(f417b026f) Fetched: Changes for playing video tutorial from local branch
This commit is contained in:
@@ -110,7 +110,7 @@ namespace Barotrauma
|
||||
SonarLabel = element.GetAttributeString("sonarlabel", "");
|
||||
}
|
||||
|
||||
public AITarget(Entity e, float sightRange = 3000, float soundRange = 0)
|
||||
public AITarget(Entity e)
|
||||
{
|
||||
Entity = e;
|
||||
SightRange = sightRange;
|
||||
|
||||
@@ -26,6 +26,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class TargetingPriority
|
||||
{
|
||||
public string TargetTag;
|
||||
@@ -99,9 +100,6 @@ namespace Barotrauma
|
||||
|
||||
private readonly float aggressiongreed;
|
||||
private readonly float aggressionhurt;
|
||||
// TODO: expose?
|
||||
private readonly float priorityFearIncreasement = 2;
|
||||
private readonly float memoryFadeTime = 0.5f;
|
||||
|
||||
public bool AttackHumans
|
||||
{
|
||||
@@ -251,7 +249,8 @@ namespace Barotrauma
|
||||
public override void SelectTarget(AITarget target)
|
||||
{
|
||||
SelectedAiTarget = target;
|
||||
selectedTargetMemory = GetTargetMemory(target);
|
||||
selectedTargetMemory = FindTargetMemory(target);
|
||||
|
||||
targetValue = 100.0f;
|
||||
}
|
||||
|
||||
@@ -288,7 +287,8 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTargets(Character, out TargetingPriority targetingPriority);
|
||||
TargetingPriority targetingPriority = null;
|
||||
UpdateTargets(Character, out targetingPriority);
|
||||
updateTargetsTimer = UpdateTargetsInterval;
|
||||
|
||||
if (SelectedAiTarget == null)
|
||||
@@ -395,44 +395,13 @@ namespace Barotrauma
|
||||
State = AIState.Idle;
|
||||
return;
|
||||
}
|
||||
else if (selectedTargetMemory != null)
|
||||
|
||||
Vector2 escapeDir = Vector2.Normalize(SimPosition - SelectedAiTarget.SimPosition);
|
||||
if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
|
||||
SteeringManager.SteeringManual(deltaTime, escapeDir);
|
||||
SteeringManager.SteeringWander();
|
||||
if (Character.CurrentHull == null)
|
||||
{
|
||||
selectedTargetMemory.Priority += deltaTime * priorityFearIncreasement;
|
||||
}
|
||||
if (Character.CurrentHull != null)
|
||||
{
|
||||
// Seek exit, if inside
|
||||
if (SteeringManager is IndoorsSteeringManager indoorSteering && escapePoint == Vector2.Zero)
|
||||
{
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.Submarine != Character.Submarine) { continue; }
|
||||
if (gap.Open < 1 || gap.IsRoomToRoom) { continue; }
|
||||
var path = indoorSteering.PathFinder.FindPath(Character.SimPosition, gap.SimPosition);
|
||||
if (!path.Unreachable)
|
||||
{
|
||||
if (escapePoint != Vector2.Zero)
|
||||
{
|
||||
// Ignore the gap if it's further away than the previously assigned escape point
|
||||
if (Vector2.DistanceSquared(Character.SimPosition, gap.SimPosition) > Vector2.DistanceSquared(Character.SimPosition, escapePoint)) { continue; }
|
||||
}
|
||||
escapePoint = gap.SimPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (escapePoint != Vector2.Zero && Vector2.DistanceSquared(Character.SimPosition, escapePoint) > 1)
|
||||
{
|
||||
SteeringManager.SteeringSeek(escapePoint);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If outside or near enough the escapePoint, steer away
|
||||
escapePoint = Vector2.Zero;
|
||||
Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition);
|
||||
if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
|
||||
SteeringManager.SteeringManual(deltaTime, escapeDir);
|
||||
SteeringManager.SteeringWander();
|
||||
SteeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f);
|
||||
}
|
||||
}
|
||||
@@ -449,8 +418,14 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 attackWorldPos = SelectedAiTarget.WorldPosition;
|
||||
Vector2 attackSimPos = SelectedAiTarget.SimPosition;
|
||||
selectedTargetMemory.Priority -= deltaTime * 0.1f;
|
||||
|
||||
Vector2 attackSimPosition = Character.Submarine == null ? ConvertUnits.ToSimUnits(SelectedAiTarget.WorldPosition) : SelectedAiTarget.SimPosition;
|
||||
|
||||
if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine != null && Character.Submarine != SelectedAiTarget.Entity.Submarine)
|
||||
{
|
||||
attackSimPosition = ConvertUnits.ToSimUnits(SelectedAiTarget.WorldPosition - Character.Submarine.Position);
|
||||
}
|
||||
|
||||
if (SelectedAiTarget.Entity is Item item)
|
||||
{
|
||||
@@ -466,27 +441,22 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (raycastTimer > 0.0)
|
||||
if (wallTarget != null)
|
||||
{
|
||||
raycastTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsProperlyLatched)
|
||||
attackSimPosition = ConvertUnits.ToSimUnits(wallTarget.Position);
|
||||
if (Character.Submarine == null && SelectedAiTarget.Entity?.Submarine != null)
|
||||
{
|
||||
UpdateWallTarget();
|
||||
attackSimPosition += ConvertUnits.ToSimUnits(SelectedAiTarget.Entity.Submarine.Position);
|
||||
}
|
||||
raycastTimer = RaycastInterval;
|
||||
}
|
||||
|
||||
if (SelectedAiTarget.Entity is Character c)
|
||||
else if (SelectedAiTarget.Entity is Character c)
|
||||
{
|
||||
//target the closest limb if the target is a character
|
||||
float closestDist = Vector2.DistanceSquared(SelectedAiTarget.WorldPosition, WorldPosition) * 10.0f;
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
float closestDist = Vector2.DistanceSquared(SelectedAiTarget.SimPosition, SimPosition) * 10.0f;
|
||||
foreach (Limb limb in ((Character)SelectedAiTarget.Entity).AnimController.Limbs)
|
||||
{
|
||||
if (limb == null) continue;
|
||||
float dist = Vector2.DistanceSquared(limb.WorldPosition, WorldPosition) / Math.Max(limb.AttackPriority, 0.1f);
|
||||
float dist = Vector2.DistanceSquared(limb.SimPosition, SimPosition) / Math.Max(limb.AttackPriority, 0.1f);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
@@ -518,12 +488,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
|
||||
{
|
||||
Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
|
||||
}
|
||||
|
||||
if (aggressiveBoarding)
|
||||
if (raycastTimer > 0.0)
|
||||
{
|
||||
//targeting a wall section that can be passed through -> steer manually through the hole
|
||||
if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex))
|
||||
@@ -582,6 +547,74 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
bool canAttack = true;
|
||||
if (IsCoolDownRunning)
|
||||
{
|
||||
UpdateWallTarget();
|
||||
raycastTimer = RaycastInterval;
|
||||
}
|
||||
|
||||
if (aggressiveBoarding)
|
||||
{
|
||||
//targeting a wall section that can be passed through -> steer manually through the hole
|
||||
if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex))
|
||||
{
|
||||
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
|
||||
Hull targetHull = section.gap?.FlowTargetHull;
|
||||
if (targetHull != null && !section.gap.IsRoomToRoom)
|
||||
{
|
||||
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
|
||||
if (wallTarget.Structure.IsHorizontal)
|
||||
{
|
||||
targetPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPos.X = targetHull.WorldRect.Center.X;
|
||||
}
|
||||
|
||||
latchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
if (steeringManager is IndoorsSteeringManager)
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetPos - Character.WorldPosition));
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetPos));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (SelectedAiTarget.Entity is Item)
|
||||
{
|
||||
var door = ((Item)SelectedAiTarget.Entity).GetComponent<Door>();
|
||||
//steer through the door manually if it's open or broken
|
||||
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && (door.IsOpen || door.Item.Condition <= 0.0f))
|
||||
{
|
||||
var velocity = Vector2.Normalize(door.LinkedGap.FlowTargetHull.WorldPosition - Character.WorldPosition);
|
||||
if (door.LinkedGap.IsHorizontal)
|
||||
{
|
||||
if (Character.WorldPosition.Y < door.Item.WorldRect.Y && Character.WorldPosition.Y > door.Item.WorldRect.Y - door.Item.Rect.Height)
|
||||
{
|
||||
velocity.Y = 0;
|
||||
steeringManager.SteeringManual(deltaTime, velocity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Character.WorldPosition.X < door.Item.WorldRect.X && Character.WorldPosition.X > door.Item.WorldRect.Right)
|
||||
{
|
||||
velocity.X = 0;
|
||||
steeringManager.SteeringManual(deltaTime, velocity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool canAttack = true;
|
||||
if (IsCoolDownRunning)
|
||||
{
|
||||
@@ -598,7 +631,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateFallBack(attackWorldPos, deltaTime);
|
||||
UpdateFallBack(attackSimPosition, deltaTime);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -606,14 +639,14 @@ namespace Barotrauma
|
||||
{
|
||||
if (attackingLimb.attack.SecondaryCoolDownTimer <= 0)
|
||||
{
|
||||
// Don't allow attacking when the attack target has just changed.
|
||||
// Don't allow attacking when the attack target has changed.
|
||||
if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
|
||||
{
|
||||
canAttack = false;
|
||||
if (attackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.PursueIfCanAttack)
|
||||
{
|
||||
// Fall back if cannot attack.
