(b5250291f) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:15:16 +03:00
parent b02565796a
commit 108e42edb0
32 changed files with 574 additions and 360 deletions
@@ -1,3 +1,3 @@
#!/bin/sh #!/bin/sh
exec mono "./Barotrauma.exe" MONO_LOG_LEVEL=debug "$@" ./Barotrauma
@@ -186,6 +186,9 @@
<None Include="Content\Effects\watershader_opengl.xnb"> <None Include="Content\Effects\watershader_opengl.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None> </None>
<None Include="lib64\libMonoPosixHelper.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="libopenal.so.1"> <None Include="libopenal.so.1">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None> </None>
@@ -98,7 +98,7 @@ namespace Barotrauma
if (distSqrd > 10.0f || !character.AllowInput) if (distSqrd > 10.0f || !character.AllowInput)
{ {
Collider.TargetRotation = newRotation; Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f); SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
} }
else else
{ {
@@ -149,6 +149,62 @@ namespace Barotrauma
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
} }
} }
if (localPos.Animation != serverPos.Animation)
{
if (serverPos.Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
}
Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos);
Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos);
if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine)
{
//hull subs don't match => teleport the camera to the other sub
character.Submarine = serverHull.Submarine;
character.CurrentHull = currentHull = serverHull;
SetPosition(serverPos.Position);
character.MemLocalState.Clear();
}
else
{
Vector2 positionError = serverPos.Position - localPos.Position;
float rotationError = serverPos.Rotation.HasValue && localPos.Rotation.HasValue ?
serverPos.Rotation.Value - localPos.Rotation.Value :
0.0f;
for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
{
Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos);
if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
character.MemLocalState[i].Translate(positionError, rotationError);
}
float errorMagnitude = positionError.Length();
if (errorMagnitude > 0.01f)
{
Collider.TargetPosition = Collider.SimPosition + positionError;
Collider.TargetRotation = Collider.Rotation + rotationError;
Collider.MoveToTargetPosition(lerp: true);
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
foreach (Limb limb in Limbs)
{
limb.body.TargetPosition = limb.body.SimPosition + positionError;
limb.body.MoveToTargetPosition(lerp: true);
}
}
}
}
} }
if (character.MemState.Count < 1) return; if (character.MemState.Count < 1) return;
@@ -238,20 +294,16 @@ namespace Barotrauma
} }
float errorMagnitude = positionError.Length(); float errorMagnitude = positionError.Length();
if (errorMagnitude > 0.01f) if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
SetPosition(serverPos.Position, lerp: true, ignorePlatforms: false);
}
else if (errorMagnitude > 0.01f)
{ {
Collider.TargetPosition = Collider.SimPosition + positionError; Collider.TargetPosition = Collider.SimPosition + positionError;
Collider.TargetRotation = Collider.Rotation + rotationError; Collider.TargetRotation = Collider.Rotation + rotationError;
Collider.MoveToTargetPosition(lerp: true); Collider.MoveToTargetPosition(lerp: true);
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
foreach (Limb limb in Limbs)
{
limb.body.TargetPosition = limb.body.SimPosition + positionError;
limb.body.MoveToTargetPosition(lerp: true);
}
}
} }
} }
@@ -46,8 +46,7 @@ namespace Barotrauma
if (controlled == value) return; if (controlled == value) return;
controlled = value; controlled = value;
if (controlled != null) controlled.Enabled = true; if (controlled != null) controlled.Enabled = true;
CharacterHealth.OpenHealthWindow = null; CharacterHealth.OpenHealthWindow = null;
} }
} }
@@ -85,7 +85,8 @@ namespace Barotrauma
{ {
if (character.Inventory != null) if (character.Inventory != null)
{ {
if (!character.LockHands && character.Stun < 0.1f) if (!character.LockHands && character.Stun < 0.1f &&
(character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Controller>() == null))
{ {
character.Inventory.Update(deltaTime, cam); character.Inventory.Update(deltaTime, cam);
} }
@@ -320,6 +321,7 @@ namespace Barotrauma
} }
if (character.Inventory != null && !character.LockHands) if (character.Inventory != null && !character.LockHands)
{ {
character.Inventory.Locked = (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null);
character.Inventory.DrawOwn(spriteBatch); character.Inventory.DrawOwn(spriteBatch);
character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ? character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
CharacterInventory.Layout.Default : CharacterInventory.Layout.Default :
+12 -3
View File
@@ -526,11 +526,20 @@ namespace Barotrauma
} }
/// <summary> /// <summary>
/// Returns the file paths of all files of the given type in the currently selected content packages. /// Returns the file paths of all files of the given type in the content packages.
