aeafa16...4d3cf73

This commit is contained in:
Joonas Rikkonen
2019-03-18 22:57:05 +02:00
parent 3301bed442
commit 23687fbf2f
77 changed files with 2275 additions and 717 deletions

View File

@@ -214,6 +214,9 @@
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\SpriteDeformation.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\Sprite.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\SpriteSheet.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\LocalizationCSVtoXML.cs">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Compile>
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />

View File

@@ -1,51 +0,0 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Effects/blurshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/blurshader.fx
#begin Effects/damageshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/damageshader.fx
#begin Effects/deformshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/deformshader.fx
#begin Effects/losshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/losshader.fx
#begin Effects/postprocess.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/postprocess.fx
#begin Effects/watershader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/watershader.fx

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@@ -1,51 +0,0 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Effects/blurshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/blurshader_opengl.fx
#begin Effects/damageshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/damageshader_opengl.fx
#begin Effects/deformshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/deformshader_opengl.fx
#begin Effects/losshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/losshader_opengl.fx
#begin Effects/postprocess_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/postprocess_opengl.fx
#begin Effects/watershader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:Effects/watershader_opengl.fx

View File

@@ -152,7 +152,14 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
<None Include="app.config" />
<Content Include="Shaders\blurshader_opengl.fx" />
<Content Include="Shaders\damageshader_opengl.fx" />
<Content Include="Shaders\deformshader_opengl.fx" />
<Content Include="Shaders\losshader_opengl.fx" />
<Content Include="Shaders\postprocess_opengl.fx" />
<Content Include="Shaders\watershader_opengl.fx" />
<None Include="Shaders\Content_opengl.mgcb" />
<None Include="Content\Effects\blurshader_opengl.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@@ -153,6 +153,13 @@
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
<Content Include="Shaders\blurshader_opengl.fx" />
<Content Include="Shaders\damageshader_opengl.fx" />
<Content Include="Shaders\deformshader_opengl.fx" />
<Content Include="Shaders\losshader_opengl.fx" />
<Content Include="Shaders\postprocess_opengl.fx" />
<Content Include="Shaders\watershader_opengl.fx" />
<None Include="Shaders\Content_opengl.mgcb" />
<None Include="Content\Effects\blurshader_opengl.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@@ -14,6 +14,7 @@ float2 uvTopLeft;
float2 uvBottomRight;
float4 tintColor;
float4 solidColor;
struct VertexShaderInput
{
@@ -74,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
float4 solidColorPS(VertexShaderOutput input) : COLOR
{
return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
}
technique DeformShader
{
pass Pass1
@@ -81,4 +87,13 @@ technique DeformShader
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPS();
}
}
technique DeformShaderSolidColor
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 solidColorPS();
}
}

View File

@@ -14,6 +14,7 @@ float2 uvTopLeft;
float2 uvBottomRight;
float4 tintColor;
float4 solidColor;
struct VertexShaderInput
{
@@ -74,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
float4 solidColorPS(VertexShaderOutput input) : COLOR
{
return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
}
technique DeformShader
{
pass Pass1
@@ -81,4 +87,13 @@ technique DeformShader
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPS();
}
}
technique DeformShaderSolidColor
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 solidColorPS();
}
}

View File

@@ -87,52 +87,5 @@ namespace Barotrauma
// GUI.DrawLine(spriteBatch, pos, new Vector2(Character.CursorWorldPosition.X, -Character.CursorWorldPosition.Y), Color.Yellow, width: 4);
//}
}
//TODO: move this to the shared project, otherwise bots won't be able to report things in multiplayer
partial void ReportProblems()
{
if (GameMain.Client != null) return;
Order newOrder = null;
if (Character.CurrentHull != null)
{
if (Character.CurrentHull.FireSources.Count > 0)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
if (Character.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor == null && g.Open > 0.0f))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
foreach (Character c in Character.CharacterList)
{
if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
(c.AIController is EnemyAIController || c.TeamID != Character.TeamID))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
}
if (Character.CurrentHull != null && (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
if (newOrder != null)
{
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(
newOrder.GetChatMessage("", Character.CurrentHull?.RoomName, givingOrderToSelf: false), ChatMessageType.Order);
}
}
}
}
}

View File

@@ -338,7 +338,7 @@ namespace Barotrauma
var entityList = Submarine.VisibleEntities ?? Item.ItemList;
Item closestItem = null;
float closestItemDistance = aimAssistAmount;
float closestItemDistance = Math.Max(aimAssistAmount, 2.0f);
foreach (MapEntity entity in entityList)
{
if (!(entity is Item item))

View File

@@ -1,4 +1,5 @@
using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -136,10 +137,14 @@ namespace Barotrauma
brokenItemsCheckTimer = 1.0f;
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull == character.CurrentHull && item.Repairables.Any(r => item.Condition < r.ShowRepairUIThreshold))
if (!item.Repairables.Any(r => item.Condition < r.ShowRepairUIThreshold)) { continue; }
if (!Submarine.VisibleEntities.Contains(item)) { continue; }
Vector2 diff = item.WorldPosition - character.WorldPosition;
if (Submarine.CheckVisibility(character.SimPosition, character.SimPosition + ConvertUnits.ToSimUnits(diff)) == null)
{
brokenItems.Add(item);
}
brokenItems.Add(item);
}
}
}
}

View File

@@ -123,10 +123,7 @@ namespace Barotrauma
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);
}
msg.Write(memInput[i].intAim);
if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
memInput[i].states.HasFlag(InputNetFlags.Use) ||
memInput[i].states.HasFlag(InputNetFlags.Health) ||

View File

@@ -436,13 +436,15 @@ namespace Barotrauma
AssignOnExecute("ambientlight", (string[] args) =>
{
if (Level.Loaded == null)
{
ThrowError("Could not set ambient light color (no level loaded).");
return;
}
Color color = XMLExtensions.ParseColor(string.Join("", args));
Level.Loaded.GenerationParams.AmbientLightColor = color;
if (Level.Loaded != null)
{
Level.Loaded.GenerationParams.AmbientLightColor = color;
}
else
{
GameMain.LightManager.AmbientLight = color;
}
NewMessage("Set ambient light color to " + color + ".", Color.White);
});
AssignRelayToServer("ambientlight", false);
@@ -1050,6 +1052,195 @@ namespace Barotrauma
TextManager.WriteToCSV();
NPCConversation.WriteToCSV();
}));
commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
{
if (args.Length == 0) return;
LocalizationCSVtoXML.Convert(args[0]);
}));
#endif
commands.Add(new Command("cleanbuild", "", (string[] args) =>
{
GameMain.Config.MusicVolume = 0.5f;
GameMain.Config.SoundVolume = 0.5f;
NewMessage("Music and sound volume set to 0.5", Color.Green);
commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
{
float defaultZoom = Screen.Selected.Cam.DefaultZoom;
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
float minZoom = Screen.Selected.Cam.MinZoom;
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
float maxZoom = Screen.Selected.Cam.MaxZoom;
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
Screen.Selected.Cam.DefaultZoom = defaultZoom;
Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
Screen.Selected.Cam.MinZoom = minZoom;
Screen.Selected.Cam.MaxZoom = maxZoom;
}));
commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
{
float distortScaleX = 0.5f, distortScaleY = 0.5f;
float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
float blurAmount = 0.0f;
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
WaterRenderer.BlurAmount = blurAmount;
}));
commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
{
//TODO: maybe do this automatically during loading when possible?
if (Screen.Selected == GameMain.SubEditorScreen)
{
if (!MapEntity.SelectedAny)
{
ThrowError("You have to select item(s) first!");
}
else
{
foreach (var mapEntity in MapEntity.SelectedList)
{
if (mapEntity is Item item)
{
item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
}
else if (mapEntity is Structure structure)
{
if (!structure.ResizeHorizontal)
{
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
(int)structure.Prefab.ScaledSize.X,
structure.Rect.Height);
}
if (!structure.ResizeVertical)
{
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
structure.Rect.Width,
(int)structure.Prefab.ScaledSize.Y);
}
}
}
}
}
}, isCheat: false));
#endif
GameMain.Config.SaveNewPlayerConfig();
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
{
string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
string[] lines;
try
{
lines = File.ReadAllLines(sourcePath);
}
catch (Exception e)
{
ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
return;
}
var doc = XMLExtensions.TryLoadXml(destinationPath);
int i = 0;
foreach (XElement element in doc.Root.Elements())
{
if (i >= lines.Length)
{
ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
return;
}
element.Value = lines[i];
i++;
}
doc.Save(destinationPath);
},
() =>
{
var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
return new string[][]
{
files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
files.Where(f => Path.GetExtension(f)==".xml").ToArray()
};
}));
commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
{
if (args.Length < 2) return;
string sourcePath = args[0];
string destinationPath = args[1];
var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
XElement destinationElement = destinationDoc.Root.Elements().First();
foreach (XElement element in sourceDoc.Root.Elements())
{
if (destinationDoc.Root.Element(element.Name) == null)
{
element.Value = "!!!!!!!!!!!!!" + element.Value;
destinationElement.AddAfterSelf(element);
}
XNode nextNode = destinationElement.NextNode;
while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
destinationElement = nextNode as XElement;
}
destinationDoc.Save(destinationPath);
},
() =>
{
var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
return new string[][]
{
files,
files
};
}));
commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
{
string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
List<string> lines = new List<string>();
foreach (MapEntityPrefab me in MapEntityPrefab.List)
{
lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
}
File.WriteAllLines(filePath, lines);
}));
#if DEBUG
commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
{
if (args.Length != 1) return;
TextManager.CheckForDuplicates(args[0]);
}));
commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
{
TextManager.WriteToCSV();
NPCConversation.WriteToCSV();
}));
#endif
commands.Add(new Command("cleanbuild", "", (string[] args) =>

View File

@@ -384,12 +384,12 @@ namespace Barotrauma
Cursor.Draw(spriteBatch, PlayerInput.LatestMousePosition);
}
public static void DrawBackgroundSprite(SpriteBatch spriteBatch, Sprite backgroundSprite)
public static void DrawBackgroundSprite(SpriteBatch spriteBatch, Sprite backgroundSprite, float blurAmount = 1.0f, float aberrationStrength = 1.0f)
{
double aberrationT = (Timing.TotalTime * 0.5f);
GameMain.GameScreen.PostProcessEffect.Parameters["blurDistance"].SetValue(0.001f);
GameMain.GameScreen.PostProcessEffect.Parameters["blurDistance"].SetValue(0.001f * aberrationStrength);
GameMain.GameScreen.PostProcessEffect.Parameters["chromaticAberrationStrength"].SetValue(new Vector3(-0.025f, -0.01f, -0.05f) *
(float)(PerlinNoise.CalculatePerlin(aberrationT, aberrationT, 0) + 0.5f));
(float)(PerlinNoise.CalculatePerlin(aberrationT, aberrationT, 0) + 0.5f) * aberrationStrength);
GameMain.GameScreen.PostProcessEffect.CurrentTechnique = GameMain.GameScreen.PostProcessEffect.Techniques["BlurChromaticAberration"];
GameMain.GameScreen.PostProcessEffect.CurrentTechnique.Passes[0].Apply();

View File

@@ -107,14 +107,37 @@ namespace Barotrauma
};
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
if (isSinglePlayer)
{
chatBox = new ChatBox(guiFrame, isSinglePlayer: true)
{
if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
characterInfo.InventoryData = invElement;
break;
}
OnEnterMessage = (textbox, text) =>
{
if (Character.Controlled == null) { return true; }
textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
if (!string.IsNullOrWhiteSpace(text))
{
string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
AddSinglePlayerChatMessage(
Character.Controlled.Info.Name,
msg,
((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
Character.Controlled);
var headset = GetHeadset(Character.Controlled, true);
if (headset != null && headset.CanTransmit())
{
headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
}
}
textbox.Deselect();
textbox.Text = "";
return true;
}
};
chatBox.InputBox.OnTextChanged += chatBox.TypingChatMessage;
}
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
@@ -136,6 +159,7 @@ namespace Barotrauma
{
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
SetCharacterOrder(null, order, null, Character.Controlled);
HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
return true;
},
UserData = order,
@@ -152,12 +176,14 @@ namespace Barotrauma
Visible = false
};
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
{
Color = order.Color,
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
ToolTip = order.Name
};
if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
characterInfo.InventoryData = invElement;
break;
}
}
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);

