(3ac5065f5) Fixed: Rendering order for Bugreporter window, OK button position
This commit is contained in:
@@ -543,14 +543,6 @@ namespace Barotrauma
|
||||
{
|
||||
attackSimPos -= Character.Submarine.SimPosition;
|
||||
}
|
||||
else if (Character.Submarine != SelectedAiTarget.Entity.Submarine)
|
||||
{
|
||||
if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine != null)
|
||||
{
|
||||
Vector2 diff = Character.Submarine.SimPosition - SelectedAiTarget.Entity.Submarine.SimPosition;
|
||||
attackSimPos -= diff;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
|
||||
@@ -805,6 +797,7 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsSteeringThroughGap { get; private set; }
|
||||
|
||||
@@ -85,18 +85,12 @@ namespace Barotrauma
|
||||
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null)
|
||||
{
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
insideSteering.Reset();
|
||||
}
|
||||
if (steeringManager != insideSteering) insideSteering.Reset();
|
||||
steeringManager = insideSteering;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (steeringManager != outsideSteering)
|
||||
{
|
||||
outsideSteering.Reset();
|
||||
}
|
||||
if (steeringManager != outsideSteering) outsideSteering.Reset();
|
||||
steeringManager = outsideSteering;
|
||||
}
|
||||
|
||||
@@ -301,7 +295,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -311,7 +305,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
newOrder = new Order(orderPrefab, hull, null);
|
||||
}
|
||||
}
|
||||
foreach (Character c in Character.CharacterList)
|
||||
@@ -323,7 +317,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -335,7 +329,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
newOrder = new Order(orderPrefab, hull, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -349,7 +343,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
|
||||
newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault(), orderGiver: Character);
|
||||
newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -360,9 +354,6 @@ namespace Barotrauma
|
||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
|
||||
{
|
||||
Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
|
||||
#if SERVER
|
||||
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", Character.CurrentHull, null, Character));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -666,7 +657,7 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentHullSafety = 0;
|
||||
}
|
||||
return CurrentHullSafety;
|
||||
return 0;
|
||||
}
|
||||
if (character == Character)
|
||||
{
|
||||
|
||||
@@ -146,7 +146,7 @@ namespace Barotrauma
|
||||
{
|
||||
bool needsNewPath = currentPath != null && currentPath.Unreachable || Vector2.DistanceSquared(target, currentTarget) > 1;
|
||||
//find a new path if one hasn't been found yet or the target is different from the current target
|
||||
if (currentPath == null || needsNewPath || findPathTimer < -1.0f)
|
||||
if (currentPath == null || Vector2.DistanceSquared(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
|
||||
{
|
||||
IsPathDirty = true;
|
||||
|
||||
@@ -163,11 +163,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
var newPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
|
||||
if (currentPath == null || needsNewPath || !newPath.Unreachable && newPath.Cost < currentPath.Cost)
|
||||
{
|
||||
currentPath = newPath;
|
||||
}
|
||||
currentPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
|
||||
|
||||
findPathTimer = Rand.Range(1.0f, 1.2f);
|
||||
|
||||
@@ -424,7 +420,7 @@ namespace Barotrauma
|
||||
// It's possible that we could reach another buttons.
|
||||
// If this becomes an issue, we could go through them here and check if any of them are reachable
|
||||
// (would have to cache a collection of buttons instead of a single reference in the CanAccess filter method above)
|
||||
//currentPath.Unreachable = true;
|
||||
currentPath.Unreachable = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
+12
-29
@@ -46,7 +46,7 @@ namespace Barotrauma
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
currenthullSafety = 0;
|
||||
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
|
||||
Priority = 100;
|
||||
return;
|
||||
}
|
||||
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
|
||||
@@ -68,8 +68,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Hull currentSafeHull;
|
||||
private Hull previousSafeHull;
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var currentHull = character.AnimController.CurrentHull;
|
||||
@@ -109,20 +107,15 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
searchHullTimer = SearchHullInterval;
|
||||
previousSafeHull = currentSafeHull;
|
||||
currentSafeHull = FindBestHull();
|
||||
if (currentSafeHull == null)
|
||||
var bestHull = FindBestHull();
|
||||
if (bestHull != null && bestHull != currentHull)
|
||||
{
|
||||
currentSafeHull = previousSafeHull;
|
||||
}
|
||||
if (currentSafeHull != null && currentSafeHull != currentHull)
|
||||
{
|
||||
if (goToObjective?.Target != currentSafeHull)
|
||||
if (goToObjective?.Target != bestHull)
|
||||
{
|
||||
goToObjective = null;
|
||||
}
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: false)
|
||||
constructor: () => new AIObjectiveGoTo(bestHull, character, objectiveManager, getDivingGearIfNeeded: false)
|
||||
{
|
||||
// If we need diving gear, we should already have it, if possible.