/// </summary> /// </summary>
public IEnumerable<string> GetFilesOfType(ContentType type) /// <param name="type"></param>
/// <param name="searchAllContentPackages">If true, also returns files in content packages that are installed but not currently selected.</param>
public IEnumerable<string> GetFilesOfType(ContentType type, bool searchAllContentPackages = false)
{ {
return ContentPackage.GetFilesOfType(SelectedPackages, type); if (searchAllContentPackages)
{
return ContentPackage.GetFilesOfType(ContentPackage.List, type);
}
else
{
return ContentPackage.GetFilesOfType(SelectedPackages, type);
}
} }
/// <summary> /// <summary>
@@ -74,12 +74,17 @@ namespace Barotrauma
public CrewManager(XElement element, bool isSinglePlayer) public CrewManager(XElement element, bool isSinglePlayer)
: this(isSinglePlayer) : this(isSinglePlayer)
{ {
if (!isSinglePlayer) if (GameMain.Client != null)
{ {
DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace); //let the server create random conversations in MP
return; return;
} }
if (string.IsNullOrEmpty(text)) { return; } List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
c.AIController is HumanAIController &&
!c.IsDead &&
c.SpeechImpediment <= 100.0f);
pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
}
var characterInfo = new CharacterInfo(subElement); var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo); characterInfos.Add(characterInfo);
@@ -90,7 +95,6 @@ namespace Barotrauma
break; break;
} }
} }
ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender));
} }
partial void InitProjectSpecific() partial void InitProjectSpecific()
@@ -238,27 +242,24 @@ namespace Barotrauma
public IEnumerable<Character> GetCharacters() public IEnumerable<Character> GetCharacters()
{ {
if (character?.Inventory == null) return null; if (characterInfos.Contains(characterInfo))
{
DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace);
return;
}
var radioItem = character.Inventory.Items.FirstOrDefault(it => it != null && it.GetComponent<WifiComponent>() != null); characterInfos.Add(characterInfo);
if (radioItem == null) return null;
if (requireEquipped && !character.HasEquippedItem(radioItem)) return null;
return radioItem.GetComponent<WifiComponent>();
} }
public IEnumerable<CharacterInfo> GetCharacterInfos() public IEnumerable<CharacterInfo> GetCharacterInfos()
{ {
if (GameMain.Client != null) if (character == null)
{ {
//let the server create random conversations in MP DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace);
return; return;
} }
List<Character> availableSpeakers = Character.CharacterList.FindAll(c => characters.Remove(character);
c.AIController is HumanAIController && if (removeInfo) characterInfos.Remove(character.Info);
!c.IsDead &&
c.SpeechImpediment <= 100.0f);
pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
} }
public void AddCharacter(Character character) public void AddCharacter(Character character)
@@ -632,9 +633,183 @@ namespace Barotrauma
{ {
characterListBox.BarScroll = roundedPos; characterListBox.BarScroll = roundedPos;
} }
soundIcon.Visible = !muted && !mutedLocally; var characterArea = new GUIButton(new RectTransform(new Point(characterInfoWidth, frame.Rect.Height), frame.RectTransform, Anchor.CenterLeft), style: "GUITextBox")
soundIconDisabled.Visible = muted || mutedLocally; {
soundIconDisabled.ToolTip = TextManager.Get(mutedLocally ? "MutedLocally" : "MutedGlobally"); UserData = character,
Color = frame.Color,
SelectedColor = frame.SelectedColor,
HoverColor = frame.HoverColor,
ToolTip = characterToolTip
};
var soundIcon = new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
"GUISoundIcon")
{
UserData = "soundicon",
CanBeFocused = false,
Visible = true
};
soundIcon.Color = new Color(soundIcon.Color, 0.0f);
new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
"GUISoundIconDisabled")
{
UserData = "soundicondisabled",
CanBeFocused = true,
Visible = false
};
if (isSinglePlayer)
{
characterArea.OnClicked = CharacterClicked;
}
else
{
characterArea.CanBeFocused = false;
characterArea.CanBeSelected = false;
}
var characterImage = new GUICustomComponent(new RectTransform(new Point(characterArea.Rect.Height), characterArea.RectTransform, Anchor.CenterLeft),
onDraw: (sb, component) => character.Info.DrawIcon(sb, component.Rect.Center.ToVector2(), targetAreaSize: component.Rect.Size.ToVector2()))
{
CanBeFocused = false,
HoverColor = Color.White,
SelectedColor = Color.White,
