(40f4f67f8) Further changes to the calculations.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:06:49 +03:00
parent b7272e1c96
commit 2a0e289a59
19 changed files with 122 additions and 34 deletions

View File

@@ -144,6 +144,8 @@ namespace Barotrauma
public bool IgnoreLayoutGroups;
public bool IgnoreLayoutGroups;
public virtual ScalableFont Font
{
get;

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@@ -83,6 +83,12 @@ namespace Barotrauma
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag;
InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
GUI.Style.Apply(InnerFrame, "", this);
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag;
if (height == 0)
{
string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);

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@@ -129,6 +129,12 @@ namespace Barotrauma
return style;
}
public GUIComponentStyle GetComponentStyle(string name)
{
componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
return style;
}
public void Apply(GUIComponent targetComponent, string styleName = "", GUIComponent parent = null)
{
GUIComponentStyle componentStyle = null;

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@@ -180,6 +180,10 @@ namespace Barotrauma
GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
PerformanceCounter = new PerformanceCounter();
PerformanceCounter = new PerformanceCounter();

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@@ -75,6 +75,8 @@ namespace Barotrauma
CanBeFocused = false
};
Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -657,20 +659,7 @@ namespace Barotrauma
characterListBox.BarScroll = roundedPos;
}
#region Dialog
/// <summary>
/// Adds the message to the single player chatbox.
/// </summary>
public void AddSinglePlayerChatMessage(string senderName, string text, ChatMessageType messageType, Character sender)
{
if (!isSinglePlayer)
{
DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace);
return;
}
if (string.IsNullOrEmpty(text)) { return; }
ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender));
return radioItem.GetComponent<WifiComponent>();
}
private IEnumerable<object> KillCharacterAnim(GUIComponent component)

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@@ -515,6 +515,33 @@ namespace Barotrauma
Color.Green, width: 2);
}
}
foreach (MapEntity e in linkedTo)
{
if (e is Hull)
{
Hull linkedHull = (Hull)e;
Rectangle connectedHullRect = e.Submarine == null ?
linkedHull.rect :
new Rectangle(
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
//center of the hull
Rectangle currentHullRect = Submarine == null ?
WorldRect :
new Rectangle(
(int)(Submarine.DrawPosition.X + WorldPosition.X),
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
WorldRect.Width, WorldRect.Height);
GUI.DrawLine(spriteBatch,
new Vector2(currentHullRect.X, -currentHullRect.Y),
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
Color.Green, width: 2);
}
}
}
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)

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@@ -312,6 +312,25 @@ namespace Barotrauma
return true;
};
playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) },
TextManager.Get("PlayYourself"))
{
Selected = true,
OnSelected = TogglePlayYourself,
UserData = "playyourself"
};
var toggleMyPlayerFrame = new GUIButton(new RectTransform(new Point(25, 70), myCharacterFrame.RectTransform, Anchor.TopLeft, Pivot.TopRight), "", style: "GUIButtonHorizontalArrow");
toggleMyPlayerFrame.OnClicked += (GUIButton btn, object userdata) =>
{
MyCharacterFrameOpen = !MyCharacterFrameOpen;
foreach (GUIComponent child in btn.Children)
{
child.SpriteEffects = MyCharacterFrameOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
}
return true;
};
playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) },
TextManager.Get("PlayYourself"))
{

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@@ -1060,6 +1060,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range

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@@ -25,7 +25,8 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float basePriority = MathHelper.Clamp(Priority, 0, 10);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
}

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@@ -48,7 +48,9 @@ namespace Barotrauma
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
dist = Math.Max(dist / 100.0f, 1.0f);
return MathHelper.Clamp(Priority + leakSize / dist, 0, MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100));
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(Priority + leakSize / dist, 0, max);
}
public override bool IsDuplicate(AIObjective otherObjective)

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@@ -93,7 +93,8 @@ namespace Barotrauma
float avg = targets.Average(t => Average(t));
// If the avg is less than 1% of the max value, let's just treat it as zero.
if (avg < 1) { return 0; }
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float value = MathHelper.Min((Priority + avg) / 100 * PriorityModifier, 1);
return MathHelper.Lerp(0, max, value);
}

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@@ -50,7 +50,9 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float value = (Priority + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
return MathHelper.Clamp(value, 0, AIObjectiveManager.OrderPriority);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority * maxMultiplier, 90);
return MathHelper.Clamp(value, 0, max);
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1) : base (character, option, priorityModifier)

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@@ -37,7 +37,8 @@ namespace Barotrauma
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 max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
}

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@@ -2622,6 +2622,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif

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@@ -263,6 +263,19 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;

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@@ -24,6 +24,8 @@ namespace Barotrauma
private bool removed;
private bool removed;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif

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@@ -204,6 +204,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get

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@@ -1209,6 +1209,9 @@ namespace Barotrauma
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
for (int i = 0; i < Sections.Length; i++)
{
if (Sections[i].damage == 0.0f) continue;

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@@ -162,21 +162,6 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();