(ad567dea) v0.9.7.1

This commit is contained in:
Juan Pablo Arce
2020-03-04 19:54:29 -03:00
parent 3c09ebe02f
commit 3e99a49383
212 changed files with 1970 additions and 3265 deletions
@@ -9,7 +9,7 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch)
{
if (!ShowAITargets) { return; }
if (!ShowAITargets) return;
var pos = new Vector2(WorldPosition.X, -WorldPosition.Y);
if (soundRange > 0.0f)
{
@@ -43,7 +43,7 @@ namespace Barotrauma
}
else
{
//color = Color.WhiteSmoke;
color = Color.WhiteSmoke;
// disable the indicators for structures, because they clutter the debug view
return;
}
@@ -17,7 +17,7 @@ namespace Barotrauma
if (State == AIState.Idle && PreviousState == AIState.Attack)
{
var target = _selectedAiTarget ?? _lastAiTarget;
if (target != null && target.Entity != null)
if (target != null)
{
var memory = GetTargetMemory(target);
Vector2 targetPos = memory.Location;
@@ -16,6 +16,11 @@ namespace Barotrauma
}*/
}
partial void SetOrderProjSpecific(Order order, string option)
{
GameMain.GameSession.CrewManager.DisplayCharacterOrder(Character, order, option);
}
public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
{
Vector2 pos = Character.WorldPosition;
@@ -35,7 +40,7 @@ namespace Barotrauma
var currentOrder = ObjectiveManager.CurrentOrder;
if (currentOrder != null)
{
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"ORDER: {currentOrder.DebugTag} ({currentOrder.Priority.FormatZeroDecimal()})", Color.White, Color.Black);
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"ORDER: {currentOrder.DebugTag} ({currentOrder.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
}
else if (ObjectiveManager.WaitTimer > 0)
{
@@ -46,17 +51,17 @@ namespace Barotrauma
{
if (currentOrder == null)
{
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"MAIN OBJECTIVE: {currentObjective.DebugTag} ({currentObjective.Priority.FormatZeroDecimal()})", Color.White, Color.Black);
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"MAIN OBJECTIVE: {currentObjective.DebugTag} ({currentObjective.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
}
var subObjective = currentObjective.CurrentSubObjective;
var subObjective = currentObjective.SubObjectives.FirstOrDefault();
if (subObjective != null)
{
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 40), $"SUBOBJECTIVE: {subObjective.DebugTag} ({subObjective.Priority.FormatZeroDecimal()})", Color.White, Color.Black);
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 40), $"SUBOBJECTIVE: {subObjective.DebugTag} ({subObjective.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
}
var activeObjective = ObjectiveManager.GetActiveObjective();
if (activeObjective != null)
{
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 60), $"ACTIVE OBJECTIVE: {activeObjective.DebugTag} ({activeObjective.Priority.FormatZeroDecimal()})", Color.White, Color.Black);
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 60), $"ACTIVE OBJECTIVE: {activeObjective.DebugTag} ({activeObjective.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
}
}
}
@@ -603,11 +603,6 @@ namespace Barotrauma
}
}
partial void SetOrderProjSpecific(Order order, string orderOption)
{
GameMain.GameSession?.CrewManager?.DisplayCharacterOrder(this, order, orderOption);
}
public static void AddAllToGUIUpdateList()
{
for (int i = 0; i < CharacterList.Count; i++)
@@ -643,7 +638,8 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch, Camera cam)
{
if (!Enabled) { return; }
if (!Enabled) return;
AnimController.Draw(spriteBatch, cam);
}
@@ -660,6 +656,8 @@ namespace Barotrauma
if (GameMain.DebugDraw)
{
AnimController.DebugDraw(spriteBatch);
if (aiTarget != null) aiTarget.Draw(spriteBatch);
}
if (GUI.DisableHUD) return;
@@ -92,7 +92,7 @@ namespace Barotrauma
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Info != null && !character.ShouldLockHud() && character.SelectedCharacter == null)
if (character.Info != null && !character.ShouldLockHud())
{
bool mouseOnPortrait = HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) && GUI.MouseOn == null;
if (mouseOnPortrait && PlayerInput.PrimaryMouseButtonClicked())
@@ -309,7 +309,7 @@ namespace Barotrauma
(int)(HUDLayoutSettings.BottomRightInfoArea.Y + HUDLayoutSettings.BottomRightInfoArea.Height * 0.1f),
(int)(HUDLayoutSettings.BottomRightInfoArea.Width / 2),
(int)(HUDLayoutSettings.BottomRightInfoArea.Height * 0.7f)));