ToolTip = characterToolTip
};
var characterName = new GUITextBlock(new RectTransform(new Point(characterArea.Rect.Width - characterImage.Rect.Width - soundIcon.Rect.Width - 10, characterArea.Rect.Height),
characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(soundIcon.Rect.Width + 10, 0) },
character.Name, textColor: frame.Color, font: GUI.SmallFont, wrap: true)
{
Color = frame.Color,
HoverColor = Color.Transparent,
SelectedColor = Color.Transparent,
CanBeFocused = false,
ToolTip = characterToolTip,
AutoScale = true
};
//---------------- order buttons ----------------
var orderButtonFrame = new GUILayoutGroup(new RectTransform(new Point(100, frame.Rect.Height), frame.RectTransform)
{ AbsoluteOffset = new Point(characterInfoWidth + spacing, 0) },
isHorizontal: true, childAnchor: Anchor.CenterLeft)
{
AbsoluteSpacing = (int)(10 * GUI.Scale),
UserData = "orderbuttons",
CanBeFocused = false
};
//listbox for holding the orders inappropriate for this character
//(so we can easily toggle their visibility)
var wrongOrderList = new GUIListBox(new RectTransform(new Point(50, orderButtonFrame.Rect.Height), orderButtonFrame.RectTransform), isHorizontal: true, style: null)
{
ScrollBarEnabled = false,
ScrollBarVisible = false,
Enabled = false,
Spacing = spacing,
ClampMouseRectToParent = false
};
wrongOrderList.Content.ClampMouseRectToParent = false;
for (int i = 0; i < orders.Count; i++)
{
var order = orders[i];
if (order.TargetAllCharacters) continue;
RectTransform btnParent = (i >= correctOrderCount + neutralOrderCount) ?
wrongOrderList.Content.RectTransform :
orderButtonFrame.RectTransform;
var btn = new GUIButton(new RectTransform(new Point(iconSize, iconSize), btnParent, Anchor.CenterLeft),
style: null)
{
UserData = order
};
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
{
Color = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.8f,
HoverColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 1.0f,
PressedColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.6f,
UserData = "selected",
CanBeFocused = false,
Visible = false
};
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite);
img.Scale = iconSize / (float)img.SourceRect.Width;
img.Color = Color.Lerp(order.Color, frame.Color, 0.5f);
img.ToolTip = order.Name;
img.HoverColor = Color.Lerp(img.Color, Color.White, 0.5f);
btn.OnClicked += (GUIButton button, object userData) =>
{
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
if (btn.GetChildByUserData("selected").Visible)
{
SetCharacterOrder(character, Order.PrefabList.Find(o => o.AITag == "dismissed"), null, Character.Controlled);
}
else
{
if (order.ItemComponentType != null || order.ItemIdentifiers.Length > 0 || order.Options.Length > 1)
{
CreateOrderTargetFrame(button, character, order);
}
else
{
SetCharacterOrder(character, order, null, Character.Controlled);
}
}
return true;
};
btn.UserData = order;
btn.ToolTip = order.Name;
//divider between different groups of orders
if (i == correctOrderCount - 1 || i == correctOrderCount + neutralOrderCount - 1)
{
//TODO: divider sprite
new GUIFrame(new RectTransform(new Point(8, iconSize), orderButtonFrame.RectTransform), style: "GUIButton");
}
}
var toggleWrongOrderBtn = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform),
"", style: "UIToggleButton")
{
UserData = "togglewrongorder",
CanBeFocused = false
};
wrongOrderList.RectTransform.NonScaledSize = new Point(
wrongOrderList.Content.Children.Sum(c => c.Rect.Width + wrongOrderList.Spacing),
wrongOrderList.RectTransform.NonScaledSize.Y);
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)
@@ -778,6 +953,12 @@ namespace Barotrauma
} }
return; return;
} }
List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
c.AIController is HumanAIController &&
!c.IsDead &&
c.SpeechImpediment <= 100.0f);
pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
}
character.SetOrder(order, option, orderGiver, speak: orderGiver != character); character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
if (IsSinglePlayer) if (IsSinglePlayer)
@@ -835,19 +1016,23 @@ namespace Barotrauma
} }
} }
} }
//only one target (or an order with no particular targets), just show options
else character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
if (IsSinglePlayer)
{ {
orderTargetFrame = new GUILayoutGroup(new RectTransform(new Vector2(0.2f + order.Options.Length * 0.1f, 0.18f), GUI.Canvas) orderGiver?.Speak(