View File

@@ -7,10 +7,6 @@ namespace Barotrauma
{
private InfoFrameTab selectedTab;
private GUIButton infoFrame;
/// <summary>
/// Determines whether the hotkey for the info button was held down in the previous frame.
/// </summary>
private bool prevInfoKey;
private GUIFrame infoFrameContent;
@@ -19,12 +15,7 @@ namespace Barotrauma
{
get { return roundSummary; }
}
partial void InitProjSpecific()
{
prevInfoKey = false;
}
private bool ToggleInfoFrame()
{
if (infoFrame == null)
@@ -45,8 +36,7 @@ namespace Barotrauma
int width = 600, height = 400;
infoFrame = new GUIButton(new RectTransform(Vector2.One, GUI.Canvas), style: "GUIBackgroundBlocker");
var innerFrame = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.35f), infoFrame.RectTransform, Anchor.Center) { MinSize = new Point(width,height) });
var paddedFrame = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.9f), innerFrame.RectTransform, Anchor.Center), style:null);
@@ -135,10 +125,17 @@ namespace Barotrauma
{
if (GUI.DisableHUD) return;
if (prevInfoKey != (PlayerInput.KeyDown(InputType.InfoTab) && GUI.KeyboardDispatcher.Subscriber == null))
if (PlayerInput.KeyDown(InputType.InfoTab) &&
(GUI.KeyboardDispatcher.Subscriber == null || GUI.KeyboardDispatcher.Subscriber is GUIListBox))
{
if (infoFrame == null)
{
ToggleInfoFrame();
}
}
else if (infoFrame != null)
{
ToggleInfoFrame();
prevInfoKey = PlayerInput.KeyDown(InputType.InfoTab);
}
infoFrame?.UpdateManually(deltaTime);

View File

@@ -626,28 +626,6 @@ namespace Barotrauma
new GUIMessageBox(TextManager.Get("RestartRequiredLabel"), TextManager.Get("RestartRequiredLanguage"));
return true;
};
//spacing
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
TextManager.Get("Cancel"))
{
IgnoreLayoutGroups = true,
OnClicked = (x, y) =>
{
if (UnsavedSettings)
{
LoadPlayerConfig();
}
if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
GUI.SettingsMenuOpen = false;
return true;
}
};
//spacing
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);

View File

@@ -184,63 +184,6 @@ namespace Barotrauma.Items.Components
}
}
}
public void ApplyTo(RectTransform target)
{
if (RelativeOffset.HasValue)
{
target.RelativeOffset = RelativeOffset.Value;
}
else if (AbsoluteOffset.HasValue)
{
target.AbsoluteOffset = AbsoluteOffset.Value;
}
if (RelativeSize.HasValue)
{
target.RelativeSize = RelativeSize.Value;
}
else if (AbsoluteSize.HasValue)
{
target.NonScaledSize = AbsoluteSize.Value;
}
if (Anchor.HasValue)
{
target.Anchor = Anchor.Value;
}
if (Pivot.HasValue)
{
target.Pivot = Pivot.Value;
}
else
{
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
}
target.RecalculateChildren(true, true);
}
}
public GUIFrame GuiFrame { get; protected set; }
[Serialize(false, false)]
public bool AllowUIOverlap
{
get;
set;
}
private ItemComponent linkToUIComponent;
[Serialize("", false)]
public string LinkUIToComponent
{
get;
set;
}
[Serialize(0, false)]
public int HudPriority
{
get;
private set;
}
private bool shouldMuffleLooping;

View File

@@ -598,7 +598,7 @@ namespace Barotrauma
if (selectedSlot == null)
{
draggingItem.Drop();
draggingItem.Drop(Character.Controlled);
GUI.PlayUISound(GUISoundType.DropItem);
}
else if (selectedSlot.ParentInventory.Items[selectedSlot.SlotIndex] != draggingItem)
@@ -954,7 +954,7 @@ namespace Barotrauma
{
if (receivedItemIDs[i] == 0 || (Entity.FindEntityByID(receivedItemIDs[i]) as Item != Items[i]))
{
if (Items[i] != null) Items[i].Drop();
if (Items[i] != null) Items[i].Drop(null);
System.Diagnostics.Debug.Assert(Items[i] == null);
}
}

View File

@@ -849,6 +849,11 @@ namespace Barotrauma
{
if (GameMain.Client == null) { return; }
if (parentInventory != null || body == null || !body.Enabled || Removed)
{
return;
}
Vector2 newVelocity = body.LinearVelocity;
Vector2 newPosition = body.SimPosition;
float newAngularVelocity = body.AngularVelocity;

View File

@@ -202,6 +202,12 @@ namespace Barotrauma.Networking
private void ConnectToServer(string hostIP)
{
chatBox.InputBox.Enabled = false;
if (GameMain.NetLobbyScreen?.TextBox != null)
{
GameMain.NetLobbyScreen.TextBox.Enabled = false;
}
string[] address = hostIP.Split(':');
if (address.Length == 1)
{
@@ -259,7 +265,11 @@ namespace Barotrauma.Networking
{
DebugConsole.ThrowError("Couldn't connect to " + hostIP + ". Error message: " + e.Message);
Disconnect();
chatBox.InputBox.Enabled = true;
if (GameMain.NetLobbyScreen?.TextBox != null)
{
GameMain.NetLobbyScreen.TextBox.Enabled = true;
}
GameMain.ServerListScreen.Select();
return;
}
@@ -530,6 +540,10 @@ namespace Barotrauma.Networking
GameMain.NetLobbyScreen.Select();
}
connected = true;
if (GameMain.NetLobbyScreen?.TextBox != null)
{
GameMain.NetLobbyScreen.TextBox.Enabled = true;
}
}
yield return CoroutineStatus.Success;

View File

@@ -118,7 +118,18 @@ namespace Barotrauma
CanBeFocused = false
};
characterList = new GUIListBox(new RectTransform(new Vector2(0.9f, 0.95f), tabs[(int)Tab.Crew].RectTransform, Anchor.Center))
var crewContent = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.95f), tabs[(int)Tab.Crew].RectTransform, Anchor.Center))
{
Stretch = true,
RelativeSpacing = 0.02f
};
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.1f), crewContent.RectTransform), "", font: GUI.LargeFont)
{
TextGetter = GetMoney
};
characterList = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.9f), crewContent.RectTransform))
{
OnSelected = SelectCharacter
};

View File

@@ -438,6 +438,43 @@ namespace Barotrauma
UpdateSourceRect(limb, newRect);
}
}
UpdateJointCreation();
if (PlayerInput.KeyHit(Keys.Left))
{
foreach (var limb in selectedLimbs)
{
var newRect = limb.ActiveSprite.SourceRect;
newRect.X--;
UpdateSourceRect(limb, newRect);
}
}
if (PlayerInput.KeyHit(Keys.Right))
{
foreach (var limb in selectedLimbs)
{
var newRect = limb.ActiveSprite.SourceRect;
newRect.X++;
UpdateSourceRect(limb, newRect);
}
}
if (PlayerInput.KeyHit(Keys.Down))
{
foreach (var limb in selectedLimbs)
{
var newRect = limb.ActiveSprite.SourceRect;
newRect.Y++;
UpdateSourceRect(limb, newRect);
}
}
if (PlayerInput.KeyHit(Keys.Up))
{
foreach (var limb in selectedLimbs)
{
var newRect = limb.ActiveSprite.SourceRect;
newRect.Y--;
UpdateSourceRect(limb, newRect);
}
}
}
if (!isFreezed)
{

View File

@@ -38,9 +38,18 @@ namespace Barotrauma
#region Creation
public MainMenuScreen(GameMain game)
{
new GUIImage(new RectTransform(new Vector2(0.35f, 0.2f), Frame.RectTransform, Anchor.BottomRight)
{ RelativeOffset = new Vector2(0.05f, 0.05f), AbsoluteOffset = new Point(-5, -5) },
style: "TitleText")
{
Color = Color.Black * 0.5f,
CanBeFocused = false
};
new GUIImage(new RectTransform(new Vector2(0.35f, 0.2f), Frame.RectTransform, Anchor.BottomRight) { RelativeOffset = new Vector2(0.05f, 0.05f) },
style: "TitleText");
buttonsParent = new GUILayoutGroup(new RectTransform(new Vector2(0.5f, 0.85f), parent: Frame.RectTransform, anchor: Anchor.BottomLeft, pivot: Pivot.BottomLeft)
{
RelativeOffset = new Vector2(0, 0),
AbsoluteOffset = new Point(50, 0)
})
{
@@ -66,7 +75,7 @@ namespace Barotrauma
var campaignButtons = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), parent: campaignNavigation.RectTransform), style: "MainMenuGUIFrame");
var campaignList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.15f), parent: campaignButtons.RectTransform))
var campaignList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.2f), parent: campaignButtons.RectTransform))
{
Stretch = false,
RelativeSpacing = 0.035f
@@ -112,7 +121,7 @@ namespace Barotrauma
var multiplayerButtons = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), parent: multiplayerNavigation.RectTransform), style: "MainMenuGUIFrame");
var multiplayerList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.15f), parent: multiplayerButtons.RectTransform))
var multiplayerList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.2f), parent: multiplayerButtons.RectTransform))
{
Stretch = false,
RelativeSpacing = 0.035f
@@ -157,7 +166,7 @@ namespace Barotrauma
var customizeButtons = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), parent: customizeNavigation.RectTransform), style: "MainMenuGUIFrame");
var customizeList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.15f), parent: customizeButtons.RectTransform))
var customizeList = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 0.2f), parent: customizeButtons.RectTransform))
{
Stretch = false,
RelativeSpacing = 0.035f
@@ -673,7 +682,12 @@ namespace Barotrauma
backgroundSprite = (LocationType.List.Where(l => l.UseInMainMenu).GetRandom()).GetPortrait(0);
}
if (backgroundSprite != null) { GUI.DrawBackgroundSprite(spriteBatch, backgroundSprite); }
if (backgroundSprite != null)
{
GUI.DrawBackgroundSprite(spriteBatch, backgroundSprite,
blurAmount: 0.0f,
aberrationStrength: 0.0f);
}
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)

View File

@@ -625,8 +625,7 @@ namespace Barotrauma
{
foreach (Item item in itemInventory.Items)
{
if (item == null) continue;
item.Drop();
item?.Drop(null);
}
}
else // If current screen is not subeditor, delete anyway to avoid lingering objects
@@ -671,8 +670,7 @@ namespace Barotrauma
{
foreach (Item item in itemInventory.Items)
{
if (item == null) continue;
item.Drop();
item?.Drop(null);
}
}
else // If current screen is not subeditor, delete anyway to avoid lingering objects
@@ -703,8 +701,7 @@ namespace Barotrauma
{
foreach (Item item in itemInventory.Items)
{
if (item == null) continue;
item.Drop();
item?.Drop(null);
}
}
else // If current screen is not subeditor, delete anyway to avoid lingering objects
@@ -1457,7 +1454,7 @@ namespace Barotrauma
Item existingWire = dummyCharacter.SelectedItems.FirstOrDefault(i => i != null && i.Prefab == userData as ItemPrefab);
if (existingWire != null)
{
existingWire.Drop();
existingWire.Drop(null);
existingWire.Remove();
return false;
}
@@ -1470,7 +1467,7 @@ namespace Barotrauma
existingWire = dummyCharacter.Inventory.Items[slotIndex];
if (existingWire != null && existingWire.Prefab != userData as ItemPrefab)
{
existingWire.Drop();
existingWire.Drop(null);
existingWire.Remove();
}

View File

@@ -109,6 +109,12 @@ namespace Barotrauma.Sounds
{
get { return loadedSounds.Select(s => s.Filename).Distinct().Count(); }
}
public int UniqueLoadedSoundCount
{
get { return loadedSounds.Select(s => s.Filename).Distinct().Count(); }
}
private Dictionary<string, Pair<float, bool>> categoryModifiers;
private Dictionary<string, Pair<float, bool>> categoryModifiers;
@@ -418,6 +424,10 @@ namespace Barotrauma.Sounds
{
categoryModifiers[category].Second = muffle;
}
else
{
categoryModifiers[category].Second = muffle;
}
}
for (int i = 0; i < playingChannels.Length; i++)