|
||||
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
|
||||
@@ -134,15 +127,7 @@ namespace Barotrauma
|
||||
goToObjective = null;
|
||||
}
|
||||
}
|
||||
if (goToObjective != null)
|
||||
{
|
||||
if (goToObjective.IsCompleted())
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
|
||||
}
|
||||
Priority = 0;
|
||||
return;
|
||||
}
|
||||
if (goToObjective != null) { return; }
|
||||
if (currentHull == null) { return; }
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
||||
@@ -181,8 +166,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
Priority = 0;
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -195,11 +179,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (unreachable.Contains(hull)) { continue; }
|
||||
float hullSafety = 0;
|
||||
if (character.CurrentHull != null)
|
||||
if (character.Submarine != null && SteeringManager == PathSteering)
|
||||
{
|
||||
// Inside
|
||||
// Inside or outside near the sub
|
||||
if (unreachable.Contains(hull)) { continue; }
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(hull, character);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
@@ -228,7 +212,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// Outside
|
||||
if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock"))
|
||||
if (hull.RoomName?.ToLowerInvariant() == "airlock")
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
@@ -237,14 +221,13 @@ namespace Barotrauma
|
||||
// TODO: could also target gaps that get us inside?
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull && item.HasTag("airlock"))
|
||||
if (item.CurrentHull == hull && item.HasTag("airlock"))
|
||||
{
|
||||
hullSafety = 100;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found?
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
|
||||
@@ -114,23 +114,11 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 currTargetSimPos = Vector2.Zero;
|
||||
currTargetSimPos = Target.SimPosition;
|
||||
// Take the sub position into account in the sim pos
|
||||
if (character.Submarine == null && Target.Submarine != null)
|
||||
{
|
||||
//currTargetSimPos += Target.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != null && Target.Submarine == null)
|
||||
//if character is inside the sub and target isn't, transform the position
|
||||
if (character.Submarine != null && Target.Submarine == null)
|
||||
{
|
||||
currTargetSimPos -= character.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != Target.Submarine)
|
||||
{
|
||||
if (character.Submarine != null && Target.Submarine != null)
|
||||
{
|
||||
Vector2 diff = character.Submarine.SimPosition - Target.Submarine.SimPosition;
|
||||
currTargetSimPos -= diff;
|
||||
}
|
||||
}
|
||||
character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
|
||||
if (getDivingGearIfNeeded)
|
||||
{
|
||||
@@ -159,6 +147,7 @@ namespace Barotrauma
|
||||
// First check the distance
|
||||
// Then the custom condition
|
||||
// And finally check if can interact (heaviest)
|
||||
if (repeat) { return false; }
|
||||
if (isCompleted) { return true; }
|
||||
if (Target == null)
|
||||
{
|
||||
@@ -166,16 +155,7 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
|
||||
if (repeat)
|
||||
{
|
||||
if (closeEnough)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if (closeEnough)
|
||||
if (closeEnough)
|
||||
{
|
||||
if (customCondition == null || customCondition())
|
||||
{
|
||||
|
||||
@@ -81,11 +81,7 @@ namespace Barotrauma
|
||||
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
|
||||
matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
|
||||
var item = matchingItems.GetRandom();
|
||||
var order = new Order(
|
||||
orderPrefab,
|
||||
item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType),
|
||||
orderGiver: character);
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
|