|
||||
UpdateFallBack(attackWorldPos, deltaTime);
|
||||
UpdateFallBack(attackSimPosition, deltaTime);
|
||||
return;
|
||||
}
|
||||
attackingLimb = null;
|
||||
@@ -622,7 +655,7 @@ namespace Barotrauma
|
||||
{
|
||||
// If the secondary cooldown is defined and expired, check if we can switch the attack
|
||||
var previousLimb = attackingLimb;
|
||||
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
|
||||
var newLimb = GetAttackLimb(attackSimPosition, previousLimb);
|
||||
if (newLimb != null)
|
||||
{
|
||||
attackingLimb = newLimb;
|
||||
@@ -636,7 +669,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateFallBack(attackWorldPos, deltaTime);
|
||||
UpdateFallBack(attackSimPosition, deltaTime);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -651,15 +684,15 @@ namespace Barotrauma
|
||||
break;
|
||||
case AIBehaviorAfterAttack.FallBack:
|
||||
default:
|
||||
UpdateFallBack(attackWorldPos, deltaTime);
|
||||
UpdateFallBack(attackSimPosition, deltaTime);
|
||||
return;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (attackingLimb == null || _previousAiTarget != SelectedAiTarget)
|
||||
if (attackingLimb == null)
|
||||
{
|
||||
attackingLimb = GetAttackLimb(attackWorldPos);
|
||||
attackingLimb = GetAttackLimb(attackSimPosition);
|
||||
}
|
||||
if (canAttack)
|
||||
{
|
||||
@@ -669,39 +702,24 @@ namespace Barotrauma
|
||||
if (canAttack)
|
||||
{
|
||||
// Check that we can reach the target
|
||||
distance = Vector2.Distance(attackingLimb.WorldPosition, attackWorldPos);
|
||||
distance = ConvertUnits.ToDisplayUnits(Vector2.Distance(attackingLimb.SimPosition, attackSimPosition));
|
||||
canAttack = distance < attackingLimb.attack.Range;
|
||||
}
|
||||
|
||||
// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.
|
||||
// If we always use the main limb, this causes the character to seek the target with it's torso/head, when it should not. For example Mudraptor steering with it's belly, when it should use it's head.
|
||||
// So let's use the one that's closer to the attacking limb.
|
||||
Limb steeringLimb;
|
||||
var torso = Character.AnimController.GetLimb(LimbType.Torso);
|
||||
var head = Character.AnimController.GetLimb(LimbType.Head);
|
||||
if (attackingLimb == null)
|
||||
{
|
||||
steeringLimb = head ?? torso;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (head != null && torso != null)
|
||||
{
|
||||
steeringLimb = Vector2.DistanceSquared(attackingLimb.SimPosition, head.SimPosition) < Vector2.DistanceSquared(attackingLimb.SimPosition, torso.SimPosition) ? head : torso;
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringLimb = head ?? torso;
|
||||
}
|
||||
}
|
||||
Limb steeringLimb = Character.AnimController.MainLimb;
|
||||
if (steeringLimb != null)
|
||||
{
|
||||
Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
|
||||
// Offset so that we don't overshoot the movement
|
||||
Vector2 steerPos = attackSimPos + offset;
|
||||
SteeringManager.SteeringSeek(steerPos, 10);
|
||||
Vector2 steeringVector = attackSimPosition - steeringLimb.SimPosition;
|
||||
Vector2 targetingVector = Vector2.Normalize(steeringVector) * attackingLimb.attack.Range;
|
||||
// Offset the position a bit so that we don't overshoot the movement.
|
||||
Vector2 steerPos = attackSimPosition + targetingVector;
|
||||
steeringManager.SteeringSeek(steerPos, 10);
|
||||
if (Character.CurrentHull == null)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, colliderSize * 1.5f);
|
||||
}
|
||||
|
||||
if (SteeringManager is IndoorsSteeringManager indoorsSteering)
|
||||
if (steeringManager is IndoorsSteeringManager indoorsSteering)
|
||||
{
|
||||
if (indoorsSteering.CurrentPath != null && !indoorsSteering.IsPathDirty)
|
||||
{
|
||||
@@ -716,7 +734,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (indoorsSteering.CurrentPath.Finished)
|
||||
{
|
||||
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(attackSimPos - steeringLimb.SimPosition));
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(steeringVector));
|
||||
}
|
||||
else if (indoorsSteering.CurrentPath.CurrentNode?.ConnectedDoor != null)
|
||||
{
|
||||
@@ -730,42 +748,40 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Character.CurrentHull == null)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, colliderSize * 1.5f);
|
||||
}
|
||||
}
|
||||
|
||||
if (canAttack)
|
||||
{
|
||||
UpdateLimbAttack(deltaTime, attackingLimb, attackSimPos, distance);
|
||||
UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition, distance);
|
||||
}
|
||||
}
|
||||
|
||||
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
|
||||
private Limb GetAttackLimb(Vector2 attackSimPosition, Limb ignoredLimb = null)
|
||||
{
|
||||
Hull targetHull = section.gap?.FlowTargetHull;
|
||||
if (targetHull != null)
|
||||
{
|
||||
if (wall.IsHorizontal)
|
||||
{
|
||||
targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetWorldPos.X = targetHull.WorldRect.Center.X;
|
||||
}
|
||||
latchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
if (steeringManager is IndoorsSteeringManager)
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
|
||||
}
|
||||
return true;
|
||||
AttackContext currentContext = Character.GetAttackContext();
|
||||
var target = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity;
|
||||
var limbs = Character.AnimController.Limbs
|
||||
.Where(l =>
|
||||
l != ignoredLimb &&
|
||||
l.attack != null &&
|
||||
!l.IsSevered &&
|
||||
!l.IsStuck &&
|
||||
l.attack.IsValidContext(currentContext) &&
|
||||
l.attack.IsValidTarget(target) &&
|
||||
l.attack.Conditionals.All(c => (target is ISerializableEntity se && c.Matches(se)) || !(target is ISerializableEntity) || !(target is Character)))
|
||||
.OrderByDescending(l => l.attack.Priority)
|
||||
.ThenBy(l => ConvertUnits.ToDisplayUnits(Vector2.Distance(l.SimPosition, attackSimPosition)));
|
||||
// TODO: priority should probably not override the distance -> use values instead of booleans
|
||||
return limbs.FirstOrDefault();
|
||||
}
|
||||
|
||||
private void UpdateWallTarget()
|
||||
{
|
||||
wallTarget = null;
|
||||
|
||||
if (Character.AnimController.CurrentHull != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -794,66 +810,84 @@ namespace Barotrauma
|
||||
wallTarget = null;
|
||||
|
||||
//check if there's a wall between the target and the Character
|
||||
Vector2 rayStart = SimPosition;
|
||||
Vector2 rayStart = Character.SimPosition;
|
||||
Vector2 rayEnd = SelectedAiTarget.SimPosition;
|
||||
bool offset = SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null;
|
||||
|
||||
if (offset)
|
||||
if (SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null)
|
||||
{
|
||||
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
|
||||
rayStart -= ConvertUnits.ToSimUnits(SelectedAiTarget.Entity.Submarine.Position);
|
||||
}
|
||||
|
||||
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
|
||||
|
||||
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
|
||||
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (closestBody.UserData is Structure wall && wall.Submarine != null)
|
||||
Structure wall = closestBody.UserData as Structure;
|
||||
if (wall?.Submarine == null)
|
||||
{
|
||||
return;
|
||||
/*if (selectedAiTarget.Entity.Submarine != null)
|
||||
{
|
||||
wallTarget = new WallTarget(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition), selectedAiTarget.Entity.Submarine);
|
||||
latchOntoAI?.SetAttachTarget(closestBody, selectedAiTarget.Entity.Submarine, Submarine.LastPickedPosition);
|
||||
}*/
|
||||
//if (selectedAiTarget.Entity.Submarine != null && Character.Submarine == null) wallAttackPos += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
|
||||
}
|
||||
else
|
||||
{
|
||||
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
|
||||
int passableHoleCount = GetMinimumPassableHoleCount();
|
||||
|
||||
float sectionDamage = wall.SectionDamage(sectionIndex);
|
||||
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
|
||||
{
|
||||
if (wall.SectionBodyDisabled(i))
|
||||
{
|
||||
if (aggressiveBoarding && CanPassThroughHole(wall, i))
|
||||
if (aggressiveBoarding && CanPassThroughHole(wall, i)) //aggressive boarders always target holes they can pass through
|
||||
{
|
||||
//aggressive boarders always target holes they can pass through
|
||||
sectionIndex = i;
|
||||
break;
|
||||
}
|
||||
else
|
||||
else //otherwise ignore and keep breaking other sections
|
||||
{
|
||||
//otherwise ignore and keep breaking other sections
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
|
||||
}
|
||||
|
||||
Vector2 sectionPos = wall.SectionPosition(sectionIndex);
|
||||
Vector2 sectionPos = ConvertUnits.ToSimUnits(wall.SectionPosition(sectionIndex));
|
||||
Vector2 attachTargetNormal;
|
||||
if (wall.IsHorizontal)
|
||||
{
|
||||
attachTargetNormal = new Vector2(0.0f, Math.Sign(WorldPosition.Y - wall.WorldPosition.Y));
|
||||
sectionPos.Y += (wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2 * attachTargetNormal.Y;
|
||||
attachTargetNormal = new Vector2(0.0f, Math.Sign(Character.WorldPosition.Y - wall.WorldPosition.Y));
|
||||
sectionPos.Y += ConvertUnits.ToSimUnits((wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2) * attachTargetNormal.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
|
||||
sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
|
||||
attachTargetNormal = new Vector2(Math.Sign(Character.WorldPosition.X - wall.WorldPosition.X), 0.0f);
|
||||
sectionPos.X += ConvertUnits.ToSimUnits((wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2) * attachTargetNormal.X;
|
||||
}
|
||||
latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
|
||||
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
|
||||
wallTarget = new WallTarget(ConvertUnits.ToDisplayUnits(sectionPos), wall, sectionIndex);
|
||||
latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, sectionPos, attachTargetNormal);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
|
||||
|
||||
// Reduce the cooldown so that the character can react
|
||||
foreach (var limb in Character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.attack != null)
|
||||
{
|
||||
limb.attack.CoolDownTimer *= 0.1f;
|
||||
// secondary cooldown?