{ AbsoluteOffset = new Point(orderButton.Rect.Center.X, orderButton.Rect.Bottom) }, order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null);
isHorizontal: true, childAnchor: Anchor.BottomLeft) }
else if (orderGiver != null)
{
OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver);
if (GameMain.Client != null)
{ {
UserData = character, GameMain.Client.SendChatMessage(msg);
Stretch = true }
}; }
//line connecting the order button to the option buttons DisplayCharacterOrder(character, order);
//TODO: sprite }
new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), orderTargetFrame.RectTransform), style: null);
/// <summary> /// <summary>
/// Create the UI panel that's used to select the target and options for a given order /// Create the UI panel that's used to select the target and options for a given order
@@ -795,7 +795,7 @@ namespace Barotrauma
base.Draw(spriteBatch); base.Draw(spriteBatch);
if (hideButton != null && hideButton.Visible) if (hideButton != null && hideButton.Visible && !Locked)
{ {
hideButton.DrawManually(spriteBatch, alsoChildren: true); hideButton.DrawManually(spriteBatch, alsoChildren: true);
} }
@@ -837,6 +837,7 @@ namespace Barotrauma
color = Color.White; color = Color.White;
highlightedQuickUseSlot = slots[i]; highlightedQuickUseSlot = slots[i];
} }
if (Locked) { color *= 0.3f; }
var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ? var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicator : DropIndicator; EquipIndicator : DropIndicator;
@@ -820,8 +820,9 @@ namespace Barotrauma
else else
{ {
Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall; Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f); if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
if (item != null && drawItem) if (item != null && drawItem)
{ {
@@ -873,14 +874,17 @@ namespace Barotrauma
} }
indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(), indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
Color.DarkGray * 0.9f, (inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
origin: indicatorSprite.size / 2, origin: indicatorSprite.size / 2,
rotate: 0.0f, rotate: 0.0f,
scale: indicatorScale); scale: indicatorScale);
Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(), spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)), sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green), color: indicatorColor,
rotation: 0.0f, rotation: 0.0f,
origin: indicatorSprite.size / 2, origin: indicatorSprite.size / 2,
scale: indicatorScale, scale: indicatorScale,
@@ -920,6 +924,7 @@ namespace Barotrauma
} }
Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor(); Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface) if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
{ {
spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f); spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
@@ -931,7 +936,10 @@ namespace Barotrauma
sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale); sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
} }
if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None) if (inventory != null &&
!inventory.Locked &&
Character.Controlled?.Inventory == inventory &&
slot.QuickUseKey != Keys.None)
{ {
GUI.DrawString(spriteBatch, rect.Location.ToVector2(), GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
slot.QuickUseKey.ToString().Substring(1, 1), slot.QuickUseKey.ToString().Substring(1, 1),
@@ -1,6 +1,9 @@
using Barotrauma.Extensions; using Barotrauma.Extensions;
using Barotrauma.Lights; using Barotrauma.Lights;
using Barotrauma.Networking; using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Lidgren.Network; using Lidgren.Network;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@@ -165,6 +168,20 @@ namespace Barotrauma
{ {
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position); Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact > 10.0f)
{
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
}
}
}
}
public override bool IsVisible(Rectangle worldView) public override bool IsVisible(Rectangle worldView)
{ {
Rectangle worldRect = WorldRect; Rectangle worldRect = WorldRect;
@@ -601,7 +601,7 @@ namespace Barotrauma.Steam
{ {
// TODO: If you create a new mod via the workshop interface and enable it, it will show the error msg, but still allows you to enable the content. // TODO: If you create a new mod via the workshop interface and enable it, it will show the error msg, but still allows you to enable the content.
