(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
This commit is contained in:
@@ -115,7 +115,7 @@ namespace Barotrauma
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SonarLabel = element.GetAttributeString("sonarlabel", "");
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}
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public AITarget(Entity e)
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public AITarget(Entity e, float sightRange = -1, float soundRange = 0)
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{
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Entity = e;
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if (sightRange < 0)
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File diff suppressed because it is too large
Load Diff
@@ -193,7 +193,7 @@ namespace Barotrauma
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// is not attached or is attached to something else
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if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
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{
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if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.Range * enemyAI.AttackingLimb.attack.Range)
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if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
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{
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AttachToBody(character.AnimController.Collider, attachLimb, attachTargetBody, transformedAttachPos);
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}
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+2
-1
@@ -115,7 +115,8 @@ namespace Barotrauma
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective = null;
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SteeringManager.SteeringWander();
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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//SteeringManager.SteeringWander();
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}
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}
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else if (currentHull != null)
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@@ -99,7 +99,8 @@ namespace Barotrauma
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FindTargetItem();
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if (targetItem == null || moveToTarget == null)
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{
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SteeringManager.SteeringWander();
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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//SteeringManager.SteeringWander();
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return;
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}
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@@ -98,63 +98,67 @@ namespace Barotrauma
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PathSteering.Reset();
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return;
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}
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if (standStillTimer < -walkDuration)
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{
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standStillTimer = Rand.Range(standStillMin, standStillMax);
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}
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull != null && !character.IsClimbing)
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{
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standStillTimer = Rand.Range(standStillMin, standStillMax);
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}
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Wander(deltaTime);
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return;
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}
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if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
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{
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if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
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}
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else
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{
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PathSteering.Reset();
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return;
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}
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}
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else if (leftDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist) / WallAvoidDistance);
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PathSteering.WanderAngle = 0.0f;
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return;
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}
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else
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{
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist) / WallAvoidDistance);
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PathSteering.WanderAngle = MathHelper.Pi;
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return;
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}
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}
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character.AIController.SteeringManager.SteeringWander();
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if (!character.IsClimbing && !character.AnimController.InWater)
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{
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//reset vertical steering to prevent dropping down from platforms etc
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character.AIController.SteeringManager.ResetY();
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}
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return;
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}
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if (currentTarget != null)
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{
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character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
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}
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}
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public void Wander(float deltaTime)
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{
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull != null && !character.IsClimbing)
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{
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float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
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float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
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if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
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{
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if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
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}
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else
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{
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PathSteering.Reset();
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}
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}
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else if (leftDist < WallAvoidDistance)
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{
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//PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance - leftDist) / WallAvoidDistance);
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX);
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PathSteering.WanderAngle = 0.0f;
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}
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else if (rightDist < WallAvoidDistance)
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{
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//PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance - rightDist) / WallAvoidDistance);
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
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PathSteering.WanderAngle = MathHelper.Pi;
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}
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else
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{
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SteeringManager.SteeringWander();
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}
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}
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else
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{
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SteeringManager.SteeringWander();
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}
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if (!character.IsClimbing && !character.AnimController.InWater)
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{
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//reset vertical steering to prevent dropping down from platforms etc
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character.AIController.SteeringManager.ResetY();
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}
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}
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private readonly List<Hull> targetHulls = new List<Hull>(20);
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private readonly List<float> hullWeights = new List<float>(20);
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@@ -369,9 +369,18 @@ namespace Barotrauma
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return;
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}
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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float mainLimbAngle = (MainLimb.type == LimbType.Torso ? TorsoAngle.Value : HeadAngle.Value) * Dir;
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Vector2 transformedMovement = reverse ? -movement : movement;
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float movementAngle = MathUtils.VectorToAngle(transformedMovement) - MathHelper.PiOver2;
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float mainLimbAngle = 0;
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if (MainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
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{
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mainLimbAngle = TorsoAngle.Value;
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}
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else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
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{
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mainLimbAngle = HeadAngle.Value;
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}
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mainLimbAngle *= Dir;
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while (MainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
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{
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movementAngle += MathHelper.TwoPi;
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@@ -379,7 +388,7 @@ namespace Barotrauma
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while (MainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
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{
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movementAngle -= MathHelper.TwoPi;
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}
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}
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if (CurrentSwimParams.RotateTowardsMovement)
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{
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@@ -403,7 +412,6 @@ namespace Barotrauma
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if (TailAngle.HasValue)
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{
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Limb tail = GetLimb(LimbType.Tail);
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//tail?.body.SmoothRotate(movementAngle + TailAngle.Value * Dir, TailTorque);
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if (tail != null)
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{
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SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, MainLimb, TailTorque);
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@@ -413,6 +421,10 @@ namespace Barotrauma
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else
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{
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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if (reverse)
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{
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movementAngle = MathUtils.WrapAngleTwoPi(movementAngle - MathHelper.Pi);
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}
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if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
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{
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Collider.SmoothRotate(HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque);
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@@ -442,7 +454,7 @@ namespace Barotrauma
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var waveAmplitude = Math.Abs(CurrentSwimParams.WaveAmplitude);
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if (waveLength > 0 && waveAmplitude > 0)
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{
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WalkPos -= movement.Length() / Math.Abs(waveLength);
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WalkPos -= transformedMovement.Length() / Math.Abs(waveLength);
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WalkPos = MathUtils.WrapAngleTwoPi(WalkPos);
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}
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@@ -685,12 +697,6 @@ namespace Barotrauma
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
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+1
-1
@@ -99,7 +99,7 @@ namespace Barotrauma
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public static string GetDefaultFolder(string speciesName) => $"Content/Characters/{speciesName.CapitaliseFirstInvariant()}/Animations/";
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public static string GetDefaultFile(string speciesName, AnimationType animType) => $"{GetFolder(speciesName)}{GetDefaultFileName(speciesName, animType)}.xml";
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protected static string GetFolder(string speciesName)
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public static string GetFolder(string speciesName)
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{
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var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("animations")?.GetAttributeString("folder", string.Empty);
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if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
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+1
-1
@@ -79,7 +79,7 @@ namespace Barotrauma
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new XAttribute("sourcerect", $"0, 0, 1, 1")))
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};
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protected static string GetFolder(string speciesName)
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public static string GetFolder(string speciesName)
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{
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var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
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if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
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@@ -1035,8 +1035,6 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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UpdateCollisionCategories();
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@@ -1297,17 +1295,42 @@ namespace Barotrauma
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UpdateProjSpecific(deltaTime);
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}
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private void CheckValidity()
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public bool Invalid { get; private set; }
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private int validityResets;
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private bool CheckValidity()
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{
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CheckValidity(Collider);
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bool isColliderValid = CheckValidity(Collider);
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bool limbsValid = true;
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foreach (Limb limb in limbs)
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{
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if (limb.body == null || !limb.body.Enabled) { continue; }
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CheckValidity(limb.body);
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if (!CheckValidity(limb.body))
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{
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limbsValid = false;
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break;
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}
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}
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bool isValid = isColliderValid && limbsValid;
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if (!isValid)
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{
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validityResets++;
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if (validityResets > 1)
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{
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Invalid = true;
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DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll freezed to prevent crashes.");
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Collider.SetTransform(Vector2.Zero, 0.0f);
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foreach (Limb limb in Limbs)
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{
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limb.body.SetTransform(Collider.SimPosition, 0.0f);
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limb.body.ResetDynamics();
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}
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Frozen = true;
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}
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}
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return isValid;
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}
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private void CheckValidity(PhysicsBody body)
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private bool CheckValidity(PhysicsBody body)
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{
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string errorMsg = null;
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string bodyName = body.UserData is Limb ? "Limb" : "Collider";
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@@ -1359,7 +1382,7 @@ namespace Barotrauma
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limb.body.ResetDynamics();
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}
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SetInitialLimbPositions();
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return;
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return false;
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}
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return true;
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}
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@@ -28,6 +28,7 @@ namespace Barotrauma
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public enum AIBehaviorAfterAttack
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{
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FallBack,
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FallBackUntilCanAttack,
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PursueIfCanAttack,
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Pursue
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}
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@@ -81,6 +82,9 @@ namespace Barotrauma
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[Serialize(AIBehaviorAfterAttack.FallBack, true), Editable(ToolTip = "The preferred AI behavior after the attack.")]
