BarotraumaServer compiles
Cleanup + fixes coming up next
This commit is contained in:
@@ -64,7 +64,11 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Source\Camera.cs" />
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||||
<Compile Include="Source\Characters\AICharacter.cs" />
|
||||
<Compile Include="Source\Characters\AI\AITarget.cs" />
|
||||
<Compile Include="Source\Characters\AI\CrewCommander.cs" />
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<Compile Include="Source\Characters\AI\EnemyAIController.cs" />
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<Compile Include="Source\Characters\AI\HumanAIController.cs" />
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||||
<Compile Include="Source\Characters\Animation\Ragdoll.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreature.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreatureManager.cs" />
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||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreaturePrefab.cs" />
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@@ -73,6 +77,7 @@
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<Compile Include="Source\Characters\Character.cs" />
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<Compile Include="Source\Characters\CharacterHUD.cs" />
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<Compile Include="Source\Characters\CharacterInfo.cs" />
|
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<Compile Include="Source\Characters\CharacterNetworking.cs" />
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<Compile Include="Source\Characters\CharacterSound.cs" />
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||||
<Compile Include="Source\Characters\HUDProgressBar.cs" />
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<Compile Include="Source\Characters\Jobs\JobPrefab.cs" />
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@@ -80,10 +85,13 @@
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<Compile Include="Source\DebugConsole.cs" />
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||||
<Compile Include="Source\EventInput\EventInput.cs" />
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<Compile Include="Source\EventInput\KeyboardDispatcher.cs" />
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<Compile Include="Source\Events\Missions\Mission.cs" />
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<Compile Include="Source\Events\Missions\MissionMode.cs" />
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<Compile Include="Source\Fonts\ScalableFont.cs" />
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<Compile Include="Source\GameMain.cs" />
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<Compile Include="Source\GameSession\CrewManager.cs" />
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||||
<Compile Include="Source\GameSession\GameModes\SinglePlayerMode.cs" />
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||||
<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
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<Compile Include="Source\GameSession\GameModes\Tutorials\BasicTutorial.cs" />
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||||
<Compile Include="Source\GameSession\GameModes\Tutorials\EditorTutorial.cs" />
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||||
<Compile Include="Source\GameSession\GameModes\Tutorials\TutorialMode.cs" />
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@@ -125,33 +133,45 @@
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<Compile Include="Source\Items\Components\Power\PowerContainer.cs" />
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<Compile Include="Source\Items\Components\Power\Powered.cs" />
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<Compile Include="Source\Items\Components\Power\PowerTransfer.cs" />
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<Compile Include="Source\Items\Components\Signal\Connection.cs" />
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<Compile Include="Source\Items\Components\Signal\ConnectionPanel.cs" />
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<Compile Include="Source\Items\Components\Signal\Wire.cs" />
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||||
<Compile Include="Source\Items\Components\StatusHUD.cs" />
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||||
<Compile Include="Source\Items\Components\Turret.cs" />
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<Compile Include="Source\Items\DockingPort.cs" />
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<Compile Include="Source\Items\FixRequirement.cs" />
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<Compile Include="Source\Items\Inventory.cs" />
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<Compile Include="Source\Items\Item.cs" />
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<Compile Include="Source\Items\ItemPrefab.cs" />
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<Compile Include="Source\Items\Rope.cs" />
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<Compile Include="Source\Map\Explosion.cs" />
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<Compile Include="Source\Map\FireSource.cs" />
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<Compile Include="Source\Map\Gap.cs" />
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<Compile Include="Source\Map\Hull.cs" />
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<Compile Include="Source\Map\Levels\Level.cs" />
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<Compile Include="Source\Map\Levels\LevelRenderer.cs" />
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<Compile Include="Source\Map\Levels\Ruins\RuinGenerator.cs" />
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<Compile Include="Source\Map\Levels\WaterRenderer.cs" />
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<Compile Include="Source\Map\Levels\WrappingWall.cs" />
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<Compile Include="Source\Map\Lights\ConvexHull.cs" />
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<Compile Include="Source\Map\Lights\LightManager.cs" />
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<Compile Include="Source\Map\Lights\LightSource.cs" />
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<Compile Include="Source\Map\LinkedSubmarine.cs" />
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<Compile Include="Source\Map\Map.cs" />
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<Compile Include="Source\Map\MapEntity.cs" />
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<Compile Include="Source\Map\MapEntityPrefab.cs" />
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<Compile Include="Source\Map\Structure.cs" />
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<Compile Include="Source\Map\StructurePrefab.cs" />
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<Compile Include="Source\Map\Submarine.cs" />
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<Compile Include="Source\Map\WayPoint.cs" />
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<Compile Include="Source\Networking\BanList.cs" />
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<Compile Include="Source\Networking\EntitySpawner.cs" />
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<Compile Include="Source\Networking\FileTransfer\FileReceiver.cs" />
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<Compile Include="Source\Networking\GameClient.cs" />
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<Compile Include="Source\Networking\GameServer.cs" />
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<Compile Include="Source\Networking\GameServerSettings.cs" />
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<Compile Include="Source\Networking\NetEntityEvent\ClientEntityEventManager.cs" />
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<Compile Include="Source\Networking\NetEntityEvent\NetEntityEvent.cs" />
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<Compile Include="Source\Networking\NetStats.cs" />
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||||
<Compile Include="Source\Networking\NetworkMember.cs" />
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||||
<Compile Include="Source\Networking\ServerLog.cs" />
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@@ -161,6 +181,7 @@
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<Compile Include="Source\Particles\ParticleEmitter.cs" />
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<Compile Include="Source\Particles\ParticleManager.cs" />
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<Compile Include="Source\Particles\ParticlePrefab.cs" />
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||||
<Compile Include="Source\Physics\PhysicsBody.cs" />
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<Compile Include="Source\PlayerInput.cs" />
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<Compile Include="Source\Program.cs" />
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||||
<Compile Include="Source\Screens\BlurEffect.cs" />
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@@ -180,6 +201,7 @@
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<Compile Include="Source\Sprite\Sprite.cs" />
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<Compile Include="Source\Sprite\SpriteSheet.cs" />
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<Compile Include="Source\Utils\MathUtils.cs" />
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<Compile Include="Source\Utils\SaveUtil.cs" />
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<Compile Include="Source\Utils\TextureLoader.cs" />
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<Compile Include="Source\Utils\ToolBox.cs" />
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</ItemGroup>
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31
BarotraumaClient/Source/Characters/AI/AITarget.cs
Normal file
31
BarotraumaClient/Source/Characters/AI/AITarget.cs
Normal file
@@ -0,0 +1,31 @@
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class AITarget
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{
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public static bool ShowAITargets;
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!ShowAITargets) return;
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var rangeSprite = GUI.SubmarineIcon;
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if (soundRange > 0.0f)
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Cyan * 0.1f, rangeSprite.Origin,
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0.0f, soundRange / rangeSprite.size.X);
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|
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if (sightRange > 0.0f)
|
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Orange * 0.1f, rangeSprite.Origin,
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||||
0.0f, sightRange / rangeSprite.size.X);
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}
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}
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}
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70
BarotraumaClient/Source/Characters/AI/EnemyAIController.cs
Normal file
70
BarotraumaClient/Source/Characters/AI/EnemyAIController.cs
Normal file
@@ -0,0 +1,70 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class EnemyAIController : AIController
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{
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public override void DebugDraw(SpriteBatch spriteBatch)
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{
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if (Character.IsDead) return;
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|
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Vector2 pos = Character.WorldPosition;
|
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pos.Y = -pos.Y;
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|
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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if (wallAttackPos != Vector2.Zero)
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{
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GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 20.0f, Color.Red);
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}
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, "updatetargets: " + updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
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|
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
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Color.LightGreen);
|
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|
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|
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for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
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{
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GUI.DrawLine(spriteBatch,
|
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
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Color.LightGreen);
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GUI.SmallFont.DrawString(spriteBatch,
|
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pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
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Color.LightGreen);
|
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}
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}
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}
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}
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40
BarotraumaClient/Source/Characters/AI/HumanAIController.cs
Normal file
40
BarotraumaClient/Source/Characters/AI/HumanAIController.cs
Normal file
@@ -0,0 +1,40 @@
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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partial class HumanAIController : AIController
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{
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (selectedAiTarget != null)
|
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{
|
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GUI.DrawLine(spriteBatch,
|
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
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}
|
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|
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
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new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
100
BarotraumaClient/Source/Characters/Animation/Ragdoll.cs
Normal file
100
BarotraumaClient/Source/Characters/Animation/Ragdoll.cs
Normal file
@@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Ragdoll
|
||||
{
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
Collider.UpdateDrawPosition();
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!GameMain.DebugDraw || !character.Enabled) return;
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
|
||||
if (limb.pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
|
||||
}
|
||||
|
||||
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
|
||||
}
|
||||
|
||||
Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
|
||||
GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
|
||||
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.body.TargetPosition != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
|
||||
}
|
||||
}
|
||||
|
||||
if (character.MemState.Count > 1)
|
||||
{
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
|
||||
if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
|
||||
prevPos.Y = -prevPos.Y;
|
||||
|
||||
for (int i = 1; i < character.MemState.Count; i++)
|
||||
{
|
||||
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
|
||||
if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
|
||||
currPos.Y = -currPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan * 0.6f, true, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.6f, 0, 3);
|
||||
|
||||
prevPos = currPos;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignorePlatforms)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
|
||||
Color.Orange, 0, 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
294
BarotraumaClient/Source/Characters/CharacterNetworking.cs
Normal file
294
BarotraumaClient/Source/Characters/CharacterNetworking.cs
Normal file
@@ -0,0 +1,294 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Character
|
||||
{
|
||||
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
if (extraData != null)
|
||||
{
|
||||
switch ((NetEntityEvent.Type)extraData[0])
|
||||
{
|
||||
case NetEntityEvent.Type.InventoryState:
|
||||
msg.WriteRangedInteger(0, 2, 0);
|
||||
inventory.ClientWrite(msg, extraData);
|
||||
break;
|
||||
case NetEntityEvent.Type.Repair:
|
||||
msg.WriteRangedInteger(0, 2, 1);
|
||||
msg.Write(AnimController.Anim == AnimController.Animation.CPR);
|
||||
break;
|
||||
case NetEntityEvent.Type.Status:
|
||||
msg.WriteRangedInteger(0, 2, 2);
|
||||
break;
|
||||
}
|
||||
msg.WritePadBits();
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
|
||||
|
||||
if (memInput.Count > 60)
|
||||
{
|
||||
memInput.RemoveRange(60, memInput.Count - 60);
|
||||
}
|
||||
|
||||
msg.Write(LastNetworkUpdateID);
|
||||
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
|
||||
msg.Write(inputCount);
|
||||
for (int i = 0; i < inputCount; i++)
|
||||
{
|
||||
msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Aim))
|
||||
{
|
||||
msg.Write(memInput[i].intAim);
|
||||
}
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
|
||||
{
|
||||
msg.Write(memInput[i].interact);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ServerNetObject.ENTITY_POSITION:
|
||||
bool facingRight = AnimController.Dir > 0.0f;
|
||||
|
||||
lastRecvPositionUpdateTime = (float)NetTime.Now;
|
||||
|
||||
AnimController.Frozen = false;
|
||||
Enabled = true;
|
||||
|
||||
UInt16 networkUpdateID = 0;
|
||||
if (msg.ReadBoolean())
|
||||
{
|
||||
networkUpdateID = msg.ReadUInt16();
|
||||
}
|
||||
else
|
||||
{
|
||||
bool aimInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Aim].Held = aimInput;
|
||||
keys[(int)InputType.Aim].SetState(false, aimInput);
|
||||
|
||||
bool useInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Use].Held = useInput;
|
||||
keys[(int)InputType.Use].SetState(false, useInput);
|
||||
|
||||
bool hasAttackLimb = msg.ReadBoolean();
|
||||
if (hasAttackLimb)
|
||||
{
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
}
|
||||
|
||||
if (aimInput)
|
||||
{
|
||||
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
|
||||
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
|
||||
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
|
||||
|
||||
TransformCursorPos();
|
||||
}
|
||||
facingRight = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
bool entitySelected = msg.ReadBoolean();
|
||||
Entity selectedEntity = null;
|
||||
|
||||
AnimController.Animation animation = AnimController.Animation.None;
|
||||
if (entitySelected)
|
||||
{
|
||||
ushort entityID = msg.ReadUInt16();
|
||||
selectedEntity = FindEntityByID(entityID);
|
||||
if (selectedEntity is Character)
|
||||
{
|
||||
bool doingCpr = msg.ReadBoolean();
|
||||
if (doingCpr && selectedCharacter != null)