character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), new Vector2(-12 * GUI.Scale, 4 * GUI.Scale), targetWidth: HUDLayoutSettings.PortraitArea.Width, true);
character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), new Vector2((int)(-4 * GUI.Scale), (int)(2 * GUI.Scale)), targetWidth: HUDLayoutSettings.PortraitArea.Width, true);
}
mouseOnPortrait = HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) && !character.ShouldLockHud();
if (mouseOnPortrait)
@@ -10,12 +10,12 @@ namespace Barotrauma
{
partial class CharacterInfo
{
public const float BgScale = 1.2f;
private static Sprite infoAreaPortraitBG;
public static void Init()
{
infoAreaPortraitBG = GUI.Style.GetComponentStyle("InfoAreaPortraitBG")?.Sprites[GUIComponent.ComponentState.None][0].Sprite;
new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(833, 298, 142, 98), null, 0);
infoAreaPortraitBG = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(833, 298, 142, 98), null, 0);
}
@@ -171,7 +171,6 @@ namespace Barotrauma
public void DrawBackground(SpriteBatch spriteBatch)
{
if (infoAreaPortraitBG == null) { return; }
infoAreaPortraitBG.Draw(spriteBatch, HUDLayoutSettings.BottomRightInfoArea.Location.ToVector2(), Color.White, Vector2.Zero, 0.0f,
scale: new Vector2(
HUDLayoutSettings.BottomRightInfoArea.Width / (float)infoAreaPortraitBG.SourceRect.Width,
@@ -1,5 +1,4 @@
using Barotrauma.Extensions;
using Barotrauma.Networking;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
@@ -385,37 +384,6 @@ namespace Barotrauma
character = Create(speciesName, position, seed, info, GameMain.Client.ID != ownerId, hasAi);
character.ID = id;
character.TeamID = (TeamType)teamID;
// Check if the character has a current order
if (inc.ReadBoolean())
{
int orderPrefabIndex = inc.ReadByte();
Entity targetEntity = FindEntityByID(inc.ReadUInt16());
Character orderGiver = inc.ReadBoolean() ? FindEntityByID(inc.ReadUInt16()) as Character : null;
int orderOptionIndex = inc.ReadByte();
if (orderPrefabIndex >= 0 && orderPrefabIndex < Order.PrefabList.Count)
{
var orderPrefab = Order.PrefabList[orderPrefabIndex];
if ((orderPrefab.ItemComponentType == null && orderPrefab.ItemIdentifiers.None()) ||
(targetEntity != null && (targetEntity as Item).Components.Any(c => c?.GetType() == orderPrefab.ItemComponentType)))
{
character.SetOrder(
new Order(orderPrefab, targetEntity, (targetEntity as Item)?.Components.FirstOrDefault(c => c?.GetType() == orderPrefab.ItemComponentType), orderGiver: orderGiver),
orderOptionIndex >= 0 && orderOptionIndex < orderPrefab.Options.Length ? orderPrefab.Options[orderOptionIndex] : null,
orderGiver, speak: false);
}
else
{
DebugConsole.ThrowError("Could not set order \"" + orderPrefab.Identifier + "\" for character \"" + character.Name + "\" because required target entity was not found.");
}
}
else
{
DebugConsole.ThrowError("Invalid order prefab index - index (" + orderPrefabIndex + ") out of bounds.");
}
}
bool containsStatusData = inc.ReadBoolean();
if (containsStatusData)
{
@@ -14,8 +14,8 @@ namespace Barotrauma
public SoundType Type => Params.State;
public Gender Gender => Params.Gender;
public float Volume => roundSound == null ? 0.0f : roundSound.Volume;
public float Range => roundSound == null ? 0.0f : roundSound.Range;
public float Volume => roundSound.Volume;
public float Range => roundSound.Range;
public Sound Sound => roundSound?.Sound;
public CharacterSound(CharacterParams.SoundParams soundParams)
@@ -246,13 +246,11 @@ namespace Barotrauma
}
private GUIFrame healthBarHolder;
private Point healthBarOffset
{
get
{
// 0.38775510204f = percentage of offset before reaching the healthbar portion of the graphic going from bottom upwards
return new Point(2, (int)(HUDLayoutSettings.HealthBarArea.Size.Y * 0.38775510204f));
return new Point(5 - (int)Math.Ceiling(1 - 1 * GUI.Scale), (int)Math.Min(Math.Ceiling(17 * GUI.Scale), 20));
}
}
@@ -260,7 +258,7 @@ namespace Barotrauma
{
get
{
return new Point((int)Math.Ceiling(HUDLayoutSettings.HealthBarArea.Size.X - 45 * GUI.Scale), (int)(healthBarHolder.Rect.Height - Math.Min(23 * GUI.Scale, 25)) / 2);
return new Point(healthBarHolder.Rect.Width - (int)Math.Ceiling(Math.Min(46 * GUI.Scale, 53)), (int)(healthBarHolder.Rect.Height - Math.Min(23 * GUI.Scale, 25)) / 2);
}
}
@@ -305,7 +303,7 @@ namespace Barotrauma
healthShadowSize = 1.0f;