if (File.Exists(newContentPackagePath)) if (File.Exists(newContentPackagePath) && !CheckFileEquality(newContentPackagePath, metaDataFilePath))
{ {
errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable") errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable")
.Replace("[itemname]", item.Title) .Replace("[itemname]", item.Title)
@@ -613,7 +613,7 @@ namespace Barotrauma.Steam
foreach (ContentFile contentFile in contentPackage.Files) foreach (ContentFile contentFile in contentPackage.Files)
{ {
string sourceFile = Path.Combine(item.Directory.FullName, contentFile.Path); string sourceFile = Path.Combine(item.Directory.FullName, contentFile.Path);
if (File.Exists(sourceFile) && File.Exists(contentFile.Path)) if (File.Exists(sourceFile) && File.Exists(contentFile.Path) && !CheckFileEquality(sourceFile, contentFile.Path))
{ {
errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable") errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable")
.Replace("[itemname]", item.Title) .Replace("[itemname]", item.Title)
@@ -685,6 +685,22 @@ namespace Barotrauma.Steam
return true; return true;
} }
private static bool CheckFileEquality(string filePath1, string filePath2)
{
if (filePath1 == filePath2)
{
return true;
}
using (FileStream fs1 = File.OpenRead(filePath1))
using (FileStream fs2 = File.OpenRead(filePath2))
{
Md5Hash hash1 = new Md5Hash(fs1);
Md5Hash hash2 = new Md5Hash(fs2);
return hash1.Hash == hash2.Hash;
}
}
/// <summary> /// <summary>
/// Disables a workshop item by removing the files from the game folder. /// Disables a workshop item by removing the files from the game folder.
/// </summary> /// </summary>
@@ -28,6 +28,8 @@ 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;
@@ -238,7 +238,7 @@ namespace Barotrauma
} }
float ambienceVolume = 0.8f; float ambienceVolume = 0.8f;
if (Character.Controlled != null) if (Character.Controlled != null && !Character.Controlled.Removed)
{ {
AnimController animController = Character.Controlled.AnimController; AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater) if (animController.HeadInWater)
+1 -1
View File
@@ -216,7 +216,7 @@
<ItemGroup> <ItemGroup>
<None Include="packages.config" /> <None Include="packages.config" />
</ItemGroup> </ItemGroup>
<ItemGroup Condition="'$(Configuration)|$(Platform)' == 'DebugLinux|x64'"> <ItemGroup Condition="$(Configuration.EndsWith('Linux'))">
<None Include="Launch_BarotraumaServer"> <None Include="Launch_BarotraumaServer">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None> </None>
@@ -145,6 +145,23 @@ namespace Barotrauma
} }
} }
/// <summary>
/// Returns the file paths of all files of the given type in the content packages.
/// </summary>
/// <param name="type"></param>
/// <param name="searchAllContentPackages">If true, also returns files in content packages that are installed but not currently selected.</param>
public IEnumerable<string> GetFilesOfType(ContentType type, bool searchAllContentPackages = false)
{
if (searchAllContentPackages)
{
return ContentPackage.GetFilesOfType(ContentPackage.List, type);
}
else
{
return ContentPackage.GetFilesOfType(SelectedPackages, type);
}
}
/// <summary> /// <summary>
/// Returns the file paths of all files of the given type in the currently selected content packages. /// Returns the file paths of all files of the given type in the currently selected content packages.
/// </summary> /// </summary>
@@ -320,8 +320,9 @@ namespace Barotrauma
{ {
State = AIState.Idle; State = AIState.Idle;
} }
else if (Character.Health < fleeHealthThreshold) else if (Character.Health < fleeHealthThreshold && SwarmBehavior == null)
{ {
// Don't flee from damage if in a swarm.