||||
if (order == null) { continue; }
|
||||
var objective = CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier);
|
||||
if (objective != null)
|
||||
@@ -202,10 +198,6 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
|
||||
@@ -39,9 +39,7 @@ namespace Barotrauma
|
||||
public Entity TargetEntity;
|
||||
public ItemComponent TargetItemComponent;
|
||||
public readonly bool UseController;
|
||||
public Controller ConnectedController;
|
||||
|
||||
public Character OrderGiver;
|
||||
public Controller ConnectedController;
|
||||
|
||||
public readonly string[] AppropriateJobs;
|
||||
public readonly string[] Options;
|
||||
@@ -122,7 +120,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Order(Order prefab, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null)
|
||||
public Order(Order prefab, Entity targetEntity, ItemComponent targetItem)
|
||||
{
|
||||
Prefab = prefab;
|
||||
|
||||
@@ -136,7 +134,6 @@ namespace Barotrauma
|
||||
TargetAllCharacters = prefab.TargetAllCharacters;
|
||||
AppropriateJobs = prefab.AppropriateJobs;
|
||||
FadeOutTime = prefab.FadeOutTime;
|
||||
OrderGiver = orderGiver;
|
||||
|
||||
TargetEntity = targetEntity;
|
||||
if (targetItem != null)
|
||||
|
||||
@@ -165,8 +165,8 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float xDiff = Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = Math.Abs(start.Y - nodePos.Y);
|
||||
float xDiff = System.Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = System.Math.Abs(start.Y - nodePos.Y);
|
||||
|
||||
if (yDiff > 1.0f && node.Waypoint.Ladders == null && node.Waypoint.Stairs == null)
|
||||
{
|
||||
@@ -190,7 +190,7 @@ namespace Barotrauma
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
}
|
||||
@@ -216,7 +216,7 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float dist = Vector2.DistanceSquared(end, nodePos);
|
||||
float dist = Vector2.Distance(end, nodePos);
|
||||
if (insideSubmarine)
|
||||
{
|
||||
//much higher cost to waypoints that are outside
|
||||
@@ -229,12 +229,19 @@ namespace Barotrauma
|
||||
//if searching for a path inside the sub, make sure the waypoint is visible
|
||||
if (insideSubmarine)
|
||||
{
|
||||
// Doesn't seem to work
|
||||
//var body = Submarine.CheckVisibility(end, node.Waypoint.SimPosition);
|
||||
//if (body != null && body.UserData is Structure)
|
||||
//{
|
||||
// continue;
|
||||
//}
|
||||
|
||||
var body = Submarine.PickBody(end, node.Waypoint.SimPosition, null,
|
||||
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
|
||||
|
||||
@@ -192,6 +192,14 @@ namespace Barotrauma
|
||||
|
||||
if (dist > maxDistance) return Vector2.Zero;
|
||||
|
||||
return -diff * (1.0f - dist / maxDistance) * weight;
|
||||
}
|
||||
|
||||
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
|
||||
float dist = diff.Length();
|
||||
|
||||
if (dist > maxDistance) return Vector2.Zero;
|
||||
|
||||
return -diff * (1.0f - dist / maxDistance) * weight;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace Barotrauma
|
||||
|
||||
public bool PauseOnFocusLost { get; set; } = true;
|
||||
public bool MuteOnFocusLost { get; set; }
|
||||
public bool UseDirectionalVoiceChat { get; set; } = true;
|
||||
public bool UseDirectionalVoiceChat { get; set; }
|
||||
|
||||
public enum VoiceMode
|
||||
{
|
||||
@@ -206,7 +206,7 @@ namespace Barotrauma
|
||||
{
|
||||
voiceChatVolume = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
#if CLIENT
|
||||
GameMain.SoundManager?.SetCategoryGainMultiplier("voip", voiceChatVolume * 5.0f);
|
||||
GameMain.SoundManager?.SetCategoryGainMultiplier("voip", voiceChatVolume);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -302,6 +302,10 @@ namespace Barotrauma
|
||||
public void SetDefaultBindings(XDocument doc = null, bool legacy = false)
|
||||
{
|
||||
keyMapping = new KeyOrMouse[Enum.GetNames(typeof(InputType)).Length];