|
||||
{
|
||||
animation = AnimController.Animation.CPR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 pos = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this && AllowInput)
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
|
||||
break;
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
|
||||
int eventType = msg.ReadRangedInteger(0, 2);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
inventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case 1:
|
||||
byte ownerID = msg.ReadByte();
|
||||
ResetNetState();
|
||||
if (ownerID == GameMain.Client.ID)
|
||||
{
|
||||
if (controlled != null)
|
||||
{
|
||||
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
|
||||
}
|
||||
|
||||
controlled = this;
|
||||
IsRemotePlayer = false;
|
||||
GameMain.Client.Character = this;
|
||||
}
|
||||
else if (controlled == this)
|
||||
{
|
||||
controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
ReadStatus(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
||||
{
|
||||
if (GameMain.Server != null) return null;
|
||||
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string configPath = inc.ReadString();
|
||||
|
||||
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
||||
|
||||
bool enabled = inc.ReadBoolean();
|
||||
|
||||
DebugConsole.Log("Received spawn data for " + configPath);
|
||||
|
||||
Character character = null;
|
||||
if (noInfo)
|
||||
{
|
||||
if (!spawn) return null;
|
||||
|
||||
character = Character.Create(configPath, position, null, true);
|
||||
character.ID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
|
||||
|
||||
string newName = inc.ReadString();
|
||||
byte teamID = inc.ReadByte();
|
||||
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
bool isFemale = inc.ReadBoolean();
|
||||
int headSpriteID = inc.ReadByte();
|
||||
string jobName = inc.ReadString();
|
||||
|
||||
JobPrefab jobPrefab = null;
|
||||
Dictionary<string, int> skillLevels = new Dictionary<string, int>();
|
||||
if (!string.IsNullOrEmpty(jobName))
|
||||
{
|
||||
jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
int skillCount = inc.ReadByte();
|
||||
for (int i = 0; i < skillCount; i++)
|
||||
{
|
||||
string skillName = inc.ReadString();
|
||||
int skillLevel = inc.ReadRangedInteger(0, 100);
|
||||
|
||||
skillLevels.Add(skillName, skillLevel);
|
||||
}
|
||||
}
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
|
||||
CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
||||
ch.HeadSpriteId = headSpriteID;
|
||||
|
||||
System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
|
||||
if (ch.Job != null)
|
||||
{
|
||||
foreach (KeyValuePair<string, int> skill in skillLevels)
|
||||
{
|
||||
Skill matchingSkill = ch.Job.Skills.Find(s => s.Name == skill.Key);
|
||||
if (matchingSkill == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Skill \"" + skill.Key + "\" not found in character \"" + newName + "\"");
|
||||
continue;
|
||||
}
|
||||
matchingSkill.Level = skill.Value;
|
||||
}
|
||||
}
|
||||
|
||||
character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
|
||||
character.ID = id;
|
||||
character.TeamID = teamID;
|
||||
|
||||
if (GameMain.Client.ID == ownerId)
|
||||
{
|
||||
GameMain.Client.Character = character;
|
||||
Controlled = character;
|
||||
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
|
||||
character.memInput.Clear();
|
||||
character.memState.Clear();
|
||||
character.memLocalState.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
var ownerClient = GameMain.Client.ConnectedClients.Find(c => c.ID == ownerId);
|
||||
if (ownerClient != null)
|
||||
{
|
||||
ownerClient.Character = character;
|
||||
}
|
||||
}
|
||||
|
||||
if (configPath == Character.HumanConfigFile)
|
||||
{
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
}
|
||||
}
|
||||
|
||||
character.Enabled = Controlled == character || enabled;
|
||||
|
||||
return character;
|
||||
}
|
||||
}
|
||||
}
|
||||
25
BarotraumaClient/Source/Events/Missions/Mission.cs
Normal file
25
BarotraumaClient/Source/Events/Missions/Mission.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Mission
|
||||
{
|
||||
public void ShowMessage(int index)
|
||||
{
|
||||
if (index >= headers.Count && index >= messages.Count) return;
|
||||
|
||||
string header = index < headers.Count ? headers[index] : "";
|
||||
string message = index < messages.Count ? messages[index] : "";
|
||||
|
||||
GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
|
||||
|
||||
new GUIMessageBox(header, message);
|
||||
}
|
||||
}
|
||||
}
|
||||
18
BarotraumaClient/Source/Events/Missions/MissionMode.cs
Normal file
18
BarotraumaClient/Source/Events/Missions/MissionMode.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class MissionMode : GameMode
|
||||
{
|
||||
public override void MsgBox()
|
||||
{
|
||||
if (mission == null) return;
|
||||
|
||||
var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
|
||||
missionMsg.UserData = "missionstartmessage";
|
||||
|
||||
Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
|
||||
Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.ServerMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using Barotrauma.Networking;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class TraitorManager
|
||||
{
|
||||
public static void CreateStartPopUp(string targetName)
|
||||
{
|
||||
new GUIMessageBox("You are the Traitor!",
|
||||
"Your secret task is to assassinate " + targetName + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
|
||||
+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.", 400, 350);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -78,5 +78,90 @@ namespace Barotrauma
|
||||
|
||||
return UseItemOnSelf(slotIndex);
|
||||
}
|
||||
|
||||
protected override void CreateSlots()
|
||||
{
|
||||
if (slots == null) slots = new InventorySlot[capacity];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i] == null) slots[i] = new InventorySlot(slotRect);
|
||||
|
||||
slots[i].Disabled = false;
|
||||
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
slots[i].Rect = slotRect;
|
||||
|
||||
slots[i].Color = limbSlots[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f;
|
||||
}
|
||||
|
||||
MergeSlots();
|
||||
}
|
||||
|
||||
public void DrawOwn(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, 40, 40);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
if (i == 1) //head
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(0, 0, 56, 128), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(28.0f, 64.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i == 3 || i == 4)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(92, 41 * (4 - i), 36, 40), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(18.0f, 20.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i == 5)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(57, 0, 31, 32), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(15.0f, 16.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
base.Draw(spriteBatch);
|
||||
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
useOnSelfButton[i - 3].Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedSlot > -1)
|
||||
{
|
||||
DrawSubInventory(spriteBatch, selectedSlot);
|
||||
|
||||
if (selectedSlot > -1 &&
|
||||
!slots[selectedSlot].IsHighlighted &&
|
||||
(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
|
||||
{
|
||||
selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -155,39 +155,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDestinationLevelStart()
|
||||
{
|
||||
AutoPilot = true;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
levelEndTickBox.Selected = false;
|
||||
|
||||
if (!levelStartTickBox.Selected)
|
||||
{
|
||||
levelStartTickBox.Selected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDestinationLevelEnd()
|
||||
{
|
||||
AutoPilot = false;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
levelStartTickBox.Selected = false;
|
||||
|
||||
if (!levelEndTickBox.Selected)
|
||||
{
|
||||
levelEndTickBox.Selected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool SelectDestination(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
|
||||
284
BarotraumaClient/Source/Items/Components/Signal/Connection.cs
Normal file
284
BarotraumaClient/Source/Items/Components/Signal/Connection.cs
Normal file
@@ -0,0 +1,284 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Connection
|
||||
{
|
||||
private static Texture2D panelTexture;
|
||||
private static Sprite connector;
|
||||
private static Sprite wireVertical;
|
||||
|
||||
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
|
||||
{
|
||||
|
||||
int width = 400, height = 200;
|
||||
int x = GameMain.GraphicsWidth / 2 - width / 2, y = GameMain.GraphicsHeight - height;
|
||||
|
||||
Rectangle panelRect = new Rectangle(x, y, width, height);
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 512 - height, width, height), Color.White);
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
|
||||
|
||||
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
|
||||
|
||||
int totalWireCount = 0;
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
totalWireCount += c.Wires.Count(w => w != null);
|
||||
}
|
||||
|
||||
Wire equippedWire = null;
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
for (int i = 0; i < character.SelectedItems.Length; i++)
|
||||
{
|
||||
Item selectedItem = character.SelectedItems[i];
|
||||
|
||||
if (selectedItem == null) continue;
|
||||
|
||||
Wire wireComponent = selectedItem.GetComponent<Wire>();
|
||||
if (wireComponent != null) equippedWire = wireComponent;
|
||||
}
|
||||
|
||||
Vector2 rightPos = new Vector2(x + width - 130, y + 50);
|
||||
Vector2 leftPos = new Vector2(x + 130, y + 50);
|
||||
|
||||
Vector2 rightWirePos = new Vector2(x + width - 5, y + 30);
|
||||
|
||||
Vector2 leftWirePos = new Vector2(x + 5, y + 30);
|
||||
|
||||
int wireInterval = (height - 20) / Math.Max(totalWireCount, 1);
|
||||
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
//if dragging a wire, let the Inventory know so that the wire can be
|
||||
//dropped or dragged from the panel to the players inventory
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
int linkIndex = c.FindWireIndex(draggingConnected.Item);
|
||||
if (linkIndex > -1)
|
||||
{
|
||||
Inventory.draggingItem = c.Wires[linkIndex].Item;
|
||||
}
|
||||
}
|
||||
|
||||
//outputs are drawn at the right side of the panel, inputs at the left
|
||||
if (c.IsOutput)
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, rightPos,
|
||||
new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y + 3),
|
||||
rightWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
rightPos.Y += 30;
|
||||
rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, leftPos,
|
||||
new Vector2(leftPos.X + 20, leftPos.Y - 12),
|
||||
leftWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
leftPos.Y += 30;
|
||||
leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
//leftWireX -= wireInterval;
|
||||
}
|
||||
}
|
||||
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
panel.Item.CreateClientEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
else if (GameMain.Server != null)
|
||||
{
|
||||
panel.Item.CreateServerEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
|
||||
draggingConnected = null;
|
||||
}
|
||||
}
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
if (equippedWire != null)
|
||||
{
|
||||
if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
|
||||
{
|
||||
DrawWire(spriteBatch, equippedWire, equippedWire.Item,
|
||||
new Vector2(x + width / 2, y + height - 100),
|
||||
new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item;
|
||||
}
|
||||
}
|
||||
|
||||
//stop dragging a wire item if cursor is outside the panel
|
||||
if (mouseInRect) Inventory.draggingItem = null;
|
||||
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White);
|
||||
|
||||
}
|
||||
|
||||
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
|
||||
{
|
||||
//spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
|
||||
GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X - 10, (int)position.Y - 10, 20, 20), Color.White);
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null || Wires[i].Hidden || draggingConnected == Wires[i]) continue;
|
||||
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
|
||||
DrawWire(spriteBatch, Wires[i], (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire);
|
||||
|
||||
wirePosition.Y += wireInterval;
|
||||
}
|
||||
|
||||
if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(21.5f, 21.5f), new Rectangle(106, 250, 43, 43), Color.White);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//find an empty cell for the new connection
|
||||
int index = FindWireIndex(null);
|
||||
|
||||
if (index > -1 && !Wires.Contains(draggingConnected))
|
||||
{
|
||||
bool alreadyConnected = draggingConnected.IsConnectedTo(item);
|
||||
|
||||
draggingConnected.RemoveConnection(item);
|
||||
|
||||
if (draggingConnected.Connect(this, !alreadyConnected, true)) Wires[index] = draggingConnected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int screwIndex = (position.Y % 60 < 30) ? 0 : 1;
|
||||
|
||||
if (Wires.Any(w => w != null && w != draggingConnected))
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex * 32, 256, 32, 32), Color.White);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire)
|
||||
{
|
||||
if (draggingConnected == wire)
|
||||
{
|
||||
if (!mouseIn) return;
|
||||
end = PlayerInput.MousePosition;
|
||||
start.X = (start.X + end.X) / 2.0f;
|
||||
}
|
||||
|
||||
int textX = (int)start.X;
|
||||
if (start.X < end.X)
|
||||
textX -= 10;
|
||||
else
|
||||
textX += 10;
|
||||
|
||||
bool canDrag = equippedWire == null || equippedWire == wire;
|
||||
|
||||
float alpha = canDrag ? 1.0f : 0.5f;
|
||||
|
||||
bool mouseOn =
|
||||
canDrag &&
|
||||
((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) &&
|
||||
PlayerInput.MousePosition.X < Math.Max(start.X, end.X) &&
|
||||
MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) ||
|
||||
Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
|
||||
new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
|
||||
|
||||
string label = wire.Locked ? item.Name + "\n(Locked)" : item.Name;
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
|
||||
label,
|
||||
(mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f,
|
||||
3, GUI.SmallFont);
|
||||
|
||||
var wireEnd = end + Vector2.Normalize(start - end) * 30.0f;
|
||||
|
||||
float dist = Vector2.Distance(start, wireEnd);
|
||||
|
||||
if (mouseOn)
|
||||
{
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect,
|
||||
Color.Gold,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
}
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect,
|
||||
wire.Item.Color * alpha,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
|
||||
connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2);
|
||||
|
||||
if (draggingConnected == null && canDrag)
|
||||
{
|
||||
if (mouseOn)
|
||||
{
|
||||
ConnectionPanel.HighlightedWire = wire;
|
||||
|
||||
if (!wire.Locked)
|
||||
{
|
||||
//start dragging the wire
|
||||
if (PlayerInput.LeftButtonHeld()) draggingConnected = wire;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Save(XElement parentElement)
|
||||
{
|
||||
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
|
||||
|
||||
Array.Sort(Wires, delegate (Wire wire1, Wire wire2)
|
||||
{
|
||||
if (wire1 == null) return 1;
|
||||
if (wire2 == null) return -1;
|
||||
return wire1.Item.ID.CompareTo(wire2.Item.ID);
|
||||
});
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
//Connection recipient = wires[i].OtherConnection(this);
|
||||
|
||||
//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
|
||||
newElement.Add(new XElement("link",
|
||||
new XAttribute("w", Wires[i].Item.ID.ToString())));
|
||||
}
|
||||
|
||||
parentElement.Add(newElement);
|
||||
}
|
||||
}
|
||||
}
|
||||
63
BarotraumaClient/Source/Items/Components/Turret.cs
Normal file
63
BarotraumaClient/Source/Items/Components/Turret.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Turret : Powered, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (barrelSprite != null)
|
||||
{
|
||||
barrelSprite.Draw(spriteBatch,
|
||||
drawPos + barrelPos, Color.White,
|
||||
rotation + MathHelper.PiOver2, 1.0f,
|
||||
SpriteEffects.None, item.Sprite.Depth + 0.01f);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
|
||||
Color.LightGreen);
|
||||
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
UInt16 projectileID = msg.ReadUInt16();
|
||||
Item projectile = Entity.FindEntityByID(projectileID) as Item;
|
||||
|
||||
if (projectile == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \"" + projectileID + " not found");
|
||||
return;
|
||||
}
|
||||
|
||||
Launch(projectile);
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
75
BarotraumaClient/Source/Items/DockingPort.cs
Normal file
75
BarotraumaClient/Source/Items/DockingPort.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (dockingState == 0.0f) return;
|
||||
|
||||
Vector2 drawPos = item.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
var rect = overlaySprite.SourceRect;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
drawPos.Y -= rect.Height / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
drawPos.X -= rect.Width / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.X, rect.Y + rect.Height / 2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -264,6 +264,26 @@ namespace Barotrauma
|
||||
}
|
||||
return editingHUD;
|
||||
}
|
||||
|
||||
public virtual void UpdateHUD(Camera cam, Character character)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
{
|
||||
FixRequirement.UpdateHud(this, character);
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasInGameEditableProperties)
|
||||
{
|
||||
UpdateEditing(cam);
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
if (ic.CanBeSelected) ic.UpdateHUD(character);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void DrawHUD(SpriteBatch spriteBatch, Camera cam, Character character)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
|
||||
53
BarotraumaClient/Source/Items/Rope.cs
Normal file
53
BarotraumaClient/Source/Items/Rope.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Rope : ItemComponent, IDrawableComponent
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
RevoluteJoint firstJoint = null;
|
||||
|
||||
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||
{
|
||||
if (!ropeBodies[i].Enabled) continue;
|
||||
|
||||
if (firstJoint == null) firstJoint = ropeJoints[i];
|
||||
|
||||
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i + 1].WorldAnchorA, i);
|
||||
}
|
||||
|
||||
if (gunJoint == null || firstJoint == null) return;
|
||||
|
||||
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(sprite.Texture,
|
||||
ConvertUnits.ToDisplayUnits(start), null, Color.White,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, sprite.size.Y / 2.0f),
|
||||
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
|
||||
SpriteEffects.None,
|
||||
sprite.Depth + i * 0.00001f);
|
||||
}
|
||||
}
|
||||
}
|
||||
30
BarotraumaClient/Source/Map/Levels/Ruins/RuinGenerator.cs
Normal file
30
BarotraumaClient/Source/Map/Levels/Ruins/RuinGenerator.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
partial class Ruin
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
//foreach (BTRoom room in leaves)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, room.Rect, Color.White);
|
||||
//}
|
