy.Position;
|
character.CursorPosition = Enemy.Position;
|
||||||
float engageDistance = 500;
|
float engageDistance = 500;
|
||||||
if (squaredDistance > engageDistance * engageDistance) { return; }
|
if (squaredDistance > engageDistance * engageDistance) { return; }
|
||||||
bool canSeeTarget = character.CanSeeCharacter(Enemy);
|
if (!character.CanSeeCharacter(Enemy)) { return; }
|
||||||
if (!canSeeTarget && character.CurrentHull != Enemy.CurrentHull) { return; }
|
|
||||||
if (Weapon.RequireAimToUse)
|
if (Weapon.RequireAimToUse)
|
||||||
{
|
{
|
||||||
bool isOperatingButtons = false;
|
bool isOperatingButtons = false;
|
||||||
|
|||||||
+9
-10
@@ -51,7 +51,8 @@ namespace Barotrauma
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
|
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
|
||||||
currenthullSafety = HumanAIController.GetHullSafety(character.CurrentHull);
|
// TODO: no need to update every frame?
|
||||||
|
currenthullSafety = HumanAIController.GetCurrentHullSafety();
|
||||||
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
|
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
|
||||||
{
|
{
|
||||||
Priority -= priorityDecrease * deltaTime;
|
Priority -= priorityDecrease * deltaTime;
|
||||||
@@ -128,7 +129,8 @@ namespace Barotrauma
|
|||||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||||
// -> attempt to manually steer away from hazards
|
// -> attempt to manually steer away from hazards
|
||||||
Vector2 escapeVel = Vector2.Zero;
|
Vector2 escapeVel = Vector2.Zero;
|
||||||
foreach (FireSource fireSource in currentHull.FireSources)
|
// TODO: optimize
|
||||||
|
foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
|
||||||
{
|
{
|
||||||
Vector2 dir = character.Position - fireSource.Position;
|
Vector2 dir = character.Position - fireSource.Position;
|
||||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||||
@@ -136,12 +138,8 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
foreach (Character enemy in Character.CharacterList)
|
foreach (Character enemy in Character.CharacterList)
|
||||||
{
|
{
|
||||||
//don't run from friendly NPCs
|
if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; }
|
||||||
if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
|
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
|
||||||
//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
|
|
||||||
if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
|
|
||||||
if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
|
|
||||||
(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
|
|
||||||
{
|
{
|
||||||
Vector2 dir = character.Position - enemy.Position;
|
Vector2 dir = character.Position - enemy.Position;
|
||||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
||||||
@@ -150,9 +148,10 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
if (escapeVel != Vector2.Zero)
|
if (escapeVel != Vector2.Zero)
|
||||||
{
|
{
|
||||||
|
float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
|
||||||
|
float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
|
||||||
//only move if we haven't reached the edge of the room
|
//only move if we haven't reached the edge of the room
|
||||||
if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
|
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
|
||||||
(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
|
|
||||||
{
|
{
|
||||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -127,6 +127,32 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
#if DEBUG
|
#if DEBUG
|
||||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||||
|
#endif
|
||||||
|
abandon = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||||
|
// TODO: use the collider size/reach?
|
||||||
|
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||||
|
{
|
||||||
|
HumanAIController.AnimController.Crouching = true;
|
||||||
|
}
|
||||||
|
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||||
|
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||||
|
if (canOperate)
|
||||||
|
{
|
||||||
|
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||||
|
}
|
||||||
|
if (subObjectives.Any()) { return; }
|
||||||
|
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||||
|
if (repairTool == null)
|
||||||
|
{
|
||||||
|
#if DEBUG
|
||||||
|
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||||
#endif
|
#endif
|
||||||
abandon = true;
|
abandon = true;
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using Barotrauma.Extensions;
|
||||||
|
|
||||||
namespace Barotrauma
|
namespace Barotrauma
|
||||||
{
|
{
|
||||||
@@ -73,6 +74,21 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void Update(float deltaTime)
|
||||||
|
{
|
||||||
|
if (objectiveManager.CurrentObjective == this)
|
||||||
|
{
|
||||||
|
if (randomTimer > 0)
|
||||||
|
{
|
||||||
|
randomTimer -= deltaTime;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SetRandom();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override bool IsCompleted() => false;
|
public override bool IsCompleted() => false;
|
||||||
public override bool CanBeCompleted => true;
|
public override bool CanBeCompleted => true;
|
||||||
|
|
||||||
@@ -98,7 +114,7 @@ namespace Barotrauma
|
|||||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||||
|
|
||||||
if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
|
if (currentTargetIsInvalid || currentTarget == null && HumanAIController.VisibleHulls.Any(h => IsForbidden(h)))
|
||||||
{
|
{
|
||||||
newTargetTimer = 0;
|
newTargetTimer = 0;
|
||||||
standStillTimer = 0;
|
standStillTimer = 0;
|
||||||
@@ -141,9 +157,7 @@ namespace Barotrauma
|
|||||||
// Check that there is no unsafe or forbidden hulls on the way to the target
|
// Check that there is no unsafe or forbidden hulls on the way to the target
|
||||||
// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
|
// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
|
||||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
|
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
|
||||||
if (path.Unreachable ||
|
if (path.Unreachable || path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
|
||||||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
|
|
||||||
IsForbidden(n.CurrentHull)))
|
|
||||||
{
|
{
|
||||||
//can't go to this room, remove it from the list and try another room next frame
|
//can't go to this room, remove it from the list and try another room next frame
|
||||||
int index = targetHulls.IndexOf(randomHull);
|
int index = targetHulls.IndexOf(randomHull);
|
||||||
|
|||||||
@@ -797,6 +797,10 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
isCompleted = true;