|
||||
}
|
||||
}
|
||||
|
||||
if (attackResult.Damage > 0.0f && attackWhenProvoked)
|
||||
{
|
||||
@@ -868,60 +902,37 @@ namespace Barotrauma
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
|
||||
if (attacker == null || attacker.AiTarget == null) return;
|
||||
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget);
|
||||
AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
|
||||
targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * aggressionhurt;
|
||||
|
||||
// Reduce the cooldown so that the character can react
|
||||
// Only allow to react once. Otherwise would attack the target with only a fraction of cooldown
|
||||
if (SelectedAiTarget != attacker.AiTarget)
|
||||
{
|
||||
foreach (var limb in Character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.attack != null)
|
||||
{
|
||||
limb.attack.CoolDownTimer *= 0.1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 10 dmg, 100 health -> 0.1
|
||||
private float GetRelativeDamage(float dmg, float vitality) => dmg / Math.Max(vitality, 1.0f);
|
||||
|
||||
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackSimPos, float distance = -1)
|
||||
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition, float distance = -1)
|
||||
{
|
||||
if (SelectedAiTarget == null) { return; }
|
||||
if (wallTarget != null)
|
||||
var damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
|
||||
if (damageTarget == null) return;
|
||||
|
||||
float prevHealth = damageTarget.Health;
|
||||
if (limb.UpdateAttack(deltaTime, attackPosition, damageTarget, out AttackResult attackResult, distance))
|
||||
{
|
||||
// If the selected target is not the wall target, make the wall target the selected target.
|
||||
var aiTarget = wallTarget.Structure.AiTarget;
|
||||
if (aiTarget != null && SelectedAiTarget != aiTarget)
|
||||
if (damageTarget.Health > 0)
|
||||
{
|
||||
SelectTarget(aiTarget);
|
||||
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
||||
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * aggressiongreed;
|
||||
}
|
||||
}
|
||||
if (SelectedAiTarget.Entity is IDamageable damageTarget)
|
||||
|
||||
if (!limb.attack.IsRunning)
|
||||
{
|
||||
float prevHealth = damageTarget.Health;
|
||||
if (limb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance))
|
||||
{
|
||||
if (damageTarget.Health > 0)
|
||||
{
|
||||
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
||||
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * aggressiongreed;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedTargetMemory.Priority = 0;
|
||||
}
|
||||
}
|
||||
wallTarget = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateFallBack(Vector2 attackWorldPos, float deltaTime)
|
||||
private void UpdateFallBack(Vector2 attackPosition, float deltaTime)
|
||||
{
|
||||
Vector2 attackVector = attackWorldPos - WorldPosition;
|
||||
float dist = attackVector.Length();
|
||||
float dist = Vector2.Distance(attackPosition, Character.SimPosition);
|
||||
float desiredDist = colliderSize * 2.0f;
|
||||
if (dist < desiredDist)
|
||||
{
|
||||
@@ -929,6 +940,7 @@ namespace Barotrauma
|
||||
if (!MathUtils.IsValid(attackDir)) attackDir = Vector2.UnitY;
|
||||
steeringManager.SteeringManual(deltaTime, attackDir * (1.0f - (dist / 500.0f)));
|
||||
}
|
||||
|
||||
steeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f);
|
||||
}
|
||||
|
||||
@@ -979,20 +991,15 @@ namespace Barotrauma
|
||||
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
||||
//whether the Character can see/hear the target and chooses the most preferable target within
|
||||
//sight/hearing range
|
||||
public AITarget UpdateTargets(Character character, out TargetingPriority priority)
|
||||
public void UpdateTargets(Character character, out TargetingPriority targetingPriority)
|
||||
{
|
||||
if (IsProperlyLatched)
|
||||
{
|
||||
// If attached to a valid target, just keep the target.
|
||||
// Priority not used in this case.
|
||||
priority = null;
|
||||
return SelectedAiTarget;
|
||||
}
|
||||
AITarget newTarget = null;
|
||||
priority = null;
|
||||
targetingPriority = null;
|
||||
SelectedAiTarget = null;
|
||||
selectedTargetMemory = null;
|
||||
targetValue = 0.0f;
|
||||
|
||||
UpdateTargetMemories();
|
||||
|
||||
foreach (AITarget target in AITarget.List)
|
||||
{
|
||||
if (!target.Enabled) continue;
|
||||
@@ -1001,57 +1008,29 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
|
||||
float valueModifier = 1.0f;
|
||||
float dist = 0.0f;
|
||||
|
||||
Character targetCharacter = target.Entity as Character;
|
||||
|
||||
//ignore the aitarget if it is the Character itself
|
||||
if (targetCharacter == character) continue;
|
||||
|
||||
float valueModifier = 1;
|
||||
string targetingTag = null;
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
if (targetCharacter.IsDead)
|
||||
if (targetCharacter.Submarine != null && Character.Submarine == null)
|
||||
{
|
||||
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
|
||||
targetingTag = "room";
|
||||
}
|
||||
else if (targetCharacter.IsDead)
|
||||
{
|
||||
targetingTag = "dead";
|
||||
if (targetCharacter.Submarine != Character.Submarine)
|
||||
{
|
||||
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
|
||||
continue;
|
||||
}
|
||||
else if (targetCharacter.CurrentHull != Character.CurrentHull)
|
||||
{
|
||||
// In the same sub, halve the priority, if not in the same hull.
|
||||
valueModifier = 0.5f;
|
||||
}
|
||||
}
|
||||
else if (targetCharacter.AIController is EnemyAIController enemy)
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
if (enemy.combatStrength > combatStrength)
|
||||
{
|
||||
targetingTag = "stronger";
|
||||
}
|
||||
else if (enemy.combatStrength < combatStrength)
|
||||
{
|
||||
targetingTag = "weaker";
|
||||
}
|
||||
if (State == AIState.Escape && targetingTag == "stronger")
|
||||
{
|
||||
// Frightened
|
||||
valueModifier = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (targetCharacter.Submarine != Character.Submarine)
|
||||
{
|
||||
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
|
||||
continue;
|
||||
}
|
||||
else if (targetCharacter.CurrentHull != Character.CurrentHull)
|
||||
{
|
||||
// In the same sub, halve the priority, if not in the same hull.
|
||||
valueModifier = 0.5f;
|
||||
}
|
||||
}
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetCharacter.Submarine != null && Character.Submarine == null)
|
||||
{
|
||||
@@ -1068,6 +1047,42 @@ namespace Barotrauma
|
||||
//skip the target if it's a room and the character is already inside a sub
|
||||
if (character.CurrentHull != null && target.Entity is Hull) continue;
|
||||
|
||||
Door door = null;
|
||||
if (target.Entity is Item item)
|
||||
{
|
||||
if (targetCharacter.AIController is EnemyAIController enemy)
|
||||
{
|
||||
targetingTag = "room";
|
||||
}
|
||||
|
||||
door = item.GetComponent<Door>();
|
||||
foreach (TargetingPriority prio in targetingPriorities.Values)
|
||||
{
|
||||
if (item.HasTag(prio.TargetTag))
|
||||
{
|
||||
targetingTag = "stronger";
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (target.Entity is Structure s)
|
||||
{
|
||||
targetingTag = "wall";
|
||||
if (aggressiveBoarding)
|
||||
{
|
||||
// Ignore walls when inside.
|
||||
valueModifier = character.CurrentHull == null ? 2 : 0;
|
||||
if (valueModifier > 0)
|
||||
{
|
||||
targetingTag = "weaker";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (target.Entity != null)
|
||||
{
|
||||
//skip the target if it's a room and the character is already inside a sub
|
||||
if (character.CurrentHull != null && target.Entity is Hull) continue;
|
||||
|
||||
Door door = null;
|
||||
if (target.Entity is Item item)
|
||||
{
|
||||
@@ -1087,63 +1102,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (target.Entity is Structure s)
|
||||
{
|
||||
targetingTag = "wall";
|
||||
if (aggressiveBoarding)
|
||||
{
|
||||
// Ignore walls when inside.
|
||||
valueModifier = character.CurrentHull == null ? 2 : 0;
|
||||
if (valueModifier > 0)
|
||||
{
|
||||
// Ignore structures that doesn't have a body (not walls)
|
||||
valueModifier *= s.HasBody ? 1 : 0;
|
||||
}
|
||||
for (int i = 0; i < s.Sections.Length; i++)
|
||||
{
|
||||
var section = s.Sections[i];
|
||||
if (CanPassThroughHole(s, i))
|
||||
{
|
||||
// Ignore walls that can be passed through
|
||||
valueModifier = 0;
|
||||
break;
|
||||
}
|
||||
else if (section.gap != null)
|
||||
{
|
||||
// up to 100% priority increase for every gap in the wall
|
||||
valueModifier *= 1 + section.gap.Open;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetingTag = "room";
|
||||
}
|
||||
|
||||
if (door != null)
|
||||
{
|
||||
// If there's not a more specific tag for the door
|
||||
if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
|
||||
{
|
||||
targetingTag = "door";
|
||||
}
|
||||
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
|
||||
bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
|
||||
//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
|
||||
if (aggressiveBoarding)
|
||||
if (character.CurrentHull == null && aggressiveBoarding && !door.LinkedGap.IsRoomToRoom)
|
||||
{
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
valueModifier = isOutdoor ? 1 : 0;
|
||||
valueModifier *= isOpen ? 5 : 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
valueModifier = isOutdoor ? 0 : 1;
|
||||
valueModifier *= isOpen ? 0 : 1;
|
||||
}
|
||||
valueModifier = door.IsOpen ? 10 : 5;
|
||||
}
|
||||
else if (isOpen) //ignore broken and open doors
|
||||
else if (door.IsOpen || door.Item.Condition <= 0.0f) //ignore broken and open doors
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -1162,7 +1133,7 @@ namespace Barotrauma
|
||||
if (valueModifier == 0.0f) continue;
|
||||
|
||||
Vector2 toTarget = target.WorldPosition - character.WorldPosition;
|
||||
float dist = toTarget.Length();
|
||||
dist = toTarget.Length();
|
||||
|
||||
//if the target has been within range earlier, the character will notice it more easily
|
||||
//(i.e. remember where the target was)
|
||||
@@ -1176,29 +1147,28 @@ namespace Barotrauma
|
||||
// -> just ignore the distance and attack whatever has the highest priority
|
||||
dist = Math.Max(dist, 100.0f);
|
||||
|
||||
AITargetMemory targetMemory = GetTargetMemory(target);
|
||||
AITargetMemory targetMemory = FindTargetMemory(target);
|
||||
if (Character.CurrentHull != null && Math.Abs(toTarget.Y) > Character.CurrentHull.Size.Y)
|
||||
{
|
||||
// Inside the sub, treat objects that are up or down, as they were farther away.