View File

@@ -0,0 +1,246 @@
#if DEBUG
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
namespace Barotrauma
{
class LocalizationCSVtoXML
{
private static Regex csvSplit = new Regex("(?:^|,)(\"(?:[^\"])*\"|[^,]*)", RegexOptions.Compiled); // Handling commas inside data fields surrounded by ""
private static List<int> conversationClosingIndent = new List<int>();
private static char[] separator = new char[1] { ',' };
private const string conversationsPath = "Content/NPCConversations";
private const string infoTextPath = "Content/Texts";
private const string xmlHeader = "<?xml version=\"1.0\" encoding=\"ISO-8859-1\"?>";
public static void Convert(string language)
{
List<string> conversationFiles = new List<string>();
List<string> infoTextFiles = new List<string>();
language = language.CapitaliseFirstInvariant();
foreach (string filePath in Directory.GetFiles(conversationsPath, "*.csv", SearchOption.AllDirectories))
{
conversationFiles.Add(filePath);
}
foreach (string filePath in Directory.GetFiles(infoTextPath, "*.csv", SearchOption.AllDirectories))
{
infoTextFiles.Add(filePath);
}
for (int i = 0; i < conversationFiles.Count; i++)
{
List<string> xmlContent = ConvertConversationsToXML(File.ReadAllLines(conversationFiles[i], Encoding.UTF8), language);
string xmlFileFullPath = $"{conversationsPath}/NPCConversations_{language}_NEW.xml";
File.WriteAllLines(xmlFileFullPath, xmlContent);
DebugConsole.NewMessage("Conversation localization .xml file successfully created at: " + xmlFileFullPath);
}
for (int i = 0; i < infoTextFiles.Count; i++)
{
List<string> xmlContent = ConvertInfoTextToXML(File.ReadAllLines(infoTextFiles[i], Encoding.UTF8), language);
string xmlFileFullPath = $"{infoTextPath}/{language}Vanilla_NEW.xml";
File.WriteAllLines(xmlFileFullPath, xmlContent);
DebugConsole.NewMessage("InfoText localization .xml file successfully created at: " + xmlFileFullPath);
}
if (conversationFiles.Count == 0 && infoTextFiles.Count == 0)
{
DebugConsole.ThrowError("No .csv files found to convert.");
}
}
private static List<string> ConvertInfoTextToXML(string[] csvContent, string language)
{
List<string> xmlContent = new List<string>();
xmlContent.Add(xmlHeader);
xmlContent.Add($"<infotexts language=\"{language}\">");
xmlContent.Add(string.Empty);
for (int i = 0; i < csvContent.Length; i++)
{
csvContent[i] = csvContent[i].Trim(separator);
if (csvContent[i].Length == 0)
{
xmlContent.Add(string.Empty);
}
else
{
string[] split = csvContent[i].Split(separator, 2);
if (split.Length == 2)
{
split[1] = split[1].Replace("\"", ""); // Replaces quotation marks around data that are added when exporting via excel
xmlContent.Add($"<{split[0]}>{split[1]}</{split[0]}>");
}
else if (split[0].Contains(".")) // An empty field
{
xmlContent.Add($"<{split[0]}><!-- No data --></{split[0]}>");
}
else // A header
{
xmlContent.Add($"<!-- {split[0]} -->");
}
}
}
xmlContent.Add(string.Empty);
xmlContent.Add("</infotexts>");
return xmlContent;
}
private static List<string> ConvertConversationsToXML(string[] csvContent, string language)
{
List<string> xmlContent = new List<string>();
xmlContent.Add(xmlHeader);
xmlContent.Add($"<Conversations identifier=\"vanillaconversations\" Language=\"{language}\">");
xmlContent.Add(string.Empty);
for (int i = 0; i < csvContent.Length; i++)
{
string[] split = SplitCSV(csvContent[i]);
int emptyFields = 0;
for (int j = 0; j < split.Length; j++)
{
if (split[j] == string.Empty) emptyFields++;
}
if (emptyFields == split.Length) // Empty line with only commas, indicates the end of the previous conversation
{
HandleClosingElements(xmlContent, 0);
xmlContent.Add(string.Empty);
continue;
}
else if (emptyFields == split.Length - 1 && split[0] != string.Empty) // A header
{
xmlContent.Add($"<!-- {split[0]} -->");
continue;
}
string speaker = split[1];
int depthIndex = int.Parse(split[2]);
// 3 = original line
string line = split[4].Replace("\"", "");
string flags = split[5].Replace("\"", "");
string allowedJobs = split[6].Replace("\"", "");
string speakerTags = split[7].Replace("\"", "");
string minIntensity = split[8].Replace("\"", "");
string maxIntensity = split[9].Replace("\"", "");
string element =
$"{GetIndenting(depthIndex)}" +
$"<Conversation line=\"{line}\" " +
$"{GetVariable("speaker" ,speaker)}" +
$"{GetVariable("flags", flags)}" +
$"{GetVariable("allowedjobs", allowedJobs)}" +
$"{GetVariable("speakertags", speakerTags)}" +
$"{GetVariable("minintensity", minIntensity)}" +
$"{GetVariable("maxintensity", maxIntensity)}";
bool nextIsSubConvo = false;
int nextDepth = 999;
if (i < csvContent.Length - 1) // Not at the end of file
{
string[] nextConversationElement = csvContent[i + 1].Split(separator);
if (nextConversationElement[1] != string.Empty)
{
nextDepth = int.Parse(nextConversationElement[2]);
nextIsSubConvo = nextDepth > depthIndex;
}
if (!nextIsSubConvo)
{
xmlContent.Add(element.TrimEnd() + "/>");
if (nextDepth < depthIndex)
{
HandleClosingElements(xmlContent, nextDepth);
}
}
else
{
xmlContent.Add(element.TrimEnd() + ">");
conversationClosingIndent.Add(depthIndex);
}
}
else
{
xmlContent.Add(element.TrimEnd() + "/>");
}
}
xmlContent.Add(string.Empty);
xmlContent.Add("</Conversations>");
return xmlContent;
}
private static void HandleClosingElements(List<string> xmlContent, int targetDepth)
{
if (conversationClosingIndent.Count == 0) return;
for (int k = conversationClosingIndent.Count - 1; k >= 0; k--)
{
int currentIndent = conversationClosingIndent[k];
if (currentIndent < targetDepth) break;
xmlContent.Add($"{GetIndenting(currentIndent)}</Conversation>");
conversationClosingIndent.RemoveAt(k);
}
}
private static string[] SplitCSV(string input) // Splits the .csv with regex, leaving commas inside quotation marks intact
{
List<string> list = new List<string>();
string curr = null;
foreach (Match match in csvSplit.Matches(input))
{
curr = match.Value;
if (0 == curr.Length)
{
list.Add("");
}
list.Add(curr.TrimStart(','));
}
return list.ToArray();
}
private static string GetIndenting(int depthIndex)
{
string indenting = string.Empty;
for (int i = 0; i < depthIndex; i++)
{
indenting += "\t";
}
return indenting;
}
private static string GetVariable(string name, string value)
{
if (value == string.Empty)
{
return string.Empty;
}
else
{
return $"{name}=\"{value}\" ";
}
}
}
}
#endif

View File

@@ -169,6 +169,12 @@
<Content Include="plugins\video_output\libvmem_plugin.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Shaders\blurshader.fx" />
<Content Include="Shaders\damageshader.fx" />
<Content Include="Shaders\deformshader.fx" />
<Content Include="Shaders\losshader.fx" />
<Content Include="Shaders\postprocess.fx" />
<Content Include="Shaders\watershader.fx" />
<Content Include="steam_api64.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -250,6 +256,7 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="packages.config" />
<None Include="Shaders\Content.mgcb" />
</ItemGroup>
<ItemGroup />
<Import Project="ClientCode.projitems" Label="Shared" />

View File

@@ -166,11 +166,8 @@ namespace Barotrauma
//character changed the direction they're facing
c.KickAFKTimer = 0.0f;
}
if (newInput.HasFlag(InputNetFlags.Aim))
{
newAim = msg.ReadUInt16();
}
newAim = msg.ReadUInt16();
if (newInput.HasFlag(InputNetFlags.Select) ||
newInput.HasFlag(InputNetFlags.Use) ||
newInput.HasFlag(InputNetFlags.Health) ||
@@ -181,12 +178,15 @@ namespace Barotrauma
if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
{
if ((i > 0 && memInput[i - 1].intAim != newAim))
{
c.KickAFKTimer = 0.0f;
}
NetInputMem newMem = new NetInputMem
{
states = newInput,
intAim = newAim,
interact = newInteract,
networkUpdateID = (ushort)(networkUpdateID - i)
};
memInput.Insert(i, newMem);

View File

@@ -62,7 +62,7 @@ namespace Barotrauma
if (newItemIDs[i] == 0 || (newItem != Items[i]))
{
if (Items[i] != null) Items[i].Drop();
if (Items[i] != null) Items[i].Drop(null);
System.Diagnostics.Debug.Assert(Items[i] == null);
}
}

