diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs index 9cfd58b0f..3be451f56 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs @@ -211,22 +211,23 @@ namespace Barotrauma Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition); if (GUI.PauseMenuOpen) { - targetOffsetAmount = 0.0f; - cam.OffsetAmount = 0.0f; + cam.OffsetAmount = targetOffsetAmount = 0.0f; + } + else if (Lights.LightManager.ViewTarget is Item item && item.Prefab.FocusOnSelected) + { + cam.OffsetAmount = targetOffsetAmount = item.Prefab.OffsetOnSelected; } else if (SelectedConstruction != null && ViewTarget == null && SelectedConstruction.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this))) { - targetOffsetAmount = 0.0f; - cam.OffsetAmount = 0.0f; + cam.OffsetAmount = targetOffsetAmount = 0.0f; cursorPosition = SelectedConstruction.Position + new Vector2(cursorPosition.X % 10.0f, cursorPosition.Y % 10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking } else if (!GameMain.Config.EnableMouseLook) { - targetOffsetAmount = 0.0f; - cam.OffsetAmount = 0.0f; + cam.OffsetAmount = targetOffsetAmount = 0.0f; } else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f) { @@ -234,8 +235,7 @@ namespace Barotrauma { if (deltaTime > 0.0f) { - targetOffsetAmount = 0.0f; - cam.OffsetAmount = 0.0f; + cam.OffsetAmount = targetOffsetAmount = 0.0f; } } else diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 91bb79c26..736783e38 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -66,33 +66,6 @@ namespace Barotrauma CanBeFocused = false }; - Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale)); - - crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent) - { - CanBeFocused = false - }; - toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform) - { AbsoluteOffset = HUDLayoutSettings.CrewArea.Location }, - "", style: "UIToggleButton"); - toggleCrewButton.OnClicked += (GUIButton btn, object userdata) => - { - toggleCrewAreaOpen = !toggleCrewAreaOpen; - foreach (GUIComponent child in btn.Children) - { - child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally; - } - return true; - }; - - characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null) - { - //Spacing = (int)(3 * GUI.Scale), - ScrollBarEnabled = false, - ScrollBarVisible = false, - CanBeFocused = false - }; - var characterInfo = new CharacterInfo(subElement); characterInfos.Add(characterInfo); foreach (XElement invElement in subElement.Elements()) @@ -103,6 +76,50 @@ namespace Barotrauma } } + var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null); + reportButtonFrame = new GUILayoutGroup(new RectTransform( + new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)) + { + AbsoluteSpacing = (int)(5 * GUI.Scale), + UserData = "reportbuttons", + CanBeFocused = false + }; + + //report buttons + foreach (Order order in reports) + { + if (!order.TargetAllCharacters || order.SymbolSprite == null) continue; + var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null) + { + OnClicked = (GUIButton button, object userData) => + { + if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false; + SetCharacterOrder(null, order, null, Character.Controlled); + HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull); + return true; + }, + UserData = order, + ToolTip = order.Name + }; + + new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow") + { + Color = Color.Red * 0.8f, + HoverColor = Color.Red * 1.0f, + PressedColor = Color.Red * 0.6f, + UserData = "highlighted", + CanBeFocused = false, + Visible = false + }; + + var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true) + { + Color = order.Color, + HoverColor = Color.Lerp(order.Color, Color.White, 0.5f), + ToolTip = order.Name + }; + } + screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight); prevUIScale = GUI.Scale; diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs index cc9829018..e5c8ea551 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs @@ -175,6 +175,63 @@ namespace Barotrauma.Items.Components } } } + + public void ApplyTo(RectTransform target) + { + if (RelativeOffset.HasValue) + { + target.RelativeOffset = RelativeOffset.Value; + } + else if (AbsoluteOffset.HasValue) + { + target.AbsoluteOffset = AbsoluteOffset.Value; + } + if (RelativeSize.HasValue) + { + target.RelativeSize = RelativeSize.Value; + } + else if (AbsoluteSize.HasValue) + { + target.NonScaledSize = AbsoluteSize.Value; + } + if (Anchor.HasValue) + { + target.Anchor = Anchor.Value; + } + if (Pivot.HasValue) + { + target.Pivot = Pivot.Value; + } + else + { + target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor); + } + target.RecalculateChildren(true, true); + } + } + + public GUIFrame GuiFrame { get; protected set; } + + [Serialize(false, false)] + public bool AllowUIOverlap + { + get; + set; + } + + private ItemComponent linkToUIComponent; + [Serialize("", false)] + public string LinkUIToComponent + { + get; + set; + } + + [Serialize(0, false)] + public int HudPriority + { + get; + private set; } private bool shouldMuffleLooping; diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/Turret.