|
||||
dist *= 3;
|
||||
}
|
||||
valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
|
||||
valueModifier = valueModifier * targetMemory.Priority / (float)Math.Sqrt(dist);
|
||||
|
||||
if (valueModifier > targetValue)
|
||||
{
|
||||
newTarget = target;
|
||||
SelectedAiTarget = target;
|
||||
selectedTargetMemory = targetMemory;
|
||||
priority = targetingPriorities[targetingTag];
|
||||
targetingPriority = targetingPriorities[targetingTag];
|
||||
targetValue = valueModifier;
|
||||
}
|
||||
}
|
||||
|
||||
SelectedAiTarget = newTarget;
|
||||
if (SelectedAiTarget != _previousAiTarget)
|
||||
{
|
||||
wallTarget = null;
|
||||
}
|
||||
return SelectedAiTarget;
|
||||
_previousAiTarget = SelectedAiTarget;
|
||||
}
|
||||
|
||||
private AITargetMemory GetTargetMemory(AITarget target)
|
||||
@@ -1208,21 +1178,24 @@ namespace Barotrauma
|
||||
memory = new AITargetMemory(10);
|
||||
targetMemories.Add(target, memory);
|
||||
}
|
||||
|
||||
memory = new AITargetMemory(10.0f);
|
||||
targetMemories.Add(target, memory);
|
||||
|
||||
return memory;
|
||||
}
|
||||
|
||||
private List<AITarget> removals = new List<AITarget>();
|
||||
private void UpdateTargetMemories(float deltaTime)
|
||||
{
|
||||
removals.Clear();
|
||||
foreach (var memory in targetMemories)
|
||||
List<AITarget> toBeRemoved = null;
|
||||
foreach (KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
|
||||
{
|
||||
// Slowly decrease all memories
|
||||
memory.Value.Priority -= memoryFadeTime * deltaTime;
|
||||
// Remove targets that have no priority or have been removed
|
||||
if (memory.Value.Priority <= 1 || !AITarget.List.Contains(memory.Key))
|
||||
memory.Value.Priority += 0.1f;
|
||||
if (Math.Abs(memory.Value.Priority) < 1.0f || !AITarget.List.Contains(memory.Key))
|
||||
{
|
||||
removals.Add(memory.Key);
|
||||
if (toBeRemoved == null) toBeRemoved = new List<AITarget>();
|
||||
toBeRemoved.Add(memory.Key);
|
||||
}
|
||||
}
|
||||
removals.ForEach(r => targetMemories.Remove(r));
|
||||
@@ -1238,9 +1211,25 @@ namespace Barotrauma
|
||||
wallTarget = null;
|
||||
}
|
||||
|
||||
if (toBeRemoved != null)
|
||||
{
|
||||
foreach (AITarget target in toBeRemoved)
|
||||
{
|
||||
targetMemories.Remove(target);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
{
|
||||
latchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
}
|
||||
|
||||
private int GetMinimumPassableHoleCount()
|
||||
{
|
||||
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
||||
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
||||
}
|
||||
|
||||
private bool CanPassThroughHole(Structure wall, int sectionIndex)
|
||||
|
||||
@@ -245,7 +245,7 @@ namespace Barotrauma
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
|
||||
(c.AIController is EnemyAIController || (c.TeamID != Character.TeamID && Character.TeamID != Character.TeamType.FriendlyNPC && c.TeamID != Character.TeamType.FriendlyNPC)))
|
||||
(c.AIController is EnemyAIController || c.TeamID != Character.TeamID))
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
|
||||
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
|
||||
@@ -290,7 +290,7 @@ namespace Barotrauma
|
||||
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
float damage = attackResult.Damage;
|
||||
if (damage <= 0) { return; }
|
||||
if (damage < 0) { return; }
|
||||
if (attacker == null || attacker.IsDead || attacker.Removed)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == null)
|
||||
@@ -466,9 +466,7 @@ namespace Barotrauma
|
||||
// Even the smallest fire reduces the safety by 50%
|
||||
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
|
||||
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
|
||||
int enemyCount = Character.CharacterList.Count(e =>
|
||||
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
|
||||
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
|
||||
int enemyCount = Character.CharacterList.Count(e => e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious && (e.AIController is EnemyAIController || e.TeamID != character.TeamID));
|
||||
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
||||
float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
|
||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
|
||||
|
||||
@@ -193,7 +193,7 @@ namespace Barotrauma
|
||||
// is not attached or is attached to something else
|
||||
if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
|
||||
{
|
||||
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
|
||||
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.Range * enemyAI.AttackingLimb.attack.Range)
|
||||
{
|
||||
AttachToBody(character.AnimController.Collider, attachLimb, attachTargetBody, transformedAttachPos);
|
||||
}
|
||||
|
||||
+1
-1
@@ -95,7 +95,7 @@ namespace Barotrauma
|
||||
getItemObjective = new AIObjectiveGetItem(character, itemIdentifiers)
|
||||
{
|
||||
GetItemPriority = GetItemPriority,
|
||||
ignoredContainerIdentifiers = ignoredContainerIdentifiers
|
||||
IgnoreContainedItems = IgnoreAlreadyContainedItems
|
||||
};
|
||||
AddSubObjective(getItemObjective);
|
||||
return;
|
||||
|
||||
@@ -115,7 +115,6 @@ namespace Barotrauma
|
||||
unreachable.Add(goToObjective.Target as Hull);
|
||||
}
|
||||
goToObjective = null;
|
||||
SteeringManager.SteeringWander();
|
||||
}
|
||||
}
|
||||
else if (currentHull != null)
|
||||
@@ -132,11 +131,6 @@ namespace Barotrauma
|
||||
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
//don't run from friendly NPCs
|
||||
if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
|
||||
//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
|
||||
|
||||
if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
|
||||
(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
|
||||
{
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Barotrauma
|
||||
private string[] itemIdentifiers;
|
||||
private Item targetItem, moveToTarget;
|
||||
private int currSearchIndex;
|
||||
public string[] ignoredContainerIdentifiers;
|
||||
public bool IgnoreContainedItems;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private float currItemPriority;
|
||||
private bool equip;
|
||||
@@ -99,12 +99,11 @@ namespace Barotrauma
|
||||
FindTargetItem();
|
||||
if (targetItem == null || moveToTarget == null)
|
||||
{
|
||||
SteeringManager.SteeringWander();
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
if (moveToTarget.CurrentHull == character.CurrentHull &&
|
||||
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
|
||||
if (Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
|
||||
{
|
||||
int targetSlot = -1;
|
||||
if (equip)
|
||||
@@ -197,12 +196,8 @@ namespace Barotrauma
|
||||
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
|
||||
if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
|
||||
if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
|
||||
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
if (IgnoreContainedItems && item.Container != null) { continue; }
|
||||
if (!itemIdentifiers.Any(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
|
||||
|
||||
//if the item is inside a character's inventory, don't steal it unless the character is dead
|
||||
if (item.ParentInventory is CharacterInventory)
|
||||
|
||||
@@ -369,16 +369,7 @@ namespace Barotrauma
|
||||
|
||||
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
|
||||
|
||||
float mainLimbAngle = 0;
|
||||
if (MainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
|
||||
{
|
||||
mainLimbAngle = TorsoAngle.Value;
|
||||
}
|
||||
else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
|
||||
{
|
||||
mainLimbAngle = HeadAngle.Value;
|
||||
}
|
||||
mainLimbAngle *= Dir;
|
||||
float mainLimbAngle = (MainLimb.type == LimbType.Torso ? TorsoAngle.Value : HeadAngle.Value) * Dir;
|
||||
while (MainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
|
||||
{
|
||||
movementAngle += MathHelper.TwoPi;
|
||||
@@ -417,7 +408,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
|
||||
{
|
||||
movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
|
||||
if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
|
||||
@@ -692,6 +683,12 @@ namespace Barotrauma
|
||||
|
||||
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
|
||||
}
|
||||
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
|
||||
{
|
||||
angle -= MathHelper.TwoPi;
|
||||
}
|
||||
|
||||
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
|
||||
}
|
||||
|
||||
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
|
||||
|
||||
+1
-1
@@ -99,7 +99,7 @@ namespace Barotrauma
|
||||
public static string GetDefaultFolder(string speciesName) => $"Content/Characters/{speciesName.CapitaliseFirstInvariant()}/Animations/";
|
||||
public static string GetDefaultFile(string speciesName, AnimationType animType) => $"{GetFolder(speciesName)}{GetDefaultFileName(speciesName, animType)}.xml";
|
||||
|
||||
public static string GetFolder(string speciesName)
|
||||
protected static string GetFolder(string speciesName)
|
||||
{
|
||||
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("animations")?.GetAttributeString("folder", string.Empty);
|
||||
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
|
||||
|
||||
+1
-1
@@ -79,7 +79,7 @@ namespace Barotrauma
|
||||
new XAttribute("sourcerect", $"0, 0, 1, 1")))
|
||||
};
|
||||
|
||||
public static string GetFolder(string speciesName)
|
||||
protected static string GetFolder(string speciesName)
|
||||
{
|
||||
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
|
||||
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
|
||||
|
||||
@@ -1035,6 +1035,8 @@ namespace Barotrauma
|
||||
|
||||
CheckValidity();
|
||||
|
||||
CheckValidity();
|
||||
|
||||
UpdateNetPlayerPosition(deltaTime);
|
||||
CheckDistFromCollider();
|
||||
UpdateCollisionCategories();
|
||||
@@ -1295,42 +1297,17 @@ namespace Barotrauma
|
||||
UpdateProjSpecific(deltaTime);
|
||||
}
|
||||
|
||||
public bool Invalid { get; private set; }
|
||||
private int validityResets;
|
||||
private bool CheckValidity()
|
||||
private void CheckValidity()
|
||||
{
|