View File

@@ -355,8 +355,10 @@ namespace Barotrauma.Networking
entityEventManager.Update(connectedClients);
foreach (Character character in Character.CharacterList)
//go through the characters backwards to give rejoining clients control of the latest created character
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character character = Character.CharacterList[i];
if (character.IsDead || !character.ClientDisconnected) continue;
character.KillDisconnectedTimer += deltaTime;
@@ -1957,8 +1959,8 @@ namespace Barotrauma.Networking
if (client == null) return;
if (client.Connection == OwnerConnection) return;
string msg = DisconnectReason.Banned.ToString();
DisconnectClient(client, $"ServerMessage.BannedFromServer~[client]={client.Name}", msg, reason);
string targetMsg = DisconnectReason.Banned.ToString();
DisconnectClient(client, $"ServerMessage.BannedFromServer~[client]={client.Name}", targetMsg, reason);
if (client.SteamID == 0 || range)
{
@@ -2764,6 +2766,747 @@ namespace Barotrauma.Networking
}
}
public override void Disconnect()
{
serverSettings.BanList.Save();
serverSettings.SaveSettings();
SteamManager.CloseServer();
if (registeredToMaster)
{
if (restClient != null)
{
var request = new RestRequest("masterserver2.php", Method.GET);
request.AddParameter("action", "removeserver");
request.AddParameter("serverport", Port);
restClient.Execute(request);
restClient = null;
}
}
if (serverSettings.SaveServerLogs)
{
Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
serverSettings.ServerLog.Save();
}
GameAnalyticsManager.AddDesignEvent("GameServer:ShutDown");
server.Shutdown(DisconnectReason.ServerShutdown.ToString());
}
public void SendConsoleMessage(string txt, Client recipient)
{
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
SendDirectChatMessage(msg, recipient);
}
public void SendDirectChatMessage(ChatMessage msg, Client recipient)
{
if (recipient == null)
{
string errorMsg = "Attempted to send a chat message to a null client.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.SendDirectChatMessage:ClientNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
(ushort)(recipient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(recipient.LastRecvChatMsgID + 1);
recipient.ChatMsgQueue.Add(msg);
recipient.LastChatMsgQueueID = msg.NetStateID;
}
/// <summary>
/// Add the message to the chatbox and pass it to all clients who can receive it
/// </summary>
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null, Character senderCharacter = null)
{
string senderName = "";
Client targetClient = null;
if (type == null)
{
string command = ChatMessage.GetChatMessageCommand(message, out string tempStr);
switch (command.ToLowerInvariant())
{
case "r":
case "radio":
type = ChatMessageType.Radio;
break;
case "d":
case "dead":
type = ChatMessageType.Dead;
break;
default:
if (command != "")
{
if (command == name.ToLowerInvariant())
{
//a private message to the host
}
else
{
targetClient = connectedClients.Find(c =>
command == c.Name.ToLowerInvariant() ||
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
if (targetClient == null)
{
if (senderClient != null)
{
var chatMsg = ChatMessage.Create(
"", $"ServerMessage.PlayerNotFound~[player]={command}",
ChatMessageType.Error, null);
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
(ushort)(senderClient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(senderClient.LastRecvChatMsgID + 1);
senderClient.ChatMsgQueue.Add(chatMsg);
senderClient.LastChatMsgQueueID = chatMsg.NetStateID;
}
else
{
AddChatMessage($"ServerMessage.PlayerNotFound~[player]={command}", ChatMessageType.Error);
}
return;
}
}
type = ChatMessageType.Private;
}
else
{
type = ChatMessageType.Default;
}
break;
}
message = tempStr;
}
if (gameStarted)
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
}
else //msg sent by an AI character
{
senderName = senderCharacter.Name;
}
}
else //msg sent by a client
{
senderCharacter = senderClient.Character;
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
//sender doesn't have a character or the character can't speak -> only ChatMessageType.Dead allowed
if (senderCharacter == null || senderCharacter.IsDead || senderCharacter.SpeechImpediment >= 100.0f)
{
type = ChatMessageType.Dead;
}
else if (type == ChatMessageType.Private)
{
//sender has an alive character, sending private messages not allowed
return;
}
}
}
else
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
}
else //sent by an AI character, not allowed when the game is not running
{
return;
}
}
else //msg sent by a client
{
//game not started -> clients can only send normal and private chatmessages
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
senderName = senderClient.Name;
}
}
//check if the client is allowed to send the message
WifiComponent senderRadio = null;
switch (type)
{
case ChatMessageType.Radio:
case ChatMessageType.Order:
if (senderCharacter == null) return;
//return if senderCharacter doesn't have a working radio
var radio = senderCharacter.Inventory?.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null || !senderCharacter.HasEquippedItem(radio)) return;
senderRadio = radio.GetComponent<WifiComponent>();
if (!senderRadio.CanTransmit()) return;
break;
case ChatMessageType.Dead:
//character still alive and capable of speaking -> dead chat not allowed
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead && senderCharacter.SpeechImpediment < 100.0f)
{
return;
}
break;
}
if (type == ChatMessageType.Server)
{
senderName = null;
senderCharacter = null;
}
else if (type == ChatMessageType.Radio)
{
//send to chat-linked wifi components
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, false);
}
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message;
switch (type)
{
case ChatMessageType.Default:
case ChatMessageType.Radio:
case ChatMessageType.Order:
if (senderCharacter != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, client.Character);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
break;
case ChatMessageType.Dead:
//character still alive -> don't send
if (client != senderClient && client.Character != null && !client.Character.IsDead) continue;
break;
case ChatMessageType.Private:
//private msg sent to someone else than this client -> don't send
if (client != targetClient && client != senderClient) continue;
break;
}
var chatMsg = ChatMessage.Create(
senderName,
modifiedMessage,
(ChatMessageType)type,
senderCharacter);
SendDirectChatMessage(chatMsg, client);
}
if (type.Value != ChatMessageType.MessageBox)
{
string myReceivedMessage = type == ChatMessageType.Server || type == ChatMessageType.Error ? TextManager.GetServerMessage(message) : message;
if (!string.IsNullOrWhiteSpace(myReceivedMessage) &&
(targetClient == null || senderClient == null))
{
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
}
}
}
public void SendOrderChatMessage(OrderChatMessage message)
{
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) return;
ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message.Text;
if (message.Sender != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, client.Character);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
SendDirectChatMessage(message, client);
}
string myReceivedMessage = message.Text;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
}
}
private void FileTransferChanged(FileSender.FileTransferOut transfer)
{
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
if (transfer.FileType == FileTransferType.CampaignSave &&
(transfer.Status == FileTransferStatus.Sending || transfer.Status == FileTransferStatus.Finished) &&
recipient.LastCampaignSaveSendTime != null)
{
recipient.LastCampaignSaveSendTime.Second = (float)NetTime.Now;
}
}
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.FILE_TRANSFER);
msg.Write((byte)FileTransferMessageType.Cancel);
msg.Write((byte)transfer.SequenceChannel);
CompressOutgoingMessage(msg);
server.SendMessage(msg, transfer.Connection, NetDeliveryMethod.ReliableOrdered, transfer.SequenceChannel);
}
public void UpdateVoteStatus()
{
if (server.Connections.Count == 0 || connectedClients.Count == 0) return;
Client.UpdateKickVotes(connectedClients);
var clientsToKick = connectedClients.FindAll(c =>
c.Connection != OwnerConnection &&
c.KickVoteCount >= connectedClients.Count * serverSettings.KickVoteRequiredRatio);
foreach (Client c in clientsToKick)
{
SendChatMessage($"ServerMessage.KickedFromServer~[client]={c.Name}", ChatMessageType.Server, null);
KickClient(c, "ServerMessage.KickedByVote");
BanClient(c, "ServerMessage.KickedByVoteAutoBan", duration: TimeSpan.FromSeconds(serverSettings.AutoBanTime));
}
GameMain.NetLobbyScreen.LastUpdateID++;
SendVoteStatus(connectedClients);
if (serverSettings.Voting.AllowEndVoting && EndVoteMax > 0 &&
((float)EndVoteCount / (float)EndVoteMax) >= serverSettings.EndVoteRequiredRatio)
{
Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
EndGame();
}
}
public void SendVoteStatus(List<Client> recipients)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
msg.Write((byte)ServerNetObject.VOTE);
serverSettings.Voting.ServerWrite(msg);
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
CompressOutgoingMessage(msg);
server.SendMessage(msg, recipients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
public void UpdateClientPermissions(Client client)
{
if (client.SteamID > 0)
{
serverSettings.ClientPermissions.RemoveAll(cp => cp.SteamID == client.SteamID);
if (client.Permissions != ClientPermissions.None)
{
serverSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
client.SteamID,
client.Permissions,
client.PermittedConsoleCommands));
}
}
else
{
serverSettings.ClientPermissions.RemoveAll(cp => client.IPMatches(cp.IP));
if (client.Permissions != ClientPermissions.None)
{
serverSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
client.Connection.RemoteEndPoint.Address,
client.Permissions,
client.PermittedConsoleCommands));
}
}
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
client.WritePermissions(msg);
CompressOutgoingMessage(msg);
//send the message to the client whose permissions are being modified and the clients who are allowed to modify permissions
List<NetConnection> recipients = new List<NetConnection>() { client.Connection };
foreach (Client otherClient in connectedClients)
{
if (otherClient.HasPermission(ClientPermissions.ManagePermissions) && !recipients.Contains(otherClient.Connection))
{
recipients.Add(otherClient.Connection);
}
}
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
serverSettings.SaveClientPermissions();
}
public void GiveAchievement(Character character, string achievementIdentifier)
{
achievementIdentifier = achievementIdentifier.ToLowerInvariant();
foreach (Client client in connectedClients)
{
if (client.Character == character)
{
GiveAchievement(client, achievementIdentifier);
return;
}
}
}
public void GiveAchievement(Client client, string achievementIdentifier)
{
if (client.GivenAchievements.Contains(achievementIdentifier)) return;
client.GivenAchievements.Add(achievementIdentifier);
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
msg.Write(achievementIdentifier);
CompressOutgoingMessage(msg);
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
}
public void UpdateCheatsEnabled()
{
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.CHEATS_ENABLED);
msg.Write(DebugConsole.CheatsEnabled);
msg.WritePadBits();
CompressOutgoingMessage(msg);
server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
public void SetClientCharacter(Client client, Character newCharacter)
{
if (client == null) return;
//the client's previous character is no longer a remote player
if (client.Character != null)
{
client.Character.IsRemotePlayer = false;
client.Character.OwnerClientIP = null;
client.Character.OwnerClientName = null;
}
if (newCharacter == null)
{
if (client.Character != null) //removing control of the current character
{
CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
client.Character = null;
}
}
else //taking control of a new character
{
newCharacter.ClientDisconnected = false;
newCharacter.KillDisconnectedTimer = 0.0f;
newCharacter.ResetNetState();
if (client.Character != null)
{
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
}
newCharacter.OwnerClientIP = client.Connection.RemoteEndPoint.Address.ToString();
newCharacter.OwnerClientName = client.Name;
newCharacter.IsRemotePlayer = true;
newCharacter.Enabled = true;
client.Character = newCharacter;
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
}
}
private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
{
sender.SpectateOnly = message.ReadBoolean() && (serverSettings.AllowSpectating || sender.Connection == OwnerConnection);
if (sender.SpectateOnly)
{
return;
}
Gender gender = Gender.Male;
Race race = Race.White;
int headSpriteId = 0;
try
{
gender = (Gender)message.ReadByte();
race = (Race)message.ReadByte();
headSpriteId = message.ReadByte();
}
catch (Exception e)
{
//gender = Gender.Male;
//race = Race.White;
//headSpriteId = 0;
DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
}
int hairIndex = message.ReadByte();
int beardIndex = message.ReadByte();
int moustacheIndex = message.ReadByte();
int faceAttachmentIndex = message.ReadByte();
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
for (int i = 0; i < Math.Min(count, 3); i++)
{
string jobIdentifier = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name);
sender.CharacterInfo.RecreateHead(headSpriteId, race, gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
//if the client didn't provide job preferences, we'll use the preferences that are randomly assigned in the Client constructor
Debug.Assert(sender.JobPreferences.Count > 0);
if (jobPreferences.Count > 0)
{
sender.JobPreferences = jobPreferences;
}
}
public void AssignJobs(List<Client> unassigned)
{
unassigned = new List<Client>(unassigned);
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
{
assignedClientCount.Add(jp, 0);
}
Character.TeamType teamID = Character.TeamType.None;
if (unassigned.Count > 0) { teamID = unassigned[0].TeamID; }
//if we're playing a multiplayer campaign, check which clients already have a character and a job
//(characters are persistent in campaigns)
if (GameMain.GameSession.GameMode is MultiPlayerCampaign multiplayerCampaign)
{
var campaignAssigned = multiplayerCampaign.GetAssignedJobs(connectedClients);
//remove already assigned clients from unassigned
unassigned.RemoveAll(u => campaignAssigned.ContainsKey(u));
//add up to assigned client count
foreach (KeyValuePair<Client, Job> clientJob in campaignAssigned)
{
assignedClientCount[clientJob.Value.Prefab]++;
clientJob.Key.AssignedJob = clientJob.Value.Prefab;
}
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
if (c.TeamID != teamID || unassigned.Contains(c)) continue;
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
{
assignedClientCount[c.Character.Info.Job.Prefab]++;
}
}
//if any of the players has chosen a job that is Always Allowed, give them that job
for (int i = unassigned.Count - 1; i >= 0; i--)
{
if (unassigned[i].JobPreferences.Count == 0) continue;
if (!unassigned[i].JobPreferences[0].AllowAlways) continue;
unassigned[i].AssignedJob = unassigned[i].JobPreferences[0];
unassigned.RemoveAt(i);
}
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
bool unassignedJobsFound = true;
while (unassignedJobsFound && unassigned.Count > 0)
{
unassignedJobsFound = false;
foreach (JobPrefab jobPrefab in JobPrefab.List)
{
if (unassigned.Count == 0) break;
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) continue;
//find the client that wants the job the most, or force it to random client if none of them want it
Client assignedClient = FindClientWithJobPreference(unassigned, jobPrefab, true);
assignedClient.AssignedJob = jobPrefab;
assignedClientCount[jobPrefab]++;
unassigned.Remove(assignedClient);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) unassignedJobsFound = true;
}
}
//attempt to give the clients a job they have in their job preferences
for (int i = unassigned.Count - 1; i >= 0; i--)
{
foreach (JobPrefab preferredJob in unassigned[i].JobPreferences)
{
//the maximum number of players that can have this job hasn't been reached yet
// -> assign it to the client
if (assignedClientCount[preferredJob] < preferredJob.MaxNumber && unassigned[i].Karma >= preferredJob.MinKarma)
{
unassigned[i].AssignedJob = preferredJob;
assignedClientCount[preferredJob]++;
unassigned.RemoveAt(i);
break;
}
}
}
//give random jobs to rest of the clients
foreach (Client c in unassigned)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
int jobIndex = Rand.Range(0, JobPrefab.List.Count);
int skips = 0;
while (c.Karma < JobPrefab.List[jobIndex].MinKarma)
{
jobIndex++;
skips++;
if (jobIndex >= JobPrefab.List.Count) jobIndex -= JobPrefab.List.Count;
if (skips >= JobPrefab.List.Count) break;
}
c.AssignedJob = JobPrefab.List[jobIndex];
assignedClientCount[c.AssignedJob]++;
}
else //some jobs still left, choose one of them by random
{
c.AssignedJob = remainingJobs[Rand.Range(0, remainingJobs.Count)];
assignedClientCount[c.AssignedJob]++;
}
}
}
public void AssignBotJobs(List<CharacterInfo> bots, Character.TeamType teamID)
{
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
{
assignedPlayerCount.Add(jp, 0);
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
if (c.TeamID != teamID) continue;
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
{
assignedPlayerCount[c.Character.Info.Job.Prefab]++;
}
else if (c.CharacterInfo?.Job != null)
{
assignedPlayerCount[c.CharacterInfo?.Job.Prefab]++;
}
}
List<CharacterInfo> unassignedBots = new List<CharacterInfo>(bots);
foreach (CharacterInfo bot in bots)
{
foreach (JobPrefab jobPrefab in JobPrefab.List)
{
if (jobPrefab.MinNumber < 1 || assignedPlayerCount[jobPrefab] >= jobPrefab.MinNumber) continue;
bot.Job = new Job(jobPrefab);
assignedPlayerCount[jobPrefab]++;
unassignedBots.Remove(bot);
break;
}
}
//find a suitable job for the rest of the players
foreach (CharacterInfo c in unassignedBots)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedPlayerCount[jp] < jp.MaxNumber);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
c.Job = new Job(JobPrefab.List[Rand.Range(0, JobPrefab.List.Count)]);
assignedPlayerCount[c.Job.Prefab]++;
}
else //some jobs still left, choose one of them by random
{
c.Job = new Job(remainingJobs[Rand.Range(0, remainingJobs.Count)]);
assignedPlayerCount[c.Job.Prefab]++;
}
}
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = 0;
Client preferredClient = null;
foreach (Client c in clients)
{
if (c.Karma < job.MinKarma) continue;
int index = c.JobPreferences.IndexOf(job);
if (index == -1) index = 1000;
if (preferredClient == null || index < bestPreference)
{
bestPreference = index;
preferredClient = c;
}
}
//none of the clients wants the job, assign it to random client
if (forceAssign && preferredClient == null)
{
preferredClient = clients[Rand.Int(clients.Count)];
}
return preferredClient;
}
public static void Log(string line, ServerLog.MessageType messageType)
{
if (GameMain.Server == null || !GameMain.Server.ServerSettings.SaveServerLogs) return;
GameMain.Server.ServerSettings.ServerLog.WriteLine(line, messageType);
foreach (Client client in GameMain.Server.ConnectedClients)
{
if (!client.HasPermission(ClientPermissions.ServerLog)) continue;
//use sendername as the message type
GameMain.Server.SendDirectChatMessage(
ChatMessage.Create(messageType.ToString(), line, ChatMessageType.ServerLog, null),
client);
}
}
public override void Disconnect()
{
serverSettings.BanList.Save();

