(27f19e205) Replaced oxygen generator refill message with localized one
This commit is contained in:
@@ -1089,6 +1089,32 @@ namespace Barotrauma
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
|
||||
@@ -88,6 +88,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -765,6 +765,10 @@ namespace Barotrauma
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1145,15 +1145,6 @@ namespace Barotrauma
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||
//to make aiming look a little less choppy
|
||||
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
SmoothedCursorPosition = cursorPosition;
|
||||
|
||||
@@ -544,6 +544,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SteeringInput
|
||||
{
|
||||
get { return steeringInput; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
||||
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public SteeringPath SteeringPath
|
||||
{
|
||||
if (!CanBeSelected) return false;
|
||||
@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
|
||||
@@ -1139,6 +1139,38 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
FindHull();
|
||||
|
||||
if (Submarine == null && prevSub != null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub == null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
@@ -666,6 +666,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
@@ -1173,6 +1192,47 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private HashSet<Hull> GetAdjacentHulls(HashSet<Hull> connectedHulls, int steps, int? searchDepth)
|
||||
{
|
||||
if (distance >= maxDistance) return float.MaxValue;
|
||||
if (this == target)
|
||||
{
|
||||
return distance + Vector2.Distance(startPos, endPos);
|
||||
}
|
||||
|
||||
connectedHulls.Add(this);
|
||||
|
||||
foreach (Gap g in ConnectedGaps)
|
||||
{
|
||||
if (g.ConnectedDoor != null)
|
||||
{
|
||||
//gap blocked if the door is not open or the predicted state is not open
|
||||
if (!g.ConnectedDoor.IsOpen || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
|
||||
{
|
||||
if (g.ConnectedDoor.OpenState < 0.1f) continue;
|
||||
}
|
||||
}
|
||||
else if (g.Open <= 0.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
|
||||
{
|
||||
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
|
||||
{
|
||||
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return float.MaxValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
|
||||
/// Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
|
||||
/// </summary>
|
||||
public float GetApproximateDistance(Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance)
|
||||
{
|
||||
return GetApproximateHullDistance(startPos, endPos, new HashSet<Hull>(), targetHull, 0.0f, maxDistance);
|
||||
}
|
||||
@@ -1206,7 +1266,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
|
||||
{
|
||||
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
|
||||
float dist = hull.GetApproximateHullDistance(g.Position, endPos, connectedHulls, target, distance + Vector2.Distance(startPos, g.Position), maxDistance);
|
||||
if (dist < float.MaxValue) return dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user