||||
bool isColliderValid = CheckValidity(Collider);
|
||||
bool limbsValid = true;
|
||||
CheckValidity(Collider);
|
||||
foreach (Limb limb in limbs)
|
||||
{
|
||||
if (limb.body == null || !limb.body.Enabled) { continue; }
|
||||
if (!CheckValidity(limb.body))
|
||||
{
|
||||
limbsValid = false;
|
||||
break;
|
||||
}
|
||||
CheckValidity(limb.body);
|
||||
}
|
||||
bool isValid = isColliderValid && limbsValid;
|
||||
if (!isValid)
|
||||
{
|
||||
validityResets++;
|
||||
if (validityResets > 1)
|
||||
{
|
||||
Invalid = true;
|
||||
DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll freezed to prevent crashes.");
|
||||
Collider.SetTransform(Vector2.Zero, 0.0f);
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.body.SetTransform(Collider.SimPosition, 0.0f);
|
||||
limb.body.ResetDynamics();
|
||||
}
|
||||
Frozen = true;
|
||||
}
|
||||
}
|
||||
return isValid;
|
||||
}
|
||||
|
||||
private bool CheckValidity(PhysicsBody body)
|
||||
private void CheckValidity(PhysicsBody body)
|
||||
{
|
||||
string errorMsg = null;
|
||||
string bodyName = body.UserData is Limb ? "Limb" : "Collider";
|
||||
@@ -1352,19 +1329,6 @@ namespace Barotrauma
|
||||
}
|
||||
if (errorMsg != null)
|
||||
{
|
||||
if (character.IsRemotePlayer)
|
||||
{
|
||||
errorMsg += " Ragdoll controlled remotely.";
|
||||
}
|
||||
if (SimplePhysicsEnabled)
|
||||
{
|
||||
errorMsg += " Simple physics enabled.";
|
||||
}
|
||||
if (GameMain.NetworkMember != null)
|
||||
{
|
||||
errorMsg += GameMain.NetworkMember.IsClient ? " Playing as a client." : " Hosting a server.";
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#else
|
||||
@@ -1382,7 +1346,7 @@ namespace Barotrauma
|
||||
limb.body.ResetDynamics();
|
||||
}
|
||||
SetInitialLimbPositions();
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -808,7 +808,6 @@ namespace Barotrauma
|
||||
|
||||
public void LoadHeadAttachments()
|
||||
{
|
||||
if (Info == null) { return; }
|
||||
if (AnimController == null) { return; }
|
||||
var head = AnimController.GetLimb(LimbType.Head);
|
||||
if (head == null) { return; }
|
||||
@@ -1111,15 +1110,13 @@ namespace Barotrauma
|
||||
ViewTarget = null;
|
||||
if (!AllowInput) return;
|
||||
|
||||
if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
|
||||
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||
if (Controlled == this)
|
||||
{
|
||||
SmoothedCursorPosition = cursorPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
//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;
|
||||
}
|
||||
@@ -1667,12 +1664,10 @@ namespace Barotrauma
|
||||
focusedItem = null;
|
||||
}
|
||||
findFocusedTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//climb ladders automatically when pressing up/down inside their trigger area
|
||||
Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
|
||||
if ((SelectedConstruction == null || currentLadder != null) &&
|
||||
!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
|
||||
if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
|
||||
{
|
||||
bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
|
||||
bool isControlled = Controlled == this;
|
||||
@@ -1683,19 +1678,6 @@ 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;
|
||||
@@ -1894,6 +1876,8 @@ namespace Barotrauma
|
||||
}
|
||||
speechImpedimentSet = false;
|
||||
|
||||
|
||||
|
||||
if (needsAir)
|
||||
{
|
||||
bool protectedFromPressure = PressureProtection > 0.0f;
|
||||
@@ -1950,23 +1934,9 @@ namespace Barotrauma
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
|
||||
bool allowRagdoll = GameMain.NetworkMember != null ? GameMain.NetworkMember.ServerSettings.AllowRagdollButton : true;
|
||||
if (IsForceRagdolled)
|
||||
{
|
||||
IsRagdolled = IsForceRagdolled;
|
||||
}
|
||||
//Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
else if (allowRagdoll && (!IsRagdolled || AnimController.Collider.LinearVelocity.LengthSquared() < 1f))
|
||||
{
|
||||
if (ragdollingLockTimer > 0.0f)
|
||||
{
|
||||
ragdollingLockTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool wasRagdolled = IsRagdolled;
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
if (wasRagdolled != IsRagdolled) { ragdollingLockTimer = 0.25f; }
|
||||
}
|
||||
}
|
||||
else if (allowRagdoll && (!IsRagdolled || AnimController.Collider.LinearVelocity.LengthSquared() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
|
||||
UpdateSightRange();
|
||||
UpdateSoundRange();
|
||||
@@ -2548,14 +2518,7 @@ namespace Barotrauma
|
||||
{
|
||||
item.Submarine = inventory.Owner.Submarine;
|
||||
var itemElement = item.Save(parentElement);
|
||||
|
||||
List<int> slotIndices = new List<int>();
|
||||
for (int i = 0; i < inventory.Capacity; i++)
|
||||
{
|
||||
if (inventory.Items[i] == item) { slotIndices.Add(i); }
|
||||
}
|
||||
|
||||
itemElement.Add(new XAttribute("i", string.Join(",", slotIndices)));
|
||||
itemElement.Add(new XAttribute("i", Array.IndexOf(inventory.Items, item)));
|
||||
|
||||
foreach (ItemContainer container in item.GetComponents<ItemContainer>())
|
||||
{
|
||||
|
||||
@@ -801,37 +801,13 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (XElement itemElement in element.Elements())
|
||||
{
|
||||
var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
|
||||
if (newItem == null) { continue; }
|
||||
var newItem = Item.Load(itemElement, inventory.Owner.Submarine);
|
||||
int slotIndex = itemElement.GetAttributeInt("i", 0);
|
||||
if (newItem == null) continue;
|
||||
|
||||
if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition))
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
SpawnInventoryItemProjSpecific(newItem);
|
||||
|
||||
int[] slotIndices = itemElement.GetAttributeIntArray("i", new int[] { 0 });
|
||||
if (!slotIndices.Any())
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid inventory data in character \"" + Name + "\" - no slot indices found");
|
||||
continue;
|
||||
}
|
||||
|
||||
inventory.TryPutItem(newItem, slotIndices[0], false, false, null);
|
||||
|
||||
//force the item to the correct slots
|
||||
// e.g. putting the item in a hand slot will also put it in the first available Any-slot,
|
||||
// which may not be where it actually was
|
||||
for (int i = 0; i < inventory.Capacity; i++)
|
||||
{
|
||||
if (slotIndices.Contains(i))
|
||||
{
|
||||
inventory.Items[i] = newItem;
|
||||
}
|
||||
else if (inventory.Items[i] == newItem)
|
||||
{
|
||||
inventory.Items[i] = null;
|
||||
}
|
||||
}
|
||||
inventory.TryPutItem(newItem, slotIndex, false, false, null);
|
||||
|
||||
int itemContainerIndex = 0;
|
||||
var itemContainers = newItem.GetComponents<ItemContainer>().ToList();
|
||||
@@ -845,6 +821,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
partial void SpawnInventoryItemProjSpecific(Item item);
|
||||
|
||||
public void ReloadHeadAttachments()
|
||||
{
|
||||
ResetLoadedAttachments();
|
||||
|
||||
@@ -13,17 +13,17 @@ namespace Barotrauma
|
||||
|
||||
public readonly AnimController.Animation Animation;
|
||||
|
||||
public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
public CharacterStateInfo(Vector2 pos, float rotation, Vector2 velocity, float angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
|
||||
{
|
||||
}
|
||||
|
||||
public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
public CharacterStateInfo(Vector2 pos, float rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
|
||||
{
|
||||
}
|
||||
|
||||
protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
protected CharacterStateInfo(Vector2 pos, float rotation, Vector2 velocity, float angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
|
||||
: base(pos, rotation, velocity, angularVelocity, ID, time)
|
||||
{
|
||||
Direction = dir;
|
||||
|
||||
+3
-8
@@ -151,12 +151,9 @@ namespace Barotrauma
|
||||
//how high the strength has to be for the affliction to take affect
|
||||
public readonly float ActivationThreshold = 0.0f;
|
||||
//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 ShowIconThreshold = 0.0f;
|
||||
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;
|
||||
|
||||
@@ -257,11 +254,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", ActivationThreshold);
|
||||
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);
|
||||
|
||||
|
||||
@@ -460,7 +460,6 @@ namespace Barotrauma
|
||||
{
|
||||
affliction.Strength = 0.0f;
|
||||
}
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
|
||||
|
||||
@@ -491,10 +491,10 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.
|
||||
/// </summary>
|
||||
public bool UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance = -1)
|
||||
public bool UpdateAttack(float deltaTime, Vector2 attackPosition, IDamageable damageTarget, out AttackResult attackResult, float distance = -1)
|
||||
{
|
||||
attackResult = default(AttackResult);
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackSimPos));
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackPosition));
|
||||
bool wasRunning = attack.IsRunning;
|
||||
attack.UpdateAttackTimer(deltaTime);
|
||||
|
||||
@@ -511,7 +511,7 @@ namespace Barotrauma
|
||||
ignoredBodies.Add(character.AnimController.Collider.FarseerBody);
|
||||
|
||||
structureBody = Submarine.PickBody(
|
||||
SimPosition, attackSimPos,
|
||||
SimPosition, attackPosition,
|
||||
ignoredBodies, Physics.CollisionWall);
|
||||
|
||||
if (damageTarget is Item)
|
||||
@@ -520,15 +520,14 @@ 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 wall && structureBody != null &&
|
||||
(structureBody.UserData is Structure || (structureBody.UserData is Submarine sub && sub == wall.Submarine)))
|
||||
else if (damageTarget is Structure && structureBody?.UserData is Structure)
|
||||
{
|
||||
// If the attack is aimed to a structure (wall) and hits a structure or the sub, it's successful
|
||||
// If the attack is aimed to a structure and hits a structure, it's successful
|
||||
wasHit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If there is nothing between, the hit is successful
|
||||
// If the attack is aimed to a character but hits a structure, the hit is blocked.