View File

@@ -140,7 +140,7 @@ namespace Barotrauma.Networking
if (GameMain.Config.RequireSteamAuthentication)
{
Log("Disconnected unauthenticated client (Steam ID: " + steamID + "). Steam authentication failed, (" + status + ").", ServerLog.MessageType.ServerMessage);
unauthClient.Connection.Disconnect(DisconnectReason.SteamAuthenticationFailed.ToString() + "; (" + status.ToString() + ")");
unauthClient.Connection.Disconnect(DisconnectReason.SteamAuthenticationFailed.ToString() + "/ (" + status.ToString() + ")");
}
else
{
@@ -500,7 +500,7 @@ namespace Barotrauma.Networking
private void DisconnectUnauthClient(NetIncomingMessage inc, UnauthenticatedClient unauthClient, DisconnectReason reason, string message)
{
inc.SenderConnection.Disconnect(reason.ToString() + "; " + message);
inc.SenderConnection.Disconnect(reason.ToString() + "/ " + message);
if (unauthClient.SteamID > 0) { Steam.SteamManager.StopAuthSession(unauthClient.SteamID); }
if (unauthClient != null)
{

View File

@@ -1029,25 +1029,34 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LargeInsideWallsBack.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\AlienRuins.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\AlienRuins.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\AlienRuins2.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\Colony.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\Colony.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\HabitationOutpost.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\EmptyLocation.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\NaturalFormations.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\NaturalFormations.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMilitary.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMining1.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMining1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMining2.jpg">
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMining2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMining3.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampResearchFacility1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampResearchFacility2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\MapIconAtlas.png">
@@ -1298,15 +1307,6 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Map\MapGenerationParameters.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\HabitationOutpost.jpg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampMilitary.jpg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LocationPortraits\WorkCampResearchFacility.jpg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\MapHUD.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -3108,5 +3108,8 @@
<None Include="$(MSBuildThisFileDirectory)Content\Items\Alien\AlienDoor.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Submarines\Venture.sub">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>

View File

@@ -22,7 +22,6 @@ namespace Barotrauma
public const float HULL_SAFETY_THRESHOLD = 50;
// TODO: update the list when someone gives a report
public HashSet<Hull> UnsafeHulls { get; private set; } = new HashSet<Hull>();
private SteeringManager outsideSteering, insideSteering;
@@ -136,10 +135,11 @@ namespace Barotrauma
Character.AnimController.IgnorePlatforms = ignorePlatforms;
if (Character.IsClimbing)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
// Suspect that this causes issues when trying to exit from the ladders -> could try to check if the next node is ladder?
//if (Character.IsClimbing)
//{
// Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
//}
Vector2 targetMovement = AnimController.TargetMovement;
@@ -187,7 +187,7 @@ namespace Barotrauma
// Try to put the mask in an Any slot, and drop it if that fails
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
mask.Drop();
mask.Drop(Character);
}
}
}
@@ -198,7 +198,7 @@ namespace Barotrauma
if (extinguisherItem != null && Character.HasEquippedItem(extinguisherItem))
{
// TODO: take the item where it was taken from?
extinguisherItem.Drop();
extinguisherItem.Drop(Character);
}
}
@@ -227,6 +227,10 @@ namespace Barotrauma
PropagateHullSafety(Character, Character.CurrentHull);
}
}
private void ReportProblems()
{
if (GameMain.Client != null) return;
protected void ReportProblems()
{
@@ -271,10 +275,6 @@ namespace Barotrauma
}
}
}
private void ReportProblems()
{
if (GameMain.Client != null) return;
private void UpdateSpeaking()
{
@@ -293,41 +293,68 @@ namespace Barotrauma
Character.Speak(TextManager.Get("DialogPressure").Replace("[roomname]", Character.CurrentHull.RoomName), null, 0, "pressure", 30.0f);
}
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float totalDamage = attackResult.Damage;
if (totalDamage <= 0.0f || attacker == null) return;
if (attacker.SpeciesName == Character.SpeciesName)
float damage = attackResult.Damage;
if (damage < 0) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
return;
}
if (IsFriendly(attacker))
{
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
{
// Don't react to damage done by friendly ai, because we know that it's accidental
return;
}
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
{
// Don't attack characters that damage you while doing cpr, because let's assume that they are helping you.
// Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate).
return;
}
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
{
// Don't react to damage done by friendly ai, because we know that it's accidental
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
return;
}
float currentVitality = Character.CharacterHealth.Vitality;
float dmgPercentage = totalDamage / currentVitality * 100;
float dmgPercentage = damage / currentVitality * 100;
if (dmgPercentage < currentVitality / 10)
{
// Don't react to a minor amount of (accidental) dmg done by friendly characters
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
return;
}
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
}
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1, Rand.RandSync.Unsynced), () =>
else
{
//the objective in the manager is not necessarily the same as the one we just instantiated,
//because the objective isn't added if there's already an identical objective in the manager
var combatObjective = objectiveManager.GetObjective<AIObjectiveCombat>();
combatObjective.MaxEnemyDamage = Math.Max(totalDamage, combatObjective.MaxEnemyDamage);
});
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
}
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
@@ -420,7 +447,8 @@ namespace Barotrauma
bool ignoreFire = ObjectiveManager.CurrentObjective is AIObjectiveExtinguishFire || ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires;
bool ignoreWater = HasDivingSuit(Character);
bool ignoreOxygen = ignoreWater || HasDivingGear(Character);
return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies: false);
bool ignoreEnemies = ObjectiveManager.CurrentObjective is AIObjectiveCombat || ObjectiveManager.CurrentOrder is AIObjectiveCombat;
return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
}
public static float GetHullSafety(Hull hull, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
@@ -443,5 +471,8 @@ namespace Barotrauma
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
return MathHelper.Clamp(safety * 100, 0, 100);
}
// TODO: If the aliens are quaranteed to be in another team than the player, we wouldn't need to check the species.
public bool IsFriendly(Character other) => other.TeamID == Character.TeamID && other.SpeciesName == Character.SpeciesName;
}
}

View File

@@ -15,7 +15,7 @@ namespace Barotrauma
public virtual bool KeepDivingGearOn => false;
protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
protected float priority;
public float Priority { get; set; }
protected readonly Character character;
protected string option;
protected bool abandon;
@@ -26,6 +26,7 @@ namespace Barotrauma
protected HumanAIController HumanAIController => character.AIController as HumanAIController;
protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
public string Option
{
@@ -103,20 +104,20 @@ namespace Barotrauma
CurrentSubObjective.SortSubObjectives(objectiveManager);
}
public virtual float GetPriority(AIObjectiveManager objectiveManager) => priority;
public virtual float GetPriority(AIObjectiveManager objectiveManager) => Priority;
public virtual void Update(AIObjectiveManager objectiveManager, float deltaTime)
{
var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
if (objectiveManager.CurrentOrder == this)
{
priority = AIObjectiveManager.OrderPriority;
Priority = AIObjectiveManager.OrderPriority;
}
else if (objectiveManager.CurrentObjective == this || subObjective == this)
{
priority += Devotion * deltaTime;
Priority += Devotion * deltaTime;
}
priority = MathHelper.Clamp(priority, 0, 100);
Priority = MathHelper.Clamp(Priority, 0, 100);
subObjectives.ForEach(so => so.Update(objectiveManager, deltaTime));
}