||||
|
||||
//foreach (Corridor corr in corridors)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, corr.Rect, Color.Blue);
|
||||
//}
|
||||
|
||||
foreach (Line line in walls)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
39
BarotraumaClient/Source/Map/Levels/WrappingWall.cs
Normal file
39
BarotraumaClient/Source/Map/Levels/WrappingWall.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class WrappingWall : IDisposable
|
||||
{
|
||||
private VertexBuffer wallVertices, bodyVertices;
|
||||
|
||||
public VertexBuffer WallVertices
|
||||
{
|
||||
get { return wallVertices; }
|
||||
}
|
||||
|
||||
public VertexBuffer BodyVertices
|
||||
{
|
||||
get { return bodyVertices; }
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] vertices)
|
||||
{
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionColor[] vertices)
|
||||
{
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(vertices);
|
||||
}
|
||||
}
|
||||
}
|
||||
210
BarotraumaClient/Source/Map/Map.cs
Normal file
210
BarotraumaClient/Source/Map/Map.cs
Normal file
@@ -0,0 +1,210 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Map
|
||||
{
|
||||
private static Sprite iceTexture;
|
||||
private static Texture2D iceCraters;
|
||||
private static Texture2D iceCrack;
|
||||
|
||||
public void Update(float deltaTime, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
float maxDist = 20.0f;
|
||||
float closestDist = 0.0f;
|
||||
highlightedLocation = null;
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
|
||||
if (dist < maxDist && (highlightedLocation == null || dist < closestDist))
|
||||
{
|
||||
closestDist = dist;
|
||||
highlightedLocation = location;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
if (highlightedLocation != currentLocation &&
|
||||
connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked() &&
|
||||
selectedLocation != highlightedLocation && highlightedLocation != null)
|
||||
{
|
||||
selectedConnection = connection;
|
||||
selectedLocation = highlightedLocation;
|
||||
GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White * 0.8f);
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty / 100.0f, 1.5f);
|
||||
|
||||
if (selectedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
{
|
||||
crackColor = Color.Red;
|
||||
}
|
||||
else if (highlightedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
{
|
||||
crackColor = Color.Red * 0.5f;
|
||||
}
|
||||
else if (!connection.Passed)
|
||||
{
|
||||
crackColor *= 0.2f;
|
||||
}
|
||||
|
||||
for (int i = 0; i < connection.CrackSegments.Count; i++)
|
||||
{
|
||||
var segment = connection.CrackSegments[i];
|
||||
|
||||
Vector2 start = rectCenter + (segment[0] + offset) * scale;
|
||||
Vector2 end = rectCenter + (segment[1] + offset) * scale;
|
||||
|
||||
if (!rect.Contains(start) && !rect.Contains(end))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2? intersection = MathUtils.GetLineRectangleIntersection(start, end, new Rectangle(rect.X, rect.Y + rect.Height, rect.Width, rect.Height));
|
||||
if (intersection != null)
|
||||
{
|
||||
if (!rect.Contains(start))
|
||||
{
|
||||
start = (Vector2)intersection;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = (Vector2)intersection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float dist = Vector2.Distance(start, end);
|
||||
|
||||
int width = (int)(MathHelper.Clamp(connection.Difficulty, 2.0f, 20.0f) * scale);
|
||||
|
||||
spriteBatch.Draw(iceCrack,
|
||||
new Rectangle((int)start.X, (int)start.Y, (int)dist + 2, width),
|
||||
new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0, 30), SpriteEffects.None, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
rect.Inflate(8, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.Black, false, 0.0f, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.LightGray);
|
||||
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
Rectangle drawRect = location.Type.Sprite.SourceRect;
|
||||
Rectangle sourceRect = drawRect;
|
||||
drawRect.X = (int)pos.X - drawRect.Width / 2;
|
||||
drawRect.Y = (int)pos.Y - drawRect.Width / 2;
|
||||
|
||||
if (!rect.Intersects(drawRect)) continue;
|
||||
|
||||
Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation)) == null ? Color.White : Color.Green;
|
||||
|
||||
color *= (location.Discovered) ? 0.8f : 0.2f;
|
||||
|
||||
if (location == currentLocation) color = Color.Orange;
|
||||
|
||||
if (drawRect.X < rect.X)
|
||||
{
|
||||
sourceRect.X += rect.X - drawRect.X;
|
||||
sourceRect.Width -= sourceRect.X;
|
||||
drawRect.X = rect.X;
|
||||
}
|
||||
else if (drawRect.Right > rect.Right)
|
||||
{
|
||||
sourceRect.Width -= (drawRect.Right - rect.Right);
|
||||
}
|
||||
|
||||
if (drawRect.Y < rect.Y)
|
||||
{
|
||||
sourceRect.Y += rect.Y - drawRect.Y;
|
||||
sourceRect.Height -= sourceRect.Y;
|
||||
drawRect.Y = rect.Y;
|
||||
}
|
||||
else if (drawRect.Bottom > rect.Bottom)
|
||||
{
|
||||
sourceRect.Height -= drawRect.Bottom - rect.Bottom;
|
||||
}
|
||||
|
||||
drawRect.Width = sourceRect.Width;
|
||||
drawRect.Height = sourceRect.Height;
|
||||
|
||||
spriteBatch.Draw(location.Type.Sprite.Texture, drawRect, sourceRect, color);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Location location = (i == 0) ? highlightedLocation : selectedLocation;
|
||||
if (i == 2) location = currentLocation;
|
||||
|
||||
if (location == null) continue;
|
||||
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
pos.X = (int)(pos.X + location.Type.Sprite.SourceRect.Width * 0.6f);
|
||||
pos.Y = (int)(pos.Y - 10);
|
||||
GUI.DrawString(spriteBatch, pos, location.Name, Color.White, Color.Black * 0.8f, 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Save(XElement element)
|
||||
{
|
||||
XElement mapElement = new XElement("map");
|
||||
|
||||
mapElement.Add(new XAttribute("currentlocation", CurrentLocationIndex));
|
||||
mapElement.Add(new XAttribute("seed", Seed));
|
||||
mapElement.Add(new XAttribute("size", size));
|
||||
|
||||
List<int> discoveredLocations = new List<int>();
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
if (locations[i].Discovered) discoveredLocations.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("discovered", string.Join(",", discoveredLocations)));
|
||||
|
||||
List<int> passedConnections = new List<int>();
|
||||
for (int i = 0; i < connections.Count; i++)
|
||||
{
|
||||
if (connections[i].Passed) passedConnections.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("passed", string.Join(",", passedConnections)));
|
||||
|
||||
element.Add(mapElement);
|
||||
}
|
||||
}
|
||||
}
|
||||
228
BarotraumaClient/Source/Map/Submarine.cs
Normal file
228
BarotraumaClient/Source/Map/Submarine.cs
Normal file
@@ -0,0 +1,228 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Submarine : Entity, IServerSerializable
|
||||
{
|
||||
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
e.Draw(spriteBatch, editing);
|
||||
}
|
||||
}
|
||||
|
||||
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (!e.DrawOverWater) continue;
|
||||
|
||||
if (predicate != null)
|
||||
{
|
||||
if (!predicate(e)) continue;
|
||||
}
|
||||
|
||||
e.Draw(spriteBatch, editing, false);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
Rectangle worldBorders = sub.Borders;
|
||||
worldBorders.Location += sub.WorldPosition.ToPoint();
|
||||
worldBorders.Y = -worldBorders.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldBorders, Color.White, false, 0, 5);
|
||||
|
||||
if (sub.subBody.MemPos.Count < 2) continue;
|
||||
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[0].Position);
|
||||
prevPos.Y = -prevPos.Y;
|
||||
|
||||
for (int i = 1; i < sub.subBody.MemPos.Count; i++)
|
||||
{
|
||||
Vector2 currPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[i].Position);
|
||||
currPos.Y = -currPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 10, (int)currPos.Y - 10, 20, 20), Color.Blue * 0.6f, true, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.5f, 0, 5);
|
||||
|
||||
prevPos = currPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static float DamageEffectCutoff;
|
||||
|
||||
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (e.DrawDamageEffect)
|
||||
e.DrawDamage(spriteBatch, damageEffect);
|
||||
}
|
||||
if (damageEffect != null)
|
||||
{
|
||||
damageEffect.Parameters["aCutoff"].SetValue(0.0f);
|
||||
damageEffect.Parameters["cCutoff"].SetValue(0.0f);
|
||||
|
||||
DamageEffectCutoff = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (!e.DrawBelowWater) continue;
|
||||
|
||||
if (predicate != null)
|
||||
{
|
||||
if (!predicate(e)) continue;
|
||||
}
|
||||
|
||||
e.Draw(spriteBatch, editing, true);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Save()
|
||||
{
|
||||
return SaveAs(filePath);
|
||||
}
|
||||
|
||||
public bool SaveAs(string filePath)
|
||||
{
|
||||
name = System.IO.Path.GetFileNameWithoutExtension(filePath);
|
||||
|
||||
XDocument doc = new XDocument(new XElement("Submarine"));
|
||||
SaveToXElement(doc.Root);
|
||||
|
||||
hash = new Md5Hash(doc);
|
||||
doc.Root.Add(new XAttribute("md5hash", hash.Hash));
|
||||
|
||||
try
|
||||
{
|
||||
SaveUtil.CompressStringToFile(filePath, doc.ToString());
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Saving submarine \"" + filePath + "\" failed!", e);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SaveToXElement(XElement element)
|
||||
{
|
||||
element.Add(new XAttribute("name", name));
|
||||
element.Add(new XAttribute("description", Description == null ? "" : Description));
|
||||
|
||||
element.Add(new XAttribute("tags", tags.ToString()));
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
if (e.MoveWithLevel || e.Submarine != this) continue;
|
||||
e.Save(element);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool SaveCurrent(string filePath)
|
||||
{
|
||||
if (Submarine.MainSub == null)
|
||||
{
|
||||
Submarine.MainSub = new Submarine(filePath);
|
||||
// return;
|
||||
}
|
||||
|
||||
Submarine.MainSub.filePath = filePath;
|
||||
|
||||
return Submarine.MainSub.SaveAs(filePath);
|
||||
}
|
||||
|
||||
public void CheckForErrors()
|
||||
{
|
||||
List<string> errorMsgs = new List<string>();
|
||||
|
||||
if (!Hull.hullList.Any())
|
||||
{
|
||||
errorMsgs.Add("No hulls found in the submarine. Hulls determine the \"borders\" of an individual room and are required for water and air distribution to work correctly.");
|
||||
}
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.GetComponent<Items.Components.Vent>() == null) continue;
|
||||
|
||||
if (!item.linkedTo.Any())
|
||||
{
|
||||
errorMsgs.Add("The submarine contains vents which haven't been linked to an oxygen generator. Select a vent and click an oxygen generator while holding space to link them.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (WayPoint.WayPointList.Find(wp => !wp.MoveWithLevel && wp.SpawnType == SpawnType.Path) == null)
|
||||
{
|
||||
errorMsgs.Add("No waypoints found in the submarine. AI controlled crew members won't be able to navigate without waypoints.");
|
||||
}
|
||||
|
||||
if (WayPoint.WayPointList.Find(wp => wp.SpawnType == SpawnType.Cargo) == null)
|
||||
{
|
||||
errorMsgs.Add("The submarine doesn't have spawnpoints for cargo (which are used for determining where to place bought items). "
|
||||
+ "To fix this, create a new spawnpoint and change its \"spawn type\" parameter to \"cargo\".");
|
||||
}
|
||||
|
||||
if (errorMsgs.Any())
|
||||
{
|
||||
new GUIMessageBox("Warning", string.Join("\n\n", errorMsgs), 400, 0);
|
||||
}
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
if (Vector2.Distance(e.Position, HiddenSubPosition) > 20000)
|
||||
{
|
||||
var msgBox = new GUIMessageBox(
|
||||
"Warning",
|
||||
"One or more structures have been placed very far from the submarine. Show the structures?",
|
||||
new string[] { "Yes", "No" });
|
||||
|
||||
msgBox.Buttons[0].OnClicked += (btn, obj) =>
|
||||
{
|
||||
GameMain.EditMapScreen.Cam.Position = e.WorldPosition;
|
||||
return true;
|
||||
};
|
||||
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
44
BarotraumaClient/Source/Networking/EntitySpawner.cs
Normal file
44
BarotraumaClient/Source/Networking/EntitySpawner.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class EntitySpawner : Entity, IServerSerializable
|
||||
{
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer message, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
bool remove = message.ReadBoolean();
|
||||
|
||||
if (remove)
|
||||
{
|
||||
ushort entityId = message.ReadUInt16();
|
||||
|
||||
var entity = FindEntityByID(entityId);
|
||||
if (entity != null)
|
||||
{
|
||||
entity.Remove();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (message.ReadByte())
|
||||
{
|
||||
case (byte)SpawnableType.Item:
|
||||
Item.ReadSpawnData(message, true);
|
||||
break;
|
||||
case (byte)SpawnableType.Character:
|
||||
Character.ReadSpawnData(message, true);
|
||||
break;
|
||||
default:
|
||||
DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
class ClientEntityEvent : NetEntityEvent
|
||||
{
|
||||
private IClientSerializable serializable;
|
||||
|
||||
public UInt16 CharacterStateID;
|
||||
|
||||
public ClientEntityEvent(IClientSerializable entity, UInt16 id)
|
||||
: base(entity, id)
|
||||
{
|
||||
serializable = entity;
|
||||
}
|
||||
|
||||
public void Write(NetBuffer msg)
|
||||
{
|
||||
msg.Write(CharacterStateID);
|
||||
serializable.ClientWrite(msg, Data);
|
||||
}
|
||||
}
|
||||
}
|
||||
92
BarotraumaClient/Source/Physics/PhysicsBody.cs
Normal file
92
BarotraumaClient/Source/Physics/PhysicsBody.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class PhysicsBody
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
UpdateDrawPosition();
|
||||
|
||||
if (sprite == null) return;
|
||||
|
||||
SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
if (!body.Awake) color = Color.Blue;
|
||||
|
||||
if (targetPosition != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)targetPosition);
|
||||
if (Submarine != null) pos += Submarine.DrawPosition;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(pos.X - 5, -(pos.Y + 5)),
|
||||
Vector2.One * 10.0f, Color.Red, false, 0, 3);
|
||||
}
|
||||
|
||||
if (offsetFromTargetPos != Vector2.Zero)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
if (Submarine != null) pos += Submarine.DrawPosition;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pos.X, -pos.Y),
|
||||
new Vector2(DrawPosition.X, -DrawPosition.Y),
|
||||
Color.Cyan, 0, 5);
|
||||
}
|
||||
}
|
||||
|
||||
sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth);
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch, Color color)
|
||||
{
|
||||
if (bodyShapeTexture == null)
|
||||
{
|
||||
switch (BodyShape)
|
||||
{
|
||||
case PhysicsBody.Shape.Rectangle:
|
||||
bodyShapeTexture = GUI.CreateRectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(width),
|
||||
(int)ConvertUnits.ToDisplayUnits(height));
|
||||
break;
|
||||
|
||||
case PhysicsBody.Shape.Capsule:
|
||||
bodyShapeTexture = GUI.CreateCapsule(
|
||||
(int)ConvertUnits.ToDisplayUnits(radius),
|
||||
(int)ConvertUnits.ToDisplayUnits(Math.Max(height, width)));
|
||||
break;
|
||||
case PhysicsBody.Shape.Circle:
|
||||
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float rot = -DrawRotation;
|
||||
if (bodyShape == PhysicsBody.Shape.Capsule && width > height)
|
||||
{
|
||||
rot -= MathHelper.PiOver2;
|
||||
}
|
||||
|
||||
spriteBatch.Draw(
|
||||
bodyShapeTexture,
|
||||
new Vector2(DrawPosition.X, -DrawPosition.Y),
|
||||
null,
|
||||
color,
|
||||
rot,
|
||||
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
239
BarotraumaClient/Source/Utils/SaveUtil.cs
Normal file
239
BarotraumaClient/Source/Utils/SaveUtil.cs
Normal file
@@ -0,0 +1,239 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
public partial class SaveUtil
|
||||
{
|
||||
public static void SaveGame(string fileName)
|
||||
{
|
||||
fileName = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
Directory.CreateDirectory(tempPath);
|
||||
try
|
||||
{
|
||||
ClearFolder(tempPath, new string[] { GameMain.GameSession.Submarine.FilePath });
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
if (Submarine.MainSub != null && Submarine.Loaded.Contains(Submarine.MainSub))
|
||||
{
|
||||
Submarine.MainSub.FilePath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
|
||||
Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error saving submarine", e);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
GameMain.GameSession.Save(Path.Combine(tempPath, "gamesession.xml"));
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error saving gamesession", e);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
CompressDirectory(tempPath, fileName+".save", null);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error compressing save file", e);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadGame(string fileName)
|
||||
{
|
||||
string filePath = Path.Combine(SaveFolder, fileName+".save");
|
||||
|
||||
DecompressToDirectory(filePath, TempPath, null);
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(Path.Combine(TempPath, "gamesession.xml"));
|
||||
|
||||
string subPath = Path.Combine(TempPath, ToolBox.GetAttributeString(doc.Root, "submarine", ""))+".sub";
|
||||
Submarine selectedMap = new Submarine(subPath, "");// Submarine.Load();
|
||||
GameMain.GameSession = new GameSession(selectedMap, fileName, doc);
|
||||
|
||||
//Directory.Delete(tempPath, true);
|
||||
}
|
||||
|
||||
public static XDocument LoadGameSessionDoc(string fileName)
|
||||
{
|
||||
string filePath = Path.Combine(SaveFolder, fileName + ".save");
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
try
|
||||
{
|
||||
DecompressToDirectory(filePath, tempPath, null);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return ToolBox.TryLoadXml(Path.Combine(tempPath, "gamesession.xml"));
|
||||
}
|
||||
|
||||
public static void DeleteSave(string fileName)
|
||||
{
|
||||
fileName = Path.Combine(SaveFolder, fileName + ".save");
|
||||
|
||||
try
|
||||
{
|
||||
File.Delete(fileName);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("ERROR: deleting save file \""+fileName+" failed.", e);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static string[] GetSaveFiles()
|
||||
{
|
||||
if (!Directory.Exists(SaveFolder))
|
||||
{
|
||||
DebugConsole.ThrowError("Save folder \"" + SaveFolder + " not found! Attempting to create a new folder");
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(SaveFolder);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to create the folder \"" + SaveFolder + "\"!", e);
|
||||
}
|
||||
}
|
||||
|
||||
string[] files = Directory.GetFiles(SaveFolder, "*.save");
|
||||
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
{
|
||||
files[i] = Path.GetFileNameWithoutExtension(files[i]);
|
||||
}
|
||||
|
||||
return files;
|
||||
}
|
||||
|
||||
public static string CreateSavePath(string fileName="Save")
|
||||
{
|
||||
if (!Directory.Exists(SaveFolder))
|
||||
{
|
||||
DebugConsole.ThrowError("Save folder \""+SaveFolder+"\" not found. Created new folder");
|
||||
Directory.CreateDirectory(SaveFolder);
|
||||
}
|
||||
|
||||
string extension = ".save";
|
||||
string pathWithoutExtension = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
int i = 0;
|
||||
while (File.Exists(pathWithoutExtension + " " + i + extension))
|
||||
{
|
||||
i++;
|
||||
}
|
||||
|
||||
return fileName + " " + i;
|
||||
}
|
||||
|
||||
public static void CompressStringToFile(string fileName, string value)
|
||||
{
|
||||
// A.