|
||||
wasHit = structureBody == null;
|
||||
}
|
||||
}
|
||||
@@ -608,7 +607,7 @@ namespace Barotrauma
|
||||
attack.SetCoolDown();
|
||||
}
|
||||
|
||||
Vector2 diff = attackSimPos - SimPosition;
|
||||
Vector2 diff = attackPosition - SimPosition;
|
||||
bool applyForces = (!attack.ApplyForcesOnlyOnce || !wasRunning) && diff.LengthSquared() > 0.00001f;
|
||||
if (applyForces)
|
||||
{
|
||||
@@ -621,13 +620,13 @@ namespace Barotrauma
|
||||
|
||||
Limb limb = character.AnimController.Limbs[limbIndex];
|
||||
Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackPosition - SimPosition), forcePos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
|
||||
body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
|
||||
body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackPosition - SimPosition), forcePos);
|
||||
}
|
||||
}
|
||||
return wasHit;
|
||||
|
||||
@@ -912,7 +912,7 @@ namespace Barotrauma
|
||||
ThrowError(args[0] + " is not a valid latency value.");
|
||||
return;
|
||||
}
|
||||
if (!float.TryParse(args[1], NumberStyles.Any, CultureInfo.InvariantCulture, out float randomLatency))
|
||||
if (!float.TryParse(args[0], NumberStyles.Any, CultureInfo.InvariantCulture, out float randomLatency))
|
||||
{
|
||||
ThrowError(args[1] + " is not a valid latency value.");
|
||||
return;
|
||||
|
||||
@@ -103,6 +103,12 @@ 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)
|
||||
{
|
||||
@@ -118,11 +124,6 @@ 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;
|
||||
|
||||
@@ -208,7 +208,7 @@ namespace Barotrauma
|
||||
DockingPort myPort = null, outPostPort = null;
|
||||
foreach (DockingPort port in DockingPort.List)
|
||||
{
|
||||
if (port.IsHorizontal || port.Docked) { continue; }
|
||||
if (port.IsHorizontal) { continue; }
|
||||
if (port.Item.Submarine == level.StartOutpost)
|
||||
{
|
||||
outPostPort = port;
|
||||
|
||||
@@ -168,7 +168,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private float soundVolume = 0.5f, musicVolume = 0.3f, voiceChatVolume = 0.5f, microphoneVolume = 1.0f;
|
||||
private float soundVolume = 0.5f, musicVolume = 0.3f, voiceChatVolume = 0.5f;
|
||||
|
||||
public float SoundVolume
|
||||
{
|
||||
@@ -211,14 +211,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public float MicrophoneVolume
|
||||
{
|
||||
get { return microphoneVolume; }
|
||||
set
|
||||
{
|
||||
microphoneVolume = MathHelper.Clamp(value, 0.1f, 5.0f);
|
||||
}
|
||||
}
|
||||
public string Language
|
||||
{
|
||||
get { return TextManager.Language; }
|
||||
|
||||
@@ -51,11 +51,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public PhysicsBody Body { get; private set; }
|
||||
|
||||
private float RepairThreshold
|
||||
{
|
||||
get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
|
||||
}
|
||||
|
||||
private float stuck;
|
||||
[Serialize(0.0f, false)]
|
||||
public float Stuck
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
|
||||
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
#endif
|
||||
|
||||
item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
item.Drop(picker);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
|
||||
@@ -208,9 +208,8 @@ namespace Barotrauma.Items.Components
|
||||
public ItemComponent(Item item, XElement element)
|
||||
{
|
||||
this.item = item;
|
||||
originalElement = element;
|
||||
name = element.Name.ToString();
|
||||
SerializableProperties = SerializableProperty.GetProperties(this);
|
||||
properties = SerializableProperty.GetProperties(this);
|
||||
requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>();
|
||||
requiredSkills = new List<Skill>();
|
||||
|
||||
@@ -244,9 +243,18 @@ namespace Barotrauma.Items.Components
|
||||
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
|
||||
}
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
ParseMsg();
|
||||
|
||||
properties = SerializableProperty.DeserializeProperties(this, element);
|
||||
#if CLIENT
|
||||
string msg = TextManager.Get(Msg, true);
|
||||
if (msg != null)
|
||||
{
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
}
|
||||
Msg = msg;
|
||||
}
|
||||
#endif
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
@@ -534,6 +542,7 @@ namespace Barotrauma.Items.Components
|
||||
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return 0.0f;
|
||||
}
|
||||
float average = skillSuccessSum / requiredSkills.Count;
|
||||
|
||||
float skillSuccessSum = 0.0f;
|
||||
for (int i = 0; i < requiredSkills.Count; i++)
|
||||
@@ -622,11 +631,53 @@ namespace Barotrauma.Items.Components
|
||||
public virtual void Load(XElement componentElement)
|
||||
{
|
||||
if (componentElement == null) return;
|
||||
|
||||
foreach (XAttribute attribute in componentElement.Attributes())
|
||||
{
|
||||
if (!SerializableProperties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
|
||||
if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
|
||||
property.TrySetValue(this, attribute.Value);
|
||||
}
|
||||
#if CLIENT
|
||||
string msg = TextManager.Get(Msg, true);
|
||||
if (msg != null)
|
||||
{
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
}
|
||||
Msg = msg;
|
||||
}
|
||||
#endif
|
||||
var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
|
||||
bool overrideRequiredItems = false;
|
||||
|
||||
foreach (XElement subElement in componentElement.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "requireditem":
|
||||
if (!overrideRequiredItems) requiredItems.Clear();
|
||||
overrideRequiredItems = true;
|
||||
|
||||
RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
|
||||
if (newRequiredItem == null) continue;
|
||||
|
||||
var prevRequiredItem = prevRequiredItems.ContainsKey(newRequiredItem.Type) ?
|
||||
prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
|
||||
if (prevRequiredItem != null)
|
||||
{
|
||||
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
|
||||
newRequiredItem.Msg = prevRequiredItem.Msg;
|
||||
}
|
||||
|
||||
if (!requiredItems.ContainsKey(newRequiredItem.Type))
|
||||
{
|
||||
requiredItems[newRequiredItem.Type] = new List<RelatedItem>();
|
||||
}
|
||||
requiredItems[newRequiredItem.Type].Add(newRequiredItem);
|
||||
break;
|
||||
}
|
||||
}
|
||||
ParseMsg();
|
||||
OverrideRequiredItems(componentElement);
|
||||
}
|
||||
|
||||
@@ -201,19 +201,19 @@ namespace Barotrauma.Items.Components
|
||||
tolerance = MathHelper.Lerp(5.0f, 20.0f, degreeOfSuccess);
|
||||
allowedTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
|
||||
|
||||
float temperatureTolerance = MathHelper.Lerp(10.0f, 20.0f, degreeOfSuccess);
|
||||
optimalTemperature = Vector2.Lerp(new Vector2(40.0f, 60.0f), new Vector2(30.0f, 70.0f), degreeOfSuccess);
|
||||
allowedTemperature = Vector2.Lerp(new Vector2(30.0f, 70.0f), new Vector2(10.0f, 90.0f), degreeOfSuccess);
|
||||
|
||||
optimalFissionRate = Vector2.Lerp(new Vector2(30, AvailableFuel - 20), new Vector2(20, AvailableFuel - 10), degreeOfSuccess);
|
||||
optimalFissionRate.X = Math.Min(optimalFissionRate.X, optimalFissionRate.Y - 10);
|
||||
allowedFissionRate = Vector2.Lerp(new Vector2(20, AvailableFuel), new Vector2(10, AvailableFuel), degreeOfSuccess);
|
||||
allowedFissionRate.X = Math.Min(allowedFissionRate.X, allowedFissionRate.Y - 10);
|
||||
|
||||
float fissionRateTolerance = MathHelper.Lerp(10.0f, 20.0f, degreeOfSuccess);
|
||||
optimalFissionRate = Vector2.Lerp(new Vector2(40.0f, 70.0f), new Vector2(30.0f, 85.0f), degreeOfSuccess);
|
||||
allowedFissionRate = Vector2.Lerp(new Vector2(30.0f, 85.0f), new Vector2(20.0f, 98.0f), degreeOfSuccess);
|
||||
|
||||
float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f;
|
||||
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;
|
||||
|
||||
|
||||
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
|
||||
TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
|
||||
|
||||
@@ -364,7 +364,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (-currPowerConsumption < load)
|
||||
{
|
||||
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
|
||||
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, allowedFissionRate.Y);
|
||||
}
|
||||
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
|
||||
}
|
||||
|
||||
@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (!pt.IsActive || !pt.CanTransfer) { continue; }
|
||||
if (!pt.IsActive) { continue; }
|
||||
|
||||
gridLoad += pt.PowerLoad;
|
||||
gridPower -= pt.CurrPowerConsumption;
|
||||
@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
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);
|
||||
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);
|
||||
|
||||
foreach (Pair<Powered, Connection> connected in directlyConnected)
|
||||
{
|
||||
|
||||
@@ -319,13 +319,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
//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);
|
||||
}
|
||||
float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
|
||||
|
||||
foreach (Connection c in PowerConnections)
|
||||
{
|
||||
@@ -363,8 +357,6 @@ namespace Barotrauma.Items.Components
|
||||
continue;
|
||||
}
|
||||
|
||||
float addLoad = 0.0f;
|
||||
float addPower = 0.0f;
|
||||
if (powered is PowerContainer powerContainer)
|
||||
{
|
||||
if (recipient.Name == "power_in")
|
||||
@@ -373,7 +365,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
addPower = powerContainer.CurrPowerOutput;
|
||||
fullPower += Math.Min(powerContainer.CurrPowerOutput, maxPower);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -388,16 +380,10 @@ namespace Barotrauma.Items.Components
|
||||
//negative power consumption = the construction is a
|
||||
//generator/battery or another junction box
|
||||
{
|
||||
addPower -= powered.CurrPowerConsumption;
|
||||
fullPower -= Math.Max(powered.CurrPowerConsumption, -maxPower);
|
||||
}
|
||||
}
|
||||
|
||||
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; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,8 @@ namespace Barotrauma.Items.Components
|
||||
public static float SkillIncreaseMultiplier = 0.4f;
|
||||
|
||||
private string header;
|
||||
|
||||
private float fixDurationLowSkill, fixDurationHighSkill;
|
||||
|
||||
private float deteriorationTimer;
|
||||
|
||||
@@ -50,20 +52,17 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[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
|
||||
/*private float repairProgress;
|
||||
public float RepairProgress
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
get { return repairProgress; }
|
||||
set
|
||||
{
|
||||
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
}*/
|
||||
|
||||
private Character currentFixer;
|
||||
public Character CurrentFixer
|
||||
{
|
||||
@@ -84,6 +83,8 @@ 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);
|
||||
}
|
||||
|
||||
@@ -159,7 +160,7 @@ 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;
|
||||
@@ -185,5 +186,26 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
IsActive = value;
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
|
||||
if (GameMain.Server != null) item.CreateServerEvent(this);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -177,21 +177,14 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 nodePos = refSub == null ?