View File

@@ -1,194 +1,268 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveCombat : AIObjective
{
public override string DebugTag => "combat";
public override bool ForceRun => true;
public override bool KeepDivingGearOn => true;
const float CoolDown = 10.0f;
//the largest amount of damage the enemy has inflicted on this character
//(may be higher than enemyStrength if the enemy is e.g. a human using items)
public float MaxEnemyDamage;
private Character enemy;
private AIObjectiveFindSafety escapeObjective;
public Character Enemy { get; private set; }
private Item _weapon;
private Item Weapon
{
get { return _weapon; }
set
{
_weapon = value;
_weaponComponent = null;
reloadWeaponObjective = null;
}
}
private ItemComponent _weaponComponent;
private ItemComponent WeaponComponent
{
get
{
if (_weaponComponent == null)
{
_weaponComponent =
Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
Weapon.GetComponent<RepairTool>() as ItemComponent;
}
return _weaponComponent;
}
}
private AIObjectiveContainItem reloadWeaponObjective;
private Hull retreatTarget;
private AIObjectiveGoTo retreatObjective;
private float coolDownTimer;
public AIObjectiveCombat(Character character, Character enemy) : base(character, "")
{
this.enemy = enemy;
Enemy = enemy;
coolDownTimer = CoolDown;
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
}
protected override void Act(float deltaTime)
{
coolDownTimer -= deltaTime;
var weapon = character.Inventory.FindItemByTag("weapon");
if (weapon == null)
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
{
Weapon = null;
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
if (Weapon == null)
{
Escape(deltaTime);
}
else
else if (Equip(deltaTime))
{
if (!character.SelectedItems.Contains(weapon))
if (Reload(deltaTime))
{
if (character.Inventory.TryPutItem(weapon, 3, true, false, character))
{
weapon.Equip(character);
}
else
{
//couldn't equip the item, escape
Escape(deltaTime);
return;
}
Attack(deltaTime);
}
}
if (!abandon)
{
Move(deltaTime);
}
}
//make sure the weapon is loaded
var weaponComponent =
weapon.GetComponent<RangedWeapon>() as ItemComponent ??
weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
weapon.GetComponent<RepairTool>() as ItemComponent;
if (weaponComponent != null && weaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
private Item GetWeapon()
{
_weaponComponent = null;
var weapon = character.Inventory.FindItemByTag("weapon");
if (weapon == null)
{
foreach (var item in character.Inventory.Items)
{
var containedItems = weapon.ContainedItems;
foreach (RelatedItem requiredItem in weaponComponent.requiredItems[RelatedItem.RelationType.Contained])
if (item == null) { continue; }
foreach (var component in item.Components)
{
Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (containedItem == null)
if (component is MeleeWeapon || component is RangedWeapon)
{
var newReloadWeaponObjective = new AIObjectiveContainItem(character, requiredItem.Identifiers, weapon.GetComponent<ItemContainer>());
if (!newReloadWeaponObjective.IsDuplicate(reloadWeaponObjective))
return item;
}
var effects = component.statusEffectLists;
if (effects != null)
{
foreach (var statusEffects in effects.Values)
{
reloadWeaponObjective = newReloadWeaponObjective;
foreach (var statusEffect in statusEffects)
{
if (statusEffect.Afflictions.Any())
{
return item;
}
}
}
}
}
}
}
return weapon;
}
if (reloadWeaponObjective != null)
private bool Equip(float deltaTime)
{
if (!character.SelectedItems.Contains(Weapon))
{
if (character.Inventory.TryPutItem(Weapon, 3, true, false, character))
{
if (reloadWeaponObjective.IsCompleted())
{
reloadWeaponObjective = null;
}
else if (!reloadWeaponObjective.CanBeCompleted)
{
Escape(deltaTime);
}
else
{
reloadWeaponObjective.TryComplete(deltaTime);
}
return;
Weapon.Equip(character);
}
character.CursorPosition = enemy.Position;
character.SetInput(InputType.Aim, false, true);
Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
if (!MathUtils.IsValid(enemyDiff)) enemyDiff = Rand.Vector(1.0f);
float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
if (Vector2.Dot(enemyDiff, weaponDir) < 0.9f) return;
List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
foreach (Limb limb in character.AnimController.Limbs)
else
{
ignoredBodies.Add(limb.body.FarseerBody);
//couldn't equip the item, escape
Escape(deltaTime);
return false;
}
}
return true;
}
var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
if (pickedBody != null && !(pickedBody.UserData is Limb)) return;
private void Move(float deltaTime)
{
// Retreat to safety
// TODO: aggressive behaviour, chasing?
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull();
}
if (retreatTarget != null)
{
if (retreatObjective == null || retreatObjective.Target != retreatTarget)
{
retreatObjective = new AIObjectiveGoTo(retreatTarget, character, false, true);
}
retreatObjective.TryComplete(deltaTime);
}
}
weapon.Use(deltaTime, character);
private bool Reload(float deltaTime)
{
if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
var containedItems = Weapon.ContainedItems;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (containedItem == null)
{
if (reloadWeaponObjective == null)
{
reloadWeaponObjective = new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>());
}
}
}
}
if (reloadWeaponObjective != null)
{
if (reloadWeaponObjective.IsCompleted())
{
reloadWeaponObjective = null;
}
else if (!reloadWeaponObjective.CanBeCompleted)
{
Escape(deltaTime);
}
else
{
reloadWeaponObjective.TryComplete(deltaTime);
}
return false;
}
return true;
}
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.Position;
character.SetInput(InputType.Aim, false, true);
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
{
Weapon.Use(deltaTime, character);
}
}
else
{
if (WeaponComponent is RepairTool repairTool)
{
if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
}
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies);
if (pickedBody != null)
{
Character target = null;
if (pickedBody.UserData is Character c)
{
target = c;
}
else if (pickedBody.UserData is Limb limb)
{
target = limb.character;
}
if (target != null && target == Enemy)
{
Weapon.Use(deltaTime, character);
}
}
}
}
}
private void Escape(float deltaTime)
{
// TODO: just let the find safety run?
if (escapeObjective == null)
{
escapeObjective = new AIObjectiveFindSafety(character);
}
if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
{
escapeObjective.OverrideCurrentHullSafety = 0.0f;
}
else
{
escapeObjective.OverrideCurrentHullSafety = null;
}
escapeObjective.TryComplete(deltaTime);
abandon = true;
SteeringManager.Reset();
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
public override bool IsCompleted()
{
return enemy == null || enemy.Removed || enemy.IsDead || coolDownTimer <= 0.0f;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (enemy == null || enemy.Removed)
{
return 0.0f;
}
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
//clamp the strength to the health of this character
//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
float enemyDanger = Math.Min(Math.Max(CalculateEnemyStrength(), MaxEnemyDamage), character.Health) + enemy.Health / 10.0f;
if (enemy.AIController is EnemyAIController enemyAI)
{
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
}
return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
}
public override bool IsCompleted() => Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0.0f;
public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100;
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
if (objective == null) return false;
return objective.enemy == enemy;
if (!(otherObjective is AIObjectiveCombat objective)) return false;
return objective.Enemy == Enemy;
}
private float CalculateEnemyStrength()
{
float enemyStrength = 0;
AttackContext currentContext = character.GetAttackContext();
foreach (Limb limb in enemy.AnimController.Limbs)
{
if (limb.attack == null) continue;
if (!limb.attack.IsValidContext(currentContext)) { continue; }
if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
enemyStrength += limb.attack.GetTotalDamage(false);
}
return enemyStrength;
}
//private float CalculateEnemyStrength()
//{
// float enemyStrength = 0;
// AttackContext currentContext = character.GetAttackContext();
// foreach (Limb limb in Enemy.AnimController.Limbs)
// {
// if (limb.attack == null) continue;
// if (!limb.attack.IsValidContext(currentContext)) { continue; }
// if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
// enemyStrength += limb.attack.GetTotalDamage(false);
// }
// return enemyStrength;
//}
}
}

View File

@@ -32,7 +32,7 @@ namespace Barotrauma
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
return MathHelper.Clamp(priority * severityFactor * distanceFactor, 0, 100);
return MathHelper.Clamp(Priority * severityFactor * distanceFactor, 0, 100);
}
public override bool IsCompleted()

View File

@@ -62,7 +62,7 @@ namespace Barotrauma
if (containedItem == null) continue;
if (containedItem.Condition <= 0.0f)
{
containedItem.Drop();
containedItem.Drop(character);
}
else if (containedItem.Prefab.Identifier == "oxygentank" || containedItem.HasTag("oxygensource"))
{

View File

@@ -16,18 +16,17 @@ namespace Barotrauma
const float priorityIncrease = 25;
const float priorityDecrease = 10;
const float SearchHullInterval = 3.0f;
const float clearUnreachableInterval = 30;
private List<Hull> unreachable = new List<Hull>();
private float currenthullSafety;
private float unreachableClearTimer;
private float searchHullTimer;
private AIObjectiveGoTo goToObjective;
private AIObjective divingGearObjective;
public float? OverrideCurrentHullSafety;
public AIObjectiveFindSafety(Character character) : base(character, "") { }
public override bool IsCompleted() => false;
@@ -52,7 +51,7 @@ namespace Barotrauma
if (divingGearObjective.IsCompleted())
{
divingGearObjective = null;
priority = 0;
Priority = 0;
}
else if (divingGearObjective.CanBeCompleted)
{
@@ -61,6 +60,16 @@ namespace Barotrauma
}
}
if (unreachableClearTimer > 0)
{
unreachableClearTimer -= deltaTime;
}
else
{
unreachableClearTimer = clearUnreachableInterval;
unreachable.Clear();
}
if (searchHullTimer > 0.0f)
{
searchHullTimer -= deltaTime;
@@ -147,16 +156,35 @@ namespace Barotrauma
}
}
private Hull FindBestHull()
public Hull FindBestHull()
{
Hull bestHull = character.CurrentHull;
float bestValue = currenthullSafety;
foreach (Hull hull in Hull.hullList)
{
if (unreachable.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
float hullSafety = 0;
if (character.Submarine == null)
if (character.Submarine != null && SteeringManager == PathSteering)
{
// Inside or outside near the sub
if (unreachable.Contains(hull)) { continue; }
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
hullSafety = HumanAIController.GetHullSafety(hull, character);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
hullSafety *= distanceFactor;
// Each unsafe node reduces the hull safety value.
hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
{
hullSafety /= 10;
}
}
else
{
// Outside
if (hull.RoomName?.ToLowerInvariant() == "airlock")
@@ -177,7 +205,8 @@ namespace Barotrauma
}
// Huge preference for closer targets
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, 100000, Vector2.Distance(character.WorldPosition, hull.WorldPosition)));
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
hullSafety *= distanceFactor;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
@@ -185,26 +214,6 @@ namespace Barotrauma
hullSafety /= 10;
}
}
else
{
// Inside
// Not connected.
if (!character.Submarine.GetConnectedSubs().Contains(hull.Submarine)) { continue; }
hullSafety = HumanAIController.GetHullSafety(hull, character);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
hullSafety *= distanceFactor;
// Each unsafe node reduces the hull safety value.
hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
{
hullSafety /= 10;
}
}
if (hullSafety > bestValue)
{
bestHull = hull;
@@ -224,24 +233,24 @@ namespace Barotrauma
if (character.CurrentHull == null)
{
currenthullSafety = 0;
priority = 5;
Priority = 5;
return;
}
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { priority = 100; }
currenthullSafety = OverrideCurrentHullSafety ?? HumanAIController.GetHullSafety(character.CurrentHull);
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
currenthullSafety = HumanAIController.GetHullSafety(character.CurrentHull);
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
priority -= priorityDecrease * deltaTime;
Priority -= priorityDecrease * deltaTime;
}
else
{
float dangerFactor = (100 - currenthullSafety) / 100;
priority += dangerFactor * priorityIncrease * deltaTime;
Priority += dangerFactor * priorityIncrease * deltaTime;
}
priority = MathHelper.Clamp(priority, 0, 100);
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
{
priority = Math.Max(priority, AIObjectiveManager.OrderPriority + 10);
Priority = Math.Max(Priority, AIObjectiveManager.OrderPriority + 10);
}
}
}

View File

@@ -11,6 +11,7 @@ namespace Barotrauma
public override string DebugTag => "fix leak";
public override bool KeepDivingGearOn => true;
public override bool ForceRun => true;
private readonly Gap leak;

View File

@@ -10,6 +10,7 @@ namespace Barotrauma
{
public override string DebugTag => "fix leaks";
public override bool KeepDivingGearOn => true;
public override bool ForceRun => true;
public AIObjectiveFixLeaks(Character character) : base (character, "") { }

View File

@@ -144,7 +144,7 @@ namespace Barotrauma
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) continue;
//if everything else fails, simply drop the existing item
character.Inventory.Items[i].Drop();
character.Inventory.Items[i].Drop(character);
}
}
}

View File

@@ -45,17 +45,22 @@ namespace Barotrauma
get
{
bool canComplete = !cannotReach && !abandon;
if (FollowControlledCharacter && Character.Controlled == null) { canComplete = false; }
else if (Target != null && Target.Removed) { canComplete = false; }
else if (repeat || waitUntilPathUnreachable > 0.0f) { canComplete = true; }
else if (character.AIController.SteeringManager is IndoorsSteeringManager pathSteering)
if (canComplete)
{
//path doesn't exist (= hasn't been searched for yet), assume for now that the target is reachable TODO: add a timer?
if (pathSteering.CurrentPath == null) { canComplete = true; }
else if (!AllowGoingOutside && pathSteering.CurrentPath.HasOutdoorsNodes) { canComplete = false; }
if (canComplete)
if (FollowControlledCharacter && Character.Controlled == null)
{
canComplete = !pathSteering.CurrentPath.Unreachable;
canComplete = false;
}
else if (Target != null && Target.Removed)
{
canComplete = false;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
canComplete = !PathSteering.CurrentPath.Unreachable;
}
}
}
if (!canComplete)
@@ -144,9 +149,9 @@ namespace Barotrauma
}
else
{
var indoorSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
bool targetIsOutside = (Target != null && Target.Submarine == null) || (indoorSteering != null && indoorSteering.CurrentPath != null && indoorSteering.CurrentPath.HasOutdoorsNodes);
if (targetIsOutside && !AllowGoingOutside)
bool targetIsOutside = (Target != null && Target.Submarine == null) ||
(SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.HasOutdoorsNodes);
if (targetIsOutside && character.CurrentHull != null && !AllowGoingOutside)
{
cannotReach = true;
}

View File

@@ -11,6 +11,12 @@ namespace Barotrauma
public override string DebugTag => "idle";
const float WallAvoidDistance = 150.0f;
private readonly float newTargetIntervalMin = 5;
private readonly float newTargetIntervalMax = 15;
private readonly float standStillMin = 1;
private readonly float standStillMax = 10;
private readonly float walkDurationMin = 3;
private readonly float walkDurationMax = 10;
private Hull currentTarget;
private float newTargetTimer;
@@ -46,7 +52,10 @@ namespace Barotrauma
character.SelectedConstruction = null;
}
if (currentTarget == null && (IsForbidden(character.CurrentHull) || HumanAIController.UnsafeHulls.Contains(character.CurrentHull)))
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
if (currentTargetIsInvalid || (currentTarget == null && IsForbidden(character.CurrentHull)))
{
newTargetTimer = 0;
standStillTimer = 0;
@@ -70,7 +79,7 @@ namespace Barotrauma
PathSteering.SetPath(path);
}
newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
newTargetTimer = currentTarget != null && character.AnimController.InWater ? newTargetIntervalMin : Rand.Range(newTargetIntervalMin, newTargetIntervalMax);
}
newTargetTimer -= deltaTime;
@@ -79,20 +88,20 @@ namespace Barotrauma
// - if reached the end of the path
// - if the target is unreachable
// - if the path requires going outside
if (PathSteering == null || (PathSteering.CurrentPath != null &&
if (SteeringManager != PathSteering || (PathSteering.CurrentPath != null &&
(PathSteering.CurrentPath.NextNode == null || PathSteering.CurrentPath.Unreachable || PathSteering.CurrentPath.HasOutdoorsNodes)))
{
standStillTimer -= deltaTime;
if (standStillTimer > 0.0f)
{
walkDuration = Rand.Range(1.0f, 5.0f);
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
PathSteering.Reset();
return;
}
if (standStillTimer < -walkDuration)
{
standStillTimer = Rand.Range(1.0f, 10.0f);
standStillTimer = Rand.Range(standStillMin, standStillMax);
}
//steer away from edges of the hull
@@ -128,12 +137,11 @@ namespace Barotrauma
}
character.AIController.SteeringManager.SteeringWander();
if (!character.IsClimbing)
if (!character.IsClimbing && !character.AnimController.InWater)
{
//reset vertical steering to prevent dropping down from platforms etc
character.AIController.SteeringManager.ResetY();
}
return;
}
@@ -150,6 +158,7 @@ namespace Barotrauma
{
var idCard = character.Inventory.FindItemByIdentifier("idcard");
Hull targetHull = null;
bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
//random chance of navigating back to the room where the character spawned
if (Rand.Int(5) == 1 && idCard != null)
{
@@ -186,9 +195,13 @@ namespace Barotrauma
continue;
}
}
// Check that there is no unsafe or forbidden hulls on the way to the target
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
if (isCurrentHullOK)
{
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
}
// If we want to do a steering check, we should do it here, before setting the path
//if (path.Cost > 1000.0f) { continue; }