State = AIState.Escape; State = AIState.Escape;
} }
else if (targetingPriority != null) else if (targetingPriority != null)
@@ -330,8 +331,6 @@ namespace Barotrauma
} }
} }
LatchOntoAI?.Update(this, deltaTime);
if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)) if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
{ {
State = AIState.Idle; State = AIState.Idle;
@@ -369,8 +368,15 @@ namespace Barotrauma
default: default:
throw new NotImplementedException(); throw new NotImplementedException();
} }
SwarmBehavior?.Update(deltaTime); LatchOntoAI?.Update(this, deltaTime);
IsSteeringThroughGap = false;
if (SwarmBehavior != null)
{
SwarmBehavior.IsActive = State == AIState.Idle && Character.CurrentHull == null;
SwarmBehavior.Refresh();
SwarmBehavior.UpdateSteering(deltaTime);
}
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run)); steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
} }
@@ -493,7 +499,7 @@ namespace Barotrauma
} }
else else
{ {
if (!IsProperlyLatchedOnSub) if (!IsLatchedOnSub)
{ {
UpdateWallTarget(); UpdateWallTarget();
} }
@@ -552,7 +558,7 @@ namespace Barotrauma
{ {
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex); WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true); Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime)) if (section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
{ {
return; return;
} }
@@ -794,9 +800,21 @@ namespace Barotrauma
return false; return false;
} }
public bool IsSteeringThroughGap { get; private set; }
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{ {
IsSteeringThroughGap = true;
SelectedAiTarget = wall.AiTarget;
wallTarget = null;
LatchOntoAI?.DeattachFromBody();
Character.AnimController.ReleaseStuckLimbs();
Hull targetHull = section.gap?.FlowTargetHull; Hull targetHull = section.gap?.FlowTargetHull;
float distance = Vector2.Distance(Character.WorldPosition, targetWorldPos);
float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
if (distance > maxDistance)
{
return false;
}
if (targetHull != null) if (targetHull != null)
{ {
if (wall.IsHorizontal) if (wall.IsHorizontal)
@@ -807,16 +825,7 @@ namespace Barotrauma
{ {
targetWorldPos.X = targetHull.WorldRect.Center.X; targetWorldPos.X = targetHull.WorldRect.Center.X;
} }
LatchOntoAI?.DeattachFromBody(); steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
Character.AnimController.ReleaseStuckLimbs();
if (steeringManager is IndoorsSteeringManager)
{
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
}
else
{
steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
}
return true; return true;
} }
return false; return false;
@@ -1048,87 +1057,43 @@ namespace Barotrauma
#region Targeting #region Targeting
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub; private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target, //goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within //whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range //sight/hearing range
public AITarget UpdateTargets(Character character, out TargetingPriority priority) public AITarget UpdateTargets(Character character, out TargetingPriority priority)
{ {
if (IsProperlyLatchedOnSub) if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
{ {
// If attached to a valid target, just keep the target. var wall = SelectedAiTarget.Entity as Structure;
// Priority not used in this case. if (wall == null)
priority = null; {
return SelectedAiTarget; wall = wallTarget.Structure;
}
// The target is not a wall or it's not the same as we are attached to -> release
bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
if (!releaseTarget)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
if (CanPassThroughHole(wall, i))
{
releaseTarget = true;
}
}
}
if (releaseTarget)
{
SelectedAiTarget = null;
wallTarget = null;
LatchOntoAI.DeattachFromBody();
}
else if (SelectedAiTarget?.Entity == wallTarget?.Structure)
{
// If attached to a valid target, just keep the target.
// Priority not used in this case.
priority = null;
return SelectedAiTarget;
}
} }
AITarget newTarget = null; AITarget newTarget = null;
priority = null; priority = null;
@@ -1211,7 +1176,7 @@ namespace Barotrauma
else if (target.Entity != null) else if (target.Entity != null)
{ {
//skip the target if it's a room and the character is already inside a sub //skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue; if (character.CurrentHull != null && target.Entity is Hull) { continue; }
Door door = null; Door door = null;
if (target.Entity is Item item) if (target.Entity is Item item)
@@ -1240,23 +1205,37 @@ namespace Barotrauma
// Ignore structures that doesn't have a body (not walls) // Ignore structures that doesn't have a body (not walls)
continue; continue;
} }
// Ignore walls when inside. if (s.IsPlatform)
valueModifier = character.CurrentHull == null ? 1 : 0; {
continue;
}
if (character.CurrentHull != null)
{
// Ignore walls when inside.
continue;
}
valueModifier = 1;
float wallMaxHealth = 400; // Anything more than this is ignored -> 200 = 1
// Prefer weaker targets.