|
||||
newConnection.Item.Position :
|
||||
newConnection.Item.Position - refSub.HiddenSubPosition;
|
||||
|
||||
|
||||
|
||||
if (nodes.Count > 0 && nodes[0] == nodePos) break;
|
||||
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
|
||||
|
||||
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
|
||||
int newNodeIndex = 0;
|
||||
if (nodes.Count > 1)
|
||||
{
|
||||
if (Vector2.DistanceSquared(nodes[nodes.Count-1], nodePos) < Vector2.DistanceSquared(nodes[0], nodePos))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
|
||||
if (newNodeIndex == 0)
|
||||
{
|
||||
nodes.Insert(0, nodePos);
|
||||
}
|
||||
|
||||
@@ -433,10 +433,9 @@ namespace Barotrauma.Items.Components
|
||||
if (usableProjectileCount == 0 || (usableProjectileCount < maxProjectileCount && objective.Option.ToLowerInvariant() != "fireatwill"))
|
||||
{
|
||||
ItemContainer container = null;
|
||||
Item containerItem = null;
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
containerItem = e as Item;
|
||||
var containerItem = e as Item;
|
||||
if (containerItem == null) continue;
|
||||
|
||||
container = containerItem.GetComponent<ItemContainer>();
|
||||
@@ -454,7 +453,7 @@ namespace Barotrauma.Items.Components
|
||||
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Identifiers[0], container);
|
||||
character?.Speak(TextManager.Get("DialogLoadTurret").Replace("[itemname]", item.Name), null, 0.0f, "loadturret", 30.0f);
|
||||
containShellObjective.MinContainedAmount = usableProjectileCount + 1;
|
||||
containShellObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
|
||||
containShellObjective.IgnoreAlreadyContainedItems = true;
|
||||
objective.AddSubObjective(containShellObjective);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -59,7 +59,8 @@ namespace Barotrauma
|
||||
public PhysicsBody body;
|
||||
|
||||
public readonly XElement StaticBodyConfig;
|
||||
|
||||
|
||||
private bool needsPositionUpdate;
|
||||
private float lastSentCondition;
|
||||
private float sendConditionUpdateTimer;
|
||||
private bool conditionUpdatePending;
|
||||
@@ -88,7 +89,7 @@ namespace Barotrauma
|
||||
if (hasInGameEditableProperties == null)
|
||||
{
|
||||
hasInGameEditableProperties = false;
|
||||
if (SerializableProperties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
|
||||
if (properties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
|
||||
{
|
||||
hasInGameEditableProperties = true;
|
||||
}
|
||||
@@ -97,7 +98,7 @@ namespace Barotrauma
|
||||
foreach (ItemComponent component in components)
|
||||
{
|
||||
if (!component.AllowInGameEditing) { continue; }
|
||||
if (component.SerializableProperties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
|
||||
if (component.properties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
|
||||
{
|
||||
hasInGameEditableProperties = true;
|
||||
break;
|
||||
@@ -211,14 +212,14 @@ namespace Barotrauma
|
||||
set { spriteColor = value; }
|
||||
}
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
|
||||
[Serialize("1.0,1.0,1.0,1.0", false), Editable]
|
||||
public Color InventoryIconColor
|
||||
{
|
||||
get;
|
||||
protected set;
|
||||
}
|
||||
|
||||
[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.")]
|
||||
[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.")]
|
||||
public Color ContainerColor
|
||||
{
|
||||
get;
|
||||
@@ -274,11 +275,12 @@ namespace Barotrauma
|
||||
|
||||
SetActiveSprite();
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
|
||||
{
|
||||
if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
|
||||
{
|
||||
conditionUpdatePending = true;
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentCondition = condition;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -583,10 +585,10 @@ namespace Barotrauma
|
||||
public override MapEntity Clone()
|
||||
{
|
||||
Item clone = new Item(rect, Prefab, Submarine, callOnItemLoaded: false);
|
||||
foreach (KeyValuePair<string, SerializableProperty> property in SerializableProperties)
|
||||
foreach (KeyValuePair<string, SerializableProperty> property in properties)
|
||||
{
|
||||
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
|
||||
clone.SerializableProperties[property.Key].TrySetValue(clone, property.Value.GetValue(this));
|
||||
clone.properties[property.Key].TrySetValue(clone, property.Value.GetValue(this));
|
||||
}
|
||||
|
||||
if (components.Count != clone.components.Count)
|
||||
@@ -603,7 +605,7 @@ namespace Barotrauma
|
||||
foreach (KeyValuePair<string, SerializableProperty> property in components[i].SerializableProperties)
|
||||
{
|
||||
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
|
||||
clone.components[i].SerializableProperties[property.Key].TrySetValue(clone.components[i], property.Value.GetValue(components[i]));
|
||||
clone.components[i].properties[property.Key].TrySetValue(clone.components[i], property.Value.GetValue(components[i]));
|
||||
}
|
||||
|
||||
//clone requireditem identifiers
|
||||
@@ -995,21 +997,6 @@ 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);
|
||||
|
||||
@@ -1574,15 +1561,12 @@ namespace Barotrauma
|
||||
return isCombined;
|
||||
}
|
||||
|
||||
public void Drop(Character dropper, bool createNetworkEvent = true)
|
||||
public void Drop(Character dropper)
|
||||
{
|
||||
if (createNetworkEvent)
|
||||
if (parentInventory != null && !parentInventory.Owner.Removed && !Removed &&
|
||||
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
|
||||
{
|
||||
if (parentInventory != null && !parentInventory.Owner.Removed && !Removed &&
|
||||
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
|
||||
{
|
||||
parentInventory.CreateNetworkEvent();
|
||||
}
|
||||
parentInventory.CreateNetworkEvent();
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components) { ic.Drop(dropper); }
|
||||
@@ -1825,20 +1809,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
partial void UpdateNetPosition(float deltaTime);
|
||||
|
||||
|
||||
public static Item Load(XElement element, Submarine submarine)
|
||||
{
|
||||
return Load(element, submarine, createNetworkEvent: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Instantiate a new item and load its data from the XML element.