|
||||
// Write string to temporary file.
|
||||
string temp = Path.GetTempFileName();
|
||||
File.WriteAllText(temp, value);
|
||||
|
||||
// B.
|
||||
// Read file into byte array buffer.
|
||||
byte[] b;
|
||||
using (FileStream f = new FileStream(temp, FileMode.Open))
|
||||
{
|
||||
b = new byte[f.Length];
|
||||
f.Read(b, 0, (int)f.Length);
|
||||
}
|
||||
|
||||
// C.
|
||||
// Use GZipStream to write compressed bytes to target file.
|
||||
using (FileStream f2 = new FileStream(fileName, FileMode.Create))
|
||||
using (GZipStream gz = new GZipStream(f2, CompressionMode.Compress, false))
|
||||
{
|
||||
gz.Write(b, 0, b.Length);
|
||||
}
|
||||
}
|
||||
|
||||
public static void CompressFile(string sDir, string sRelativePath, GZipStream zipStream)
|
||||
{
|
||||
//Compress file name
|
||||
char[] chars = sRelativePath.ToCharArray();
|
||||
zipStream.Write(BitConverter.GetBytes(chars.Length), 0, sizeof(int));
|
||||
foreach (char c in chars)
|
||||
zipStream.Write(BitConverter.GetBytes(c), 0, sizeof(char));
|
||||
|
||||
//Compress file content
|
||||
byte[] bytes = File.ReadAllBytes(Path.Combine(sDir, sRelativePath));
|
||||
zipStream.Write(BitConverter.GetBytes(bytes.Length), 0, sizeof(int));
|
||||
zipStream.Write(bytes, 0, bytes.Length);
|
||||
}
|
||||
|
||||
public static void CompressDirectory(string sInDir, string sOutFile, ProgressDelegate progress)
|
||||
{
|
||||
string[] sFiles = Directory.GetFiles(sInDir, "*.*", SearchOption.AllDirectories);
|
||||
int iDirLen = sInDir[sInDir.Length - 1] == Path.DirectorySeparatorChar ? sInDir.Length : sInDir.Length + 1;
|
||||
|
||||
using (FileStream outFile = new FileStream(sOutFile, FileMode.Create, FileAccess.Write, FileShare.None))
|
||||
using (GZipStream str = new GZipStream(outFile, CompressionMode.Compress))
|
||||
foreach (string sFilePath in sFiles)
|
||||
{
|
||||
string sRelativePath = sFilePath.Substring(iDirLen);
|
||||
if (progress != null)
|
||||
progress(sRelativePath);
|
||||
CompressFile(sInDir, sRelativePath, str);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ClearFolder(string FolderName, string[] ignoredFiles = null)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(FolderName);
|
||||
|
||||
foreach (FileInfo fi in dir.GetFiles())
|
||||
{
|
||||
bool ignore = false;
|
||||
foreach (string ignoredFile in ignoredFiles)
|
||||
{
|
||||
if (Path.GetFullPath(fi.FullName).Equals(Path.GetFullPath(ignoredFile)))
|
||||
{
|
||||
ignore = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignore) continue;
|
||||
|
||||
fi.IsReadOnly = false;
|
||||
fi.Delete();
|
||||
}
|
||||
|
||||
foreach (DirectoryInfo di in dir.GetDirectories())
|
||||
{
|
||||
ClearFolder(di.FullName, ignoredFiles);
|
||||
di.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
@@ -13,35 +12,55 @@
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
<TargetFrameworkProfile />
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<OutputPath>bin\x86\Debug\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;WINDOWS;SERVER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;SERVER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
|
||||
<OutputPath>bin\x86\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;SERVER</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework, Version=3.5.1.1679, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
|
||||
<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="RestSharp">
|
||||
<HintPath>..\packages\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@@ -89,7 +108,21 @@
|
||||
<Name>Lidgren.Network</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4.5 %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<WCFMetadata Include="Service References\" />
|
||||
</ItemGroup>
|
||||
<Import Project="..\BarotraumaShared\BarotraumaShared.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
diff a/BarotraumaServer/BarotraumaServer.csproj b/BarotraumaServer/BarotraumaServer.csproj (rejected hunks)
|
||||
@@ -34,6 +34,10 @@
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
+ <Reference Include="MonoGame.Framework, Version=3.5.1.1679, Culture=neutral, processorArchitecture=MSIL" />
|
||||
+ <Reference Include="RestSharp">
|
||||
+ <HintPath>..\packages\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
+ </Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
@@ -2,5 +2,13 @@
|
||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
<PublishUrlHistory>publish\</PublishUrlHistory>
|
||||
<InstallUrlHistory />
|
||||
<SupportUrlHistory />
|
||||
<UpdateUrlHistory />
|
||||
<BootstrapperUrlHistory />
|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -1,5 +1,4 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
|
||||
@@ -1432,7 +1432,6 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ChatMessage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Client.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\EntitySpawner.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\FileTransfer\FileReceiver.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\FileTransfer\FileSender.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\GameServer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\GameServerLogin.cs" />
|
||||
@@ -1440,7 +1439,6 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\INetSerializable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetBufferExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetConfig.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\ClientEntityEventManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\NetEntityEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\NetEntityEventManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\ServerEntityEventManager.cs" />
|
||||
|
||||
@@ -5,10 +5,8 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AITarget
|
||||
partial class AITarget
|
||||
{
|
||||
public static bool ShowAITargets;
|
||||
|
||||
public static List<AITarget> List = new List<AITarget>();
|
||||
|
||||
public readonly Entity Entity;
|
||||
@@ -48,25 +46,5 @@ namespace Barotrauma
|
||||
{
|
||||
List.Remove(this);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!ShowAITargets) return;
|
||||
|
||||
var rangeSprite = GUI.SubmarineIcon;
|
||||
|
||||
if (soundRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Cyan * 0.1f, rangeSprite.Origin,
|
||||
0.0f, soundRange / rangeSprite.size.X);
|
||||
|
||||
if (sightRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Orange * 0.1f, rangeSprite.Origin,
|
||||
0.0f, sightRange / rangeSprite.size.X);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,8 +10,7 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class EnemyAIController : AIController
|
||||
partial class EnemyAIController : AIController
|
||||
{
|
||||
private const float UpdateTargetsInterval = 0.5f;
|
||||
|
||||
@@ -496,61 +495,6 @@ namespace Barotrauma
|
||||
targetMemories.Remove(target);
|
||||
}
|
||||
}
|
||||
|
||||
public override void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (Character.IsDead) return;
|
||||
|
||||
Vector2 pos = Character.WorldPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (selectedAiTarget!=null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
|
||||
if (wallAttackPos!=Vector2.Zero)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red);
|
||||
}
|
||||
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "updatetargets: "+updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
|
||||
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//the "memory" of the Character
|
||||
|
||||
@@ -3,7 +3,7 @@ using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HumanAIController : AIController
|
||||
partial class HumanAIController : AIController
|
||||
{
|
||||
public static bool DisableCrewAI;
|
||||
|
||||
@@ -37,13 +37,14 @@ namespace Barotrauma
|
||||
|
||||
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
|
||||
{
|
||||
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLowerInvariant() == "dismissed");
|
||||
objectiveManager.SetOrder(CurrentOrder, "");
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
@@ -153,44 +154,14 @@ namespace Barotrauma
|
||||
CurrentOrder = order;
|
||||
objectiveManager.SetOrder(order, option);
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void SelectTarget(AITarget target)
|
||||
{
|
||||
selectedAiTarget = target;
|
||||
}
|
||||
|
||||
public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
||||
{
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Ragdoll
|
||||
partial class Ragdoll
|
||||
{
|
||||
public static List<Ragdoll> list = new List<Ragdoll>();
|
||||
|
||||
@@ -508,12 +508,14 @@ namespace Barotrauma
|
||||
if (f1.Body.UserData is Limb)
|
||||
{
|
||||
Limb limb = (Limb)f1.Body.UserData;
|
||||
|
||||
|
||||
#if CLIENT
|
||||
if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
|
||||
{
|
||||
limb.soundTimer = Limb.SoundInterval;
|
||||
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (f1.Body == Collider.FarseerBody)
|
||||
{
|
||||
@@ -522,7 +524,9 @@ namespace Barotrauma
|
||||
if (impact > ImpactTolerance)
|
||||
{
|
||||
character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
|
||||
#endif
|
||||
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
|
||||
}
|
||||
}
|
||||
@@ -531,90 +535,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
Collider.UpdateDrawPosition();
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!GameMain.DebugDraw || !character.Enabled) return;
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
|
||||
if (limb.pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
|
||||
}
|
||||
|
||||
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
|
||||
}
|
||||
|
||||
Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
|
||||
GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
|
||||
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.body.TargetPosition != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
|
||||
}
|
||||
}
|
||||
|
||||
if (character.MemState.Count > 1)
|
||||
{
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
|
||||
if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
|
||||
prevPos.Y = -prevPos.Y;
|
||||
|
||||
for (int i = 1; i < character.MemState.Count; i++ )
|
||||
{
|
||||
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
|
||||
if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
|
||||
currPos.Y = -currPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan*0.6f, true, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan*0.6f, 0, 3);
|
||||
|
||||
prevPos = currPos;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignorePlatforms)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
|
||||
Color.Orange, 0, 5);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Flip()
|
||||
{
|
||||
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
|
||||
@@ -909,7 +829,7 @@ namespace Barotrauma
|
||||
//the limb has gone through the surface of the water
|
||||
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
|
||||
{
|
||||
|
||||
#if CLIENT
|
||||
//create a splash particle
|
||||
GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
@@ -920,13 +840,16 @@ namespace Barotrauma
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
limb.LinearVelocity * 0.001f,
|
||||
0.0f, limbHull);
|
||||
#endif
|
||||
|
||||
//if the Character dropped into water, create a wave
|
||||
if (limb.LinearVelocity.Y < 0.0f)
|
||||
{
|
||||
if (splashSoundTimer <= 0.0f)
|
||||
{
|
||||
#if CLIENT
|
||||
SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
|
||||
#endif
|
||||
splashSoundTimer = 0.5f;
|
||||
}
|
||||
|
||||
@@ -941,10 +864,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (limb.LightSource != null)
|
||||
{
|
||||
limb.LightSource.Rotation = dir == Direction.Right ? limb.body.DrawRotation : limb.body.DrawRotation - MathHelper.Pi;
|
||||
}
|
||||
#endif
|
||||
limb.Update(deltaTime);
|
||||
}
|
||||
|
||||
|
||||
@@ -134,6 +134,7 @@ namespace Barotrauma
|
||||
|
||||
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
|
||||
{
|
||||
#if CLIENT
|
||||
if (particleEmitterPrefab != null)
|
||||
{
|
||||
particleEmitterPrefab.Emit(worldPosition);
|
||||
@@ -143,6 +144,7 @@ namespace Barotrauma
|
||||
{
|
||||
sound.Play(1.0f, 500.0f, worldPosition);
|
||||
}
|
||||
#endif
|
||||
|
||||
var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
{
|
||||
class CharacterStateInfo : PosInfo
|
||||
{
|
||||
public readonly Direction Direction;
|
||||
@@ -238,54 +238,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
if (extraData != null)
|
||||
{
|
||||
switch ((NetEntityEvent.Type)extraData[0])
|
||||
{
|
||||
case NetEntityEvent.Type.InventoryState:
|
||||
msg.WriteRangedInteger(0, 2, 0);
|
||||
inventory.ClientWrite(msg, extraData);
|
||||
break;
|
||||
case NetEntityEvent.Type.Repair:
|
||||
msg.WriteRangedInteger(0, 2, 1);
|
||||
msg.Write(AnimController.Anim == AnimController.Animation.CPR);
|
||||
break;
|
||||
case NetEntityEvent.Type.Status:
|
||||
msg.WriteRangedInteger(0, 2, 2);
|
||||
break;
|
||||
}
|
||||
msg.WritePadBits();
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
|
||||
|
||||
if (memInput.Count > 60)
|
||||
{
|
||||
memInput.RemoveRange(60, memInput.Count - 60);
|
||||
}
|
||||
|
||||
msg.Write(LastNetworkUpdateID);
|
||||
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
|
||||
msg.Write(inputCount);
|
||||
for (int i = 0; i < inputCount; i++)
|
||||
{
|
||||
msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Aim))
|
||||
{
|
||||
msg.Write(memInput[i].intAim);
|
||||
}
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
|
||||
{
|
||||
msg.Write(memInput[i].interact);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public virtual void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
if (GameMain.Server == null) return;
|
||||
@@ -499,133 +451,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ServerNetObject.ENTITY_POSITION:
|
||||
bool facingRight = AnimController.Dir > 0.0f;
|
||||
|
||||
lastRecvPositionUpdateTime = (float)NetTime.Now;
|
||||
|
||||
AnimController.Frozen = false;
|
||||
Enabled = true;
|
||||
|
||||
UInt16 networkUpdateID = 0;
|
||||
if (msg.ReadBoolean())
|
||||
{
|
||||
networkUpdateID = msg.ReadUInt16();
|
||||
}
|
||||
else
|
||||
{
|
||||
bool aimInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Aim].Held = aimInput;
|
||||
keys[(int)InputType.Aim].SetState(false, aimInput);
|
||||
|
||||
bool useInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Use].Held = useInput;
|
||||
keys[(int)InputType.Use].SetState(false, useInput);
|
||||
|
||||
bool hasAttackLimb = msg.ReadBoolean();
|
||||
if (hasAttackLimb)
|
||||
{
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
}
|
||||
|
||||
if (aimInput)
|
||||
{
|
||||
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
|
||||
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
|
||||
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
|
||||
|
||||
TransformCursorPos();
|
||||
}
|
||||
facingRight = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
bool entitySelected = msg.ReadBoolean();
|
||||
Entity selectedEntity = null;
|
||||
|
||||
AnimController.Animation animation = AnimController.Animation.None;
|
||||
if (entitySelected)
|
||||
{
|
||||
ushort entityID = msg.ReadUInt16();
|
||||
selectedEntity = FindEntityByID(entityID);
|
||||
if (selectedEntity is Character)
|
||||
{
|
||||
bool doingCpr = msg.ReadBoolean();
|
||||
if (doingCpr && selectedCharacter != null)
|
||||
{
|
||||
animation = AnimController.Animation.CPR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 pos = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this && AllowInput)
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
|
||||
break;
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
|
||||
int eventType = msg.ReadRangedInteger(0, 2);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
inventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case 1:
|
||||
byte ownerID = msg.ReadByte();
|
||||
ResetNetState();
|
||||
if (ownerID == GameMain.Client.ID)
|
||||
{
|
||||
if (controlled != null)
|
||||
{
|
||||
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
|
||||
}
|
||||
|
||||
controlled = this;
|
||||
IsRemotePlayer = false;
|
||||
GameMain.Client.Character = this;
|
||||
}
|
||||
else if (controlled == this)
|
||||
{
|
||||
controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
ReadStatus(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void WriteStatus(NetBuffer msg)
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
@@ -787,112 +612,6 @@ namespace Barotrauma
|
||||
msg.Write("");
|
||||
}
|
||||
}
|
||||
|
||||
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