View File

@@ -56,23 +56,6 @@ namespace Barotrauma
DelayedObjectives.Add(objective, coroutine);
}
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
public void AddObjective(AIObjective objective, float delay, Action callback = null)
{
if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
{
CoroutineManager.StopCoroutines(coroutine);
DelayedObjectives.Remove(objective);
}
coroutine = CoroutineManager.InvokeAfter(() =>
{
DelayedObjectives.Remove(objective);
AddObjective(objective);
callback?.Invoke();
}, delay);
DelayedObjectives.Add(objective, coroutine);
}
public T GetObjective<T>() where T : AIObjective
{
foreach (AIObjective objective in Objectives)
@@ -200,27 +183,6 @@ namespace Barotrauma
if (order.TargetItemComponent == null) return;
CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
break;
case "chargebatteries":
currentOrder = new AIObjectiveChargeBatteries(character, option);
break;
case "rescue":
currentOrder = new AIObjectiveRescueAll(character);
break;
case "repairsystems":
currentOrder = new AIObjectiveRepairItems(character) { RequireAdequateSkills = option != "all" };
break;
case "pumpwater":
currentOrder = new AIObjectivePumpWater(character, option);
break;
case "extinguishfires":
currentOrder = new AIObjectiveExtinguishFires(character);
break;
case "steer":
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
if (order.TargetItemComponent == null) return;
currentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
break;
default:
if (order.TargetItemComponent == null) return;
CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);

View File

@@ -135,7 +135,7 @@ namespace Barotrauma
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop();
character.Inventory.Items[i].Drop(character);
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))

View File

@@ -35,7 +35,7 @@ namespace Barotrauma
float damagePriority = MathHelper.Lerp(1, 0, (Item.Condition + 10) / Item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(priority + isSelected, 1);
float baseLevel = Math.Max(Priority + isSelected, 1);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, 100);
}
@@ -84,6 +84,7 @@ namespace Barotrauma
}
if (character.CanInteractWith(Item))
{
OperateRepairTool(deltaTime);
foreach (Repairable repairable in Item.Repairables)
{
if (repairable.CurrentFixer != null && repairable.CurrentFixer != character)
@@ -123,5 +124,33 @@ namespace Barotrauma
AddSubObjective(goToObjective);
}
}
private void OperateRepairTool(float deltaTime)
{
// Operate repair tool, if required.
foreach (Repairable repairable in Item.Repairables)
{
foreach (var kvp in repairable.requiredItems)
{
foreach (RelatedItem requiredItem in kvp.Value)
{
foreach (var item in character.Inventory.Items)
{
if (requiredItem.MatchesItem(item))
{
var repairTool = item.GetComponent<RepairTool>();
if (repairTool != null)
{
character.CursorPosition = Item.Position;
character.SetInput(InputType.Aim, false, true);
repairTool.Use(deltaTime, character);
return;
}
}
}
}
}
}
}
}
}

View File

@@ -549,8 +549,9 @@ namespace Barotrauma
limbHealths[i].Afflictions.RemoveAt(j);
}
}
foreach (Affliction affliction in limbHealths[i].Afflictions)
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
{
var affliction = limbHealths[i].Afflictions[j];
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;

View File

@@ -120,18 +120,30 @@ namespace Barotrauma
private void CreateEvents()
{
//don't create new events if docked to the start oupost
if (Level.Loaded?.StartOutpost != null &&
Submarine.MainSub.DockedTo.Contains(Level.Loaded.StartOutpost))
{
return;
}
for (int i = selectedEventSets.Count - 1; i >= 0; i--)
{
ScriptedEventSet eventSet = selectedEventSets[i];
float distFromStart = Vector2.Distance(Submarine.MainSub.WorldPosition, level.StartPosition);
float distFromEnd = Vector2.Distance(Submarine.MainSub.WorldPosition, level.EndPosition);
float distanceTraveled = MathHelper.Clamp(
(Submarine.MainSub.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X),
0.0f, 1.0f);
if (Level.Loaded?.StartOutpost != null &&
Submarine.MainSub.DockedTo.Contains(Level.Loaded.StartOutpost))
//don't create new events if within 50 meters of the start/end of the level
if (distanceTraveled <= 0.0f ||
distFromStart * Physics.DisplayToRealWorldRatio < 50.0f ||
distFromEnd * Physics.DisplayToRealWorldRatio < 50.0f)
{
distanceTraveled = 0.0f;
continue;
}
if ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) &&

