Merge branch 'master' into dedicated-server

# Conflicts:
#	BarotraumaClient/Source/GameSettings.cs
#	BarotraumaClient/Source/Screens/NetLobbyScreen.cs
This commit is contained in:
juanjp600
2017-06-23 10:21:02 -03:00
16 changed files with 288 additions and 92 deletions
+18 -3
View File
@@ -75,6 +75,14 @@ namespace Barotrauma
return (Duration == 0.0f) ? structureDamage : structureDamage * deltaTime;
}
public Attack(float damage, float structureDamage, float bleedingDamage, float range = 0.0f)
{
Range = range;
this.damage = damage;
this.structureDamage = structureDamage;
this.bleedingDamage = bleedingDamage;
}
public Attack(XElement element)
{
try
@@ -111,9 +119,7 @@ namespace Barotrauma
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
statusEffects = new List<StatusEffect>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -124,6 +130,10 @@ namespace Barotrauma
break;
#endif
case "statuseffect":
if (statusEffects == null)
{
statusEffects = new List<StatusEffect>();
}
statusEffects.Add(StatusEffect.Load(subElement));
break;
}
@@ -150,6 +160,11 @@ namespace Barotrauma
var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
if (statusEffects == null)
{
return attackResult;
}
foreach (StatusEffect effect in statusEffects)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.This) && attacker is Character)
+9 -1
View File
@@ -402,7 +402,7 @@ namespace Barotrauma
healedCharacter.AddDamage(CauseOfDeath.Damage, -healedCharacter.MaxHealth, null);
healedCharacter.Oxygen = 100.0f;
healedCharacter.Bleeding = 0.0f;
healedCharacter.Stun = 0.0f;
healedCharacter.SetStun(0.0f, true);
}
break;
@@ -444,6 +444,14 @@ namespace Barotrauma
case "water":
if (GameMain.Client == null) Hull.EditWater = !Hull.EditWater;
break;
case "explosion":
Vector2 explosionPos = GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
float range = 500, force = 10, damage=50;
if (commands.Length > 1) float.TryParse(commands[1], out range);
if (commands.Length > 2) float.TryParse(commands[2], out force);
if (commands.Length > 3) float.TryParse(commands[3], out damage);
new Explosion(range, force, damage, damage).Explode(explosionPos);
break;
case "fire":
if (GameMain.Client == null) Hull.EditFire = !Hull.EditFire;
@@ -2,17 +2,18 @@
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using Barotrauma.Networking;
using Lidgren.Network;
namespace Barotrauma.Items.Components
{
class Holdable : Pickable
class Holdable : Pickable, IServerSerializable
{
//the position(s) in the item that the Character grabs
protected Vector2[] handlePos;
private List<RelatedItem> prevRequiredItems;
string prevMsg;
private InputType prevPickKey;
private string prevMsg;
//the distance from the holding characters elbow to center of the physics body of the item
protected Vector2 holdPos;
@@ -94,25 +95,28 @@ namespace Barotrauma.Items.Components
if (attachable)
{
prevRequiredItems = new List<RelatedItem>(requiredItems);
prevMsg = Msg;
prevPickKey = PickKey;
requiredItems.Clear();
Msg = "";
DeattachFromWall();
}
if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
//holdAngle = MathHelper.ToRadians(holdAngle);
if ((Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
}
public override void Drop(Character dropper)
{
DropConnectedWires(dropper);
if (body != null) item.body = body;
if (attachable)
{
DeattachFromWall();
if (body != null)
{
item.body = body;
}
}
if (item.body != null) item.body.Enabled = true;
IsActive = false;
@@ -121,7 +125,6 @@ namespace Barotrauma.Items.Components
{
if (dropper == null) return;
picker = dropper;
}
if (picker.Inventory == null) return;
@@ -190,29 +193,36 @@ namespace Barotrauma.Items.Components
return base.Pick(picker);
}
if (!base.Pick(picker))
if (Attached)
{
return false;
return base.Pick(picker);
}
else
{
requiredItems.Clear();
Msg = "";
//not attached -> pick the item instantly, ignoring picking time
return OnPicked(picker);
}
attached = false;
if (body != null) item.body = body;
//item.body.Enabled = true;
return true;
}
public override bool Use(float deltaTime, Character character = null)
protected override bool OnPicked(Character picker)
{
if (!attachable || item.body == null) return true;
if (character != null && !character.IsKeyDown(InputType.Aim)) return false;
if (base.OnPicked(picker))
{
DeattachFromWall();
item.Drop();
if (GameMain.Server != null && attachable)
{
item.CreateServerEvent(this);
}
return true;
}
return false;
}
private void AttachToWall()
{
if (!attachable) return;
var containedItems = item.ContainedItems;
if (containedItems != null)
@@ -226,12 +236,40 @@ namespace Barotrauma.Items.Components
item.body.Enabled = false;
item.body = null;
requiredItems = new List<RelatedItem>(prevRequiredItems);
Msg = prevMsg;
PickKey = prevPickKey;
attached = true;
}
private void DeattachFromWall()
{
if (!attachable) return;
attached = false;
//make the item pickable with the default pick key and with no specific tools/items when it's deattached
requiredItems.Clear();
Msg = "";
PickKey = InputType.Select;
}
public override bool Use(float deltaTime, Character character = null)
{
if (!attachable || item.body == null) return true;
if (character != null)
{
if (!character.IsKeyDown(InputType.Aim)) return false;