||||
{
|
||||
if (GameMain.Server != null) return null;
|
||||
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string configPath = inc.ReadString();
|
||||
|
||||
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
||||
|
||||
bool enabled = inc.ReadBoolean();
|
||||
|
||||
DebugConsole.Log("Received spawn data for " + configPath);
|
||||
|
||||
Character character = null;
|
||||
if (noInfo)
|
||||
{
|
||||
if (!spawn) return null;
|
||||
|
||||
character = Character.Create(configPath, position, null, true);
|
||||
character.ID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
|
||||
|
||||
string newName = inc.ReadString();
|
||||
byte teamID = inc.ReadByte();
|
||||
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
bool isFemale = inc.ReadBoolean();
|
||||
int headSpriteID = inc.ReadByte();
|
||||
string jobName = inc.ReadString();
|
||||
|
||||
JobPrefab jobPrefab = null;
|
||||
Dictionary<string, int> skillLevels = new Dictionary<string, int>();
|
||||
if (!string.IsNullOrEmpty(jobName))
|
||||
{
|
||||
jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
int skillCount = inc.ReadByte();
|
||||
for (int i = 0; i < skillCount; i++)
|
||||
{
|
||||
string skillName = inc.ReadString();
|
||||
int skillLevel = inc.ReadRangedInteger(0, 100);
|
||||
|
||||
skillLevels.Add(skillName, skillLevel);
|
||||
}
|
||||
}
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
|
||||
CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
||||
ch.HeadSpriteId = headSpriteID;
|
||||
|
||||
System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
|
||||
if (ch.Job != null)
|
||||
{
|
||||
foreach (KeyValuePair<string, int> skill in skillLevels)
|
||||
{
|
||||
Skill matchingSkill = ch.Job.Skills.Find(s => s.Name == skill.Key);
|
||||
if (matchingSkill == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Skill \""+skill.Key+"\" not found in character \""+newName+"\"");
|
||||
continue;
|
||||
}
|
||||
matchingSkill.Level = skill.Value;
|
||||
}
|
||||
}
|
||||
|
||||
character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
|
||||
character.ID = id;
|
||||
character.TeamID = teamID;
|
||||
|
||||
if (GameMain.Client.ID == ownerId)
|
||||
{
|
||||
GameMain.Client.Character = character;
|
||||
Controlled = character;
|
||||
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
|
||||
character.memInput.Clear();
|
||||
character.memState.Clear();
|
||||
character.memLocalState.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
var ownerClient = GameMain.Client.ConnectedClients.Find(c => c.ID == ownerId);
|
||||
if (ownerClient != null)
|
||||
{
|
||||
ownerClient.Character = character;
|
||||
}
|
||||
}
|
||||
|
||||
if (configPath == Character.HumanConfigFile)
|
||||
{
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
}
|
||||
}
|
||||
|
||||
character.Enabled = Controlled == character || enabled;
|
||||
|
||||
return character;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,21 +70,25 @@ namespace Barotrauma
|
||||
IncubationTimer += deltaTime / IncubationDuration;
|
||||
|
||||
if (Character.Controlled != character) return;
|
||||
|
||||
|
||||
#if CLIENT
|
||||
if (prevTimer % 0.1f > 0.05f && IncubationTimer % 0.1f < 0.05f)
|
||||
{
|
||||
GUI.AddMessage(InfoTextManager.GetInfoText("HuskDormant"), Color.Red, 4.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void UpdateTransitionState(float deltaTime, Character character)
|
||||
{
|
||||
IncubationTimer += deltaTime / IncubationDuration;
|
||||
|
||||
#if CLIENT
|
||||
if (state == InfectionState.Dormant && Character.Controlled == character)
|
||||
{
|
||||
new GUIMessageBox("", InfoTextManager.GetInfoText("HuskCantSpeak"));
|
||||
}
|
||||
#endif
|
||||
|
||||
state = InfectionState.Transition;
|
||||
}
|
||||
@@ -93,7 +97,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (state != InfectionState.Active)
|
||||
{
|
||||
#if CLIENT
|
||||
if (Character.Controlled==character) new GUIMessageBox("", InfoTextManager.GetInfoText("HuskActivate"));
|
||||
#endif
|
||||
ActivateHusk(character);
|
||||
state = InfectionState.Active;
|
||||
}
|
||||
|
||||
@@ -196,7 +196,9 @@ namespace Barotrauma
|
||||
|
||||
winner = i;
|
||||
|
||||
#if CLIENT
|
||||
ShowMessage(i);
|
||||
#endif
|
||||
state = 1;
|
||||
break;
|
||||
}
|
||||
@@ -208,14 +210,18 @@ namespace Barotrauma
|
||||
(winner == 0 && subs[winner].AtStartPosition) || (winner == 1 && subs[winner].AtEndPosition) &&
|
||||
crews[winner].Any(c => !c.IsDead && c.Submarine == subs[winner]))
|
||||
{
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.WinningTeam = winner+1;
|
||||
#endif
|
||||
if (GameMain.Server != null) GameMain.Server.EndGame();
|
||||
}
|
||||
}
|
||||
|
||||
if (teamDead[0] && teamDead[1])
|
||||
{
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.WinningTeam = 0;
|
||||
#endif
|
||||
winner = -1;
|
||||
if (GameMain.Server != null) GameMain.Server.EndGame();
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Mission
|
||||
partial class Mission
|
||||
{
|
||||
public static List<string> MissionTypes = new List<string>() { "Random" };
|
||||
|
||||
@@ -237,18 +237,6 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public void ShowMessage(int index)
|
||||
{
|
||||
if (index >= headers.Count && index >= messages.Count) return;
|
||||
|
||||
string header = index < headers.Count ? headers[index] : "";
|
||||
string message = index < messages.Count ? messages[index] : "";
|
||||
|
||||
GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
|
||||
|
||||
new GUIMessageBox(header, message);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End the mission and give a reward if it was completed successfully
|
||||
/// </summary>
|
||||
@@ -261,10 +249,12 @@ namespace Barotrauma
|
||||
|
||||
public void GiveReward()
|
||||
{
|
||||
#if CLIENT
|
||||
var mode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
if (mode == null) return;
|
||||
|
||||
mode.Money += reward;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +46,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (!monster.IsDead) return;
|
||||
#if CLIENT
|
||||
ShowMessage(state);
|
||||
#endif
|
||||
state = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -82,13 +82,17 @@ namespace Barotrauma
|
||||
//item.body.LinearVelocity = Vector2.Zero;
|
||||
if (item.ParentInventory!=null) item.body.FarseerBody.IsKinematic = false;
|
||||
if (item.CurrentHull == null) return;
|
||||
|
||||
|
||||
#if CLIENT
|
||||
ShowMessage(state);
|
||||
#endif
|
||||
state = 1;
|
||||
break;
|
||||
case 1:
|
||||
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
|
||||
#if CLIENT
|
||||
ShowMessage(state);
|
||||
#endif
|
||||
state = 2;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -35,8 +35,10 @@ namespace Barotrauma
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
#if CLIENT
|
||||
new GameModePreset("Single Player", typeof(SinglePlayerMode), true);
|
||||
new GameModePreset("Tutorial", typeof(TutorialMode), true);
|
||||
#endif
|
||||
|
||||
var mode = new GameModePreset("SandBox", typeof(GameMode), false);
|
||||
mode.Description = "A game mode with no specific objectives.";
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class MissionMode : GameMode
|
||||
partial class MissionMode : GameMode
|
||||
{
|
||||
private Mission mission;
|
||||
|
||||
@@ -22,16 +22,5 @@ namespace Barotrauma
|
||||
MTRandom rand = new MTRandom(ToolBox.StringToInt(GameMain.NetLobbyScreen.LevelSeed));
|
||||
mission = Mission.LoadRandom(locations, rand, param as string);
|
||||
}
|
||||
|
||||
public override void MsgBox()
|
||||
{
|
||||
if (mission == null) return;
|
||||
|
||||
var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
|
||||
missionMsg.UserData = "missionstartmessage";
|
||||
|
||||
Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
|
||||
Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.ServerMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class TraitorManager
|
||||
partial class TraitorManager
|
||||
{
|
||||
public Character TraitorCharacter
|
||||
{
|
||||
@@ -53,8 +53,9 @@ namespace Barotrauma
|
||||
traitorCharacter = characters[traitorIndex];
|
||||
targetCharacter = characters[targetIndex];
|
||||
|
||||
#if CLIENT
|
||||
if (server.Character == null)
|
||||
{
|
||||
{
|
||||
new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
|
||||
}
|
||||
else if (server.Character == traitorCharacter)
|
||||
@@ -62,15 +63,9 @@ namespace Barotrauma
|
||||
CreateStartPopUp(traitorCharacter.Name);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void CreateStartPopUp(string targetName)
|
||||
{
|
||||
new GUIMessageBox("You are the Traitor!",
|
||||
"Your secret task is to assassinate " + targetName + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
|
||||
+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.", 400, 350);
|
||||
}
|
||||
|
||||
public string GetEndMessage()
|
||||
{
|
||||
if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return "";
|
||||
|
||||
@@ -52,10 +52,12 @@ namespace Barotrauma
|
||||
|
||||
string text = infoList[Rand.Int(infoList.Count)];
|
||||
|
||||
#if CLIENT
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
text = text.Replace("[" + inputType.ToString() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
}
|
||||
#endif
|
||||
|
||||
if (Submarine.MainSub != null) text = text.Replace("[sub]", Submarine.MainSub.Name);
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.StartLocation != null)
|
||||
|
||||
@@ -119,7 +119,9 @@ namespace Barotrauma
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i]!=null && Items[i]!=item)
|
||||
{
|
||||
free = false;
|
||||
#if CLIENT
|
||||
if (slots != null) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -240,30 +242,6 @@ namespace Barotrauma
|
||||
CreateSlots();
|
||||
}
|
||||
|
||||
protected override void CreateSlots()
|
||||
{
|
||||
if (slots == null) slots = new InventorySlot[capacity];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i] == null) slots[i] = new InventorySlot(slotRect);
|
||||
|
||||
slots[i].Disabled = false;
|
||||
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
slots[i].Rect = slotRect;
|
||||
|
||||
slots[i].Color = limbSlots[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f;
|
||||
}
|
||||
|
||||
MergeSlots();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, bool subInventory = false)
|
||||
{
|
||||
base.Update(deltaTime);
|
||||
@@ -309,6 +287,7 @@ namespace Barotrauma
|
||||
UpdateSubInventory(deltaTime, selectedSlot);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
@@ -321,6 +300,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//cancel dragging if too far away from the container of the dragged item
|
||||
if (draggingItem != null)
|
||||
@@ -365,67 +345,5 @@ namespace Barotrauma
|
||||
|
||||
selectedSlot = -1;
|
||||
}
|
||||
|
||||
public void DrawOwn(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, 40, 40);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
if (i==1) //head
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(0,0,56,128), Color.White*0.7f, 0.0f,
|
||||
new Vector2(28.0f, 64.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i==3 || i==4)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(92, 41*(4-i), 36, 40), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(18.0f, 20.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i==5)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(57,0,31,32), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(15.0f, 16.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
base.Draw(spriteBatch);
|
||||
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
useOnSelfButton[i - 3].Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedSlot > -1)
|
||||
{
|
||||
DrawSubInventory(spriteBatch, selectedSlot);
|
||||
|
||||
if (selectedSlot > -1 &&
|
||||
!slots[selectedSlot].IsHighlighted &&
|
||||
(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
|
||||
{
|
||||
selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,8 +15,7 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
public static List<DockingPort> list = new List<DockingPort>();
|
||||
|
||||
@@ -185,7 +184,9 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
if (!item.linkedTo.Contains(target.item)) item.linkedTo.Add(target.item);
|
||||
if (!target.item.linkedTo.Contains(item)) target.item.linkedTo.Add(item);
|
||||
@@ -254,9 +255,11 @@ namespace Barotrauma.Items.Components
|
||||
dockingDir = IsHorizontal ?
|
||||
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
|
||||
Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
|
||||
dockingTarget.dockingDir = -dockingDir;
|
||||
|
||||
dockingTarget.dockingDir = -dockingDir;
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
ConnectWireBetweenPorts();
|
||||
|
||||
@@ -496,8 +499,10 @@ namespace Barotrauma.Items.Components
|
||||
public void Undock()
|
||||
{
|
||||
if (dockingTarget == null || !docked) return;
|
||||
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
|
||||
item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
|
||||
@@ -622,60 +627,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (dockingState == 0.0f) return;
|
||||
|
||||
Vector2 drawPos = item.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
var rect = overlaySprite.SourceRect;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
drawPos.Y -= rect.Height / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
drawPos.X -= rect.Width / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.X, rect.Y + rect.Height / 2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
list.Remove(this);
|
||||
|
||||
@@ -113,11 +113,13 @@ namespace Barotrauma.Items.Components
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
picker.UpdateHUDProgressBar(
|
||||
this,
|
||||
item.WorldPosition,
|
||||
pickTimer / requiredTime,
|
||||
Color.Red, Color.Green);
|
||||
#endif
|
||||
|
||||
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
|
||||
@@ -148,8 +148,10 @@ namespace Barotrauma.Items.Components
|
||||
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
|
||||
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -191,6 +193,7 @@ namespace Barotrauma.Items.Components
|
||||
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
||||
if (sectionIndex < 0) return;
|
||||
|
||||
#if CLIENT
|
||||
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
|
||||
if (targetStructure.Submarine != null)
|
||||
{
|
||||
@@ -204,6 +207,7 @@ namespace Barotrauma.Items.Components
|
||||
Color.Red, Color.Green);
|
||||
|
||||
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
|
||||
#endif
|
||||
|
||||
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
|
||||
|
||||
|
||||
@@ -195,8 +195,9 @@ namespace Barotrauma.Items.Components
|
||||
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out", character);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
character.ViewTarget = focusTarget;
|
||||
#if CLIENT
|
||||
if (character == Character.Controlled && cam != null)
|
||||
{
|
||||
Lights.LightManager.ViewTarget = focusTarget;
|
||||
@@ -204,6 +205,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (focusTarget as Item).Prefab.OffsetOnSelected, deltaTime*10.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!character.IsRemotePlayer || character.ViewTarget == focusTarget)
|
||||
{
|
||||
@@ -215,7 +217,9 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
item.SendSignal(0, "1", "signal_out", picker);
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -285,6 +285,37 @@ namespace Barotrauma.Items.Components
|
||||
steeringPath = pathFinder.FindPath(ConvertUnits.ToSimUnits(item.WorldPosition), target);
|
||||
}
|
||||
|
||||
public void SetDestinationLevelStart()
|
||||
{
|
||||
AutoPilot = true;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
LevelEndSelected = false;
|
||||
|
||||
if (!LevelStartSelected)
|
||||
{
|
||||
LevelStartSelected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDestinationLevelEnd()
|
||||
{
|
||||
AutoPilot = false;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
LevelStartSelected = false;
|
||||
|
||||
if (!LevelEndSelected)
|
||||
{
|
||||
LevelEndSelected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
private void SteerTowardsPosition(Vector2 worldPosition)
|
||||
{
|
||||
float prediction = 10.0f;
|
||||
|
||||
@@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (pt.item.Condition <= 0.0f && prevCondition > 0.0f)
|
||||
{
|
||||
#if CLIENT
|
||||
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
|
||||
|
||||
Vector2 baseVel = Rand.Vector(300.0f);
|
||||
@@ -90,6 +91,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
|
||||
{
|
||||
|
||||