View File

@@ -65,12 +65,6 @@ namespace Barotrauma
public int ParticleLimit { get; set; }
public float LightMapScale { get; set; }
public bool SpecularityEnabled { get; set; }
public bool ChromaticAberrationEnabled { get; set; }
public bool MuteOnFocusLost { get; set; }
public int ParticleLimit { get; set; }
public float LightMapScale { get; set; }
@@ -405,8 +399,6 @@ namespace Barotrauma
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
keyMapping = new KeyOrMouse[Enum.GetNames(typeof(InputType)).Length];
@@ -620,98 +612,6 @@ namespace Barotrauma
}
}
TextManager.LoadTextPacks(SelectedContentPackages);
//display error messages after all content packages have been loaded
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
foreach (string missingPackagePath in missingPackagePaths)
{
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
}
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
{
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
.Replace("[packagename]", incompatiblePackage.Name)
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
.Replace("[gameversion]", GameMain.Version.ToString()));
}
foreach (ContentPackage contentPackage in SelectedContentPackages)
{
foreach (ContentFile file in contentPackage.Files)
{
if (!System.IO.File.Exists(file.Path))
{
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
continue;
}
ToolBox.IsProperFilenameCase(file.Path);
}
}
TextManager.LoadTextPacks(SelectedContentPackages);
//display error messages after all content packages have been loaded
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
foreach (string missingPackagePath in missingPackagePaths)
{
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
}
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
{
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
.Replace("[packagename]", incompatiblePackage.Name)
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
.Replace("[gameversion]", GameMain.Version.ToString()));
}
foreach (ContentPackage contentPackage in SelectedContentPackages)
{
foreach (ContentFile file in contentPackage.Files)
{
if (!System.IO.File.Exists(file.Path))
{
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
continue;
}
ToolBox.IsProperFilenameCase(file.Path);
}
}
TextManager.LoadTextPacks(SelectedContentPackages);
//display error messages after all content packages have been loaded
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
foreach (string missingPackagePath in missingPackagePaths)
{
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
}
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
{
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
.Replace("[packagename]", incompatiblePackage.Name)
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
.Replace("[gameversion]", GameMain.Version.ToString()));
}
foreach (ContentPackage contentPackage in SelectedContentPackages)
{
foreach (ContentFile file in contentPackage.Files)
{
if (!System.IO.File.Exists(file.Path))
{
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
continue;
}
ToolBox.IsProperFilenameCase(file.Path);
}
}
if (!SelectedContentPackages.Any())
{
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
if (availablePackage != null)
{
SelectedContentPackages.Add(availablePackage);
}
}
//save to get rid of the invalid selected packages in the config file
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
}
@@ -1084,6 +984,369 @@ namespace Barotrauma
}
#endregion
#region Save PlayerConfig
public void SaveNewPlayerConfig()
{
XDocument doc = new XDocument();
UnsavedSettings = false;
if (doc.Root == null)
{
doc.Add(new XElement("config"));
}
doc.Root.Add(
new XAttribute("language", TextManager.Language),
new XAttribute("masterserverurl", MasterServerUrl),
new XAttribute("autocheckupdates", AutoCheckUpdates),
new XAttribute("musicvolume", musicVolume),
new XAttribute("soundvolume", soundVolume),
new XAttribute("verboselogging", VerboseLogging),
new XAttribute("savedebugconsolelogs", SaveDebugConsoleLogs),
new XAttribute("enablesplashscreen", EnableSplashScreen),
new XAttribute("usesteammatchmaking", useSteamMatchmaking),
new XAttribute("quickstartsub", QuickStartSubmarineName),
new XAttribute("requiresteamauthentication", requireSteamAuthentication),
new XAttribute("autoupdateworkshopitems", AutoUpdateWorkshopItems),
new XAttribute("aimassistamount", aimAssistAmount));
if (!ShowUserStatisticsPrompt)
{
doc.Root.Add(new XAttribute("senduserstatistics", sendUserStatistics));
}
XElement gMode = doc.Root.Element("graphicsmode");
if (gMode == null)
{
gMode = new XElement("graphicsmode");
doc.Root.Add(gMode);
}
if (GraphicsWidth == 0 || GraphicsHeight == 0)
{
gMode.ReplaceAttributes(new XAttribute("displaymode", windowMode));
}
else
{
gMode.ReplaceAttributes(
new XAttribute("width", GraphicsWidth),
new XAttribute("height", GraphicsHeight),
new XAttribute("vsync", VSyncEnabled),
new XAttribute("displaymode", windowMode));
}
XElement gSettings = doc.Root.Element("graphicssettings");
if (gSettings == null)
{
gSettings = new XElement("graphicssettings");
doc.Root.Add(gSettings);
}
gSettings.ReplaceAttributes(
new XAttribute("particlelimit", ParticleLimit),
new XAttribute("lightmapscale", LightMapScale),
new XAttribute("specularity", SpecularityEnabled),
new XAttribute("chromaticaberration", ChromaticAberrationEnabled),
new XAttribute("losmode", LosMode),
new XAttribute("hudscale", HUDScale),
new XAttribute("inventoryscale", InventoryScale));
foreach (ContentPackage contentPackage in SelectedContentPackages)
{
if (contentPackage.Path.Contains(vanillaContentPackagePath))
{
doc.Root.Add(new XElement("contentpackage", new XAttribute("path", contentPackage.Path)));
break;
}
}
var keyMappingElement = new XElement("keymapping");
doc.Root.Add(keyMappingElement);
for (int i = 0; i < keyMapping.Length; i++)
{
if (keyMapping[i].MouseButton == null)
{
keyMappingElement.Add(new XAttribute(((InputType)i).ToString(), keyMapping[i].Key));
}
else
{
keyMappingElement.Add(new XAttribute(((InputType)i).ToString(), keyMapping[i].MouseButton));
}
}
var gameplay = new XElement("gameplay");
var jobPreferences = new XElement("jobpreferences");
foreach (string jobName in JobPreferences)
{
jobPreferences.Add(new XElement("job", new XAttribute("identifier", jobName)));
}
gameplay.Add(jobPreferences);
doc.Root.Add(gameplay);
var playerElement = new XElement("player",
new XAttribute("name", defaultPlayerName ?? ""),
new XAttribute("headindex", CharacterHeadIndex),
new XAttribute("gender", CharacterGender),
new XAttribute("race", CharacterRace),
new XAttribute("hairindex", CharacterHairIndex),
new XAttribute("beardindex", CharacterBeardIndex),
new XAttribute("moustacheindex", CharacterMoustacheIndex),
new XAttribute("faceattachmentindex", CharacterFaceAttachmentIndex));
doc.Root.Add(playerElement);
XmlWriterSettings settings = new XmlWriterSettings
{
Indent = true,
OmitXmlDeclaration = true,
NewLineOnAttributes = true
};
try
{
using (var writer = XmlWriter.Create(savePath, settings))
{
doc.WriteTo(writer);
writer.Flush();
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Saving game settings failed.", e);
GameAnalyticsManager.AddErrorEventOnce("GameSettings.Save:SaveFailed", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Saving game settings failed.\n" + e.Message + "\n" + e.StackTrace);
}
}
#endregion
#region Load PlayerConfig
// TODO: DRY
public void LoadPlayerConfig()
{
XDocument doc = XMLExtensions.LoadXml(playerSavePath);
if (doc == null || doc.Root == null)
{
ShowUserStatisticsPrompt = true;
SaveNewPlayerConfig();
return;
}
Language = doc.Root.GetAttributeString("language", Language);
AutoCheckUpdates = doc.Root.GetAttributeBool("autocheckupdates", AutoCheckUpdates);
sendUserStatistics = doc.Root.GetAttributeBool("senduserstatistics", true);
XElement graphicsMode = doc.Root.Element("graphicsmode");
GraphicsWidth = graphicsMode.GetAttributeInt("width", GraphicsWidth);
GraphicsHeight = graphicsMode.GetAttributeInt("height", GraphicsHeight);
VSyncEnabled = graphicsMode.GetAttributeBool("vsync", VSyncEnabled);
XElement graphicsSettings = doc.Root.Element("graphicssettings");
ParticleLimit = graphicsSettings.GetAttributeInt("particlelimit", ParticleLimit);
LightMapScale = MathHelper.Clamp(graphicsSettings.GetAttributeFloat("lightmapscale", LightMapScale), 0.1f, 1.0f);
SpecularityEnabled = graphicsSettings.GetAttributeBool("specularity", SpecularityEnabled);
ChromaticAberrationEnabled = graphicsSettings.GetAttributeBool("chromaticaberration", ChromaticAberrationEnabled);
HUDScale = graphicsSettings.GetAttributeFloat("hudscale", HUDScale);
InventoryScale = graphicsSettings.GetAttributeFloat("inventoryscale", InventoryScale);
var losModeStr = graphicsSettings.GetAttributeString("losmode", "Transparent");
if (!Enum.TryParse(losModeStr, out losMode))
{
losMode = LosMode.Transparent;
}
#if CLIENT
if (GraphicsWidth == 0 || GraphicsHeight == 0)
{
GraphicsWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
GraphicsHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
}
#endif
var windowModeStr = graphicsMode.GetAttributeString("displaymode", "Fullscreen");
if (!Enum.TryParse(windowModeStr, out windowMode))
{
windowMode = WindowMode.Fullscreen;
}
XElement audioSettings = doc.Root.Element("audio");
if (audioSettings != null)
{
SoundVolume = audioSettings.GetAttributeFloat("soundvolume", SoundVolume);
MusicVolume = audioSettings.GetAttributeFloat("musicvolume", MusicVolume);
VoiceChatVolume = audioSettings.GetAttributeFloat("voicechatvolume", VoiceChatVolume);
string voiceSettingStr = audioSettings.GetAttributeString("voicesetting", "Disabled");
VoiceCaptureDevice = audioSettings.GetAttributeString("voicecapturedevice", "");
NoiseGateThreshold = audioSettings.GetAttributeFloat("noisegatethreshold", -45);
var voiceSetting = VoiceMode.Disabled;
if (Enum.TryParse(voiceSettingStr, out voiceSetting))
{
VoiceSetting = voiceSetting;
}
}
useSteamMatchmaking = doc.Root.GetAttributeBool("usesteammatchmaking", useSteamMatchmaking);
requireSteamAuthentication = doc.Root.GetAttributeBool("requiresteamauthentication", requireSteamAuthentication);
EnableSplashScreen = doc.Root.GetAttributeBool("enablesplashscreen", EnableSplashScreen);
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", AimAssistAmount);
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "keymapping":
foreach (XAttribute attribute in subElement.Attributes())
{
if (Enum.TryParse(attribute.Name.ToString(), true, out InputType inputType))
{
if (int.TryParse(attribute.Value.ToString(), out int mouseButton))
{
keyMapping[(int)inputType] = new KeyOrMouse(mouseButton);
}
else
{
if (Enum.TryParse(attribute.Value.ToString(), true, out Keys key))
{
keyMapping[(int)inputType] = new KeyOrMouse(key);
}
}
}
}
break;
case "gameplay":
jobPreferences = new List<string>();
foreach (XElement ele in subElement.Element("jobpreferences").Elements("job"))
{
string jobIdentifier = ele.GetAttributeString("identifier", "");
if (string.IsNullOrEmpty(jobIdentifier)) continue;
jobPreferences.Add(jobIdentifier);
}
break;
case "player":
defaultPlayerName = subElement.GetAttributeString("name", defaultPlayerName);
CharacterHeadIndex = subElement.GetAttributeInt("headindex", CharacterHeadIndex);
if (Enum.TryParse(subElement.GetAttributeString("gender", "none"), true, out Gender g))
{
CharacterGender = g;
}
if (Enum.TryParse(subElement.GetAttributeString("race", "white"), true, out Race r))
{
CharacterRace = r;
}
else
{
CharacterRace = Race.White;
}
CharacterHairIndex = subElement.GetAttributeInt("hairindex", CharacterHairIndex);
CharacterBeardIndex = subElement.GetAttributeInt("beardindex", CharacterBeardIndex);
CharacterMoustacheIndex = subElement.GetAttributeInt("moustacheindex", CharacterMoustacheIndex);
CharacterFaceAttachmentIndex = subElement.GetAttributeInt("faceattachmentindex", CharacterFaceAttachmentIndex);
break;
case "tutorials":
foreach (XElement tutorialElement in subElement.Elements())
{
CompletedTutorialNames.Add(tutorialElement.GetAttributeString("name", ""));
}
break;
}
}
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
{
if (keyMapping[(int)inputType] == null)
{
DebugConsole.ThrowError("Key binding for the input type \"" + inputType + " not set!");
keyMapping[(int)inputType] = new KeyOrMouse(Keys.D1);
}
}
UnsavedSettings = false;
selectedContentPackagePaths = new HashSet<string>();
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "contentpackage":
string path = System.IO.Path.GetFullPath(subElement.GetAttributeString("path", ""));
selectedContentPackagePaths.Add(path);
break;
}
}
LoadContentPackages(selectedContentPackagePaths);
}
public void ReloadContentPackages()
{
LoadContentPackages(selectedContentPackagePaths);
}
private void LoadContentPackages(IEnumerable<string> contentPackagePaths)
{
var missingPackagePaths = new List<string>();
var incompatiblePackages = new List<ContentPackage>();
SelectedContentPackages.Clear();
foreach (string path in contentPackagePaths)
{
var matchingContentPackage = ContentPackage.List.Find(cp => System.IO.Path.GetFullPath(cp.Path) == path);
if (matchingContentPackage == null)
{
missingPackagePaths.Add(path);
}
else if (!matchingContentPackage.IsCompatible())
{
incompatiblePackages.Add(matchingContentPackage);
}
else
{
SelectedContentPackages.Add(matchingContentPackage);
}
}
TextManager.LoadTextPacks(SelectedContentPackages);
foreach (ContentPackage contentPackage in SelectedContentPackages)
{
foreach (ContentFile file in contentPackage.Files)
{
if (!System.IO.File.Exists(file.Path))
{
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
continue;
}
ToolBox.IsProperFilenameCase(file.Path);
}
}
if (!SelectedContentPackages.Any())
{
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
if (availablePackage != null)
{
SelectedContentPackages.Add(availablePackage);
}
}
//save to get rid of the invalid selected packages in the config file
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
//display error messages after all content packages have been loaded
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
foreach (string missingPackagePath in missingPackagePaths)
{
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
}
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
{
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
.Replace("[packagename]", incompatiblePackage.Name)
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
.Replace("[gameversion]", GameMain.Version.ToString()));
}
}
#endregion
#region Save PlayerConfig
public void SaveNewPlayerConfig()
{

View File

@@ -438,7 +438,7 @@ namespace Barotrauma.Items.Components
GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
}
#endif
item.Drop();
item.Drop(character);
}
AttachToWall();

View File

@@ -294,9 +294,10 @@ namespace Barotrauma.Items.Components
character.CursorPosition = leak.Position;
character.SetInput(InputType.Aim, false, true);
if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
// Press the trigger only when the tool is approximately facing the target.
// If the character is climbing, ignore the check, because we cannot aim while climbing.
if (character.IsClimbing || VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
{
// Press the trigger only when the tool is approximately facing the target.
Use(deltaTime, character);
}

View File

@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
#endif
item.Drop();
item.Drop(picker);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);

View File

@@ -279,7 +279,7 @@ namespace Barotrauma.Items.Components
foreach (Item item in Inventory.Items)
{
if (item == null) continue;
item.Drop();
item.Drop(null);
}
}

View File

@@ -420,7 +420,7 @@ namespace Barotrauma.Items.Components
if (inputContainer.Inventory.Items.All(it => it != null))
{
var unneededItem = inputContainer.Inventory.Items.FirstOrDefault(it => !usedItems.Contains(it));
unneededItem?.Drop();
unneededItem?.Drop(null);
}
inputContainer.Inventory.TryPutItem(matchingItem, user: null, createNetworkEvent: true);
}

View File

@@ -437,7 +437,7 @@ namespace Barotrauma.Items.Components
{
if (item != null && item.Condition <= 0.0f)
{
item.Drop();
item.Drop(character);
}
}

View File

@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
private void Launch(Vector2 impulse)
{
item.Drop();
item.Drop(null);
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
@@ -213,7 +213,7 @@ namespace Barotrauma.Items.Components
{
float rotation = item.body.Rotation;
Vector2 simPositon = item.SimPosition;
item.Drop();
item.Drop(null);
item.body.Enabled = true;
//set the velocity of the body because the OnProjectileCollision method

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@@ -350,7 +350,7 @@ namespace Barotrauma.Items.Components
{
reload = reloadTime;
projectile.Drop();
projectile.Drop(null);
projectile.body.Dir = 1.0f;
projectile.body.ResetDynamics();

View File

@@ -1563,7 +1563,7 @@ namespace Barotrauma
return isCombined;
}
public void Drop(Character dropper = null)
public void Drop(Character dropper)
{
if (parentInventory != null && !parentInventory.Owner.Removed && !Removed &&
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))

View File

@@ -430,13 +430,6 @@ namespace Barotrauma
}
CurrentLocation.SelectedMissionIndex = missionIndex;
//the destination must be the same as the destination of the mission
if (CurrentLocation.SelectedMission != null &&
CurrentLocation.SelectedMission.Locations[1] != SelectedLocation)
{
SelectLocation(CurrentLocation.SelectedMission.Locations[1]);
}
SelectedLocation = location;
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);

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@@ -467,6 +467,7 @@ namespace Barotrauma
public List<Submarine> GetConnectedSubs()
{
connectedSubs.Clear();
connectedSubs.Add(this);
GetConnectedSubsRecursive(connectedSubs);
return connectedSubs;
@@ -522,6 +523,30 @@ namespace Barotrauma
{
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
}
else
{
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
}
}
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
{
//no walls found at either side, just use the initial spawnpos and hope for the best
}
else if (minX < 0)
{
//no wall found at the left side, spawn to the left from the right-side wall
spawnPos.X = maxX - minWidth - 100.0f;
}
else if (maxX > Level.Loaded.Size.X)
{
//no wall found at right side, spawn to the right from the left-side wall
spawnPos.X = minX + minWidth + 100.0f;
}
else
{
//walls found at both sides, use their midpoint
spawnPos.X = (minX + maxX) / 2;
}
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
@@ -655,7 +680,7 @@ namespace Barotrauma
}
}
public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, List<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
{
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
{
@@ -1011,6 +1036,31 @@ namespace Barotrauma
return false;
}
/// <summary>
/// Returns true if the sub is same as the other.
/// </summary>
public bool IsConnectedTo(Submarine otherSub) => this == otherSub || GetConnectedSubs().Contains(otherSub);
public List<Hull> GetHulls(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Hull.hullList);
public List<Gap> GetGaps(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Gap.GapList);
public List<Item> GetItems(bool alsoFromConnectedSubs) => GetEntities(alsoFromConnectedSubs, Item.ItemList);
public List<T> GetEntities<T>(bool includingConnectedSubs, List<T> list) where T : MapEntity
{
return list.FindAll(e => IsEntityFoundOnThisSub(e, includingConnectedSubs));
}
public bool IsEntityFoundOnThisSub(MapEntity entity, bool includingConnectedSubs)
{
if (entity.Submarine == this) { return true; }
if (entity.Submarine == null) { return false; }
if (includingConnectedSubs)
{
return GetConnectedSubs().Any(s => s == entity.Submarine && entity.Submarine.TeamID == TeamID);
}
return false;
}
/// <summary>
/// Finds the sub whose borders contain the position
/// </summary>

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@@ -160,16 +160,6 @@ namespace Barotrauma
}
#endif
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public bool Hit
{
get

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