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public AIBehaviorAfterAttack AfterAttack { get; private set; }
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[Serialize(false, true), Editable(ToolTip = "Should the ai try to reverse when aiming with this attack?")]
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public bool Reverse { get; private set; }
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2000.0f, ToolTip = "Min distance from the attack limb to the target before the AI tries to attack.")]
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public float Range { get; private set; }
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@@ -96,6 +100,9 @@ namespace Barotrauma
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[Serialize(0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, DecimalCount = 2, ToolTip = "Used as the attack cooldown between different kind of attacks. Does not have effect, if set to 0.")]
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public float SecondaryCoolDown { get; private set; } = 0;
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[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2, ToolTip = "Random factor applied to all cooldowns. Example: 0.1 -> adds a random value between -10% and 10% of the cooldown. Min 0 (default), Max 1 (could disable or double the cooldown in extreme cases).")]
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public float CoolDownRandomFactor { get; private set; } = 0;
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10000.0f)]
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public float StructureDamage { get; private set; }
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@@ -182,7 +189,7 @@ namespace Barotrauma
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public readonly List<Affliction> Afflictions = new List<Affliction>();
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/// <summary>
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/// Only affects ai decision making.
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/// Only affects ai decision making. All the conditionals has to be met in order to select the attack. TODO: allow to define conditionals using any (implemented in StatusEffect -> move from there to PropertyConditional?)
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/// </summary>
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public List<PropertyConditional> Conditionals { get; private set; } = new List<PropertyConditional>();
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@@ -444,8 +451,10 @@ namespace Barotrauma
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public void SetCoolDown()
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{
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CoolDownTimer = CoolDown;
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SecondaryCoolDownTimer = SecondaryCoolDown;
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float randomFraction = CoolDown * CoolDownRandomFactor;
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CoolDownTimer = CoolDown + MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value(Rand.RandSync.Server));
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randomFraction = SecondaryCoolDown * CoolDownRandomFactor;
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SecondaryCoolDownTimer = SecondaryCoolDown + MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value(Rand.RandSync.Server));
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}
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public void ResetCoolDown()
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@@ -810,6 +810,7 @@ namespace Barotrauma
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public void LoadHeadAttachments()
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{
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if (Info == null) { return; }
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if (AnimController == null) { return; }
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var head = AnimController.GetLimb(LimbType.Head);
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if (head == null) { return; }
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@@ -1112,13 +1113,15 @@ namespace Barotrauma
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ViewTarget = null;
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if (!AllowInput) return;
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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if (Controlled == this)
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if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
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{
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SmoothedCursorPosition = cursorPosition;
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}
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else
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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@@ -1185,6 +1188,10 @@ namespace Barotrauma
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if (PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.F))
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{
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AnimController.ReleaseStuckLimbs();
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if (AIController != null && AIController is EnemyAIController enemyAI)
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{
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enemyAI.LatchOntoAI?.DeattachFromBody();
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}
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}
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#endif
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||||
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@@ -1264,15 +1271,7 @@ namespace Barotrauma
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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}
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||||
}
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#if CLIENT
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if (SelectedConstruction != null && SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null && HUD.CloseHUD(ic.GuiFrame.Rect)))
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{
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//emulate a Select input to get the character to deselect the item server-side
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keys[(int)InputType.Select].Hit = true;
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SelectedConstruction = null;
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}
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#endif
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if (SelectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use)) SelectedConstruction.Use(deltaTime, this);
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@@ -1650,7 +1649,8 @@ namespace Barotrauma
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#if CLIENT
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if (isLocalPlayer)
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{
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if (GUI.MouseOn == null && !CharacterInventory.IsMouseOnInventory())
|
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if (GUI.MouseOn == null &&
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(!CharacterInventory.IsMouseOnInventory() || CharacterInventory.DraggingItemToWorld))
|
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{
|
||||
if (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
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||||
@@ -1665,10 +1665,12 @@ namespace Barotrauma
|
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focusedItem = null;
|
||||
}
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findFocusedTimer -= deltaTime;
|
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}
|
||||
}
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#endif
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//climb ladders automatically when pressing up/down inside their trigger area
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if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
|
||||
Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
|
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if ((SelectedConstruction == null || currentLadder != null) &&
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!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
|
||||
{
|
||||
bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
|
||||
bool isControlled = Controlled == this;
|
||||
@@ -1679,6 +1681,19 @@ namespace Barotrauma
|
||||
float minDist = float.PositiveInfinity;
|
||||
foreach (Ladder ladder in Ladder.List)
|
||||
{
|
||||
if (ladder == currentLadder)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (currentLadder != null)
|
||||
{
|
||||
//only switch from ladder to another if the ladders are above the current ladders and pressing up, or vice versa
|
||||
if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y != IsKeyDown(InputType.Up))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (CanInteractWith(ladder.Item, out float dist, checkLinked: false) && dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
@@ -1695,7 +1710,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && IsKeyHit(InputType.Grab)) //Let people use ladders and buttons and stuff when dragging chars
|
||||
if (SelectedCharacter != null && (IsKeyHit(InputType.Grab) || IsKeyHit(InputType.Health))) //Let people use ladders and buttons and stuff when dragging chars
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
|
||||
@@ -804,6 +804,12 @@ namespace Barotrauma
|
||||
var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
|
||||
if (newItem == null) { continue; }
|
||||
|
||||
if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition) &&
|
||||
GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
|
||||
int[] slotIndices = itemElement.GetAttributeIntArray("i", new int[] { 0 });
|
||||
if (!slotIndices.Any())
|
||||
{
|
||||
|
||||
+6
-1
@@ -153,7 +153,10 @@ namespace Barotrauma
|
||||
//how high the strength has to be for the affliction icon to be shown in the UI
|
||||
public readonly float ShowIconThreshold = 0.05f;
|
||||
public readonly float MaxStrength = 100.0f;
|
||||
|
||||
|
||||
//how high the strength has to be for the affliction icon to be shown with a health scanner
|
||||
public readonly float ShowInHealthScannerThreshold = 0.05f;
|
||||
|
||||
public float BurnOverlayAlpha;
|
||||
public float DamageOverlayAlpha;
|
||||
|
||||
@@ -257,6 +260,8 @@ namespace Barotrauma
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
|
||||
|
||||
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
|
||||
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
|
||||
BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
|
||||
|
||||
|
||||
@@ -460,6 +460,7 @@ namespace Barotrauma
|
||||
{
|
||||
affliction.Strength = 0.0f;
|
||||
}
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
|
||||
|
||||
@@ -520,14 +520,15 @@ namespace Barotrauma
|
||||
// Ignore blocking on items, because it causes cases where a Mudraptor cannot hit the hatch, for example.
|
||||
wasHit = true;
|
||||
}
|
||||
else if (damageTarget is Structure && structureBody?.UserData is Structure)
|
||||
else if (damageTarget is Structure wall && structureBody != null &&
|
||||
(structureBody.UserData is Structure || (structureBody.UserData is Submarine sub && sub == wall.Submarine)))
|
||||
{
|
||||
// If the attack is aimed to a structure and hits a structure, it's successful
|
||||
// If the attack is aimed to a structure (wall) and hits a structure or the sub, it's successful
|
||||
wasHit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the attack is aimed to a character but hits a structure, the hit is blocked.