|
||||
keyMapping[(int)InputType.Up] = new KeyOrMouse(Keys.W);
|
||||
keyMapping[(int)InputType.Down] = new KeyOrMouse(Keys.S);
|
||||
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.A);
|
||||
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
|
||||
keyMapping[(int)InputType.Run] = new KeyOrMouse(Keys.LeftShift);
|
||||
keyMapping[(int)InputType.Attack] = new KeyOrMouse(2);
|
||||
keyMapping[(int)InputType.Crouch] = new KeyOrMouse(Keys.LeftControl);
|
||||
@@ -315,29 +319,11 @@ namespace Barotrauma
|
||||
keyMapping[(int)InputType.RadioChat] = new KeyOrMouse(Keys.R);
|
||||
keyMapping[(int)InputType.CrewOrders] = new KeyOrMouse(Keys.C);
|
||||
|
||||
keyMapping[(int)InputType.SelectNextCharacter] = new KeyOrMouse(Keys.Z);
|
||||
keyMapping[(int)InputType.SelectPreviousCharacter] = new KeyOrMouse(Keys.X);
|
||||
|
||||
keyMapping[(int)InputType.Voice] = new KeyOrMouse(Keys.V);
|
||||
|
||||
if (Language == "French")
|
||||
{
|
||||
keyMapping[(int)InputType.Up] = new KeyOrMouse(Keys.Z);
|
||||
keyMapping[(int)InputType.Down] = new KeyOrMouse(Keys.S);
|
||||
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.Q);
|
||||
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
|
||||
|
||||
keyMapping[(int)InputType.SelectNextCharacter] = new KeyOrMouse(Keys.X);
|
||||
keyMapping[(int)InputType.SelectPreviousCharacter] = new KeyOrMouse(Keys.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
keyMapping[(int)InputType.Up] = new KeyOrMouse(Keys.W);
|
||||
keyMapping[(int)InputType.Down] = new KeyOrMouse(Keys.S);
|
||||
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.A);
|
||||
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
|
||||
|
||||
keyMapping[(int)InputType.SelectNextCharacter] = new KeyOrMouse(Keys.Z);
|
||||
keyMapping[(int)InputType.SelectPreviousCharacter] = new KeyOrMouse(Keys.X);
|
||||
}
|
||||
|
||||
if (legacy)
|
||||
{
|
||||
keyMapping[(int)InputType.Use] = new KeyOrMouse(0);
|
||||
@@ -355,15 +341,33 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() == "keymapping")
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
LoadKeyBinds(subElement);
|
||||
case "keymapping":
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
if (Enum.TryParse(attribute.Name.ToString(), true, out InputType inputType))
|
||||
{
|
||||
if (int.TryParse(attribute.Value.ToString(), out int mouseButton))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(mouseButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out Keys key))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckBindings(bool useDefaults)
|
||||
private void CheckBindings(bool useDefaults)
|
||||
{
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
@@ -416,77 +420,21 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
#region Load DefaultConfig
|
||||
private void LoadDefaultConfig(bool setLanguage = true)
|
||||
private void LoadDefaultConfig()
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(savePath);
|
||||
|
||||
if (setLanguage || string.IsNullOrEmpty(Language))
|
||||
{
|
||||
Language = doc.Root.GetAttributeString("language", "English");
|
||||
}
|
||||
}
|
||||
Language = doc.Root.GetAttributeString("language", "English");
|
||||
|
||||
public void CheckBindings(bool useDefaults)
|
||||
{
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
var binding = keyMapping[(int)inputType];
|
||||
if (binding == null)
|
||||
{
|
||||
switch (inputType)
|
||||
{
|
||||
case InputType.Deselect:
|
||||
if (useDefaults)
|
||||
{
|
||||
binding = new KeyOrMouse(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Legacy support
|
||||
var selectKey = keyMapping[(int)InputType.Select];
|
||||
if (selectKey != null && selectKey.Key != Keys.None)
|
||||
{
|
||||
binding = new KeyOrMouse(selectKey.Key);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case InputType.Shoot:
