Merge https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -98,6 +98,20 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(true, IsPropertySaveable.No, description: "Can another character select this controller when another character has already selected it?")]
|
||||
public bool AllowSelectingWhenSelectedByOther
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(true, IsPropertySaveable.No, description: "Can another character select this controller when a bot has already selected it?")]
|
||||
public bool AllowSelectingWhenSelectedByBot
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public bool ControlCharacterPose
|
||||
{
|
||||
get { return limbPositions.Count > 0; }
|
||||
@@ -466,8 +480,18 @@ namespace Barotrauma.Items.Components
|
||||
IsActive = false;
|
||||
CancelUsing(user);
|
||||
user = null;
|
||||
return false;
|
||||
}
|
||||
else if (user.IsBot && !activator.IsBot)
|
||||
{
|
||||
if (AllowSelectingWhenSelectedByBot)
|
||||
{
|
||||
CancelUsing(user);
|
||||
user = activator;
|
||||
IsActive = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return AllowSelectingWhenSelectedByOther;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -10,6 +10,18 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
private float force;
|
||||
|
||||
/// <summary>
|
||||
/// Latest signal the set_force connection received, used to set <see cref="targetForce"/> in the Update method.
|
||||
/// We use a separate variable, because otherwise specific item update orders and sending multiple signals to set_force would lead to bugs:
|
||||
/// targetForce could be set to 0, then a power grid might update as if the engine was off and mark the voltage of the grid as 1,
|
||||
/// then another item could set the targetForce to 100 and make it run without power.
|
||||
/// </summary>
|
||||
private float? lastReceivedTargetForce;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of force the engine is aiming for (the actual force may be less than this,
|
||||
/// depending on the amount of power, the condition of the engine or boosts from talents)
|
||||
/// </summary>
|
||||
private float targetForce;
|
||||
|
||||
private float maxForce;
|
||||
@@ -58,7 +70,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public float CurrentVolume
|
||||
{
|
||||
get { return Math.Abs((force / 100.0f) * (MinVoltage <= 0.0f ? 1.0f : Math.Min(prevVoltage / MinVoltage, 1.0f))); }
|
||||
get { return Math.Abs((force / 100.0f) * (MinVoltage <= 0.0f ? 1.0f : Math.Min(prevVoltage, 1.0f))); }
|
||||
}
|
||||
|
||||
public float CurrentBrokenVolume
|
||||
@@ -110,7 +122,10 @@ namespace Barotrauma.Items.Components
|
||||
hasPower = Voltage > MinVoltage;
|
||||
}
|
||||
|
||||
|
||||
if (lastReceivedTargetForce.HasValue)
|
||||
{
|
||||
targetForce = lastReceivedTargetForce.Value;
|
||||
}
|
||||
Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, deltaTime * 10.0f);
|
||||
if (Math.Abs(Force) > 1.0f)
|
||||
{
|
||||
@@ -254,7 +269,7 @@ namespace Barotrauma.Items.Components
|
||||
if (float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float tempForce))
|
||||
{
|
||||
controlLockTimer = 0.1f;
|
||||
targetForce = MathHelper.Clamp(tempForce, -100.0f, 100.0f);
|
||||
lastReceivedTargetForce = MathHelper.Clamp(tempForce, -100.0f, 100.0f);
|
||||
User = signal.sender;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -784,8 +784,10 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
float condition1 = MathUtils.IsValid(item1.Condition) ? item1.Condition : 0;
|
||||
float condition2 = MathUtils.IsValid(item2.Condition) ? item2.Condition : 0;
|
||||
//prefer items in worse condition
|
||||
return Math.Sign(item2.Condition - item1.Condition);
|
||||
return Math.Sign(condition2 - condition1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -775,7 +775,6 @@ namespace Barotrauma.Items.Components
|
||||
if (shutDown)
|
||||
{
|
||||
PowerOn = false;
|
||||
AutoTemp = false;
|
||||
TargetFissionRate = 0.0f;
|
||||
TargetTurbineOutput = 0.0f;
|
||||
unsentChanges = true;
|
||||
|
||||
@@ -68,7 +68,6 @@ namespace Barotrauma.Items.Components
|
||||
public bool UseDirectionalPing => useDirectionalPing;
|
||||
private bool useDirectionalPing = false;
|
||||
private Vector2 pingDirection = new Vector2(1.0f, 0.0f);
|
||||
private bool useMineralScanner;
|
||||
|
||||
private bool aiPingCheckPending;
|
||||
|
||||
@@ -133,6 +132,9 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public bool UseMineralScanner { get; set; }
|
||||
|
||||
public float Zoom
|
||||
{
|
||||
get { return zoom; }
|
||||
@@ -366,7 +368,7 @@ namespace Barotrauma.Items.Components
|
||||
bool isActive = msg.ReadBoolean();
|
||||
bool directionalPing = useDirectionalPing;
|
||||
float zoomT = zoom, pingDirectionT = 0.0f;
|
||||
bool mineralScanner = useMineralScanner;
|
||||
bool mineralScanner = UseMineralScanner;
|
||||
if (isActive)
|
||||
{
|
||||
zoomT = msg.ReadRangedSingle(0.0f, 1.0f, 8);
|
||||
@@ -391,13 +393,13 @@ namespace Barotrauma.Items.Components
|
||||
float pingAngle = MathHelper.Lerp(0.0f, MathHelper.TwoPi, pingDirectionT);
|
||||
pingDirection = new Vector2((float)Math.Cos(pingAngle), (float)Math.Sin(pingAngle));
|
||||
}
|
||||
useMineralScanner = mineralScanner;
|
||||
UseMineralScanner = mineralScanner;
|
||||
#if CLIENT
|
||||
zoomSlider.BarScroll = zoomT;
|
||||
directionalModeSwitch.Selected = useDirectionalPing;
|
||||
if (mineralScannerSwitch != null)
|
||||
{
|
||||
mineralScannerSwitch.Selected = useMineralScanner;
|
||||
mineralScannerSwitch.Selected = UseMineralScanner;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -418,7 +420,7 @@ namespace Barotrauma.Items.Components
|
||||
float pingAngle = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(pingDirection));
|
||||
msg.WriteRangedSingle(MathUtils.InverseLerp(0.0f, MathHelper.TwoPi, pingAngle), 0.0f, 1.0f, 8);
|
||||
}
|
||||
msg.WriteBoolean(useMineralScanner);
|
||||
msg.WriteBoolean(UseMineralScanner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,7 +444,7 @@ namespace Barotrauma.Items.Components
|
||||
if (connectedSubUpdateTimer <= 0.0f)
|
||||
{
|
||||
connectedSubs.Clear();
|
||||
connectedSubs = controlledSub?.GetConnectedSubs();
|
||||
connectedSubs.AddRange(controlledSub.GetConnectedSubs());
|
||||
connectedSubUpdateTimer = ConnectedSubUpdateInterval;
|
||||
}
|
||||
|
||||
@@ -535,7 +535,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
foreach (GraphEdge edge in cell.Edges)
|
||||
{
|
||||
if (MathUtils.GetLineIntersection(edge.Point1 + cell.Translation, edge.Point2 + cell.Translation, controlledSub.WorldPosition, cell.Center, out Vector2 intersection))
|
||||
if (MathUtils.GetLineSegmentIntersection(edge.Point1 + cell.Translation, edge.Point2 + cell.Translation, controlledSub.WorldPosition, cell.Center, out Vector2 intersection))
|
||||
{
|
||||
Vector2 diff = controlledSub.WorldPosition - intersection;
|
||||
//far enough -> ignore
|
||||
|
||||
Reference in New Issue
Block a user