|
||||
// If there is nothing between, the hit is successful
|
||||
wasHit = structureBody == null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -103,12 +103,6 @@ namespace Barotrauma
|
||||
if (missionType == MissionType.Random)
|
||||
{
|
||||
allowedMissions.AddRange(MissionPrefab.List);
|
||||
#if SERVER
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
allowedMissions.RemoveAll(mission => !GameMain.Server.ServerSettings.AllowedRandomMissionTypes.Contains(mission.type));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (missionType == MissionType.None)
|
||||
{
|
||||
@@ -124,6 +118,11 @@ namespace Barotrauma
|
||||
{
|
||||
allowedMissions.RemoveAll(m => !m.IsAllowed(locations[0], locations[1]));
|
||||
}
|
||||
|
||||
if (allowedMissions.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int probabilitySum = allowedMissions.Sum(m => m.Commonness);
|
||||
int randomNumber = rand.NextInt32() % probabilitySum;
|
||||
|
||||
@@ -139,7 +139,7 @@ namespace Barotrauma
|
||||
MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null);
|
||||
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null, rand);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -208,7 +208,7 @@ namespace Barotrauma
|
||||
DockingPort myPort = null, outPostPort = null;
|
||||
foreach (DockingPort port in DockingPort.List)
|
||||
{
|
||||
if (port.IsHorizontal) { continue; }
|
||||
if (port.IsHorizontal || port.Docked) { continue; }
|
||||
if (port.Item.Submarine == level.StartOutpost)
|
||||
{
|
||||
outPostPort = port;
|
||||
|
||||
@@ -880,8 +880,7 @@ namespace Barotrauma.Items.Components
|
||||
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
|
||||
foreach (MapEntity entity in linked)
|
||||
{
|
||||
Item linkedItem = entity as Item;
|
||||
if (linkedItem == null) { continue; }
|
||||
if (!(entity is Item linkedItem)) { continue; }
|
||||
|
||||
var dockingPort = linkedItem.GetComponent<DockingPort>();
|
||||
if (dockingPort != null)
|
||||
|
||||
@@ -426,11 +426,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (!attachable || item.body == null) return (character == null || character.IsKeyDown(InputType.Aim));
|
||||
if (!attachable || item.body == null) { return character == null || character.IsKeyDown(InputType.Aim); }
|
||||
if (character != null)
|
||||
{
|
||||
if (!character.IsKeyDown(InputType.Aim)) return false;
|
||||
if (!CanBeAttached()) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim)) { return false; }
|
||||
if (!CanBeAttached()) { return false; }
|
||||
#if SERVER
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
@@ -438,7 +438,12 @@ namespace Barotrauma.Items.Components
|
||||
GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
#endif
|
||||
item.Drop(character);
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
if (character != null) { item.Drop(character); }
|
||||
AttachToWall();
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -550,7 +555,7 @@ namespace Barotrauma.Items.Components
|
||||
public override void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
base.ServerWrite(msg, c, extraData);
|
||||
if (!attachable || body == null) return;
|
||||
if (!attachable || body == null) { return; }
|
||||
|
||||
msg.Write(Attached);
|
||||
msg.Write(body.SimPosition.X);
|
||||
|
||||
@@ -2,12 +2,15 @@
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class LevelResource : ItemComponent, IServerSerializable
|
||||
{
|
||||
private float lastSentDeattachTimer;
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float DeattachDuration
|
||||
{
|
||||
@@ -21,12 +24,29 @@ namespace Barotrauma.Items.Components
|
||||
get { return deattachTimer; }
|
||||
set
|
||||
{
|
||||
deattachTimer = Math.Max(0.0f, value);
|
||||
//clients don't deattach the item until the server says so (handled in ClientRead)
|
||||
if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && deattachTimer >= DeattachDuration)
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
return;
|
||||
}
|
||||
deattachTimer = Math.Max(0.0f, value);
|
||||
#if SERVER
|
||||
if (deattachTimer >= DeattachDuration)
|
||||
{
|
||||
if (holdable.Attached){ item.CreateServerEvent(this); }
|
||||
holdable.DeattachFromWall();
|
||||
}
|
||||
else if (Math.Abs(lastSentDeattachTimer - deattachTimer) > 0.1f)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
lastSentDeattachTimer = deattachTimer;
|
||||
}
|
||||
#else
|
||||
if (deattachTimer >= DeattachDuration)
|
||||
{
|
||||
holdable.DeattachFromWall();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -67,7 +87,10 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
holdable.Reattachable = false;
|
||||
holdable.PickingTime = float.MaxValue;
|
||||
if (requiredItems.Any())
|
||||
{
|
||||
holdable.PickingTime = float.MaxValue;
|
||||
}
|
||||
|
||||
var body = item.body ?? holdable.Body;
|
||||
|
||||
|
||||
@@ -17,6 +17,8 @@ namespace Barotrauma.Items.Components
|
||||
private readonly List<string> fixableEntities;
|
||||
private Vector2 pickedPosition;
|
||||
private float activeTimer;
|
||||
|
||||
private Vector2 debugRayStartPos, debugRayEndPos;
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float Range { get; set; }
|
||||
@@ -156,7 +158,7 @@ namespace Barotrauma.Items.Components
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
||||
if (RepairThroughWalls)
|
||||
{
|
||||
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false);
|
||||
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
FixBody(user, deltaTime, degreeOfSuccess, body);
|
||||
@@ -164,7 +166,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false));
|
||||
FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true));
|
||||
}
|
||||
|
||||
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
|
||||
@@ -247,6 +249,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
var levelResource = targetItem.GetComponent<LevelResource>();
|
||||
if (levelResource != null && levelResource.IsActive &&
|
||||
levelResource.requiredItems.Any() &&
|
||||
levelResource.HasRequiredItems(user, addMessage: false))
|
||||
{
|
||||
levelResource.DeattachTimer += deltaTime;
|
||||
|
||||
@@ -104,8 +104,8 @@ namespace Barotrauma.Items.Components
|
||||
#if SERVER
|
||||
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
#endif
|
||||
|
||||
item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
Character thrower = picker;
|
||||
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
|
||||
@@ -189,7 +189,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
get { return name; }
|
||||
}
|
||||
|
||||
|
||||
[Editable, Serialize("", true)]
|
||||
public string Msg
|
||||
{
|
||||
@@ -203,12 +203,6 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
public AITarget AITarget
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public AITarget AITarget
|
||||
{
|
||||
get;
|
||||
@@ -253,7 +247,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
|
||||
}
|
||||
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
ParseMsg();
|
||||
|
||||
|
||||
@@ -155,13 +155,14 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (item.Container != null) { return false; }
|
||||
|
||||
if (AutoInteractWithContained)
|
||||
if (AutoInteractWithContained && character.SelectedConstruction == null)
|
||||
{
|
||||
foreach (Item contained in Inventory.Items)
|
||||
{
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(character))
|
||||
{
|
||||
character.FocusedItem = contained;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -178,6 +179,7 @@ namespace Barotrauma.Items.Components
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(picker))
|
||||
{
|
||||
picker.FocusedItem = contained;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
|
||||
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
|
||||
if (Math.Abs(Force) > 1.0f)
|
||||
{
|
||||
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
|
||||
Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
|
||||
//less effective when in a bad condition
|
||||
currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
|
||||
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool shutDown;
|
||||
|
||||
const float AIUpdateInterval = 1.0f;
|
||||
const float AIUpdateInterval = 0.2f;
|
||||
private float aiUpdateTimer;
|
||||
|
||||
private Character lastUser;
|
||||
@@ -209,10 +209,10 @@ namespace Barotrauma.Items.Components
|
||||
allowedFissionRate = Vector2.Lerp(new Vector2(20, AvailableFuel), new Vector2(10, AvailableFuel), degreeOfSuccess);
|
||||
allowedFissionRate.X = Math.Min(allowedFissionRate.X, allowedFissionRate.Y - 10);
|
||||
|
||||
float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f;
|
||||
float heatAmount = GetGeneratedHeat(fissionRate);
|
||||
float temperatureDiff = (heatAmount - turbineOutput) - Temperature;
|
||||
Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff));
|
||||
if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
|
||||
//if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
|
||||
|
||||
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
|
||||
TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
|
||||
@@ -313,6 +313,48 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private float GetGeneratedHeat(float fissionRate)
|
||||
{
|
||||
return fissionRate * (prevAvailableFuel / 100.0f) * 2.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Do we need more fuel to generate enough power to match the current load.
|
||||
/// </summary>
|
||||
/// <param name="minimumOutputRatio">How low we allow the output/load ratio to go before loading more fuel.