|
||||
if (useDefaults)
|
||||
{
|
||||
binding = new KeyOrMouse(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Legacy support
|
||||
var useKey = keyMapping[(int)InputType.Use];
|
||||
if (useKey != null && useKey.MouseButton.HasValue)
|
||||
{
|
||||
binding = new KeyOrMouse(useKey.MouseButton.Value);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (binding == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Key binding for the input type \"" + inputType + " not set!");
|
||||
binding = new KeyOrMouse(Keys.D1);
|
||||
}
|
||||
keyMapping[(int)inputType] = binding;
|
||||
}
|
||||
}
|
||||
}
|
||||
MasterServerUrl = doc.Root.GetAttributeString("masterserverurl", "");
|
||||
|
||||
#region Load DefaultConfig
|
||||
private void LoadDefaultConfig(bool setLanguage = true)
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(savePath);
|
||||
AutoCheckUpdates = doc.Root.GetAttributeBool("autocheckupdates", true);
|
||||
WasGameUpdated = doc.Root.GetAttributeBool("wasgameupdated", false);
|
||||
|
||||
if (setLanguage || string.IsNullOrEmpty(Language))
|
||||
{
|
||||
Language = doc.Root.GetAttributeString("language", "English");
|
||||
}
|
||||
VerboseLogging = doc.Root.GetAttributeBool("verboselogging", false);
|
||||
SaveDebugConsoleLogs = doc.Root.GetAttributeBool("savedebugconsolelogs", false);
|
||||
|
||||
QuickStartSubmarineName = doc.Root.GetAttributeString("quickstartsub", "");
|
||||
|
||||
MasterServerUrl = doc.Root.GetAttributeString("masterserverurl", "");
|
||||
|
||||
@@ -910,6 +858,71 @@ namespace Barotrauma
|
||||
CampaignDisclaimerShown = doc.Root.GetAttributeBool("campaigndisclaimershown", false);
|
||||
EditorDisclaimerShown = doc.Root.GetAttributeBool("editordisclaimershown", false);
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "keymapping":
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
if (Enum.TryParse(attribute.Name.ToString(), true, out InputType inputType))
|
||||
{
|
||||
if (int.TryParse(attribute.Value.ToString(), out int mouseButton))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(mouseButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out Keys key))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "gameplay":
|
||||
jobPreferences = new List<string>();
|
||||
foreach (XElement ele in subElement.Element("jobpreferences").Elements("job"))
|
||||
{
|
||||
string jobIdentifier = ele.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrEmpty(jobIdentifier)) continue;
|
||||
jobPreferences.Add(jobIdentifier);
|
||||
}
|
||||
break;
|
||||
case "player":
|
||||
defaultPlayerName = subElement.GetAttributeString("name", defaultPlayerName);
|
||||
CharacterHeadIndex = subElement.GetAttributeInt("headindex", CharacterHeadIndex);
|
||||
if (Enum.TryParse(subElement.GetAttributeString("gender", "none"), true, out Gender g))
|
||||
{
|
||||
CharacterGender = g;
|
||||
}
|
||||
if (Enum.TryParse(subElement.GetAttributeString("race", "white"), true, out Race r))
|
||||
{
|
||||
CharacterRace = r;
|
||||
}
|
||||
else
|
||||
{
|
||||
CharacterRace = Race.White;
|
||||
}
|
||||
CharacterHairIndex = subElement.GetAttributeInt("hairindex", CharacterHairIndex);
|
||||
CharacterBeardIndex = subElement.GetAttributeInt("beardindex", CharacterBeardIndex);
|
||||
CharacterMoustacheIndex = subElement.GetAttributeInt("moustacheindex", CharacterMoustacheIndex);
|
||||
CharacterFaceAttachmentIndex = subElement.GetAttributeInt("faceattachmentindex", CharacterFaceAttachmentIndex);
|
||||
break;
|
||||
case "tutorials":
|
||||
foreach (XElement tutorialElement in subElement.Elements())
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorialElement.GetAttributeString("name", ""));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
UnsavedSettings = false;
|
||||
|
||||