@@ -13,7 +13,7 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Rope : ItemComponent, IDrawableComponent
|
||||
partial class Rope : ItemComponent, IDrawableComponent
|
||||
{
|
||||
PhysicsBody[] ropeBodies;
|
||||
RevoluteJoint[] ropeJoints;
|
||||
@@ -239,41 +239,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
RevoluteJoint firstJoint = null;
|
||||
|
||||
for (int i = 0; i<ropeBodies.Length-1; i++)
|
||||
{
|
||||
if (!ropeBodies[i].Enabled) continue;
|
||||
|
||||
if (firstJoint==null) firstJoint = ropeJoints[i];
|
||||
|
||||
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i+1].WorldAnchorA, i);
|
||||
}
|
||||
|
||||
if (gunJoint == null || firstJoint==null) return;
|
||||
|
||||
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(sprite.Texture,
|
||||
ConvertUnits.ToDisplayUnits(start), null, Color.White,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, sprite.size.Y / 2.0f),
|
||||
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
|
||||
SpriteEffects.None,
|
||||
sprite.Depth + i*0.00001f);
|
||||
}
|
||||
|
||||
public void Attach(Item projectile)
|
||||
{
|
||||
reload = 0.5f;
|
||||
|
||||
@@ -7,13 +7,8 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
class Connection
|
||||
partial class Connection
|
||||
{
|
||||
private static Texture2D panelTexture;
|
||||
private static Sprite connector;
|
||||
private static Sprite wireVertical;
|
||||
|
||||
//how many wires can be linked to a single connector
|
||||
public const int MaxLinked = 5;
|
||||
|
||||
@@ -60,6 +55,7 @@ namespace Barotrauma.Items.Components
|
||||
public Connection(XElement element, Item item)
|
||||
{
|
||||
|
||||
#if CLIENT
|
||||
if (connector == null)
|
||||
{
|
||||
panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png");
|
||||
@@ -68,7 +64,8 @@ namespace Barotrauma.Items.Components
|
||||
connector.Origin = new Vector2(9.5f, 10.0f);
|
||||
|
||||
wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
this.item = item;
|
||||
|
||||
@@ -189,278 +186,7 @@ namespace Barotrauma.Items.Components
|
||||
Wires[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
|
||||
{
|
||||
|
||||
int width = 400, height = 200;
|
||||
int x = GameMain.GraphicsWidth / 2 - width / 2, y = GameMain.GraphicsHeight - height;
|
||||
|
||||
Rectangle panelRect = new Rectangle(x, y, width, height);
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 512 - height, width, height), Color.White);
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
|
||||
|
||||
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
|
||||
|
||||
int totalWireCount = 0;
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
totalWireCount += c.Wires.Count(w => w != null);
|
||||
}
|
||||
|
||||
Wire equippedWire = null;
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
for (int i = 0; i < character.SelectedItems.Length; i++)
|
||||
{
|
||||
Item selectedItem = character.SelectedItems[i];
|
||||
|
||||
if (selectedItem == null) continue;
|
||||
|
||||
Wire wireComponent = selectedItem.GetComponent<Wire>();
|
||||
if (wireComponent != null) equippedWire = wireComponent;
|
||||
}
|
||||
|
||||
Vector2 rightPos = new Vector2(x + width - 130, y + 50);
|
||||
Vector2 leftPos = new Vector2(x + 130, y + 50);
|
||||
|
||||
Vector2 rightWirePos = new Vector2(x + width - 5, y + 30);
|
||||
|
||||
Vector2 leftWirePos = new Vector2(x + 5, y + 30);
|
||||
|
||||
int wireInterval = (height - 20) / Math.Max(totalWireCount, 1);
|
||||
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
//if dragging a wire, let the Inventory know so that the wire can be
|
||||
//dropped or dragged from the panel to the players inventory
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
int linkIndex = c.FindWireIndex(draggingConnected.Item);
|
||||
if (linkIndex > -1)
|
||||
{
|
||||
Inventory.draggingItem = c.Wires[linkIndex].Item;
|
||||
}
|
||||
}
|
||||
|
||||
//outputs are drawn at the right side of the panel, inputs at the left
|
||||
if (c.IsOutput)
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, rightPos,
|
||||
new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y + 3),
|
||||
rightWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
rightPos.Y += 30;
|
||||
rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, leftPos,
|
||||
new Vector2(leftPos.X + 20, leftPos.Y - 12),
|
||||
leftWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
leftPos.Y += 30;
|
||||
leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
//leftWireX -= wireInterval;
|
||||
}
|
||||
}
|
||||
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
panel.Item.CreateClientEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
else if (GameMain.Server != null)
|
||||
{
|
||||
panel.Item.CreateServerEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
|
||||
draggingConnected = null;
|
||||
}
|
||||
}
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
if (equippedWire != null)
|
||||
{
|
||||
if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
|
||||
{
|
||||
DrawWire(spriteBatch, equippedWire, equippedWire.Item,
|
||||
new Vector2(x + width / 2, y + height - 100),
|
||||
new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item;
|
||||
}
|
||||
}
|
||||
|
||||
//stop dragging a wire item if cursor is outside the panel
|
||||
if (mouseInRect) Inventory.draggingItem = null;
|
||||
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White);
|
||||
|
||||
}
|
||||
|
||||
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
|
||||
{
|
||||
//spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
|
||||
GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X - 10, (int)position.Y - 10, 20, 20), Color.White);
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null || Wires[i].Hidden || draggingConnected == Wires[i]) continue;
|
||||
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
|
||||
DrawWire(spriteBatch, Wires[i], (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire);
|
||||
|
||||
wirePosition.Y += wireInterval;
|
||||
}
|
||||
|
||||
if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(21.5f, 21.5f), new Rectangle(106, 250, 43, 43), Color.White);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//find an empty cell for the new connection
|
||||
int index = FindWireIndex(null);
|
||||
|
||||
if (index > -1 && !Wires.Contains(draggingConnected))
|
||||
{
|
||||
bool alreadyConnected = draggingConnected.IsConnectedTo(item);
|
||||
|
||||
draggingConnected.RemoveConnection(item);
|
||||
|
||||
if (draggingConnected.Connect(this, !alreadyConnected, true)) Wires[index] = draggingConnected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int screwIndex = (position.Y % 60 < 30) ? 0 : 1;
|
||||
|
||||
if (Wires.Any(w => w != null && w != draggingConnected))
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex * 32, 256, 32, 32), Color.White);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire)
|
||||
{
|
||||
if (draggingConnected == wire)
|
||||
{
|
||||
if (!mouseIn) return;
|
||||
end = PlayerInput.MousePosition;
|
||||
start.X = (start.X + end.X) / 2.0f;
|
||||
}
|
||||
|
||||
int textX = (int)start.X;
|
||||
if (start.X < end.X)
|
||||
textX -= 10;
|
||||
else
|
||||
textX += 10;
|
||||
|
||||
bool canDrag = equippedWire == null || equippedWire == wire;
|
||||
|
||||
float alpha = canDrag ? 1.0f : 0.5f;
|
||||
|
||||
bool mouseOn =
|
||||
canDrag &&
|
||||
((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) &&
|
||||
PlayerInput.MousePosition.X < Math.Max(start.X, end.X) &&
|
||||
MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) ||
|
||||
Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
|
||||
new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
|
||||
|
||||
string label = wire.Locked ? item.Name + "\n(Locked)" : item.Name;
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
|
||||
label,
|
||||
(mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f,
|
||||
3, GUI.SmallFont);
|
||||
|
||||
var wireEnd = end + Vector2.Normalize(start - end) * 30.0f;
|
||||
|
||||
float dist = Vector2.Distance(start, wireEnd);
|
||||
|
||||
if (mouseOn)
|
||||
{
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect,
|
||||
Color.Gold,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
}
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect,
|
||||
wire.Item.Color * alpha,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
|
||||
connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2);
|
||||
|
||||
if (draggingConnected == null && canDrag)
|
||||
{
|
||||
if (mouseOn)
|
||||
{
|
||||
ConnectionPanel.HighlightedWire = wire;
|
||||
|
||||
if (!wire.Locked)
|
||||
{
|
||||
//start dragging the wire
|
||||
if (PlayerInput.LeftButtonHeld()) draggingConnected = wire;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Save(XElement parentElement)
|
||||
{
|
||||
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
|
||||
|
||||
Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
|
||||
{
|
||||
if (wire1 == null) return 1;
|
||||
if (wire2 == null) return -1;
|
||||
return wire1.Item.ID.CompareTo(wire2.Item.ID);
|
||||
});
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
//Connection recipient = wires[i].OtherConnection(this);
|
||||
|
||||
//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
|
||||
newElement.Add(new XElement("link",
|
||||
new XAttribute("w", Wires[i].Item.ID.ToString())));
|
||||
}
|
||||
|
||||
parentElement.Add(newElement);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void ConnectLinked()
|
||||
{
|
||||
if (wireId == null) return;
|
||||
|
||||
@@ -10,7 +10,7 @@ using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Turret : Powered, IDrawableComponent, IServerSerializable
|
||||
partial class Turret : Powered, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
Sprite barrelSprite;
|
||||
|
||||
@@ -94,39 +94,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (barrelSprite!=null)
|
||||
{
|
||||
barrelSprite.Draw(spriteBatch,
|
||||
drawPos + barrelPos, Color.White,
|
||||
rotation + MathHelper.PiOver2, 1.0f,
|
||||
SpriteEffects.None, item.Sprite.Depth+0.01f);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation))*60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
|
||||
Color.LightGreen);
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
this.cam = cam;
|
||||
@@ -401,21 +368,6 @@ namespace Barotrauma.Items.Components
|
||||
//ID of the launched projectile
|
||||
msg.Write(((Item)extraData[2]).ID);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
UInt16 projectileID = msg.ReadUInt16();
|
||||
Item projectile = Entity.FindEntityByID(projectileID) as Item;
|
||||
|
||||
if (projectile == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \""+projectileID+" not found");
|
||||
return;
|
||||
}
|
||||
|
||||
Launch(projectile);
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -173,7 +173,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnWearing, picker.WorldPosition);
|
||||
#endif
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
|
||||
@@ -766,10 +766,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (ic.Parent != null) ic.IsActive = ic.Parent.IsActive;
|
||||
|
||||
#if CLIENT
|
||||
if (!ic.WasUsed)
|
||||
{
|
||||
ic.StopSounds(ActionType.OnUse);
|
||||
}
|
||||
#endif
|
||||
ic.WasUsed = false;
|
||||
|
||||
if (parentInventory!=null) ic.ApplyStatusEffects(ActionType.OnContained, deltaTime);
|
||||
@@ -779,8 +781,10 @@ namespace Barotrauma
|
||||
if (condition > 0.0f)
|
||||
{
|
||||
ic.Update(deltaTime, cam);
|
||||
|
||||
if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
|
||||
|
||||
#if CLIENT
|
||||
if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -907,25 +911,6 @@ namespace Barotrauma
|
||||
return drawableComponents.Count > 0 || body == null || body.Enabled;
|
||||
}
|
||||
|
||||
public virtual void UpdateHUD(Camera cam, Character character)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
{
|
||||
FixRequirement.UpdateHud(this, character);
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasInGameEditableProperties)
|
||||
{
|
||||
UpdateEditing(cam);
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
if (ic.CanBeSelected) ic.UpdateHUD(character);
|
||||
}
|
||||
}
|
||||
|
||||
public List<T> GetConnectedComponents<T>(bool recursive = false)
|
||||
{
|
||||
List<T> connectedComponents = new List<T>();
|
||||
@@ -1159,9 +1144,10 @@ namespace Barotrauma
|
||||
{
|
||||
picked = true;
|
||||
ic.ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
|
||||
ic.PlaySound(ActionType.OnPicked, picker.WorldPosition);
|
||||
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnPicked, picker.WorldPosition);
|
||||
|
||||
if (picker == Character.Controlled) GUIComponent.ForceMouseOn(null);
|
||||
#endif
|
||||
|
||||
@@ -1212,7 +1198,9 @@ namespace Barotrauma
|
||||
{
|
||||
ic.WasUsed = true;
|
||||
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnUse, WorldPosition);
|
||||
#endif
|
||||
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
|
||||
|
||||
|
||||
@@ -139,24 +139,24 @@ namespace Barotrauma.RuinGeneration
|
||||
}
|
||||
}
|
||||
|
||||
struct Line
|
||||
struct Line
|
||||
{
|
||||
public readonly Vector2 A, B;
|
||||
|
||||
public readonly RuinStructureType Type;
|
||||
|
||||
public Line(Vector2 a, Vector2 b, RuinStructureType type)
|
||||
{
|
||||
public readonly Vector2 A, B;
|
||||
Debug.Assert(a.X <= b.X);
|
||||
Debug.Assert(a.Y <= b.Y);
|
||||
|
||||
public readonly RuinStructureType Type;
|
||||
A = a;
|
||||
B = b;
|
||||
Type = type;
|
||||
}
|
||||
}
|
||||
|
||||
public Line(Vector2 a, Vector2 b, RuinStructureType type)
|
||||
{
|
||||
Debug.Assert(a.X <= b.X);
|
||||
Debug.Assert(a.Y <= b.Y);
|
||||
|
||||
A = a;
|
||||
B = b;
|
||||
Type = type;
|
||||
}
|
||||
}
|
||||
|
||||
class Ruin
|
||||
partial class Ruin
|
||||
{
|
||||
private List<BTRoom> rooms;
|
||||
private List<Corridor> corridors;
|
||||
@@ -449,24 +449,5 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
return shapes;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
//foreach (BTRoom room in leaves)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, room.Rect, Color.White);
|
||||
//}
|
||||
|
||||
//foreach (Corridor corr in corridors)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, corr.Rect, Color.Blue);
|
||||
//}
|
||||
|
||||
foreach (Line line in walls)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,12 +10,10 @@ using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class WrappingWall : IDisposable
|
||||
partial class WrappingWall : IDisposable
|
||||
{
|
||||
public const float WallWidth = 20000.0f;
|
||||
|
||||
private VertexBuffer wallVertices, bodyVertices;
|
||||
|
||||
private Vector2 midPos;
|
||||
private int slot;
|
||||
|
||||
@@ -23,16 +21,6 @@ namespace Barotrauma
|
||||
|
||||
private List<VoronoiCell> cells;
|
||||
|
||||
public VertexBuffer WallVertices
|
||||
{
|
||||
get { return wallVertices; }
|
||||
}
|
||||
|
||||
public VertexBuffer BodyVertices
|
||||
{
|
||||
get { return bodyVertices; }
|
||||
}
|
||||
|
||||
public Vector2 Offset
|
||||
{
|
||||
get { return offset; }
|
||||
@@ -110,20 +98,7 @@ namespace Barotrauma
|
||||
cells.Add(wallCell);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] vertices)
|
||||
{
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionColor[] vertices)
|
||||
{
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public static void UpdateWallShift(Vector2 pos, WrappingWall[,] walls)
|
||||
{
|
||||
if (pos.X < walls[0, 1].midPos.X && walls[0,0].midPos.X > pos.X)
|
||||
@@ -186,6 +161,7 @@ namespace Barotrauma
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
#if CLIENT
|
||||
if (wallVertices != null)
|
||||
{
|
||||
wallVertices.Dispose();
|
||||
@@ -196,6 +172,7 @@ namespace Barotrauma
|
||||
bodyVertices.Dispose();
|
||||
bodyVertices = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,9 +8,9 @@ using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Map
|
||||
partial class Map
|
||||
{
|
||||
Vector2 difficultyIncrease = new Vector2(5.0f,10.0f);
|
||||
Vector2 difficultyIncrease = new Vector2(5.0f, 10.0f);
|
||||
Vector2 difficultyCutoff = new Vector2(80.0f, 100.0f);
|
||||
|
||||
private List<Level> levels;
|
||||
@@ -18,14 +18,10 @@ namespace Barotrauma
|
||||
private List<Location> locations;
|
||||
|
||||
private List<LocationConnection> connections;
|
||||
|
||||
|
||||
private string seed;
|
||||
private int size;
|
||||
|
||||
private static Sprite iceTexture;
|
||||
private static Texture2D iceCraters;
|
||||
private static Texture2D iceCrack;
|
||||
|
||||
private Location currentLocation;
|
||||
private Location selectedLocation;
|
||||
|
||||
@@ -70,12 +66,12 @@ namespace Barotrauma
|
||||
string discoveredStr = ToolBox.GetAttributeString(element, "discovered", "");
