diff --git a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs index 373fe2e1c..95eb3e6dc 100644 --- a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs @@ -3186,6 +3186,195 @@ namespace Barotrauma })); + 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 lines = new List(); + foreach (MapEntityPrefab me in MapEntityPrefab.List) + { + lines.Add("" + me.Name + ""); + lines.Add("" + me.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(); + })); + + 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? diff --git a/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs b/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs index 1afc77328..39a876e70 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs @@ -71,14 +71,14 @@ namespace Barotrauma videoFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize), background.RectTransform, Anchor.Center, Pivot.CenterRight), "SonarFrame"); videoFrame.RectTransform.AbsoluteOffset = new Point(-borderSize, 0); - textFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize), background.RectTransform, Anchor.Center, Pivot.CenterLeft), "SonarFrame"); + textFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize * 2), background.RectTransform, Anchor.Center, Pivot.CenterLeft), "SonarFrame"); textFrame.RectTransform.AbsoluteOffset = new Point(borderSize, 0); videoView = new GUICustomComponent(new RectTransform(new Point(width, height), videoFrame.RectTransform, Anchor.Center), (spriteBatch, guiCustomComponent) => { DrawVideo(spriteBatch, guiCustomComponent.Rect); }); title = new GUITextBlock(new RectTransform(Point.Zero, textFrame.RectTransform, Anchor.TopLeft, Pivot.TopLeft) { AbsoluteOffset = new Point(0, 10) }, string.Empty, font: GUI.VideoTitleFont, textColor: new Color(253, 174, 0), textAlignment: Alignment.Left); - textContent = new GUITextBlock(new RectTransform(new Vector2(1f, .8f), textFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter) { AbsoluteOffset = new Point(0, borderSize / 2 + titleHeight) }, string.Empty, font: GUI.Font, textAlignment: Alignment.TopLeft); + textContent = new GUITextBlock(new RectTransform(new Vector2(1f, .8f), textFrame.RectTransform, Anchor.TopLeft, Pivot.TopLeft) { AbsoluteOffset = new Point(0, borderSize / 2 + titleHeight) }, string.Empty, font: GUI.Font, textAlignment: Alignment.TopLeft); objectiveTitle = new GUITextBlock(new RectTransform(new Vector2(1f, 0f), textFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter), string.Empty, font: GUI.ObjectiveTitleFont, textAlignment: Alignment.CenterRight, textColor: Color.White); objectiveTitle.Text = TextManager.Get("NewObjective"); @@ -182,8 +182,8 @@ namespace Barotrauma textContent.Text = textSettings.Text; - objectiveTitle.RectTransform.AbsoluteOffset = new Point(0, textContent.RectTransform.Rect.Height + (int)(textHeight * 1.5f)); - objectiveText.RectTransform.AbsoluteOffset = new Point(0, textContent.RectTransform.Rect.Height + objectiveTitle.Rect.Height + textHeight * 2); + objectiveTitle.RectTransform.AbsoluteOffset = new Point(-10, textContent.RectTransform.Rect.Height + (int)(textHeight * 1.75f)); + objectiveText.RectTransform.AbsoluteOffset = new Point(-10, textContent.RectTransform.Rect.Height + objectiveTitle.Rect.Height + (int)(textHeight * 2.25f)); textFrame.RectTransform.NonScaledSize += new Point(0, objectiveFrameHeight); objectiveText.RectTransform.NonScaledSize += new Point(textFrame.Rect.Width, textHeight); diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs index e488d2d0f..88acd9652 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs @@ -456,6 +456,11 @@ namespace Barotrauma.Tutorials } break; case 7: // Degrading1: Any equipment degrades to 50% health or less and player has not assigned any crew to perform maintenance [Text] + if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display + { + return false; + } + bool degradedEquipmentFound = false; foreach (Item item in Item.ItemList) @@ -467,8 +472,7 @@ namespace Barotrauma.Tutorials if (degradedEquipmentFound) { - degrading2ActivationCountdown = 5f; - if (HasOrder("repairsystems")) + if (HasOrder("repairsystems", "jobspecific")) { segments[index].IsTriggered = true; return false; @@ -479,27 +483,7 @@ namespace Barotrauma.Tutorials return false; } break; - case 8: // Degrading2: 5 seconds after 'Degrading1' dismissed, and only if player has not assigned any crew to perform maintenance [Video] - if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display - { - return false; - } - if (degrading2ActivationCountdown == -1f) - { - return false; - } - else if (degrading2ActivationCountdown > 0.0f) - { - degrading2ActivationCountdown -= deltaTime; - if (HasOrder("repairsystems", "jobspecific")) - { - segments[index].IsTriggered = true; - } - - return false; - } - break; - case 9: // Medical: Crewmember is injured but not killed [Video] + case 8: // Medical: Crewmember is injured but not killed [Video] for (int i = 0; i < crew.Count; i++) { Character member = crew[i]; @@ -515,7 +499,7 @@ namespace Barotrauma.Tutorials if (injuredMember == null) return false; break; - case 10: // Approach1: Destination is within ~100m [Video] + case 9: // Approach1: Destination is within ~100m [Video] if (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 8000f) { return false; @@ -525,7 +509,7 @@ namespace Barotrauma.Tutorials TriggerTutorialSegment(index, GameMain.GameSession.EndLocation.Name); return true; } - case 11: // Approach2: Sub is docked [Text] + case 10: // Approach2: Sub is docked [Text] if (!Submarine.MainSub.AtEndPosition || Submarine.MainSub.DockedTo.Count == 0) { return false; @@ -576,7 +560,7 @@ namespace Barotrauma.Tutorials return; } break; - case "Degrading2": // Fixed + case "Degrading": // Fixed if (mechanic != null && !mechanic.IsDead) { HumanAIController humanAI = mechanic.AIController as HumanAIController; diff --git a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs index fbf7e6f22..dfca9295e 100644 --- a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs +++ b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs @@ -1413,6 +1413,9 @@ namespace Barotrauma.Networking case ServerNetObject.CLIENT_LIST: ReadClientList(inc); break; + case ServerNetObject.CLIENT_LIST: + ReadClientList(inc); + break; case ServerNetObject.CHAT_MESSAGE: ChatMessage.ClientRead(inc); break; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index fa59fb126..0e2220acb 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -1014,6 +1014,10 @@ namespace Barotrauma targetingTag = targetCharacter.SpeciesName.ToLowerInvariant(); } else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant())) + { + targetingTag = targetCharacter.SpeciesName.ToLowerInvariant(); + } + else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant())) { if (targetCharacter.AIController is EnemyAIController enemy) { @@ -1175,11 +1179,6 @@ namespace Barotrauma Character.AnimController.ReleaseStuckLimbs(); } - private int GetMinimumPassableHoleCount() - { - return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize); - } - #endregion protected override void OnStateChanged(AIState from, AIState to) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs index 43af770db..7c870599f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs @@ -1067,6 +1067,8 @@ namespace Barotrauma CheckValidity(); + CheckValidity(); + UpdateNetPlayerPosition(deltaTime); CheckDistFromCollider(); UpdateCollisionCategories(); diff --git a/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs b/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs index 2f13d8641..2ab4d4b21 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs @@ -231,6 +231,9 @@ namespace Barotrauma Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false); bool underWater = hull == null || explosionPos.Y < hull.Surface; + Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false); + bool underWater = hull == null || explosionPos.Y < hull.Surface; + explosionPos = ConvertUnits.ToSimUnits(explosionPos); Dictionary distFactors = new Dictionary(); diff --git a/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs b/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs index 43e34705b..892f529e7 100644 --- a/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs +++ b/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs @@ -228,6 +228,18 @@ namespace Barotrauma private set; } + public Vector2 LinearVelocity + { + get; + private set; + } + + public float AngularVelocity + { + get; + private set; + } + public readonly float Timestamp; public readonly UInt16 ID;