selectedContentPackagePaths = new HashSet<string>();
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
@@ -1245,26 +1258,6 @@ namespace Barotrauma
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void LoadKeyBinds(XElement element)
|
||||
{
|
||||
foreach (XAttribute attribute in element.Attributes())
|
||||
{
|
||||
if (!Enum.TryParse(attribute.Name.ToString(), true, out InputType inputType)) { continue; }
|
||||
|
||||
if (int.TryParse(attribute.Value.ToString(), out int mouseButton))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(mouseButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out Keys key))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetToDefault()
|
||||
{
|
||||
LoadDefaultConfig();
|
||||
|
||||
@@ -168,11 +168,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
FixBody(user, deltaTime, degreeOfSuccess,
|
||||
Submarine.PickBody(rayStart, rayEnd,
|
||||
ignoredBodies, collisionCategories, ignoreSensors: false,
|
||||
customPredicate: (Fixture f) => { return f?.Body?.UserData != null; },
|
||||
allowInsideFixture: true));
|
||||
FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true));
|
||||
}
|
||||
|
||||
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
|
||||
|
||||
@@ -609,7 +609,8 @@ namespace Barotrauma
|
||||
foreach (InterestingPosition pos in positionsOfInterest)
|
||||
{
|
||||
if (pos.PositionType != PositionType.MainPath || pos.Position.X < 5000 || pos.Position.X > Size.X - 5000) continue;
|
||||
if (Math.Abs(pos.Position.X - StartPosition.X) < minWidth * 2 || Math.Abs(pos.Position.X - EndPosition.X) < minWidth * 2) continue;
|
||||
if (Math.Abs(pos.Position.X - StartPosition.X) < 10000) continue;
|
||||
if (Math.Abs(pos.Position.Y - StartPosition.Y) < 10000) continue;
|
||||
if (GetTooCloseCells(pos.Position.ToVector2(), minWidth * 0.7f).Count > 0) continue;
|
||||
iceChunkPositions.Add(pos.Position);
|
||||
}
|
||||
|
||||
@@ -301,10 +301,6 @@ namespace Barotrauma
|
||||
#endif
|
||||
spriteColor = prefab.SpriteColor;
|
||||
if (sp.IsHorizontal.HasValue)
|
||||
{
|
||||
IsHorizontal = sp.IsHorizontal.Value;
|
||||
}
|
||||
else if (ResizeHorizontal && !ResizeVertical)
|
||||
{
|
||||
IsHorizontal = true;
|
||||
}
|
||||
@@ -349,7 +345,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
// Only add ai targets automatically to submarine/outpost walls
|
||||
if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null && !Prefab.NoAITarget)
|
||||
if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null)
|
||||
{
|
||||
aiTarget = new AITarget(this);
|
||||
}
|
||||
|
||||
@@ -184,11 +184,6 @@ namespace Barotrauma
|
||||
sp.Tags.Add(tag.Trim().ToLowerInvariant());
|
||||
}
|
||||
|
||||
if (element.Attribute("ishorizontal") != null)
|
||||
{
|
||||
sp.IsHorizontal = element.GetAttributeBool("ishorizontal", false);
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
|
||||
@@ -602,7 +602,7 @@ namespace Barotrauma
|
||||
if (ladderItem != null) Ladders = ladderItem.GetComponent<Ladder>();
|
||||
}
|
||||
|
||||
Body pickedBody = Submarine.PickBody(SimPosition, SimPosition - Vector2.UnitY * 2.0f, null, Physics.CollisionStairs);
|
||||
Body pickedBody = Submarine.PickBody(SimPosition, SimPosition - Vector2.UnitY * 2.0f, null, Physics.CollisionWall | Physics.CollisionStairs);
|
||||
if (pickedBody != null && pickedBody.UserData is Structure)
|
||||
{
|
||||
Structure structure = (Structure)pickedBody.UserData;
|
||||
|
||||
@@ -98,11 +98,6 @@ namespace Barotrauma
|
||||
public readonly AttributeCollection Attributes;
|
||||
public readonly Type PropertyType;
|
||||
|
||||
public PropertyInfo PropertyInfo
|
||||
{
|
||||
get { return propertyInfo; }
|
||||
}
|
||||
|
||||
public SerializableProperty(PropertyDescriptor property, object obj)
|
||||
{
|
||||
Name = property.Name;
|
||||
|
||||
Reference in New Issue
Block a user