|
||||
/// 1.0 = always load more fuel when maximum output is too low, 0.5 = load more if max output is 50% of the load</param>
|
||||
private bool NeedMoreFuel(float minimumOutputRatio)
|
||||
{
|
||||
if (prevAvailableFuel <= 0.0f && load > 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
//fission rate is clamped to the amount of available fuel
|
||||
float maxFissionRate = Math.Min(prevAvailableFuel, 100.0f);
|
||||
float maxTurbineOutput = 100.0f;
|
||||
|
||||
//calculate the maximum output if the fission rate is cranked as high as it goes and turbine output is at max
|
||||
float theoreticalMaxHeat = GetGeneratedHeat(fissionRate: maxFissionRate);
|
||||
float temperatureFactor = Math.Min(theoreticalMaxHeat / 50.0f, 1.0f);
|
||||
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
|
||||
|
||||
//maximum output not enough, we need more fuel
|
||||
return theoreticalMaxOutput < load * minimumOutputRatio;
|
||||
}
|
||||
|
||||
private bool TooMuchFuel()
|
||||
{
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null && containedItems.Count() <= 1) { return false; }
|
||||
|
||||
//get the amount of heat we'd generate if the fission rate was at the low end of the optimal range
|
||||
float minimumHeat = GetGeneratedHeat(optimalFissionRate.X);
|
||||
|
||||
//if we need a very high turbine output to keep the engine from overheating, there's too much fuel
|
||||
return minimumHeat > Math.Min(correctTurbineOutput * 1.5f, 90);
|
||||
}
|
||||
|
||||
private void UpdateFailures(float deltaTime)
|
||||
{
|
||||
if (temperature > allowedTemperature.Y)
|
||||
@@ -367,6 +409,11 @@ namespace Barotrauma.Items.Components
|
||||
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
|
||||
}
|
||||
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
|
||||
|
||||
//don't push the target too far from the current fission rate
|
||||
//otherwise we may "overshoot", cranking the target fission rate all the way up because it takes a while
|
||||
//for the actual fission rate and temperature to follow
|
||||
targetFissionRate = MathHelper.Clamp(targetFissionRate, FissionRate - 5, FissionRate + 5);
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
@@ -441,12 +488,18 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
//we need more fuel
|
||||
if (-currPowerConsumption < load * 0.5f && prevAvailableFuel <= 0.0f)
|
||||
if (aiUpdateTimer > 0.0f)
|
||||
{
|
||||
aiUpdateTimer -= deltaTime;
|
||||
return false;
|
||||
}
|
||||
|
||||
//load more fuel if the current maximum output is only 50% of the current load
|
||||
if (NeedMoreFuel(minimumOutputRatio: 0.5f))
|
||||
{
|
||||
var containFuelObjective = new AIObjectiveContainItem(character, new string[] { "fuelrod", "reactorfuel" }, item.GetComponent<ItemContainer>())
|
||||
{
|
||||
MinContainedAmount = containedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
|
||||
MinContainedAmount = item.ContainedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
|
||||
GetItemPriority = (Item fuelItem) =>
|
||||
{
|
||||
if (fuelItem.ParentInventory?.Owner is Item)
|
||||
@@ -461,6 +514,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
character?.Speak(TextManager.Get("DialogReactorFuel"), null, 0.0f, "reactorfuel", 30.0f);
|
||||
|
||||
aiUpdateTimer = AIUpdateInterval;
|
||||
return false;
|
||||
}
|
||||
else if (TooMuchFuel())
|
||||
@@ -479,12 +533,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (aiUpdateTimer > 0.0f)
|
||||
{
|
||||
aiUpdateTimer -= deltaTime;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (lastUser != character && lastUser != null && lastUser.SelectedConstruction == item)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogReactorTaken"), null, 0.0f, "reactortaken", 10.0f);
|
||||
@@ -506,7 +554,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
AutoTemp = false;
|
||||
unsentChanges = true;
|
||||
UpdateAutoTemp(2.0f + degreeOfSuccess * 5.0f, 1.0f);
|
||||
UpdateAutoTemp(MathHelper.Lerp(0.5f, 2.0f, degreeOfSuccess), 1.0f);
|
||||
}
|
||||
#if CLIENT
|
||||
onOffSwitch.BarScroll = 0.0f;
|
||||
|
||||
@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (!pt.IsActive) { continue; }
|
||||
if (!pt.IsActive || !pt.CanTransfer) { continue; }
|
||||
|
||||
gridLoad += pt.PowerLoad;
|
||||
gridPower -= pt.CurrPowerConsumption;
|
||||
@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
item.SendSignal(0, Charge.ToString(), "charge", null);
|
||||
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
|
||||
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
|
||||
item.SendSignal(0, ((int)Charge).ToString(), "charge", null);
|
||||
item.SendSignal(0, ((int)((Charge / capacity) * 100)).ToString(), "charge_%", null);
|
||||
item.SendSignal(0, ((int)((RechargeSpeed / maxRechargeSpeed) * 100)).ToString(), "charge_rate", null);
|
||||
|
||||
foreach (Pair<Powered, Connection> connected in directlyConnected)
|
||||
{
|
||||
|
||||
@@ -180,7 +180,8 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
|
||||
//items in a bad condition are more sensitive to overvoltage
|
||||
float maxOverVoltage = MathHelper.Lerp(Math.Min(OverloadVoltage, 1.0f), OverloadVoltage, item.Condition / item.MaxCondition);
|
||||
float maxOverVoltage = MathHelper.Lerp(OverloadVoltage * 0.75f, OverloadVoltage, item.Condition / item.MaxCondition);
|
||||
maxOverVoltage = Math.Max(OverloadVoltage, 1.0f);
|
||||
|
||||
//if the item can't be fixed, don't allow it to break
|
||||
if (!item.Repairables.Any() || !CanBeOverloaded) continue;
|
||||
@@ -319,7 +320,13 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
|
||||
//float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
|
||||
RelayComponent thisRelayComponent = this as RelayComponent;
|
||||
if (thisRelayComponent != null)
|
||||
{
|
||||
clampPower = Math.Min(Math.Min(clampPower, thisRelayComponent.MaxPower), powerLoad);
|
||||
clampLoad = Math.Min(clampLoad, thisRelayComponent.MaxPower);
|
||||
}
|
||||
|
||||
foreach (Connection c in PowerConnections)
|
||||
{
|
||||
@@ -357,6 +364,8 @@ namespace Barotrauma.Items.Components
|
||||
continue;
|
||||
}
|
||||
|
||||
float addLoad = 0.0f;
|
||||
float addPower = 0.0f;
|
||||
if (powered is PowerContainer powerContainer)
|
||||
{
|
||||
if (recipient.Name == "power_in")
|
||||
@@ -365,7 +374,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
fullPower += Math.Min(powerContainer.CurrPowerOutput, maxPower);
|
||||
addPower = powerContainer.CurrPowerOutput;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -380,10 +389,16 @@ namespace Barotrauma.Items.Components
|
||||
//negative power consumption = the construction is a
|
||||
//generator/battery or another junction box
|
||||
{
|
||||
fullPower -= Math.Max(powered.CurrPowerConsumption, -maxPower);
|
||||
addPower -= powered.CurrPowerConsumption;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (addPower + fullPower > clampPower) { addPower -= (addPower + fullPower) - clampPower; };
|
||||
if (addPower > 0) { fullPower += addPower; }
|
||||
|
||||
if (addLoad + fullLoad > clampLoad) { addLoad -= (addLoad + fullLoad) - clampLoad; };
|
||||
if (addLoad > 0) { fullLoad += addLoad; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,8 +12,6 @@ namespace Barotrauma.Items.Components
|
||||
public static float SkillIncreaseMultiplier = 0.4f;
|
||||
|
||||
private string header;
|
||||
|
||||
private float fixDurationLowSkill, fixDurationHighSkill;
|
||||
|
||||
private float deteriorationTimer;
|
||||
|
||||
@@ -52,17 +50,20 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
/*private float repairProgress;
|
||||
public float RepairProgress
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
|
||||
public float FixDurationLowSkill
|
||||
{
|
||||
get { return repairProgress; }
|
||||
set
|
||||
{
|
||||
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
}*/
|
||||
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
|
||||
public float FixDurationHighSkill
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private Character currentFixer;
|
||||
public Character CurrentFixer
|
||||
{
|
||||
@@ -83,8 +84,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
this.item = item;
|
||||
header = element.GetAttributeString("name", "");
|
||||
fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
|
||||
fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -160,7 +159,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
bool wasBroken = !item.IsFullCondition;
|
||||
float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
|
||||
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
|
||||
if (fixDuration <= 0.0f)
|
||||
{
|
||||
item.Condition = item.MaxCondition;
|
||||
@@ -186,26 +185,5 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(deteriorationTimer);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
deteriorationTimer = msg.ReadSingle();
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//no need to write anything, just letting the server know we started repairing
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
if (c.Character == null) return;
|
||||
StartRepairing(c.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -163,6 +163,14 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
wires[index] = wire;
|
||||
recipientsDirty = true;
|
||||
if (wire != null)
|
||||
{
|
||||
var otherConnection = wire.OtherConnection(this);
|
||||
if (otherConnection != null)
|
||||
{
|
||||
otherConnection.recipientsDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power, float signalStrength = 1.0f)
|
||||
|
||||
@@ -356,7 +356,7 @@ namespace Barotrauma.Items.Components
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.body.Enabled = true;
|
||||
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y)), -rotation);
|
||||
projectile.FindHull();
|
||||
projectile.UpdateTransform();
|
||||
projectile.Submarine = projectile.body.Submarine;
|
||||
|
||||
Projectile projectileComponent = projectile.GetComponent<Projectile>();
|
||||
|
||||
@@ -59,7 +59,7 @@ namespace Barotrauma
|
||||
public PhysicsBody body;
|
||||
|
||||
public readonly XElement StaticBodyConfig;
|
||||
|
||||
|
||||
private float lastSentCondition;
|
||||
private float sendConditionUpdateTimer;
|
||||
private bool conditionUpdatePending;
|
||||
@@ -211,14 +211,14 @@ namespace Barotrauma
|
||||
set { spriteColor = value; }
|
||||
}
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", false), Editable]
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
|
||||
public Color InventoryIconColor
|
||||
{
|
||||
get;
|
||||
protected set;
|
||||
}
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", false), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
|
||||
public Color ContainerColor
|
||||
{
|
||||
get;
|
||||
@@ -274,12 +274,11 @@ namespace Barotrauma
|
||||
|
||||
SetActiveSprite();
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
|
||||
{
|
||||
if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentCondition = condition;
|
||||
conditionUpdatePending = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -996,6 +995,21 @@ namespace Barotrauma
|
||||
aiTarget.SightRange -= deltaTime * 1000.0f;
|
||||
aiTarget.SoundRange -= deltaTime * 1000.0f;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
sendConditionUpdateTimer -= deltaTime;
|
||||
if (conditionUpdatePending)
|
||||
{
|
||||
if (sendConditionUpdateTimer <= 0.0f)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentCondition = condition;
|
||||
sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
|
||||
conditionUpdatePending = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.Always, deltaTime, null);
|
||||
|
||||
@@ -1272,7 +1286,11 @@ namespace Barotrauma
|
||||
LastSentSignalRecipients.Clear();
|
||||
if (connections == null) return;
|
||||
|
||||
stepsTaken++;
|
||||
public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
|
||||
{
|
||||
List<T> connectedComponents = new List<T>();
|
||||
List<Item> alreadySearched = new List<Item>() { this };
|
||||
GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
|
||||
|
||||
if (!connections.TryGetValue(connectionName, out Connection c)) return;
|
||||
|
||||
|
||||
@@ -554,6 +554,39 @@ namespace Barotrauma
|
||||
|
||||
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
|
||||
|
||||
if (sprite == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
|
||||
#if SERVER
|
||||
sprite = new Sprite("", Vector2.Zero);
|
||||
sprite.SourceRect = new Rectangle(0, 0, 32, 32);
|
||||
#else
|
||||
sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
|
||||
{
|
||||
Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
|
||||
};
|
||||
#endif
|
||||
size = sprite.size;
|
||||
sprite.EntityID = identifier;
|
||||
}
|
||||
|
||||
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
|
||||
{
|
||||
DebugConsole.ThrowError(
|
||||
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
|
||||
}
|
||||
if (!string.IsNullOrEmpty(identifier))
|
||||
{
|
||||
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
|
||||
if (existingPrefab != null)
|
||||
{
|
||||
DebugConsole.ThrowError(
|
||||
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
|
||||
}
|
||||
}
|
||||
|
||||
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
|
||||
|
||||
List.Add(this);
|
||||
}
|
||||
|
||||
|
||||
@@ -28,8 +28,10 @@ namespace Barotrauma
|
||||
|
||||
public Explosion(float range, float force, float damage, float structureDamage, float empStrength = 0.0f)
|
||||
{
|
||||
attack = new Attack(damage, 0.0f, 0.0f, structureDamage, range);
|
||||
attack.SeverLimbsProbability = 1.0f;
|
||||
attack = new Attack(damage, 0.0f, 0.0f, structureDamage, range)
|
||||
{
|
||||
SeverLimbsProbability = 1.0f
|
||||
};
|
||||
this.force = force;
|
||||
this.empStrength = empStrength;
|
||||
sparks = true;
|
||||
@@ -183,9 +185,6 @@ 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<Limb, float> distFactors = new Dictionary<Limb, float>();
|
||||
|
||||
@@ -175,12 +175,11 @@ namespace Barotrauma
|
||||
LimitSize();
|
||||
|
||||
UpdateProjSpecific(growModifier);
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) return;
|
||||
#endif
|
||||
|
||||
if (size.X < 1.0f) Remove();
|
||||
|
||||
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
Remove();
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float growModifier);
|
||||
@@ -293,10 +292,6 @@ namespace Barotrauma
|
||||
//evaporate some of the water
|
||||
hull.WaterVolume -= extinguishAmount;
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) return;
|
||||
#endif
|
||||
|
||||
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
Remove();
|
||||
@@ -325,12 +320,11 @@ namespace Barotrauma
|
||||
size.X -= extinguishAmount;
|
||||
|
||||
hull.WaterVolume -= extinguishAmount;
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) return;
|
||||
#endif
|
||||
|
||||
if (size.X < 1.0f) Remove();
|
||||
|
||||
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
Remove();
|
||||
}
|
||||
}
|
||||
|
||||
public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)
|
||||
|
||||
@@ -88,6 +88,7 @@ namespace Barotrauma
|
||||
Gap.UpdateHulls();
|
||||
}
|
||||
|
||||
OxygenPercentage = prevOxygenPercentage;
|
||||
surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
|
||||
Pressure = surface;
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace Barotrauma
|
||||
|
||||
public static Level CreateRandom(LocationConnection locationConnection)
|
||||
{
|
||||
string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
|
||||
string seed = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
|
||||
|
||||
float sizeFactor = MathUtils.InverseLerp(
|
||||
MapGenerationParams.Instance.SmallLevelConnectionLength,
|
||||
@@ -1522,21 +1522,49 @@ namespace Barotrauma
|
||||
outpost.MakeOutpost();
|
||||
|
||||
Point? minSize = null;
|
||||
DockingPort subPort = null;
|
||||
if (Submarine.MainSub != null)
|
||||
{
|
||||
Point subSize = Submarine.MainSub.GetDockedBorders().Size;
|
||||
Point outpostSize = outpost.GetDockedBorders().Size;
|
||||
minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y);
|
||||
|
||||
float closestDistance = float.MaxValue;
|
||||
foreach (DockingPort port in DockingPort.List)
|
||||
{
|
||||
if (port.IsHorizontal || port.Docked) { continue; }
|
||||
if (port.Item.Submarine != Submarine.MainSub) { continue; }
|
||||
//the submarine port has to be at the top of the sub
|
||||
if (port.Item.WorldPosition.Y < Submarine.MainSub.WorldPosition.Y) { continue; }
|
||||
float dist = Math.Abs(port.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X);
|