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/Turret.cs index 6e42a2949..5feaf21da 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/Turret.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/Turret.cs @@ -339,11 +339,10 @@ namespace Barotrauma.Items.Components } } - if (crosshairSprite != null) - { - crosshairSprite.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, (float)Math.Sqrt(cam.Zoom)); - } - if (crosshairPointerSprite != null) crosshairPointerSprite.Draw(spriteBatch, crosshairPointerPos, 0, (float)Math.Sqrt(cam.Zoom)); + float zoom = cam == null ? 1.0f : (float)Math.Sqrt(cam.Zoom); + + crosshairSprite?.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, zoom); + crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, zoom); } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) diff --git a/Barotrauma/BarotraumaClient/Source/Screens/SteamWorkshopScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/SteamWorkshopScreen.cs index a2bf3adc1..85a27e914 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/SteamWorkshopScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/SteamWorkshopScreen.cs @@ -44,12 +44,9 @@ namespace Barotrauma public SteamWorkshopScreen() { - int width = Math.Min(GameMain.GraphicsWidth - 160, 1000); - int height = Math.Min(GameMain.GraphicsHeight - 160, 700); - tabs = new GUIFrame[Enum.GetValues(typeof(Tab)).Length]; - menu = new GUIFrame(new RectTransform(new Vector2(0.6f, 0.7f), GUI.Canvas, Anchor.Center) { MinSize = new Point(width, height) }); + menu = new GUIFrame(new RectTransform(new Vector2(0.6f, 0.8f), GUI.Canvas, Anchor.Center) { MinSize = new Point(GameMain.GraphicsHeight, 0) }); var container = new GUILayoutGroup(new RectTransform(new Vector2(0.95f, 0.85f), menu.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) }) { Stretch = true }; @@ -122,7 +119,8 @@ namespace Barotrauma } }; - new GUIButton(new RectTransform(new Vector2(1.0f, 0.03f), listContainer.RectTransform), TextManager.Get("FindModsButton")) + var findModsButtonContainer = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.03f), listContainer.RectTransform), style: null); + new GUIButton(new RectTransform(new Vector2(0.8f, 0.8f), findModsButtonContainer.RectTransform, Anchor.Center), TextManager.Get("FindModsButton"), style: "GUIButtonLarge") { OnClicked = (btn, userdata) => { @@ -620,7 +618,7 @@ namespace Barotrauma new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), content.RectTransform), item.Title, textAlignment: Alignment.TopLeft, font: GUI.LargeFont, wrap: true); new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), content.RectTransform), TextManager.Get("WorkshopItemCreator") + ": " + item.OwnerName, textAlignment: Alignment.BottomLeft, wrap: true); - var headerAreaBackground = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.59f), content.RectTransform, maxSize: new Point(int.MaxValue, 235))) { Color = Color.Black }; + var headerAreaBackground = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.5f), content.RectTransform, maxSize: new Point(int.MaxValue, 235))) { Color = Color.Black }; var headerArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 1.0f), headerAreaBackground.RectTransform), childAnchor: Anchor.Center); @@ -693,9 +691,9 @@ namespace Barotrauma //spacing new GUIFrame(new RectTransform(new Vector2(0.0f, 0.015f), content.RectTransform), style: null); - var steamButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.05f), content.RectTransform)); + var steamButtonHolder = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.05f), content.RectTransform), style: null); - new GUIButton(new RectTransform(new Vector2(1.0f, 1.0f), steamButtonHolder.RectTransform), TextManager.Get("WorkshopShowItemInSteam")) + new GUIButton(new RectTransform(new Vector2(0.8f, 1.0f), steamButtonHolder.RectTransform, Anchor.Center), TextManager.Get("WorkshopShowItemInSteam"), style: "GUIButtonLarge") { OnClicked = (btn, userdata) => { diff --git a/Barotrauma/BarotraumaClient/Source/Screens/SubEditorScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/SubEditorScreen.cs index 62fd2aa30..4bc964d71 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/SubEditorScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/SubEditorScreen.cs @@ -143,11 +143,16 @@ namespace Barotrauma private void CreateUI() { - TopPanel = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.04f), GUI.Canvas) { MinSize = new Point(0, 35) }, "GUIFrameTop"); - GUIFrame paddedTopPanel = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.55f), TopPanel.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, -0.1f) }, - style: null); - - var button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft), TextManager.Get("OpenSubButton")) + TopPanel = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.05f), GUI.Canvas) { MinSize = new Point(0, 35) }, "GUIFrameTop"); + + GUIFrame paddedTopPanel = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.55f), TopPanel.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, -0.1f) }, style: null); + + var button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft), TextManager.Get("Back")) + { + OnClicked = GameMain.MainMenuScreen.ReturnToMainMenu + }; + + button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.07f, 0.0f) }, TextManager.Get("OpenSubButton")) { OnClicked = (GUIButton btn, object data) => { @@ -158,7 +163,7 @@ namespace Barotrauma } }; - button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.08f, 0.0f) }, TextManager.Get("SaveSubButton")) + button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.14f, 0.0f) }, TextManager.Get("SaveSubButton")) { OnClicked = (GUIButton btn, object data) => { @@ -169,13 +174,13 @@ namespace Barotrauma } }; - var nameLabel = new GUITextBlock(new RectTransform(new Vector2(0.1f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.15f, 0.0f) }, + var nameLabel = new GUITextBlock(new RectTransform(new Vector2(0.1f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.21f, 0.0f) }, "", font: GUI.LargeFont, textAlignment: Alignment.CenterLeft) { TextGetter = GetSubName }; - linkedSubBox = new GUIDropDown(new RectTransform(new Vector2(0.15f, 0.9f), paddedTopPanel.RectTransform) { RelativeOffset = new Vector2(0.4f, 0.0f) }, + linkedSubBox = new GUIDropDown(new RectTransform(new Vector2(0.15f, 0.9f), paddedTopPanel.RectTransform) { RelativeOffset = new Vector2(0.385f, 0.0f) }, TextManager.Get("AddSubButton"), elementCount: 20) { ToolTip = TextManager.Get("AddSubToolTip") @@ -279,12 +284,13 @@ namespace Barotrauma var paddedTab = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), EntityMenu.RectTransform, Anchor.Center), style: null); - var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform), isHorizontal: true) + var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform) { AbsoluteOffset = new Point(0, 10) }, isHorizontal: true) { Color = secondaryColor, Stretch = true, UserData = "filterarea" }; + new GUITextBlock(new RectTransform(new Vector2(0.05f, 1.0f), filterArea.RectTransform), TextManager.Get("FilterMapEntities"), font: GUI.Font); entityFilterBox = new GUITextBox(new RectTransform(new Vector2(0.8f, 1.0f), filterArea.RectTransform), font: GUI.Font); entityFilterBox.OnTextChanged += (textBox, text) => { FilterEntities(text); return true; }; @@ -293,7 +299,7 @@ namespace Barotrauma OnClicked = (btn, userdata) => { ClearFilter(); entityFilterBox.Flash(Color.White); return true; } }; - var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) }); + var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.06f) }); var tabButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.1f), entityListHolder.RectTransform, Anchor.TopRight, Pivot.BottomRight), isHorizontal: true) @@ -353,21 +359,24 @@ namespace Barotrauma } }; - //empty guiframe as a separator - new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), paddedLeftPanel.RectTransform), style: null); - - button = new GUIButton(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform), TextManager.Get("GenerateWaypointsButton")) + button = new GUIButton(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform), TextManager.Get("GenerateWaypointsButton"), style: null, color: new Color(70, 100, 122, 255)) { + ForceUpperCase = true, + HoverColor = new Color(33, 33, 33, 255), + TextColor = Color.White, ToolTip = TextManager.Get("GenerateWaypointsToolTip"), OnClicked = GenerateWaypoints }; - // empty guiframe as a separator - new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), paddedLeftPanel.RectTransform), style: null); + //spacing + new GUIFrame(new RectTransform(new Vector2(1.0f, 0.01f), paddedLeftPanel.RectTransform), style: null); var showEntitiesHolder = new GUILayoutGroup(new RectTransform(new Vector2(paddedLeftPanel.RectTransform.RelativeSize.X, 0.3f), paddedLeftPanel.RectTransform)) { Color = secondaryColor, Stretch = true, RelativeSpacing = 0.05f }; + //spacing + new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), showEntitiesHolder.RectTransform) { MinSize = new Point(0, 3) }, style: null); + var tickBox = new GUITickBox(new RectTransform(new Point(32, 32), showEntitiesHolder.RectTransform) { AbsoluteOffset = new Point(10, 0) }, TextManager.Get("ShowLighting")) { Selected = lightingEnabled, @@ -431,6 +440,9 @@ namespace Barotrauma OnSelected = (GUITickBox obj) => { Gap.ShowGaps = obj.Selected; return true; }, }; + //spacing + new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), showEntitiesHolder.RectTransform) { MinSize = new Point(0, 3) }, style: null); + new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(10, 0) }, TextManager.Get("PreviouslyUsedLabel")); previouslyUsedList = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.2f), paddedLeftPanel.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(10, 0) }) { @@ -849,6 +861,8 @@ namespace Barotrauma GUI.AddMessage(TextManager.Get("SubSavedNotification").Replace("[filepath]", Submarine.MainSub.FilePath), Color.Green); + Submarine.RefreshSavedSub(savePath); + linkedSubBox.ClearChildren(); foreach (Submarine sub in Submarine.SavedSubmarines) { @@ -2210,19 +2224,19 @@ namespace Barotrauma Sprite backgroundSprite = LevelGenerationParams.LevelParams.Find(l => l.BackgroundTopSprite != null).BackgroundTopSprite; - Sprite backgroundSprite = LevelGenerationParams.LevelParams.Find(l => l.BackgroundTopSprite != null).BackgroundTopSprite; - if (backgroundSprite != null) + using (RenderTarget2D rt = new RenderTarget2D( + GameMain.Instance.GraphicsDevice, + width, height, false, SurfaceFormat.Color, DepthFormat.None)) + using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice)) { - spriteBatch.Begin(); - backgroundSprite.Draw(spriteBatch, Vector2.Zero, new Color(0.025f, 0.075f, 0.131f, 1.0f)); - spriteBatch.End(); - } - - spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, transform); - Submarine.Draw(spriteBatch, false); - Submarine.DrawFront(spriteBatch); - Submarine.DrawDamageable(spriteBatch, null); - spriteBatch.End(); + GameMain.Instance.GraphicsDevice.SetRenderTarget(rt); + + if (backgroundSprite != null) + { + spriteBatch.Begin(); + backgroundSprite.Draw(spriteBatch, Vector2.Zero, new Color(0.025f, 0.075f, 0.131f, 1.0f)); + spriteBatch.End(); + } spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, transform); Submarine.Draw(spriteBatch, false); diff --git a/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml b/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml index 98144c0a5..7a10d5467 100644 --- a/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml +++ b/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml @@ -75,7 +75,6 @@ - diff --git a/Barotrauma/BarotraumaShared/SharedContent.projitems b/Barotrauma/BarotraumaShared/SharedContent.projitems index 0a05f74a7..141ff1db9 100644 --- a/Barotrauma/BarotraumaShared/SharedContent.projitems +++ b/Barotrauma/BarotraumaShared/SharedContent.projitems @@ -1913,6 +1913,18 @@ PreserveNewest + + PreserveNewest + + + PreserveNewest + + + PreserveNewest + + + PreserveNewest + PreserveNewest @@ -2470,9 +2482,6 @@ PreserveNewest - - PreserveNewest - PreserveNewest @@ -3083,9 +3092,6 @@ PreserveNewest - - PreserveNewest - PreserveNewest diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs index f5821b46b..f62bc7629 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs @@ -289,17 +289,15 @@ namespace Barotrauma public override void OnAttacked(Character attacker, AttackResult attackResult) { + // Damage from falling etc. + if (Character.LastDamageSource == null) { return; } float damage = attackResult.Damage; if (damage <= 0) { return; } if (attacker == null || attacker.IsDead || attacker.Removed) { - if (objectiveManager.CurrentOrder == null) - { - objectiveManager.GetObjective().Priority = 100; - } - return; + AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } - if (IsFriendly(attacker)) + else if (IsFriendly(attacker)) { if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character) { @@ -309,51 +307,50 @@ namespace Barotrauma } if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled) { - // Don't react to damage done by friendly ai, because we know that it's accidental - if (objectiveManager.CurrentOrder == null) - { - objectiveManager.GetObjective().Priority = 100; - } - return; - } - float currentVitality = Character.CharacterHealth.Vitality; - float dmgPercentage = damage / currentVitality * 100; - if (dmgPercentage < currentVitality / 10) - { - // Don't react to a minor amount of (accidental) dmg done by friendly characters - if (objectiveManager.CurrentOrder == null) - { - objectiveManager.GetObjective().Priority = 100; - } - } - if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective) - { - if (combatObjective.Enemy != attacker) - { - // Replace the old objective with the new. - ObjectiveManager.Objectives.Remove(combatObjective); - objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker)); - } + // Don't retaliate on damage done by friendly ai, because we know that it's accidental + AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } else { - objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); + float currentVitality = Character.CharacterHealth.Vitality; + float dmgPercentage = damage / currentVitality * 100; + if (dmgPercentage < currentVitality / 10) + { + // Don't retaliate on minor (accidental) dmg done by friendly characters + AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); + } + else + { + AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); + } } } else + { + AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive); + } + + void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0) { if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective) { - if (combatObjective.Enemy != attacker) + if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null)) { // Replace the old objective with the new. ObjectiveManager.Objectives.Remove(combatObjective); - objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker)); + objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode)); } } else { - objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker)); + if (delay > 0) + { + objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode), delay); + } + else + { + objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode)); + } } } } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs index 4d0cc72bc..6c3d6ba8a 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs @@ -43,11 +43,80 @@ namespace Barotrauma private set; } - public bool InLadders => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Ladders != null; - public bool IsNextNodeLadder => currentPath.NextNode != null && currentPath.CurrentNode.Ladders != null; - public bool IsNextLadderSameAsCurrent => IsNextNodeLadder && currentPath.CurrentNode.Ladders == currentPath.NextNode.Ladders; + /// + /// Returns true if the current or the next node is in ladders. + /// + public bool InLadders => + currentPath != null && + currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null || + (currentPath.NextNode != null && currentPath.NextNode.Ladders != null)); - public bool InStairs => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null; + /// + /// Returns true if the current or the next node is in stairs. + /// + public bool InStairs => + currentPath != null && + currentPath.CurrentNode != null && (currentPath.CurrentNode.Stairs != null || + (currentPath.NextNode != null && currentPath.NextNode.Stairs != null)); + + public bool IsNextNodeLadder + { + get + { + if (currentPath == null) { return false; } + if (currentPath.NextNode == null) { return false; } + if (currentPath.NextNode.Ladders != null) + { + return true; + } + else + { + // Check if the node after the next node is ladder. + int index = currentPath.CurrentIndex + 2; + if (currentPath.Nodes.Count > index) + { + var node = currentPath.Nodes[index]; + if (node == null) { return false; } + // Only applied if the node is close enough to the current node. + if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; } + return node.Ladders != null; + } + return false; + } + } + } + + public bool IsNextLadderSameAsCurrent + { + get + { + if (currentPath == null) { return false; } + if (currentPath.CurrentNode == null) { return false; } + if (currentPath.NextNode == null) { return