valueModifier *= MathHelper.Lerp(1.5f, 0.5f, MathUtils.InverseLerp(0, 1, s.Health / wallMaxHealth));
if (aggressiveBoarding) if (aggressiveBoarding)
{ {
var hulls = s.Submarine.GetHulls(false);
for (int i = 0; i < s.Sections.Length; i++) for (int i = 0; i < s.Sections.Length; i++)
{ {
var section = s.Sections[i]; var section = s.Sections[i];
if (CanPassThroughHole(s, i)) if (section.gap != null)
{ {
// Ignore walls that can be passed through if (CanPassThroughHole(s, i))
valueModifier = 0; {
break; bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null && hulls.Any(h => h.Rect.Intersects(section.rect));
} valueModifier *= leadsInside ? 5 : 0;
else if (section.gap != null) }
{ else
// up to 100% priority increase for every gap in the wall {
valueModifier *= 1 + section.gap.Open; // up to 100% priority increase for every gap in the wall
valueModifier *= 1 + section.gap.Open;
}
} }
} }
} }
@@ -54,7 +54,7 @@ namespace Barotrauma
get { return attachJoints.Count > 0; } get { return attachJoints.Count > 0; }
} }
public bool IsAttachedToSub => IsAttached && attachTargetBody?.UserData is Entity entity && (entity is Submarine sub || entity?.Submarine != null); public bool IsAttachedToSub => IsAttached && (attachTargetBody?.UserData is Submarine || attachTargetBody?.UserData is Entity entity && entity.Submarine != null);
public LatchOntoAI(XElement element, EnemyAIController enemyAI) public LatchOntoAI(XElement element, EnemyAIController enemyAI)
{ {
@@ -190,7 +190,7 @@ namespace Barotrauma
case AIController.AIState.Attack: case AIController.AIState.Attack:
if (enemyAI.AttackingLimb != null) if (enemyAI.AttackingLimb != null)
{ {
if (attachToSub && wallAttachPos != Vector2.Zero && attachTargetBody != null) if (attachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
{ {
// is not attached or is attached to something else // is not attached or is attached to something else
if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody) if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
@@ -14,11 +14,16 @@ namespace Barotrauma
private float maxDistFromCenter; private float maxDistFromCenter;
private float cohesion; private float cohesion;
private List<AICharacter> members = new List<AICharacter>(); public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
private AIController ai; private EnemyAIController ai;
public SwarmBehavior(XElement element, AIController ai) public bool IsActive { get; set; }
public bool IsEnoughMembers => ActiveMembers.Count > 1;
public SwarmBehavior(XElement element, EnemyAIController ai)
{ {
this.ai = ai; this.ai = ai;
minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f)); minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
@@ -32,21 +37,36 @@ namespace Barotrauma
{ {
if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null) if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null)
{ {
enemyAI.SwarmBehavior.members = swarm.ToList(); enemyAI.SwarmBehavior.Members = swarm.ToList();
} }
} }
} }
public void Update(float deltaTime) public void Refresh()
{ {
members.RemoveAll(m => m.IsDead || m.Removed); Members.RemoveAll(m => m.IsDead || m.Removed);
if (members.Count < 2) { return; } foreach (var member in Members)
{
if (!member.AIController.Enabled && member.IsRemotePlayer || Character.Controlled == member || !((EnemyAIController)member.AIController).SwarmBehavior.IsActive)
{
ActiveMembers.Remove(member);
}
else
{
ActiveMembers.Add(member);
}
}
}
public void UpdateSteering(float deltaTime)
{
if (!IsActive) { return; }
if (!IsEnoughMembers) { return; }
//calculate the "center of mass" of the swarm and the distance to the closest character in the swarm //calculate the "center of mass" of the swarm and the distance to the closest character in the swarm
float closestDistSqr = float.MaxValue; float closestDistSqr = float.MaxValue;
Vector2 center = Vector2.Zero; Vector2 center = Vector2.Zero;
AICharacter closest = null; AICharacter closest = null;
foreach (AICharacter member in members) foreach (AICharacter member in Members)
{ {
center += member.SimPosition; center += member.SimPosition;
if (member == ai.Character) { continue; } if (member == ai.Character) { continue; }
@@ -57,7 +77,7 @@ namespace Barotrauma
closest = member; closest = member;
} }
} }
center /= members.Count; center /= Members.Count;
if (closest == null) { return; } if (closest == null) { return; }
@@ -83,11 +103,11 @@ namespace Barotrauma
if (cohesion > 0.0f) if (cohesion > 0.0f)
{ {
Vector2 avgVel = Vector2.Zero; Vector2 avgVel = Vector2.Zero;
foreach (AICharacter member in members) foreach (AICharacter member in Members)
{ {
avgVel += member.AnimController.TargetMovement; avgVel += member.AnimController.TargetMovement;
} }
avgVel /= members.Count; avgVel /= Members.Count;
ai.SteeringManager.SteeringManual(deltaTime, avgVel * cohesion); ai.SteeringManager.SteeringManual(deltaTime, avgVel * cohesion);
} }
} }
@@ -560,7 +560,8 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull //TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso //full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface); surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f; float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