||||
if (dist < closestDistance)
|
||||
{
|
||||
subPort = port;
|
||||
closestDistance = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize));
|
||||
float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X;
|
||||
//don't try to compensate if the port is very far from the sub's center of mass
|
||||
if (Math.Abs(subDockingPortOffset) > 2000.0f)
|
||||
{
|
||||
subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f);
|
||||
string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
|
||||
DebugConsole.NewMessage(warningMsg, Color.Orange);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
|
||||
}
|
||||
|
||||
outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset));
|
||||
if ((i == 0) == !Mirrored)
|
||||
{
|
||||
StartOutpost = outpost;
|
||||
if (GameMain.GameSession?.StartLocation != null) { outpost.Name = GameMain.GameSession.StartLocation.Name; }
|
||||
}
|
||||
else
|
||||
{
|
||||
EndOutpost = outpost;
|
||||
if (GameMain.GameSession?.EndLocation != null) { outpost.Name = GameMain.GameSession.EndLocation.Name; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,6 @@ namespace Barotrauma
|
||||
public Vector3 Position;
|
||||
|
||||
public float NetworkUpdateTimer;
|
||||
public const float NetworkUpdateInterval = 0.2f;
|
||||
|
||||
public float Scale;
|
||||
|
||||
|
||||
@@ -343,7 +343,7 @@ namespace Barotrauma
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { obj });
|
||||
obj.NeedsNetworkSyncing = false;
|
||||
obj.NetworkUpdateTimer = LevelObject.NetworkUpdateInterval;
|
||||
obj.NetworkUpdateTimer = NetConfig.LevelObjectUpdateInterval;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -432,12 +432,16 @@ namespace Barotrauma
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
|
||||
if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -16,6 +16,8 @@ namespace Barotrauma
|
||||
|
||||
public int TypeChangeTimer;
|
||||
|
||||
public string BaseName { get => baseName; }
|
||||
|
||||
public string Name { get; private set; }
|
||||
|
||||
public Vector2 MapPosition { get; private set; }
|
||||
@@ -32,10 +34,10 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
CheckMissionCompleted();
|
||||
|
||||
|
||||
for (int i = availableMissions.Count; i < Connections.Count * 2; i++)
|
||||
{
|
||||
int seed = (ToolBox.StringToInt(Name) + MissionsCompleted * 10 + i) % int.MaxValue;
|
||||
int seed = (ToolBox.StringToInt(BaseName) + MissionsCompleted * 10 + i) % int.MaxValue;
|
||||
MTRandom rand = new MTRandom(seed);
|
||||
|
||||
LocationConnection connection = Connections[(MissionsCompleted + i) % Connections.Count];
|
||||
@@ -46,7 +48,7 @@ namespace Barotrauma
|
||||
if (availableMissions.Any(m => m.Prefab == mission.Prefab)) { continue; }
|
||||
if (GameSettings.VerboseLogging && mission != null)
|
||||
{
|
||||
DebugConsole.NewMessage("Generated a new mission for a location connection (seed: " + seed.ToString("X") + ", type: " + mission.Name + ")", Color.White);
|
||||
DebugConsole.NewMessage("Generated a new mission for a location (location: " + Name + ", seed: " + seed.ToString("X") + ", missions completed: " + MissionsCompleted + ", type: " + mission.Name + ")", Color.White);
|
||||
}
|
||||
availableMissions.Add(mission);
|
||||
}
|
||||
@@ -75,10 +77,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Location(Vector2 mapPosition, int? zone)
|
||||
public Location(Vector2 mapPosition, int? zone, Random rand)
|
||||
{
|
||||
this.Type = LocationType.Random("", zone);
|
||||
this.Name = RandomName(Type);
|
||||
this.Type = LocationType.Random(rand, zone);
|
||||
this.Name = RandomName(Type, rand);
|
||||
this.MapPosition = mapPosition;
|
||||
|
||||
PortraitId = ToolBox.StringToInt(Name);
|
||||
@@ -86,9 +88,9 @@ namespace Barotrauma
|
||||
Connections = new List<LocationConnection>();
|
||||
}
|
||||
|
||||
public static Location CreateRandom(Vector2 position, int? zone)
|
||||
public static Location CreateRandom(Vector2 position, int? zone , Random rand)
|
||||
{
|
||||
return new Location(position, zone);
|
||||
return new Location(position, zone, rand);
|
||||
}
|
||||
|
||||
public IEnumerable<Mission> GetMissionsInConnection(LocationConnection connection)
|
||||
@@ -99,7 +101,16 @@ namespace Barotrauma
|
||||
|
||||
public void ChangeType(LocationType newType)
|
||||
{
|
||||
if (newType == Type) return;
|
||||
if (newType == Type) { return; }
|
||||
|
||||
//clear missions from this and adjacent locations (they may be invalid now)
|
||||
availableMissions.Clear();
|
||||
foreach (LocationConnection connection in Connections)
|
||||
{
|
||||
connection.OtherLocation(this)?.availableMissions.Clear();
|
||||
}
|
||||
|
||||
DebugConsole.Log("Location " + baseName + " changed it's type from " + Type + " to " + newType);
|
||||
|
||||
Type = newType;
|
||||
Name = Type.NameFormats[nameFormatIndex % Type.NameFormats.Count].Replace("[name]", baseName);
|
||||
@@ -111,6 +122,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (mission.Completed)
|
||||
{
|
||||
DebugConsole.Log("Mission \"" + mission.Name + "\" completed in \"" + Name + "\".");
|
||||
MissionsCompleted++;
|
||||
}
|
||||
}
|
||||
@@ -118,10 +130,10 @@ namespace Barotrauma
|
||||
availableMissions.RemoveAll(m => m.Completed);
|
||||
}
|
||||
|
||||
private string RandomName(LocationType type)
|
||||
private string RandomName(LocationType type, Random rand)
|
||||
{
|
||||
baseName = type.GetRandomName();
|
||||
nameFormatIndex = Rand.Int(type.NameFormats.Count, Rand.RandSync.Server);
|
||||
baseName = type.GetRandomName(rand);
|
||||
nameFormatIndex = rand.Next() % type.NameFormats.Count;
|
||||
return type.NameFormats[nameFormatIndex].Replace("[name]", baseName);
|
||||
}
|
||||
|
||||
|
||||
@@ -155,20 +155,15 @@ namespace Barotrauma
|
||||
return portraits[Math.Abs(portraitId) % portraits.Count];
|
||||
}
|
||||
|
||||
public string GetRandomName()
|
||||
{
|
||||
return names[Rand.Int(names.Count, Rand.RandSync.Server)];
|
||||
}
|
||||
|
||||
public static LocationType Random(string seed = "", int? zone = null)
|
||||
{
|
||||
Debug.Assert(List.Count > 0, "LocationType.list.Count == 0, you probably need to initialize LocationTypes");
|
||||
|
||||
public string GetRandomName(Random rand)
|
||||
{
|
||||
return names[rand.Next() % names.Count];
|
||||
}
|
||||
|
||||
public static LocationType Random(Random rand, int? zone = null)
|
||||
{
|
||||
Debug.Assert(List.Count > 0, "LocationType.list.Count == 0, you probably need to initialize LocationTypes");
|
||||
|
||||
List<LocationType> allowedLocationTypes = zone.HasValue ? List.FindAll(lt => lt.CommonnessPerZone.ContainsKey(zone.Value)) : List;
|
||||
|
||||
if (allowedLocationTypes.Count == 0)
|
||||
@@ -180,12 +175,12 @@ namespace Barotrauma
|
||||
{
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
allowedLocationTypes,
|
||||
allowedLocationTypes.Select(a => a.CommonnessPerZone[zone.Value]).ToList(),
|
||||
Rand.RandSync.Server);
|
||||
allowedLocationTypes.Select(a => a.CommonnessPerZone[zone.Value]).ToList(),
|
||||
rand);
|
||||
}
|
||||
else
|
||||
{
|
||||
return allowedLocationTypes[Rand.Int(allowedLocationTypes.Count, Rand.RandSync.Server)];
|
||||
return allowedLocationTypes[rand.Next() % allowedLocationTypes.Count];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -196,7 +196,7 @@ namespace Barotrauma
|
||||
Vector2 position = points[positionIndex];
|
||||
if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
|
||||
int zone = MathHelper.Clamp(generationParams.DifficultyZones - (int)Math.Floor(Vector2.Distance(position, mapCenter) / zoneRadius), 1, generationParams.DifficultyZones);
|
||||
newLocations[i] = Location.CreateRandom(position, zone);
|
||||
newLocations[i] = Location.CreateRandom(position, zone, Rand.GetRNG(Rand.RandSync.Server));
|
||||
Locations.Add(newLocations[i]);
|
||||
}
|
||||
|
||||
@@ -578,10 +578,12 @@ namespace Barotrauma
|
||||
location.MissionsCompleted = missionsCompleted;
|
||||
if (showNotifications && prevLocationType != location.Type)
|
||||
{
|
||||
ChangeLocationType(
|
||||
location,
|
||||
prevLocationName,
|
||||
prevLocationType.CanChangeTo.Find(c => c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant()));
|
||||
var change = prevLocationType.CanChangeTo.Find(c =>
|
||||