if (character != null && GameMain.Server != null)
{
item.CreateServerEvent(this);
}
item.Drop();
}
AttachToWall();
return true;
}
@@ -284,13 +322,39 @@ namespace Barotrauma.Items.Components
item.body = body;
body.Enabled = false;
}
attached = false;
}
attached = false;
requiredItems.Clear();
Msg = "";
DeattachFromWall();
}
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(Attached);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
bool isAttached = msg.ReadBoolean();
if (isAttached)
{
item.Drop();
AttachToWall();
}
else
{
DropConnectedWires(null);
if (body != null)
{
item.body = body;
item.body.Enabled = true;
}
IsActive = false;
DeattachFromWall();
}
}
}
}
@@ -70,11 +70,9 @@ namespace Barotrauma.Items.Components
{
return OnPicked(picker);
}
}
private bool OnPicked(Character picker)
protected virtual bool OnPicked(Character picker)
{
if (picker.Inventory.TryPutItem(item, allowedSlots))
{
@@ -130,13 +130,13 @@ namespace Barotrauma.Items.Components
public InputType PickKey
{
get;
private set;
protected set;
}
public InputType SelectKey
{
get;
private set;
protected set;
}
[HasDefaultValue(false, false)]
@@ -53,6 +53,13 @@ namespace Barotrauma.Items.Components
public override bool Select(Character picker)
{
//attaching wires to items with a body is not allowed
//(signal items remove their bodies when attached to a wall)
if (item.body != null)
{
return false;
}
user = picker;
IsActive = true;
return true;
+9
View File
@@ -17,6 +17,15 @@ namespace Barotrauma
private bool sparks, shockwave, flames, smoke;
public Explosion(float range, float force, float damage, float structureDamage)
{
attack = new Attack(damage, structureDamage, 0.0f, range);
this.force = force;
sparks = true;
shockwave = true;
flames = true;
}
public Explosion(XElement element)
{
attack = new Attack(element);
@@ -257,8 +257,20 @@ namespace Barotrauma
var targetCells = new List<VoronoiCell>();
for (int i = 0; i < pathNodes.Count; i++)
{
int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, 2, gridOffset);
targetCells.Add(cells[cellIndex]);
//a search depth of 2 is large enough to find a cell in almost all maps, but in case it fails, we increase the depth
int searchDepth = 2;
while (searchDepth < 5)
{
int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, searchDepth, gridOffset);
if (cellIndex > -1)
{
targetCells.Add(cells[cellIndex]);
break;
}
searchDepth++;
}
}
return GeneratePath(targetCells, cells, cellGrid, gridCellSize, limits, wanderAmount, mirror);
@@ -1,10 +1,6 @@
using Lidgren.Network;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma.Networking
{
@@ -12,55 +8,66 @@ namespace Barotrauma.Networking
{
public const int MaxEventBufferLength = 1024;
public const int MaxEventsPerWrite = 64;
//public UInt16 LastReceivedEntityEventID
//{
// get { return lastReceivedEntityEventID; }
//}
/// <summary>
/// Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager
/// </summary>
protected void Write(NetOutgoingMessage msg, List<NetEntityEvent> eventsToSync, Client recipient = null)
{
msg.Write(eventsToSync[0].ID);
msg.Write((byte)eventsToSync.Count);
//write into a temporary buffer so we can write the number of events before the actual data
NetBuffer tempBuffer = new NetBuffer();
int eventCount = 0;
foreach (NetEntityEvent e in eventsToSync)
{
//write into a temporary buffer so we can write the length before the actual data
NetBuffer tempBuffer = new NetBuffer();
NetBuffer tempEventBuffer = new NetBuffer();
try
{
WriteEvent(tempBuffer, e, recipient);
WriteEvent(tempEventBuffer, e, recipient);
}
catch (Exception exception)
{
DebugConsole.ThrowError("Failed to write an event for the entity \""+e.Entity+"\"", exception);
DebugConsole.ThrowError("Failed to write an event for the entity \"" + e.Entity + "\"", exception);
//write an empty event to avoid messing up IDs
//(otherwise the clients might read the next event in the message and think its ID
//is consecutive to the previous one, even though we skipped over this broken event)
tempBuffer.Write((UInt16)0);
tempBuffer.WritePadBits();
eventCount++;
continue;
}
Debug.Assert(
tempBuffer.LengthBytes < 128,
"Maximum EntityEvent size exceeded when serializing \""+e.Entity+"\"!");
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > NetPeerConfiguration.kDefaultMTU - 20)
{
//no more room in this packet
break;
}
//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
if (Entity.FindEntityByID(e.Entity.ID) != e.Entity)
{
//technically the clients don't have any use for these, but removing events and shifting the IDs of all
//consecutive ones is so error-prone that I think this is a safer option
msg.Write((UInt16)0);
msg.WritePadBits();
tempBuffer.Write((UInt16)0);
tempBuffer.WritePadBits();
}
else
{
msg.Write((UInt16)e.Entity.ID);
msg.Write((byte)tempBuffer.LengthBytes);
msg.Write(tempBuffer);
msg.WritePadBits();
tempBuffer.Write((UInt16)e.Entity.ID);
tempBuffer.Write((byte)tempEventBuffer.LengthBytes);
tempBuffer.Write(tempEventBuffer);
tempBuffer.WritePadBits();
}
eventCount++;
}
msg.Write(eventsToSync[0].ID);
msg.Write((byte)eventCount);
msg.Write(tempBuffer);
}
protected virtual void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)