} }
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f); float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
@@ -853,7 +853,7 @@ namespace Barotrauma
{ {
if (characterConfigFiles == null) if (characterConfigFiles == null)
{ {
characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character); characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character, searchAllContentPackages: true);
} }
return characterConfigFiles; return characterConfigFiles;
} }
@@ -2593,152 +2593,14 @@ namespace Barotrauma
if (info != null) { info.Remove(); } if (info != null) { info.Remove(); }
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT #if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this); GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif #endif
CharacterList.Remove(this); CharacterList.Remove(this);
if (Controlled == this) { Controlled = null; }
if (Inventory != null) if (Inventory != null)
{ {
foreach (Item item in Inventory.Items) foreach (Item item in Inventory.Items)
@@ -34,14 +34,33 @@ namespace Barotrauma
{ {
Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos); Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient; //bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
//for (int i = 0; i < monsterCount; i++)
//{
// monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
//}
//monsters.ForEach(m => m.Enabled = false);
//SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
//sonarPositions.Add(spawnPos);
float offsetAmount = 500;
for (int i = 0; i < monsterCount; i++) for (int i = 0; i < monsterCount; i++)
{ {
monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false)); CoroutineManager.InvokeAfter(() =>
{
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
var monster = Character.Create(monsterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true);
monster.Enabled = false;
monsters.Add(monster);
if (monsters.Count == monsterCount)
{
//this will do nothing if the monsters have no swarm behavior defined,
//otherwise it'll make the spawned characters act as a swarm
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
sonarPositions.Add(spawnPos);
}
}, Rand.Range(0f, monsterCount / 2, Rand.RandSync.Server));
} }
monsters.ForEach(m => m.Enabled = false);
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
sonarPositions.Add(spawnPos);
} }
public override void Update(float deltaTime) public override void Update(float deltaTime)
@@ -183,6 +183,25 @@ 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);
@@ -627,6 +627,19 @@ namespace Barotrauma.Items.Components
return true; return true;
} }
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam) public override void Update(float deltaTime, Camera cam)
{ {
networkUpdateTimer -= deltaTime; networkUpdateTimer -= deltaTime;
@@ -1216,6 +1216,10 @@ namespace Barotrauma
{ {
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
} }
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; } if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -736,6 +736,25 @@ 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
@@ -635,24 +635,6 @@ namespace Barotrauma
var character = ((Limb)f2.Body.UserData).character; var character = ((Limb)f2.Body.UserData).character;
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true; if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
} }
if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact < 10.0f) return true;
#if CLIENT
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
#endif
AddDamage(section, impact);
}
}
OnImpactProjSpecific(f1, f2, contact); OnImpactProjSpecific(f1, f2, contact);
@@ -468,7 +468,7 @@ namespace Barotrauma
var gaps = newHull?.ConnectedGaps ?? Gap.GapList.Where(g => g.Submarine == submarine); var gaps = newHull?.ConnectedGaps ?? Gap.GapList.Where(g => g.Submarine == submarine);
targetPos = character.WorldPosition; targetPos = character.WorldPosition;
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f); Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 500.0f);
if (adjacentGap == null) return true; if (adjacentGap == null) return true;
if (newHull != null) if (newHull != null)
@@ -102,7 +102,7 @@ namespace Barotrauma
{ {
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace; string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg); DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return; return;
} }
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition)); spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
@@ -115,7 +115,7 @@ namespace Barotrauma
{ {
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace; string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg); DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return; return;
} }
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition)); spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
@@ -162,21 +162,6 @@ namespace Barotrauma
get { return binding; } get { return binding; }
} }
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState() public void SetState()
{ {
hit = binding.IsHit(); hit = binding.IsHit();
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