c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant());
|
||||
if (change != null)
|
||||
{
|
||||
ChangeLocationType(location, prevLocationName, change);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "connection":
|
||||
|
||||
@@ -297,7 +297,13 @@ namespace Barotrauma
|
||||
CreateStairBodies();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Only add ai targets automatically to walls
|
||||
if (aiTarget == null && HasBody && Tags.Contains("wall"))
|
||||
{
|
||||
aiTarget = new AITarget(this);
|
||||
}
|
||||
|
||||
InsertToList();
|
||||
}
|
||||
|
||||
|
||||
@@ -217,6 +217,10 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
SerializableProperty.DeserializeProperties(sp, element);
|
||||
if (sp.Body)
|
||||
{
|
||||
sp.Tags.Add("wall");
|
||||
}
|
||||
string translatedDescription = TextManager.Get("EntityDescription." + sp.identifier, true);
|
||||
if (!string.IsNullOrEmpty(translatedDescription)) sp.Description = translatedDescription;
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
@@ -493,7 +494,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null)
|
||||
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f)
|
||||
{
|
||||
Rectangle dockedBorders = GetDockedBorders();
|
||||
Vector2 diffFromDockedBorders =
|
||||
@@ -532,6 +533,10 @@ 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)
|
||||
@@ -554,6 +559,26 @@ namespace Barotrauma
|
||||
spawnPos.X = (minX + maxX) / 2;
|
||||
}
|
||||
|
||||
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 + subDockingPortOffset;
|
||||
}
|
||||
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 + subDockingPortOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
//walls found at both sides, use their midpoint
|
||||
spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset;
|
||||
}
|
||||
|
||||
spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10);
|
||||
return spawnPos - diffFromDockedBorders;
|
||||
}
|
||||
@@ -665,7 +690,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, IEnumerable<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, bool allowInsideFixture = false)
|
||||
{
|
||||
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
|
||||
{
|
||||
@@ -677,21 +702,20 @@ namespace Barotrauma
|
||||
Body closestBody = null;
|
||||
if (allowInsideFixture)
|
||||
{
|
||||
if (fixture == null ||
|
||||
(ignoreSensors && fixture.IsSensor) ||
|
||||
fixture.CollisionCategories == Category.None ||
|
||||
fixture.CollisionCategories == Physics.CollisionItem) return -1;
|
||||
|
||||
if (customPredicate != null && !customPredicate(fixture)) return -1;
|
||||
|
||||
if (collisionCategory != null &&
|
||||
!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
|
||||
!((Category)collisionCategory).HasFlag(fixture.CollisionCategories)) return -1;
|
||||
var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
|
||||
GameMain.World.QueryAABB((fixture) =>
|
||||
{
|
||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; }
|
||||
|
||||
fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
|
||||
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
|
||||
|
||||
if (fixture.Body.UserData is Structure structure)
|
||||
closestFraction = 0.0f;
|
||||
closestNormal = Vector2.Normalize(rayEnd - rayStart);
|
||||
if (fixture.Body != null) closestBody = fixture.Body;
|
||||
return false;
|
||||
}, ref aabb);
|
||||
if (closestFraction <= 0.0f)
|
||||
{
|
||||
lastPickedPosition = rayStart;
|
||||
lastPickedFraction = closestFraction;
|
||||
@@ -721,7 +745,7 @@ namespace Barotrauma
|
||||
return closestBody;
|
||||
}
|
||||
|
||||
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, List<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
|
||||
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
|
||||
{
|
||||
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
|
||||
{
|
||||
@@ -732,25 +756,9 @@ namespace Barotrauma
|
||||
List<Body> bodies = new List<Body>();
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
if (fixture == null ||
|
||||
(ignoreSensors && fixture.IsSensor) ||
|
||||
fixture.CollisionCategories == Category.None ||
|
||||
fixture.CollisionCategories == Physics.CollisionItem) return -1;
|
||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
|
||||
|
||||
if (customPredicate != null && !customPredicate(fixture)) return -1;
|
||||
|
||||
if (collisionCategory != null &&
|
||||
!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
|
||||
!((Category)collisionCategory).HasFlag(fixture.CollisionCategories)) return -1;
|
||||
|
||||
if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body)) return -1;
|
||||
|
||||
if (fixture.Body.UserData is Structure structure)
|
||||
{
|
||||
if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform)) return -1;
|
||||
}
|
||||
|
||||
bodies.Add(fixture.Body);
|
||||
if (fixture.Body != null) { bodies.Add(fixture.Body); }
|
||||
if (fraction < closestFraction)
|
||||
{
|
||||
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
|
||||
@@ -760,10 +768,68 @@ namespace Barotrauma
|
||||
|
||||
return fraction;
|
||||
}, rayStart, rayEnd);
|
||||
|
||||
|
||||
if (allowInsideFixture)
|
||||
{
|
||||
var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
|
||||
GameMain.World.QueryAABB((fixture) =>
|
||||
{
|
||||
if (bodies.Contains(fixture.Body) || fixture.Body == null) { return true; }
|
||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; }
|
||||
|
||||
fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
|
||||
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
|
||||
|
||||
closestFraction = 0.0f;
|
||||
lastPickedPosition = rayStart;
|
||||
lastPickedFraction = 0.0f;
|
||||
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
|
||||
bodies.Add(fixture.Body);
|
||||
return false;
|
||||
}, ref aabb);
|
||||
}
|
||||
|
||||
return bodies;
|
||||
}
|
||||
|
||||
private static bool CheckFixtureCollision(Fixture fixture, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
|
||||
{
|
||||
if (fixture == null ||
|
||||
(ignoreSensors && fixture.IsSensor) ||
|
||||
fixture.CollisionCategories == Category.None ||
|
||||
fixture.CollisionCategories == Physics.CollisionItem)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (customPredicate != null && !customPredicate(fixture))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (collisionCategory != null &&
|
||||
!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
|
||||
!((Category)collisionCategory).HasFlag(fixture.CollisionCategories))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fixture.Body.UserData is Structure structure)
|
||||
{
|
||||
if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// check visibility between two points (in sim units)
|
||||
/// </summary>
|
||||
|
||||
@@ -615,7 +615,7 @@ namespace Barotrauma
|
||||
ID = (ushort)int.Parse(element.Attribute("ID").Value)
|
||||
};
|
||||
|
||||
Enum.TryParse(element.GetAttributeString("spawn", "Path"), out w.spawnType);
|
||||
w.spawnType = spawnType;
|
||||
|
||||
string idCardDescString = element.GetAttributeString("idcarddesc", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardDescString))
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
enum FileTransferMessageType
|
||||
{
|
||||
Unknown, Initiate, Data, Cancel
|
||||
Unknown, Initiate, Data, TransferOnSameMachine, Cancel
|
||||
}
|
||||
|
||||
enum FileTransferType
|
||||
|
||||
@@ -32,11 +32,14 @@ namespace Barotrauma.Networking
|
||||
public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
|
||||
public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
|
||||
|
||||
//how much the physics body of an item has to move until the server
|
||||
//send a position update to clients (in sim units)
|
||||
public const float ItemPosUpdateDistance = 2.0f;
|
||||
|
||||
public const float DeleteDisconnectedTime = 10.0f;
|
||||
public const float DeleteDisconnectedTime = 20.0f;
|
||||
|
||||
public const float ItemConditionUpdateInterval = 0.15f;
|
||||
public const float LevelObjectUpdateInterval = 0.5f;
|
||||
public const float HullUpdateInterval = 0.5f;
|
||||
public const float HullUpdateDistance = 20000.0f;
|
||||
|
||||
public const int MaxEventPacketsPerUpdate = 4;
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the positional error of a physics body towards zero.