healthBar = new GUIProgressBar(new RectTransform(healthBarSize, healthBarHolder.RectTransform, Anchor.BottomRight),
barSize: 1.0f, color: GUI.Style.HealthBarColorHigh, style: horizontal ? "CharacterHealthBarSlider" : "GUIProgressBarVertical", showFrame: false)
barSize: 1.0f, color: GUIColorSettings.HealthBarColorHigh, style: horizontal ? "CharacterHealthBarSlider" : "GUIProgressBarVertical", showFrame: false)
{
HoverCursor = CursorState.Hand,
Enabled = true,
@@ -522,10 +520,8 @@ namespace Barotrauma
UpdateAlignment();
suicideButton = new GUIButton(new RectTransform(new Vector2(0.1f, 0.02f), GUI.Canvas, Anchor.TopCenter)
{
MinSize = new Point(150, 20), RelativeOffset = new Vector2(0.0f, 0.01f)
},
suicideButton = new GUIButton(new RectTransform(new Vector2(0.06f, 0.02f), GUI.Canvas, Anchor.TopCenter)
{ MinSize = new Point(150, 20), RelativeOffset = new Vector2(0.0f, 0.01f) },
TextManager.Get("GiveInButton"), style: "GUIButtonLarge")
{
ToolTip = TextManager.Get(GameMain.NetworkMember == null ? "GiveInHelpSingleplayer" : "GiveInHelpMultiplayer"),
@@ -820,7 +816,9 @@ namespace Barotrauma
if (highlightedLimbIndex < 0 && selectedLimbIndex < 0)
{
// If no limb is selected or highlighted, select the one with the most critical afflictions.
var affliction = SortAfflictionsBySeverity(GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)).FirstOrDefault();
var affliction = GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)
.OrderByDescending(a => a.DamagePerSecond)
.ThenByDescending(a => a.Strength).FirstOrDefault();
if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
{
var limbHealth = GetMatchingLimbHealth(affliction);
@@ -851,7 +849,7 @@ namespace Barotrauma
}
else
{
healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(DisplayedVitality / MaxVitality, GUI.Style.HealthBarColorLow, GUI.Style.HealthBarColorMedium, GUI.Style.HealthBarColorHigh);
healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(DisplayedVitality / MaxVitality, GUIColorSettings.HealthBarColorLow, GUIColorSettings.HealthBarColorMedium, GUIColorSettings.HealthBarColorHigh);
healthBar.HoverColor = healthWindowHealthBar.HoverColor = healthBar.Color * 2.0f;
healthBar.BarSize = healthWindowHealthBar.BarSize =
(DisplayedVitality > 0.0f) ?
@@ -1136,11 +1134,11 @@ namespace Barotrauma
{
if (prefab.IsBuff)
{
return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUI.Style.BuffColorLow, GUI.Style.BuffColorMedium, GUI.Style.BuffColorHigh);
return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUIColorSettings.BuffColorLow, GUIColorSettings.BuffColorMedium, GUIColorSettings.BuffColorHigh);
}
else
{
return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUI.Style.DebuffColorLow, GUI.Style.DebuffColorMedium, GUI.Style.DebuffColorHigh);
return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUIColorSettings.DebuffColorLow, GUIColorSettings.DebuffColorMedium, GUIColorSettings.DebuffColorHigh);
}
}
else
@@ -1187,8 +1185,7 @@ namespace Barotrauma
Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
GetSuitableTreatments(treatmentSuitability, normalize: true, randomization: randomVariance);
//Affliction mostSevereAffliction = afflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !afflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? afflictions.FirstOrDefault();
Affliction mostSevereAffliction = SortAfflictionsBySeverity(afflictions).FirstOrDefault();
Affliction mostSevereAffliction = afflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !afflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? afflictions.FirstOrDefault();
GUIButton buttonToSelect = null;
foreach (Affliction affliction in afflictions)
@@ -1814,8 +1811,8 @@ namespace Barotrauma
float iconScale = 0.25f * scale;
Vector2 iconPos = highlightArea.Center.ToVector2();
//Affliction mostSevereAffliction = thisAfflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !thisAfflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? thisAfflictions.FirstOrDefault();
Affliction mostSevereAffliction = SortAfflictionsBySeverity(thisAfflictions).FirstOrDefault();
Affliction mostSevereAffliction = thisAfflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !thisAfflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? thisAfflictions.FirstOrDefault();
if (mostSevereAffliction != null) { DrawLimbAfflictionIcon(spriteBatch, mostSevereAffliction, iconScale, ref iconPos); }
if (thisAfflictions.Count() > 1)