false; } + var currentLadder = currentPath.CurrentNode.Ladders; + if (currentLadder == null) { return false; } + var nextLadder = currentPath.NextNode.Ladders; + if (nextLadder != null) + { + return currentLadder == nextLadder; + } + else + { + // Check if the node after the next node is in the same ladder as the current. + int index = currentPath.CurrentIndex + 2; + if (currentPath.Nodes.Count > index) + { + var node = currentPath.Nodes[index]; + if (node == null) { return false; } + // Only applied if the node is close enough to the current node. + if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; } + nextLadder = node.Ladders; + return nextLadder != null && nextLadder == currentLadder; + } + return false; + } + } + } public IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) : base(host) { @@ -173,7 +242,7 @@ namespace Barotrauma Vector2 diff = currentPath.CurrentNode.SimPosition - pos; bool nextLadderSamesCurrent = IsNextLadderSameAsCurrent; - if (IsNextLadderSameAsCurrent) + if (nextLadderSamesCurrent) { //climbing ladders -> don't move horizontally diff.X = 0.0f; @@ -191,14 +260,14 @@ namespace Barotrauma bool aboveFloor = heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f; if (aboveFloor || IsNextNodeLadder) { - if (!IsNextLadderSameAsCurrent) + if (!nextLadderSamesCurrent) { character.AnimController.Anim = AnimController.Animation.None; } currentPath.SkipToNextNode(); } } - else if (IsNextLadderSameAsCurrent) + else if (nextLadderSamesCurrent) { //if the current node is below the character and the next one is above (or vice versa) //and both are on ladders, we can skip directly to the next one diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveCombat.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveCombat.cs index bebfe4ad5..40bb6e98b 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveCombat.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveCombat.cs @@ -47,25 +47,32 @@ namespace Barotrauma private float coolDownTimer; - public AIObjectiveCombat(Character character, Character enemy) : base(character, "") + public enum CombatMode + { + Defensive, + Offensive, // Not implemented + Retreat + } + + public CombatMode Mode { get; private set; } + + public AIObjectiveCombat(Character character, Character enemy, CombatMode mode) : base(character, "") { Enemy = enemy; coolDownTimer = CoolDown; HumanAIController.ObjectiveManager.GetObjective().Priority = 0; + Mode = mode; + if (Enemy == null) + { + Mode = CombatMode.Retreat; + } } protected override void Act(float deltaTime) { coolDownTimer -= deltaTime; - if (Weapon != null && character.Inventory.Items.Contains(_weapon)) - { - Weapon = null; - } - if (Weapon == null) - { - Weapon = GetWeapon(); - } - if (Weapon == null) + if (abandon) { return; } + switch (Mode) { case CombatMode.Defensive: if (Weapon != null && character.Inventory.Items.Contains(_weapon)) @@ -97,17 +104,6 @@ namespace Barotrauma default: throw new System.NotImplementedException(); } - else if (Equip(deltaTime)) - { - if (Reload(deltaTime)) - { - Attack(deltaTime); - } - } - if (!abandon) - { - Move(deltaTime); - } } private Item GetWeapon() @@ -140,6 +136,21 @@ namespace Barotrauma } } } + // When defensive, try to retreat to safety. TODO: in offsensive mode, engage the target + Retreat(deltaTime); + break; + case CombatMode.Retreat: + Retreat(deltaTime); + break; + case CombatMode.Offensive: + default: + throw new System.NotImplementedException(); + } + else if (Equip(deltaTime)) + { + if (Reload(deltaTime)) + { + Attack(deltaTime); } } return weapon; @@ -168,20 +179,18 @@ namespace Barotrauma else { //couldn't equip the item, escape - Escape(deltaTime); + //Abandon(deltaTime); return false; } } return true; } - private void Move(float deltaTime) + private void Retreat(float deltaTime) { - // Retreat to safety - // TODO: aggressive behaviour, chasing? if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted)) { - retreatTarget = HumanAIController.ObjectiveManager.GetObjective().FindBestHull(); + retreatTarget = HumanAIController.ObjectiveManager.GetObjective().FindBestHull(new List() { character.CurrentHull }); } if (retreatTarget != null) { @@ -218,7 +227,7 @@ namespace Barotrauma } else if (!reloadWeaponObjective.CanBeCompleted) { - Escape(deltaTime); + Mode = CombatMode.Retreat; } else { @@ -277,16 +286,16 @@ namespace Barotrauma } } - private void Escape(float deltaTime) + private void Abandon(float deltaTime) { abandon = true; SteeringManager.Reset(); - HumanAIController.ObjectiveManager.GetObjective().Priority = 100; + //HumanAIController.ObjectiveManager.GetObjective().Priority = 100; } public override bool IsCompleted() { - bool completed = Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0; + bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || coolDownTimer <= 0; if (completed) { if (Weapon != null) @@ -298,7 +307,7 @@ namespace Barotrauma } public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted); - public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100; + public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100; public override bool IsDuplicate(AIObjective otherObjective) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFire.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFire.cs index d07b4019d..f5965df98 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFire.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFire.cs @@ -86,7 +86,10 @@ namespace Barotrauma character.AIController.SteeringManager.Reset(); character.CursorPosition = fs.Position; - character.SetInput(InputType.Aim, false, true); + if (extinguisher.Item.RequireAimToUse) + { + character.SetInput(InputType.Aim, false, true); + } extinguisher.Use(deltaTime, character); if (!targetHull.FireSources.Contains(fs)) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs index 12c490f57..0b5032321 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs @@ -168,13 +168,14 @@ namespace Barotrauma } } - public Hull FindBestHull() + public Hull FindBestHull(IEnumerable ignoredHulls = null) { - Hull bestHull = character.CurrentHull; - float bestValue = currenthullSafety; + Hull bestHull = null; + float bestValue = 0; foreach (Hull hull in Hull.hullList) { if (hull.Submarine == null) { continue; } + if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; } float hullSafety = 0; if (character.Submarine != null && SteeringManager == PathSteering) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs index 51668ae2a..deb96d2a7 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs @@ -161,7 +161,7 @@ namespace Barotrauma private void OperateRepairTool(float deltaTime) { character.CursorPosition = Item.Position; - if (Item.RequireAimToUse) + if (repairTool.Item.RequireAimToUse) { character.SetInput(InputType.Aim, false, true); } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs index 978fc07b4..c9210a753 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs @@ -64,6 +64,7 @@ namespace Barotrauma.Items.Components attack = new Attack(subElement, item.Name + ", MeleeWeapon"); } item.IsShootable = true; + // TODO: should define this in xml if we have melee weapons that don't require aim to use item.RequireAimToUse = true; } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RangedWeapon.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RangedWeapon.cs index 0f6f5a0fc..966bd5761 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RangedWeapon.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RangedWeapon.cs @@ -58,6 +58,7 @@ namespace Barotrauma.Items.Components : base(item, element) { item.IsShootable = true; + // TODO: should define this in xml if we have ranged weapons that don't require aim to use item.RequireAimToUse = true; } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs index e3f8896ee..c4fcb94ec 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs @@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components } } item.IsShootable = true; + // TODO: should define this in xml if we have repair tools that don't require aim to use item.RequireAimToUse = true; InitProjSpecific(element); } diff --git a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs index bd72ea94c..720e4bb23 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs @@ -533,25 +533,6 @@ namespace Barotrauma { maxX = Math.Min(maxX, ruin.Area.X - 100.0f); } - else - { - maxX = Math.Min(maxX, ruin.Area.X - 100.0f); - } - } - - if (minX < 0.0f && maxX > Level.Loaded.Size.X) - { - //no walls found at either side, just use the initial spawnpos and hope for the best - } - else if (minX < 0) - { - //no wall found at the left side, spawn to the left from the right-side wall - spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset; - } - else if (maxX > Level.Loaded.Size.X) - { - //no wall found at right side, spawn to the right from the left-side wall - spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset; } if (minX < 0.0f && maxX > Level.Loaded.Size.X)