|
||||
|
||||
+2
-9
@@ -58,15 +58,8 @@ namespace Barotrauma.Networking
|
||||
eventCount++;
|
||||
continue;
|
||||
}
|
||||
//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
|
||||
/*else if (Entity.FindEntityByID(e.Entity.ID) != e.Entity || e.Entity.IdFreed)
|
||||
{
|
||||
//technically the clients don't have any use for these, but removing events and shifting the IDs of all
|
||||
//consecutive ones is so error-prone that I think this is a safer option
|
||||
tempBuffer.Write(Entity.NullEntityID);
|
||||
tempBuffer.WritePadBits();
|
||||
}*/
|
||||
else
|
||||
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
|
||||
{
|
||||
//no more room in this packet
|
||||
break;
|
||||
|
||||
@@ -4,11 +4,6 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Items.Components;
|
||||
#if CLIENT
|
||||
using Barotrauma.Particles;
|
||||
using Barotrauma.Sounds;
|
||||
#endif
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -91,52 +86,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private TargetType targetTypes;
|
||||
protected HashSet<string> targetIdentifiers;
|
||||
|
||||
public readonly ItemPrefab ItemPrefab;
|
||||
public readonly SpawnPositionType SpawnPosition;
|
||||
public readonly float Speed;
|
||||
public readonly float Rotation;
|
||||
|
||||
public ItemSpawnInfo(XElement element, string parentDebugName)
|
||||
{
|
||||
if (element.Attribute("name") != null)
|
||||
{
|
||||
//backwards compatibility
|
||||
DebugConsole.ThrowError("Error in StatusEffect config (" + element.ToString() + ") - use item identifier instead of the name.");
|
||||
string itemPrefabName = element.GetAttributeString("name", "");
|
||||
ItemPrefab = MapEntityPrefab.List.Find(m => m is ItemPrefab && (m.NameMatches(itemPrefabName) || m.Tags.Contains(itemPrefabName))) as ItemPrefab;
|
||||
if (ItemPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect \""+ parentDebugName + "\" - item prefab \"" + itemPrefabName + "\" not found.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string itemPrefabIdentifier = element.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrEmpty(itemPrefabIdentifier)) itemPrefabIdentifier = element.GetAttributeString("identifiers", "");
|
||||
if (string.IsNullOrEmpty(itemPrefabIdentifier))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid item spawn in StatusEffect \"" + parentDebugName + "\" - identifier not found in the element \"" + element.ToString() + "\"");
|
||||
}
|
||||
ItemPrefab = MapEntityPrefab.List.Find(m => m is ItemPrefab && m.Identifier == itemPrefabIdentifier) as ItemPrefab;
|
||||
if (ItemPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect config - item prefab with the identifier \"" + itemPrefabIdentifier + "\" not found.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Speed = element.GetAttributeFloat("speed", 0.0f);
|
||||
Rotation = MathHelper.ToRadians(element.GetAttributeFloat("rotation", 0.0f));
|
||||
|
||||
private List<RoundSound> sounds = new List<RoundSound>();
|
||||
private SoundSelectionMode soundSelectionMode;
|
||||
private SoundChannel soundChannel;
|
||||
private bool loopSound;
|
||||
#endif
|
||||
|
||||
private List<RelatedItem> requiredItems;
|
||||
|
||||
public string[] propertyNames;
|
||||
@@ -228,10 +181,6 @@ namespace Barotrauma
|
||||
|
||||
Range = element.GetAttributeFloat("range", 0.0f);
|
||||
|
||||
#if CLIENT
|
||||
particleEmitters = new List<ParticleEmitter>();
|
||||
#endif
|
||||
|
||||
IEnumerable<XAttribute> attributes = element.Attributes();
|
||||
List<XAttribute> propertyAttributes = new List<XAttribute>();
|
||||
propertyConditionals = new List<PropertyConditional>();
|
||||
@@ -408,25 +357,6 @@ namespace Barotrauma
|
||||
var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
|
||||
if (newSpawnItem.ItemPrefab != null) spawnItems.Add(newSpawnItem);
|
||||
break;
|
||||
#if CLIENT
|
||||
case "particleemitter":
|
||||
particleEmitters.Add(new ParticleEmitter(subElement));
|
||||
break;
|
||||
case "sound":
|
||||
var sound = Submarine.LoadRoundSound(subElement);
|
||||
if (sound != null)
|
||||
{
|
||||
loopSound = subElement.GetAttributeBool("loop", false);
|
||||
if (subElement.Attribute("selectionmode") != null)
|
||||
{
|
||||
if (Enum.TryParse(subElement.GetAttributeString("selectionmode", "Random"), out SoundSelectionMode selectionMode))
|
||||
{
|
||||
soundSelectionMode = selectionMode;
|
||||
}
|
||||
}
|
||||
sounds.Add(sound);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
InitProjSpecific(element, parentDebugName);
|
||||
@@ -439,11 +369,6 @@ namespace Barotrauma
|
||||
return (targetTypes & targetType) != 0;
|
||||
}
|
||||
|
||||
public bool HasTargetType(TargetType targetType)
|
||||
{
|
||||
return (targetTypes & targetType) != 0;
|
||||
}
|
||||
|
||||
public virtual bool HasRequiredItems(Entity entity)
|
||||
{
|
||||
if (requiredItems == null) return true;
|
||||
@@ -643,46 +568,10 @@ namespace Barotrauma
|
||||
{
|
||||
hull = ((Item)entity).CurrentHull;
|
||||
}
|
||||
#if CLIENT
|
||||
if (entity != null && sounds.Count > 0)
|
||||
{
|
||||
if (soundChannel == null || !soundChannel.IsPlaying)
|
||||
{
|
||||
if (soundSelectionMode == SoundSelectionMode.All)
|
||||
{
|
||||
foreach (RoundSound sound in sounds)
|
||||
{
|
||||
soundChannel = SoundPlayer.PlaySound(sound.Sound, sound.Volume, sound.Range, entity.WorldPosition, hull);
|
||||
if (soundChannel != null) soundChannel.Looping = loopSound;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int selectedSoundIndex = 0;
|
||||
if (soundSelectionMode == SoundSelectionMode.ItemSpecific && entity is Item item)
|
||||
{
|
||||
selectedSoundIndex = item.ID % sounds.Count;
|
||||
}
|
||||
else if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && entity is Character user)
|
||||
{
|
||||
selectedSoundIndex = user.ID % sounds.Count;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedSoundIndex = Rand.Int(sounds.Count);
|
||||
}
|
||||
var selectedSound = sounds[selectedSoundIndex];
|
||||
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, entity.WorldPosition, hull);
|
||||
if (soundChannel != null) soundChannel.Looping = loopSound;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
foreach (ISerializableEntity serializableEntity in targets)
|
||||
{
|
||||
Item item = serializableEntity as Item;
|
||||
if (item == null) continue;
|
||||
if (!(serializableEntity is Item item)) continue;
|
||||
|
||||
Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
|
||||
if (targetCharacter == null)
|
||||
@@ -782,11 +671,7 @@ namespace Barotrauma
|
||||
fire.Size = new Vector2(FireSize, fire.Size.Y);
|
||||
}
|
||||
|
||||
bool isNotClient = true;
|
||||
#if CLIENT
|
||||
isNotClient = GameMain.Client == null;
|
||||
#endif
|
||||
|
||||
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
|
||||
if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn items
|
||||
{
|
||||
foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
|
||||
@@ -843,27 +728,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (entity != null)
|
||||
{
|
||||
foreach (ParticleEmitter emitter in particleEmitters)
|
||||
{
|
||||
float angle = 0.0f;
|
||||
if (emitter.Prefab.CopyEntityAngle)
|
||||
{
|
||||
if (entity is Item it)
|
||||
{
|
||||
angle = it.body == null ? 0.0f : it.body.Rotation;
|
||||
}
|
||||
}
|
||||
|
||||
emitter.Emit(deltaTime, entity.WorldPosition, hull, angle);
|
||||
}
|
||||
}
|
||||
|
||||
ApplyProjSpecific(deltaTime, entity, targets, hull);
|
||||
}
|
||||
|
||||
partial void ApplyProjSpecific(float deltaTime, Entity entity, List<ISerializableEntity> targets, Hull currentHull);
|
||||
|
||||
private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
|
||||
{
|
||||
if (disableDeltaTime || setValue) deltaTime = 1.0f;
|
||||
|
||||
@@ -403,18 +403,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void ClearFolder(string FolderName, string[] ignoredFiles = null)
|
||||
public static void ClearFolder(string FolderName, string[] ignoredFileNames = null)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(FolderName);
|
||||
|
||||
foreach (FileInfo fi in dir.GetFiles())
|
||||
{
|
||||
if (ignoredFiles != null)
|
||||
if (ignoredFileNames != null)
|
||||
{
|
||||
bool ignore = false;
|
||||
foreach (string ignoredFile in ignoredFiles)
|
||||
foreach (string ignoredFile in ignoredFileNames)
|
||||
{
|
||||
if (Path.GetFullPath(fi.FullName).Equals(Path.GetFullPath(ignoredFile)))
|
||||
if (Path.GetFileName(fi.FullName).Equals(Path.GetFileName(ignoredFile)))
|
||||
{
|
||||
ignore = true;
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user