|
||||
|
||||
string[] discoveredStrs = discoveredStr.Split(',');
|
||||
for (int i = 0; i < discoveredStrs.Length; i++ )
|
||||
for (int i = 0; i < discoveredStrs.Length; i++)
|
||||
{
|
||||
int index = -1;
|
||||
if (int.TryParse(discoveredStrs[i], out index)) map.locations[index].Discovered = true;
|
||||
}
|
||||
|
||||
|
||||
string passedStr = ToolBox.GetAttributeString(element, "passed", "");
|
||||
string[] passedStrs = passedStr.Split(',');
|
||||
for (int i = 0; i < passedStrs.Length; i++)
|
||||
@@ -83,7 +79,7 @@ namespace Barotrauma
|
||||
int index = -1;
|
||||
if (int.TryParse(passedStrs[i], out index)) map.connections[index].Passed = true;
|
||||
}
|
||||
|
||||
|
||||
return map;
|
||||
}
|
||||
|
||||
@@ -99,17 +95,19 @@ namespace Barotrauma
|
||||
|
||||
connections = new List<LocationConnection>();
|
||||
|
||||
#if CLIENT
|
||||
if (iceTexture == null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
|
||||
if (iceCraters == null) iceCraters = TextureLoader.FromFile("Content/Map/iceCraters.png");
|
||||
if (iceCrack == null) iceCrack = TextureLoader.FromFile("Content/Map/iceCrack.png");
|
||||
|
||||
#endif
|
||||
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(this.seed));
|
||||
|
||||
GenerateLocations();
|
||||
|
||||
currentLocation = locations[locations.Count / 2];
|
||||
currentLocation.Discovered = true;
|
||||
GenerateDifficulties(currentLocation, new List<LocationConnection> (connections), 10.0f);
|
||||
GenerateDifficulties(currentLocation, new List<LocationConnection>(connections), 10.0f);
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
@@ -126,9 +124,9 @@ namespace Barotrauma
|
||||
{
|
||||
sites.Add(new Vector2(Rand.Range(0.0f, size, false), Rand.Range(0.0f, size, false)));
|
||||
}
|
||||
|
||||
|
||||
List<GraphEdge> edges = voronoi.MakeVoronoiGraph(sites, size, size);
|
||||
|
||||
|
||||
sites.Clear();
|
||||
foreach (GraphEdge edge in edges)
|
||||
{
|
||||
@@ -143,7 +141,7 @@ namespace Barotrauma
|
||||
Location[] newLocations = new Location[2];
|
||||
newLocations[0] = locations.Find(l => l.MapPosition == edge.point1 || l.MapPosition == edge.point2);
|
||||
newLocations[1] = locations.Find(l => l != newLocations[0] && (l.MapPosition == edge.point1 || l.MapPosition == edge.point2));
|
||||
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (newLocations[i] != null) continue;
|
||||
@@ -182,11 +180,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
connection.Locations[0].Connections.Add(connection);
|
||||
connection.Locations[1].Connections.Add(connection);
|
||||
}
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
connection.Locations[0].Connections.Add(connection);
|
||||
connection.Locations[1].Connections.Add(connection);
|
||||
}
|
||||
|
||||
for (int i = connections.Count - 1; i >= 0; i--)
|
||||
{
|
||||
@@ -194,12 +192,12 @@ namespace Barotrauma
|
||||
|
||||
LocationConnection connection = connections[i];
|
||||
|
||||
for (int n = Math.Min(i - 1,connections.Count - 1); n >= 0; n--)
|
||||
for (int n = Math.Min(i - 1, connections.Count - 1); n >= 0; n--)
|
||||
{
|
||||
if (connection.Locations.Contains(connections[n].Locations[0])
|
||||
&& connection.Locations.Contains(connections[n].Locations[1]))
|
||||
{
|
||||
connections.RemoveAt(n);
|
||||
connections.RemoveAt(n);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -219,7 +217,7 @@ namespace Barotrauma
|
||||
//start.Difficulty = currDifficulty;
|
||||
currDifficulty += Rand.Range(difficultyIncrease.X, difficultyIncrease.Y, false);
|
||||
if (currDifficulty > Rand.Range(difficultyCutoff.X, difficultyCutoff.Y, false)) currDifficulty = 10.0f;
|
||||
|
||||
|
||||
foreach (LocationConnection connection in start.Connections)
|
||||
{
|
||||
if (!locations.Contains(connection)) continue;
|
||||
@@ -228,7 +226,7 @@ namespace Barotrauma
|
||||
locations.Remove(connection);
|
||||
|
||||
connection.Difficulty = currDifficulty;
|
||||
|
||||
|
||||
GenerateDifficulties(nextLocation, locations, currDifficulty);
|
||||
}
|
||||
}
|
||||
@@ -253,199 +251,6 @@ namespace Barotrauma
|
||||
currentLocation = locations[index];
|
||||
currentLocation.Discovered = true;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
float maxDist = 20.0f;
|
||||
float closestDist = 0.0f;
|
||||
highlightedLocation = null;
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
|
||||
if (dist < maxDist && (highlightedLocation == null || dist < closestDist))
|
||||
{
|
||||
closestDist = dist;
|
||||
highlightedLocation = location;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
if (highlightedLocation != currentLocation &&
|
||||
connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked() &&
|
||||
selectedLocation != highlightedLocation && highlightedLocation != null)
|
||||
{
|
||||
selectedConnection = connection;
|
||||
selectedLocation = highlightedLocation;
|
||||
GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
|
||||
|
||||
if (selectedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
{
|
||||
crackColor = Color.Red;
|
||||
}
|
||||
else if (highlightedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
{
|
||||
crackColor = Color.Red * 0.5f;
|
||||
}
|
||||
else if (!connection.Passed)
|
||||
{
|
||||
crackColor *= 0.2f;
|
||||
}
|
||||
|
||||
for (int i = 0; i < connection.CrackSegments.Count; i++ )
|
||||
{
|
||||
var segment = connection.CrackSegments[i];
|
||||
|
||||
Vector2 start = rectCenter + (segment[0] + offset) * scale;
|
||||
Vector2 end = rectCenter + (segment[1] + offset) * scale;
|
||||
|
||||
if (!rect.Contains(start) && !rect.Contains(end))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2? intersection = MathUtils.GetLineRectangleIntersection(start, end, new Rectangle(rect.X, rect.Y + rect.Height, rect.Width, rect.Height));
|
||||
if (intersection != null)
|
||||
{
|
||||
if (!rect.Contains(start))
|
||||
{
|
||||
start = (Vector2)intersection;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = (Vector2)intersection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float dist = Vector2.Distance(start, end);
|
||||
|
||||
int width = (int)(MathHelper.Clamp(connection.Difficulty, 2.0f, 20.0f) * scale);
|
||||
|
||||
spriteBatch.Draw(iceCrack,
|
||||
new Rectangle((int)start.X, (int)start.Y, (int)dist + 2, width),
|
||||
new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0, 30), SpriteEffects.None, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
rect.Inflate(8, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.Black, false, 0.0f, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.LightGray);
|
||||
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
Rectangle drawRect = location.Type.Sprite.SourceRect;
|
||||
Rectangle sourceRect = drawRect;
|
||||
drawRect.X = (int)pos.X - drawRect.Width/2;
|
||||
drawRect.Y = (int)pos.Y - drawRect.Width/2;
|
||||
|
||||
if (!rect.Intersects(drawRect)) continue;
|
||||
|
||||
Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
|
||||
|
||||
color *= (location.Discovered) ? 0.8f : 0.2f;
|
||||
|
||||
if (location == currentLocation) color = Color.Orange;
|
||||
|
||||
if (drawRect.X < rect.X)
|
||||
{
|
||||
sourceRect.X += rect.X - drawRect.X;
|
||||
sourceRect.Width -= sourceRect.X;
|
||||
drawRect.X = rect.X;
|
||||
}
|
||||
else if (drawRect.Right > rect.Right)
|
||||
{
|
||||
sourceRect.Width -= (drawRect.Right - rect.Right);
|
||||
}
|
||||
|
||||
if (drawRect.Y < rect.Y)
|
||||
{
|
||||
sourceRect.Y += rect.Y - drawRect.Y;
|
||||
sourceRect.Height -= sourceRect.Y;
|
||||
drawRect.Y = rect.Y;
|
||||
}
|
||||
else if (drawRect.Bottom > rect.Bottom)
|
||||
{
|
||||
sourceRect.Height -= drawRect.Bottom - rect.Bottom;
|
||||
}
|
||||
|
||||
drawRect.Width = sourceRect.Width;
|
||||
drawRect.Height = sourceRect.Height;
|
||||
|
||||
spriteBatch.Draw(location.Type.Sprite.Texture, drawRect, sourceRect, color);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++ )
|
||||
{
|
||||
Location location = (i == 0) ? highlightedLocation : selectedLocation;
|
||||
if (i == 2) location = currentLocation;
|
||||
|
||||
if (location == null) continue;
|
||||
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
pos.X = (int)(pos.X + location.Type.Sprite.SourceRect.Width*0.6f);
|
||||
pos.Y = (int)(pos.Y - 10);
|
||||
GUI.DrawString(spriteBatch, pos, location.Name, Color.White, Color.Black * 0.8f, 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Save(XElement element)
|
||||
{
|
||||
XElement mapElement = new XElement("map");
|
||||
|
||||
mapElement.Add(new XAttribute("currentlocation", CurrentLocationIndex));
|
||||
mapElement.Add(new XAttribute("seed", Seed));
|
||||
mapElement.Add(new XAttribute("size", size));
|
||||
|
||||
List<int> discoveredLocations = new List<int>();
|
||||
for (int i = 0; i < locations.Count; i++ )
|
||||
{
|
||||
if (locations[i].Discovered) discoveredLocations.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("discovered", string.Join(",", discoveredLocations)));
|
||||
|
||||
List<int> passedConnections = new List<int>();
|
||||
for (int i = 0; i < connections.Count; i++)
|
||||
{
|
||||
if (connections[i].Passed) passedConnections.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("passed", string.Join(",", passedConnections)));
|
||||
|
||||
element.Add(mapElement);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma
|
||||
HideInMenus = 2
|
||||
}
|
||||
|
||||
class Submarine : Entity, IServerSerializable
|
||||
partial class Submarine : Entity, IServerSerializable
|
||||
{
|
||||
public static string SavePath = "Submarines";
|
||||
|
||||
@@ -408,100 +408,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
e.Draw(spriteBatch, editing);
|
||||
}
|
||||
}
|
||||
|
||||
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (!e.DrawOverWater) continue;
|
||||
|
||||
if (predicate != null)
|
||||
{
|
||||
if (!predicate(e)) continue;
|
||||
}
|
||||
|
||||
e.Draw(spriteBatch, editing, false);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
Rectangle worldBorders = sub.Borders;
|
||||
worldBorders.Location += sub.WorldPosition.ToPoint();
|
||||
worldBorders.Y = -worldBorders.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldBorders, Color.White, false, 0, 5);
|
||||
|
||||
if (sub.subBody.MemPos.Count < 2) continue;
|
||||
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[0].Position);
|
||||
prevPos.Y = -prevPos.Y;
|
||||
|
||||
for (int i = 1; i < sub.subBody.MemPos.Count; i++)
|
||||
{
|
||||
Vector2 currPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[i].Position);
|
||||
currPos.Y = -currPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 10, (int)currPos.Y - 10, 20, 20), Color.Blue * 0.6f, true, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.5f, 0, 5);
|
||||
|
||||
prevPos = currPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static float DamageEffectCutoff;
|
||||
|
||||
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (e.DrawDamageEffect)
|
||||
e.DrawDamage(spriteBatch, damageEffect);
|
||||
}
|
||||
if (damageEffect != null)
|
||||
{
|
||||
damageEffect.Parameters["aCutoff"].SetValue(0.0f);
|
||||
damageEffect.Parameters["cCutoff"].SetValue(0.0f);
|
||||
|
||||
DamageEffectCutoff = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
foreach (MapEntity e in entitiesToRender)
|
||||
{
|
||||
if (!e.DrawBelowWater) continue;
|
||||
|
||||
if (predicate != null)
|
||||
{
|
||||
if (!predicate(e)) continue;
|
||||
}
|
||||
|
||||
e.Draw(spriteBatch, editing, true);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
DrawPosition = Timing.Interpolate(prevPosition, Position);
|
||||
@@ -846,120 +752,6 @@ namespace Barotrauma
|
||||
|
||||
//saving/loading ----------------------------------------------------
|
||||
|
||||
public bool Save()
|
||||
{
|
||||
return SaveAs(filePath);
|
||||
}
|
||||
|
||||
public bool SaveAs(string filePath)
|
||||
{
|
||||
name = System.IO.Path.GetFileNameWithoutExtension(filePath);
|
||||
|
||||
XDocument doc = new XDocument(new XElement("Submarine"));
|
||||
SaveToXElement(doc.Root);
|
||||
|
||||
hash = new Md5Hash(doc);
|
||||
doc.Root.Add(new XAttribute("md5hash", hash.Hash));
|
||||
|
||||
try
|
||||
{
|
||||
SaveUtil.CompressStringToFile(filePath, doc.ToString());
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Saving submarine \"" + filePath + "\" failed!", e);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SaveToXElement(XElement element)
|
||||
{
|
||||
element.Add(new XAttribute("name", name));
|
||||
element.Add(new XAttribute("description", Description == null ? "" : Description));
|
||||
|
||||
element.Add(new XAttribute("tags", tags.ToString()));
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
if (e.MoveWithLevel || e.Submarine != this) continue;
|
||||
e.Save(element);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool SaveCurrent(string filePath)
|
||||
{
|
||||
if (Submarine.MainSub == null)
|
||||
{
|
||||
Submarine.MainSub = new Submarine(filePath);
|
||||
// return;
|
||||
}
|
||||
|
||||
Submarine.MainSub.filePath = filePath;
|
||||
|
||||
return Submarine.MainSub.SaveAs(filePath);
|
||||
}
|
||||
|
||||
public void CheckForErrors()
|
||||
{
|
||||
List<string> errorMsgs = new List<string>();
|
||||
|
||||
if (!Hull.hullList.Any())
|
||||
{
|
||||
errorMsgs.Add("No hulls found in the submarine. Hulls determine the \"borders\" of an individual room and are required for water and air distribution to work correctly.");
|
||||
}
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.GetComponent<Items.Components.Vent>() == null) continue;
|
||||
|
||||
if (!item.linkedTo.Any())
|
||||
{
|
||||
errorMsgs.Add("The submarine contains vents which haven't been linked to an oxygen generator. Select a vent and click an oxygen generator while holding space to link them.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (WayPoint.WayPointList.Find(wp => !wp.MoveWithLevel && wp.SpawnType == SpawnType.Path) == null)
|
||||
{
|
||||
errorMsgs.Add("No waypoints found in the submarine. AI controlled crew members won't be able to navigate without waypoints.");
|
||||
}
|
||||
|
||||
if (WayPoint.WayPointList.Find(wp => wp.SpawnType == SpawnType.Cargo) == null)
|
||||
{
|
||||
errorMsgs.Add("The submarine doesn't have spawnpoints for cargo (which are used for determining where to place bought items). "
|
||||
+"To fix this, create a new spawnpoint and change its \"spawn type\" parameter to \"cargo\".");
|
||||
}
|
||||
|
||||
if (errorMsgs.Any())
|
||||
{
|
||||
new GUIMessageBox("Warning", string.Join("\n\n", errorMsgs), 400, 0);
|
||||
}
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
if (Vector2.Distance(e.Position, HiddenSubPosition) > 20000)
|
||||
{
|
||||
var msgBox = new GUIMessageBox(
|
||||
"Warning",
|
||||
"One or more structures have been placed very far from the submarine. Show the structures?",
|
||||
new string[] {"Yes", "No"});
|
||||
|
||||
msgBox.Buttons[0].OnClicked += (btn, obj) =>
|
||||
{
|
||||
GameMain.EditMapScreen.Cam.Position = e.WorldPosition;
|
||||
return true;
|
||||
};
|
||||
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void RefreshSavedSubs()
|
||||
{
|
||||
SavedSubmarines.Clear();
|
||||
@@ -1213,10 +1005,12 @@ namespace Barotrauma
|
||||
Loading = false;
|
||||
|
||||
MapEntity.MapLoaded(this);
|
||||
|
||||
|
||||
//WayPoint.GenerateSubWaypoints();
|
||||
|
||||
#if CLIENT
|
||||
GameMain.LightManager.OnMapLoaded();
|
||||
#endif
|
||||
|
||||
ID = (ushort)(ushort.MaxValue - Submarine.loaded.IndexOf(this));
|
||||
}
|
||||
@@ -1262,9 +1056,11 @@ namespace Barotrauma
|
||||
{
|
||||
Unloading = true;
|
||||
|
||||
#if CLIENT
|
||||
Sound.OnGameEnd();
|
||||
|
||||
if (GameMain.LightManager != null) GameMain.LightManager.ClearLights();
|
||||
#endif
|
||||
|
||||
foreach (Submarine sub in loaded)
|
||||
{
|
||||
|
||||
@@ -399,7 +399,8 @@ namespace Barotrauma
|
||||
Vector2 n;
|
||||
FixedArray2<Vector2> particlePos;
|
||||
contact.GetWorldManifold(out n, out particlePos);
|
||||
|
||||
|
||||
#if CLIENT
|
||||
int particleAmount = (int)(wallImpact*10.0f);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
@@ -407,6 +408,7 @@ namespace Barotrauma
|
||||
ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
|
||||
Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -529,6 +531,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (maxDamageStructure != null)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(
|
||||
@@ -538,6 +541,7 @@ namespace Barotrauma
|
||||
MathHelper.Clamp(maxDamage * 4.0f, 1000.0f, 4000.0f),
|
||||
maxDamageStructure.Tags);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -53,7 +53,9 @@ namespace Barotrauma
|
||||
|
||||
Character.Controlled = null;
|
||||