|
isCompleted = true;
|
||||||
}
|
}
|
||||||
|
if (component.AIOperate(deltaTime, character, this))
|
||||||
|
{
|
||||||
|
isCompleted = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ namespace Barotrauma
|
|||||||
if (character.SelectedCharacter != targetCharacter)
|
if (character.SelectedCharacter != targetCharacter)
|
||||||
{
|
{
|
||||||
character.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
|
character.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
|
||||||
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
|
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
|
||||||
null, 1.0f,
|
null, 1.0f,
|
||||||
"foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
"foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
||||||
|
|
||||||
@@ -71,7 +71,7 @@ namespace Barotrauma
|
|||||||
// Ensure that we have the find safety objective (should always be the case)
|
// Ensure that we have the find safety objective (should always be the case)
|
||||||
objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
|
objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
|
||||||
}
|
}
|
||||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(new Hull[] { character.CurrentHull }), character, objectiveManager));
|
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(HumanAIController.VisibleHulls), character, objectiveManager));
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -89,7 +89,7 @@ namespace Barotrauma
|
|||||||
if (character.SelectedCharacter != targetCharacter)
|
if (character.SelectedCharacter != targetCharacter)
|
||||||
{
|
{
|
||||||
character.Speak(TextManager.Get("DialogFoundWoundedTarget")
|
character.Speak(TextManager.Get("DialogFoundWoundedTarget")
|
||||||
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
|
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
|
||||||
null, 1.0f,
|
null, 1.0f,
|
||||||
"foundwoundedtarget" + targetCharacter.Name, 60.0f);
|
"foundwoundedtarget" + targetCharacter.Name, 60.0f);
|
||||||
|
|
||||||
|
|||||||
@@ -1154,6 +1154,15 @@ namespace Barotrauma
|
|||||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||||
|
{
|
||||||
|
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||||
|
//to make aiming look a little less choppy
|
||||||
|
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||||
|
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||||
|
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||||
|
}
|
||||||
|
|
||||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||||
{
|
{
|
||||||
if (speedMultipliers.Count == 0) return 1f;
|
if (speedMultipliers.Count == 0) return 1f;
|
||||||
|
|||||||
@@ -696,6 +696,25 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (targetItem.Prefab.DeconstructItems.Any())
|
||||||
|
{
|
||||||
|
inputContainer.Inventory.RemoveItem(targetItem);
|
||||||
|
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||||
|
MoveInputQueue();
|
||||||
|
PutItemsToLinkedContainer();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||||
|
{
|
||||||
|
targetItem.Drop(dropper: null);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (targetItem.Prefab.DeconstructItems.Any())
|
if (targetItem.Prefab.DeconstructItems.Any())
|
||||||
{
|
{
|
||||||
inputContainer.Inventory.RemoveItem(targetItem);
|
inputContainer.Inventory.RemoveItem(targetItem);
|
||||||
|
|||||||
@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector2 SteeringInput
|
|
||||||
{
|
|
||||||
get { return steeringInput; }
|
|
||||||
set
|
|
||||||
{
|
|
||||||
if (!MathUtils.IsValid(value)) return;
|
|
||||||
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
|
||||||
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public SteeringPath SteeringPath
|
public SteeringPath SteeringPath
|
||||||
{
|
{
|
||||||
if (!CanBeSelected) return false;
|
if (!CanBeSelected) return false;
|
||||||
@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
|
|||||||
set { posToMaintain = value; }
|
set { posToMaintain = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector2? PosToMaintain
|
||||||
|
{
|
||||||
|
get { return posToMaintain; }
|
||||||
|
set { posToMaintain = value; }
|
||||||
|
}
|
||||||
|
|
||||||
struct ObstacleDebugInfo
|
struct ObstacleDebugInfo
|
||||||
{
|
{
|
||||||
public Vector2 Point1;
|
public Vector2 Point1;
|
||||||
|
|||||||
@@ -1171,6 +1171,38 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UpdateTransform()
|
||||||
|
{
|
||||||
|
Submarine prevSub = Submarine;
|
||||||
|
|
||||||
|
FindHull();
|
||||||
|
|
||||||
|
if (Submarine == null && prevSub != null)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
else if (Submarine != null && prevSub == null)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||||
|
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||||
|
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||||
|
|
||||||
|
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||||
|
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||||
|
{
|
||||||
|
body.LinearVelocity = new Vector2(
|
||||||
|
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||||
|
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void UpdateTransform()
|
public void UpdateTransform()
|
||||||
{
|
{
|
||||||
Submarine prevSub = Submarine;
|
Submarine prevSub = Submarine;
|
||||||
|
|||||||
@@ -15,6 +15,8 @@ namespace Barotrauma
|
|||||||
public static List<Hull> hullList = new List<Hull>();
|
public static List<Hull> hullList = new List<Hull>();
|
||||||
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
|
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
|
||||||
|
|
||||||
|
public static bool ShowHulls = true;
|
||||||
|
|
||||||
public static bool EditWater, EditFire;
|
public static bool EditWater, EditFire;
|
||||||
public const float OxygenDistributionSpeed = 500.0f;
|
public const float OxygenDistributionSpeed = 500.0f;
|
||||||
public const float OxygenDeteriorationSpeed = 0.3f;
|
public const float OxygenDeteriorationSpeed = 0.3f;
|
||||||
@@ -208,6 +210,25 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public string DisplayName
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string roomName;
|
||||||
|
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||||
|
public string RoomName
|
||||||
|
{
|
||||||
|
get { return roomName; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (roomName == value) { return; }
|
||||||
|
roomName = value;
|
||||||
|
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override Rectangle Rect
|
public override Rectangle Rect
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
|||||||
Reference in New Issue
Block a user