cam.TargetPos = Vector2.Zero;
|
||||
#if CLIENT
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
#endif
|
||||
|
||||
//Vector2 diff = targetPos - sub.Position;
|
||||
float targetSpeed = 10.0f;
|
||||
@@ -69,7 +71,9 @@ namespace Barotrauma
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.TransparentBlack;
|
||||
#endif
|
||||
|
||||
Running = false;
|
||||
yield return CoroutineStatus.Success;
|
||||
@@ -80,7 +84,9 @@ namespace Barotrauma
|
||||
Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
|
||||
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height/2.0f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
|
||||
#endif
|
||||
|
||||
cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
|
||||
|
||||
@@ -99,7 +105,9 @@ namespace Barotrauma
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.TransparentBlack;
|
||||
#endif
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class EntitySpawner : Entity, IServerSerializable
|
||||
partial class EntitySpawner : Entity, IServerSerializable
|
||||
{
|
||||
const int MaxEntitiesPerWrite = 10;
|
||||
|
||||
@@ -187,38 +187,5 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer message, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
bool remove = message.ReadBoolean();
|
||||
|
||||
if (remove)
|
||||
{
|
||||
ushort entityId = message.ReadUInt16();
|
||||
|
||||
var entity = FindEntityByID(entityId);
|
||||
if (entity != null)
|
||||
{
|
||||
entity.Remove();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (message.ReadByte())
|
||||
{
|
||||
case (byte)SpawnableType.Item:
|
||||
Item.ReadSpawnData(message, true);
|
||||
break;
|
||||
case (byte)SpawnableType.Character:
|
||||
Character.ReadSpawnData(message, true);
|
||||
break;
|
||||
default:
|
||||
DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -212,7 +212,9 @@ namespace Barotrauma.Networking
|
||||
unauthClient = null;
|
||||
ConnectedClients.Add(newClient);
|
||||
|
||||
#if CLIENT
|
||||
GameMain.NetLobbyScreen.AddPlayer(newClient.name);
|
||||
#endif
|
||||
GameMain.Server.SendChatMessage(clName + " has joined the server.", ChatMessageType.Server, null);
|
||||
|
||||
var savedPermissions = clientPermissions.Find(cp => cp.IP == newClient.Connection.RemoteEndPoint.Address.ToString());
|
||||
|
||||
@@ -83,24 +83,4 @@ namespace Barotrauma.Networking
|
||||
serializable.ServerWrite(msg, recipient, Data);
|
||||
}
|
||||
}
|
||||
|
||||
class ClientEntityEvent : NetEntityEvent
|
||||
{
|
||||
private IClientSerializable serializable;
|
||||
|
||||
public UInt16 CharacterStateID;
|
||||
|
||||
public ClientEntityEvent(IClientSerializable entity, UInt16 id)
|
||||
: base(entity, id)
|
||||
{
|
||||
serializable = entity;
|
||||
}
|
||||
|
||||
public void Write(NetBuffer msg)
|
||||
{
|
||||
msg.Write(CharacterStateID);
|
||||
serializable.ClientWrite(msg, Data);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -429,17 +429,22 @@ namespace Barotrauma.Networking
|
||||
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
bool myCharacter = i >= clients.Count;
|
||||
bool myCharacter = false;
|
||||
#if CLIENT
|
||||
myCharacter = i >= clients.Count;
|
||||
#endif
|
||||
|
||||
var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false);
|
||||
|
||||
character.TeamID = 1;
|
||||
|
||||
|
||||
if (myCharacter)
|
||||
{
|
||||
server.Character = character;
|
||||
Character.Controlled = character;
|
||||
#if CLIENT
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -481,8 +486,9 @@ namespace Barotrauma.Networking
|
||||
item.AddTag(s);
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -97,14 +97,18 @@ namespace Barotrauma
|
||||
string subName = inc.ReadString();
|
||||
Submarine sub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
|
||||
sender.SetVote(voteType, sub);
|
||||
#if CLIENT
|
||||
UpdateVoteTexts(GameMain.Server.ConnectedClients, voteType);
|
||||
#endif
|
||||
break;
|
||||
|
||||
case VoteType.Mode:
|
||||
string modeName = inc.ReadString();
|
||||
GameModePreset mode = GameModePreset.list.Find(gm => gm.Name == modeName);
|
||||
sender.SetVote(voteType, mode);
|
||||
#if CLIENT
|
||||
UpdateVoteTexts(GameMain.Server.ConnectedClients, voteType);
|
||||
#endif
|
||||
break;
|
||||
case VoteType.EndRound:
|
||||
if (sender.Character == null) return;
|
||||
|
||||
@@ -59,7 +59,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
class PhysicsBody
|
||||
partial class PhysicsBody
|
||||
{
|
||||
public enum Shape
|
||||
{
|
||||
@@ -459,84 +459,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
UpdateDrawPosition();
|
||||
|
||||
if (sprite == null) return;
|
||||
|
||||
SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
if (!body.Awake) color = Color.Blue;
|
||||
|
||||
if (targetPosition != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)targetPosition);
|
||||
if (Submarine != null) pos += Submarine.DrawPosition;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(pos.X - 5, -(pos.Y + 5)),
|
||||
Vector2.One*10.0f, Color.Red, false, 0, 3);
|
||||
}
|
||||
|
||||
if (offsetFromTargetPos != Vector2.Zero)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
if (Submarine != null) pos += Submarine.DrawPosition;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pos.X, -pos.Y),
|
||||
new Vector2(DrawPosition.X, -DrawPosition.Y),
|
||||
Color.Cyan, 0, 5);
|
||||
}
|
||||
}
|
||||
|
||||
sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth);
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch, Color color)
|
||||
{
|
||||
if (bodyShapeTexture == null)
|
||||
{
|
||||
switch (BodyShape)
|
||||
{
|
||||
case PhysicsBody.Shape.Rectangle:
|
||||
bodyShapeTexture = GUI.CreateRectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(width),
|
||||
(int)ConvertUnits.ToDisplayUnits(height));
|
||||
break;
|
||||
|
||||
case PhysicsBody.Shape.Capsule:
|
||||
bodyShapeTexture = GUI.CreateCapsule(
|
||||
(int)ConvertUnits.ToDisplayUnits(radius),
|
||||
(int)ConvertUnits.ToDisplayUnits(Math.Max(height,width)));
|
||||
break;
|
||||
case PhysicsBody.Shape.Circle:
|
||||
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float rot = -DrawRotation;
|
||||
if (bodyShape == PhysicsBody.Shape.Capsule && width > height)
|
||||
{
|
||||
rot -= MathHelper.PiOver2;
|
||||
}
|
||||
|
||||
spriteBatch.Draw(
|
||||
bodyShapeTexture,
|
||||
new Vector2(DrawPosition.X, -DrawPosition.Y),
|
||||
null,
|
||||
color,
|
||||
rot,
|
||||
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
public void CorrectPosition<T>(List<T> positionBuffer, float deltaTime, out Vector2 newVelocity) where T : PosInfo
|
||||
{
|
||||
Vector2 newPosition = SimPosition;
|
||||
|
||||
@@ -70,9 +70,9 @@ namespace Barotrauma
|
||||
e.IsHighlighted = false;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
|
||||
|
||||
#if CLIENT
|
||||
BackgroundCreatureManager.Update(cam, (float)deltaTime);
|
||||
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
@@ -82,6 +82,7 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
#if CLIENT
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
@@ -89,14 +90,18 @@ namespace Barotrauma
|
||||
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
StatusEffect.UpdateAll((float)deltaTime);
|
||||
|
||||
#if CLIENT
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
}
|
||||
#endif
|
||||
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class SaveUtil
|
||||
public partial class SaveUtil
|
||||
{
|
||||
public static string SaveFolder = "Data"+Path.DirectorySeparatorChar+"Saves";
|
||||
|
||||
@@ -16,176 +16,7 @@ namespace Barotrauma
|
||||
{
|
||||
get { return Path.Combine(SaveFolder, "temp"); }
|
||||
}
|
||||
|
||||
public static void SaveGame(string fileName)
|
||||
{
|
||||
fileName = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
Directory.CreateDirectory(tempPath);
|
||||
try
|
||||
{
|
||||
ClearFolder(tempPath, new string[] { GameMain.GameSession.Submarine.FilePath });
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
if (Submarine.MainSub != null && Submarine.Loaded.Contains(Submarine.MainSub))
|
||||
{
|
||||
Submarine.MainSub.FilePath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
|
||||
Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error saving submarine", e);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
GameMain.GameSession.Save(Path.Combine(tempPath, "gamesession.xml"));
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error saving gamesession", e);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
CompressDirectory(tempPath, fileName+".save", null);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error compressing save file", e);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadGame(string fileName)
|
||||
{
|
||||
string filePath = Path.Combine(SaveFolder, fileName+".save");
|
||||
|
||||
DecompressToDirectory(filePath, TempPath, null);
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(Path.Combine(TempPath, "gamesession.xml"));
|
||||
|
||||
string subPath = Path.Combine(TempPath, ToolBox.GetAttributeString(doc.Root, "submarine", ""))+".sub";
|
||||
Submarine selectedMap = new Submarine(subPath, "");// Submarine.Load();
|
||||
GameMain.GameSession = new GameSession(selectedMap, fileName, doc);
|
||||
|
||||
//Directory.Delete(tempPath, true);
|
||||
}
|
||||
|
||||
public static XDocument LoadGameSessionDoc(string fileName)
|
||||
{
|
||||
string filePath = Path.Combine(SaveFolder, fileName + ".save");
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
try
|
||||
{
|
||||
DecompressToDirectory(filePath, tempPath, null);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return ToolBox.TryLoadXml(Path.Combine(tempPath, "gamesession.xml"));
|
||||
}
|
||||
|
||||
public static void DeleteSave(string fileName)
|
||||
{
|
||||
fileName = Path.Combine(SaveFolder, fileName + ".save");
|
||||
|
||||
try
|
||||
{
|
||||
File.Delete(fileName);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("ERROR: deleting save file \""+fileName+" failed.", e);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static string[] GetSaveFiles()
|
||||
{
|
||||
if (!Directory.Exists(SaveFolder))
|
||||
{
|
||||
DebugConsole.ThrowError("Save folder \"" + SaveFolder + " not found! Attempting to create a new folder");
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(SaveFolder);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to create the folder \"" + SaveFolder + "\"!", e);
|
||||
}
|
||||
}
|
||||
|
||||
string[] files = Directory.GetFiles(SaveFolder, "*.save");
|
||||
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
{
|
||||
files[i] = Path.GetFileNameWithoutExtension(files[i]);
|
||||
}
|
||||
|
||||
return files;
|
||||
}
|
||||
|
||||
public static string CreateSavePath(string fileName="Save")
|
||||
{
|
||||
if (!Directory.Exists(SaveFolder))
|
||||
{
|
||||
DebugConsole.ThrowError("Save folder \""+SaveFolder+"\" not found. Created new folder");
|
||||
Directory.CreateDirectory(SaveFolder);
|
||||
}
|
||||
|
||||
string extension = ".save";
|
||||
string pathWithoutExtension = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
int i = 0;
|
||||
while (File.Exists(pathWithoutExtension + " " + i + extension))
|
||||
{
|
||||
i++;
|
||||
}
|
||||
|
||||
return fileName + " " + i;
|
||||
}
|
||||
|
||||
public static void CompressStringToFile(string fileName, string value)
|
||||
{
|
||||
// A.
|
||||
// Write string to temporary file.
|
||||
string temp = Path.GetTempFileName();
|
||||
File.WriteAllText(temp, value);
|
||||
|
||||
// B.
|
||||
// Read file into byte array buffer.
|
||||
byte[] b;
|
||||
using (FileStream f = new FileStream(temp, FileMode.Open))
|
||||
{
|
||||
b = new byte[f.Length];
|
||||
f.Read(b, 0, (int)f.Length);
|
||||
}
|
||||
|
||||
// C.
|
||||
// Use GZipStream to write compressed bytes to target file.
|
||||
using (FileStream f2 = new FileStream(fileName, FileMode.Create))
|
||||
using (GZipStream gz = new GZipStream(f2, CompressionMode.Compress, false))
|
||||
{
|
||||
gz.Write(b, 0, b.Length);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static Stream DecompressFiletoStream(string fileName)
|
||||
{
|
||||
if (!File.Exists(fileName))
|
||||
@@ -206,20 +37,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void CompressFile(string sDir, string sRelativePath, GZipStream zipStream)
|
||||
{
|
||||
//Compress file name
|
||||
char[] chars = sRelativePath.ToCharArray();
|
||||
zipStream.Write(BitConverter.GetBytes(chars.Length), 0, sizeof(int));
|
||||
foreach (char c in chars)
|
||||
zipStream.Write(BitConverter.GetBytes(c), 0, sizeof(char));
|
||||
|
||||
//Compress file content
|
||||
byte[] bytes = File.ReadAllBytes(Path.Combine(sDir, sRelativePath));
|
||||
zipStream.Write(BitConverter.GetBytes(bytes.Length), 0, sizeof(int));
|
||||
zipStream.Write(bytes, 0, bytes.Length);
|
||||
}
|
||||
|
||||
public static bool DecompressFile(string sDir, GZipStream zipStream, ProgressDelegate progress)
|
||||
{
|
||||
//Decompress file name
|
||||
@@ -259,57 +76,12 @@ namespace Barotrauma
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void CompressDirectory(string sInDir, string sOutFile, ProgressDelegate progress)
|
||||
{
|
||||
string[] sFiles = Directory.GetFiles(sInDir, "*.*", SearchOption.AllDirectories);
|
||||
int iDirLen = sInDir[sInDir.Length - 1] == Path.DirectorySeparatorChar ? sInDir.Length : sInDir.Length + 1;
|
||||
|
||||
using (FileStream outFile = new FileStream(sOutFile, FileMode.Create, FileAccess.Write, FileShare.None))
|
||||
using (GZipStream str = new GZipStream(outFile, CompressionMode.Compress))
|
||||
foreach (string sFilePath in sFiles)
|
||||
{
|
||||
string sRelativePath = sFilePath.Substring(iDirLen);
|
||||
if (progress != null)
|
||||
progress(sRelativePath);
|
||||
CompressFile(sInDir, sRelativePath, str);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DecompressToDirectory(string sCompressedFile, string sDir, ProgressDelegate progress)
|
||||
{
|
||||
using (FileStream inFile = new FileStream(sCompressedFile, FileMode.Open, FileAccess.Read, FileShare.None))
|
||||
using (GZipStream zipStream = new GZipStream(inFile, CompressionMode.Decompress, true))
|
||||
while (DecompressFile(sDir, zipStream, progress)) ;
|
||||
}
|
||||
|
||||
private static void ClearFolder(string FolderName, string[] ignoredFiles = null)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(FolderName);
|
||||
|
||||
foreach (FileInfo fi in dir.GetFiles())
|
||||
{
|
||||
bool ignore = false;
|
||||
foreach (string ignoredFile in ignoredFiles)
|
||||
{
|
||||
if (Path.GetFullPath(fi.FullName).Equals(Path.GetFullPath(ignoredFile)))
|
||||
{
|
||||
ignore = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignore) continue;
|
||||
|
||||
fi.IsReadOnly = false;
|
||||
fi.Delete();
|
||||
}
|
||||
|
||||
foreach (DirectoryInfo di in dir.GetDirectories())
|
||||
{
|
||||
ClearFolder(di.FullName, ignoredFiles);
|
||||
di.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -356,60 +356,58 @@ Global
|
||||
{C293DB32-FA42-486D-B128-5A12522FAE4E}.Windows8|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{C293DB32-FA42-486D-B128-5A12522FAE4E}.Windows8|x86.ActiveCfg = Release|Any CPU
|
||||
{C293DB32-FA42-486D-B128-5A12522FAE4E}.Windows8|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Any CPU.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Mixed Platforms.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Mixed Platforms.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|x86.ActiveCfg = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|x86.Build.0 = Release|Any CPU
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Android|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Any CPU.ActiveCfg = Debug|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|Mixed Platforms.Build.0 = Debug|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|x86.ActiveCfg = Debug|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Debug|x86.Build.0 = Debug|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.iOS|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Linux|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.OSX|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.PSM|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Release|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows|x86.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Any CPU.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Any CPU.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|Mixed Platforms.Build.0 = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|x86.ActiveCfg = Release|x86
|
||||
{85232B20-074D-4723-B0C6-91495391E448}.Windows8|x86.Build.0 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
Reference in New Issue
Block a user