|
||||
/// </summary>
|
||||
/// <param name="element">The element containing the data of the item</param>
|
||||
/// <param name="submarine">The submarine to spawn the item in (can be null)</param>
|
||||
/// <param name="createNetworkEvent">Should an EntitySpawner event be created to notify clients about the item being created.</param>
|
||||
/// <returns></returns>
|
||||
public static Item Load(XElement element, Submarine submarine, bool createNetworkEvent)
|
||||
{
|
||||
string name = element.Attribute("name").Value;
|
||||
string identifier = element.GetAttributeString("identifier", "");
|
||||
@@ -1884,16 +1856,9 @@ namespace Barotrauma
|
||||
linkedToID = new List<ushort>()
|
||||
};
|
||||
|
||||
#if SERVER
|
||||
if (createNetworkEvent)
|
||||
{
|
||||
Spawner.CreateNetworkEvent(item, remove: false);
|
||||
}
|
||||
#endif
|
||||
|
||||
foreach (XAttribute attribute in element.Attributes())
|
||||
{
|
||||
if (!item.SerializableProperties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
|
||||
if (!item.properties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
|
||||
bool shouldBeLoaded = false;
|
||||
foreach (var propertyAttribute in property.Attributes.OfType<Serialize>())
|
||||
{
|
||||
@@ -1937,7 +1902,7 @@ namespace Barotrauma
|
||||
{
|
||||
component.OnItemLoaded();
|
||||
}
|
||||
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
|
||||
@@ -91,7 +91,8 @@ namespace Barotrauma
|
||||
|
||||
public override void CreateNetworkEvent()
|
||||
{
|
||||
if (!Item.ItemList.Contains(container.Item))
|
||||
int componentIndex = container.Item.GetComponentIndex(container);
|
||||
if (componentIndex == -1)
|
||||
{
|
||||
string errorMsg = "Attempted to create a network event for an item (" + container.Item.Name + ") that hasn't been fully initialized yet.";
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
@@ -100,13 +101,6 @@ namespace Barotrauma
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
|
||||
int componentIndex = container.Item.GetComponentIndex(container);
|
||||
if (componentIndex == -1)
|
||||
{
|
||||
DebugConsole.Log("Creating a network event for the item \"" + container.Item + "\" failed, ItemContainer not found in components");
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember != null)
|
||||
{
|
||||
|
||||
@@ -28,10 +28,8 @@ 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)
|
||||
{
|
||||
SeverLimbsProbability = 1.0f
|
||||
};
|
||||
attack = new Attack(damage, 0.0f, 0.0f, structureDamage, range);
|
||||
attack.SeverLimbsProbability = 1.0f;
|
||||
this.force = force;
|
||||
this.empStrength = empStrength;
|
||||
sparks = true;
|
||||
@@ -185,6 +183,9 @@ namespace Barotrauma
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
|
||||
|
||||
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
|
||||
|
||||
@@ -175,11 +175,12 @@ namespace Barotrauma
|
||||
LimitSize();
|
||||
|
||||
UpdateProjSpecific(growModifier);
|
||||
|
||||
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
Remove();
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) return;
|
||||
#endif
|
||||
|
||||
if (size.X < 1.0f) Remove();
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float growModifier);
|
||||
@@ -292,6 +293,10 @@ 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();
|
||||
@@ -320,11 +325,12 @@ namespace Barotrauma
|
||||
size.X -= extinguishAmount;
|
||||
|
||||
hull.WaterVolume -= extinguishAmount;
|
||||
|
||||
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
Remove();
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) return;
|
||||
#endif
|
||||
|
||||
if (size.X < 1.0f) Remove();
|
||||
}
|
||||
|
||||
public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace Barotrauma
|
||||
|
||||
public static Level CreateRandom(LocationConnection locationConnection)
|
||||
{
|
||||
string seed = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
|
||||
string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
|
||||
|
||||
float sizeFactor = MathUtils.InverseLerp(
|
||||
MapGenerationParams.Instance.SmallLevelConnectionLength,
|
||||
@@ -1522,40 +1522,14 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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));
|
||||
outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize));
|
||||
if ((i == 0) == !Mirrored)
|
||||
{
|
||||
StartOutpost = outpost;
|
||||
|
||||
@@ -15,6 +15,7 @@ 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 = NetConfig.LevelObjectUpdateInterval;
|
||||
obj.NetworkUpdateTimer = LevelObject.NetworkUpdateInterval;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -432,16 +432,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
|
||||
if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
{
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
}
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -15,8 +15,6 @@ namespace Barotrauma
|
||||
|
||||
public int TypeChangeTimer;
|
||||
|
||||
public string BaseName { get => baseName; }
|
||||
|
||||
public string Name { get; private set; }
|
||||
|
||||
public Vector2 MapPosition { get; private set; }
|
||||
@@ -33,10 +31,10 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
CheckMissionCompleted();
|
||||
|
||||
|
||||
for (int i = availableMissions.Count; i < Connections.Count * 2; i++)
|
||||
{
|
||||
int seed = (ToolBox.StringToInt(BaseName) + MissionsCompleted * 10 + i) % int.MaxValue;
|
||||
int seed = (ToolBox.StringToInt(Name) + MissionsCompleted * 10 + i) % int.MaxValue;
|
||||
MTRandom rand = new MTRandom(seed);
|
||||
|
||||
LocationConnection connection = Connections[(MissionsCompleted + i) % Connections.Count];
|
||||
@@ -47,7 +45,7 @@ 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 (location: " + Name + ", seed: " + seed.ToString("X") + ", missions completed: " + MissionsCompleted + ", type: " + mission.Name + ")", Color.White);
|
||||
DebugConsole.NewMessage("Generated a new mission for a location connection (seed: " + seed.ToString("X") + ", type: " + mission.Name + ")", Color.White);
|
||||
}
|
||||
availableMissions.Add(mission);
|
||||
}
|
||||
@@ -100,16 +98,7 @@ namespace Barotrauma
|
||||
|
||||
public void ChangeType(LocationType newType)
|
||||
{
|
||||
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);
|
||||
if (newType == Type) return;
|
||||
|
||||
Type = newType;
|
||||
Name = Type.NameFormats[nameFormatIndex % Type.NameFormats.Count].Replace("[name]", baseName);
|
||||
@@ -121,7 +110,6 @@ namespace Barotrauma
|
||||
{
|
||||
if (mission.Completed)
|
||||
{
|
||||
DebugConsole.Log("Mission \"" + mission.Name + "\" completed in \"" + Name + "\".");
|
||||
MissionsCompleted++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -578,12 +578,10 @@ namespace Barotrauma
|
||||
location.MissionsCompleted = missionsCompleted;
|
||||
if (showNotifications && prevLocationType != location.Type)
|
||||
{
|
||||
var change = prevLocationType.CanChangeTo.Find(c =>
|
||||
c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant());
|
||||
if (change != null)
|
||||
{
|
||||
ChangeLocationType(location, prevLocationName, change);
|
||||
}
|
||||
ChangeLocationType(
|
||||
location,
|
||||
prevLocationName,
|
||||
prevLocationType.CanChangeTo.Find(c => c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant()));
|
||||
}
|
||||
break;
|
||||
case "connection":
|
||||
|
||||
@@ -407,7 +407,7 @@ namespace Barotrauma
|
||||
|
||||
try
|
||||
{
|
||||
MethodInfo loadMethod = t.GetMethod("Load", new [] { typeof(XElement), typeof(Submarine) });
|
||||
MethodInfo loadMethod = t.GetMethod("Load");
|
||||
if (loadMethod == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Could not find the method \"Load\" in " + t + ".");
|
||||
|
||||
@@ -297,13 +297,7 @@ namespace Barotrauma
|
||||
CreateStairBodies();
|
||||
}
|
||||
}
|
||||
|
||||
// Only add ai targets automatically to walls
|
||||
if (aiTarget == null && HasBody && Tags.Contains("wall"))
|
||||
{
|
||||
aiTarget = new AITarget(this);
|
||||
}
|
||||
|
||||
|
||||
InsertToList();
|
||||
}
|
||||
|
||||
|
||||
@@ -8,8 +8,6 @@ namespace Barotrauma
|
||||
{
|
||||
partial class StructurePrefab : MapEntityPrefab
|
||||
{
|
||||
public XElement ConfigElement { get; private set; }
|
||||
|
||||
private bool canSpriteFlipX, canSpriteFlipY;
|
||||
|
||||
private float health;
|
||||
@@ -152,7 +150,6 @@ namespace Barotrauma
|
||||
{
|
||||
name = element.GetAttributeString("name", "")
|
||||
};
|
||||
sp.ConfigElement = element;
|
||||
if (string.IsNullOrEmpty(sp.name)) sp.name = element.Name.ToString();
|
||||
sp.identifier = element.GetAttributeString("identifier", "");
|
||||
|
||||
@@ -217,10 +214,6 @@ 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;
|
||||
|
||||
|
||||
@@ -10,7 +10,6 @@ using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
@@ -494,7 +493,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f)
|
||||
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null)
|
||||
{
|
||||
Rectangle dockedBorders = GetDockedBorders();
|
||||
Vector2 diffFromDockedBorders =
|
||||
@@ -542,17 +541,17 @@ namespace Barotrauma
|
||||
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;
|
||||
spawnPos.X = maxX - minWidth - 100.0f;
|
||||
}
|
||||
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;
|
||||
spawnPos.X = minX + minWidth + 100.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
//walls found at both sides, use their midpoint
|
||||
spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset;
|
||||
spawnPos.X = (minX + maxX) / 2;
|
||||
}
|
||||
|
||||
spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10);
|
||||
|
||||
@@ -700,23 +700,6 @@ namespace Barotrauma
|
||||
Vector2 impulse = direction * impact * 0.5f;
|
||||
impulse = impulse.ClampLength(5.0f);
|
||||
|
||||
if (!MathUtils.IsValid(impulse))
|
||||
{
|
||||
string errorMsg =
|
||||
"Invalid impulse in SubmarineBody.ApplyImpact: " + impulse +
|
||||
". Direction: " + direction + ", body position: " + Body.SimPosition + ", impact: " + impact + ".";
|
||||
if (GameMain.NetworkMember != null)
|
||||
{
|
||||
errorMsg += GameMain.NetworkMember.IsClient ? " Playing as a client." : " Hosting a server.";
|
||||
}
|
||||
if (GameSettings.VerboseLogging) DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"SubmarineBody.ApplyImpact:InvalidImpulse",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
errorMsg);
|
||||
return;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
|
||||
{
|
||||
|
||||
@@ -129,10 +129,10 @@ namespace Barotrauma.Networking
|
||||
if (listener.WorldPosition == sender.WorldPosition) { return 0.0f; }
|
||||
|
||||
float dist = Vector2.Distance(listener.WorldPosition, sender.WorldPosition);
|
||||
if (dist > range) { return 1.0f; }
|
||||
if (dist > range) { return 0.0f; }
|
||||
|
||||
if (Submarine.CheckVisibility(listener.SimPosition, sender.SimPosition) != null) dist = (dist + 100f) * obstructionmult;
|
||||
if (dist > range) { return 1.0f; }
|
||||
if (dist > range) { return 0.0f; }
|
||||
|
||||
return dist / range;
|
||||
}
|
||||
@@ -152,7 +152,7 @@ namespace Barotrauma.Networking
|
||||
public static string ApplyDistanceEffect(string text, float garbleAmount)
|
||||
{
|
||||
if (garbleAmount < 0.3f) return text;
|
||||
if (garbleAmount >= 1.0f) return "";
|
||||
if (garbleAmount > 1.0f) return "";
|
||||
|
||||
int startIndex = Math.Max(text.IndexOf(':') + 1, 1);
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
enum FileTransferMessageType
|
||||
{
|
||||
Unknown, Initiate, Data, TransferOnSameMachine, Cancel
|
||||
Unknown, Initiate, Data, Cancel
|
||||
}
|
||||
|
||||
enum FileTransferType
|
||||
|
||||
@@ -32,14 +32,11 @@ namespace Barotrauma.Networking
|
||||
public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
|
||||
public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
|
||||
|
||||
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;
|
||||
//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;
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the positional error of a physics body towards zero.
|
||||
|
||||
+9
-2
@@ -58,8 +58,15 @@ namespace Barotrauma.Networking
|
||||
eventCount++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
|
||||
//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
|
||||
{
|
||||
//no more room in this packet
|
||||
break;
|
||||
|
||||
@@ -513,29 +513,11 @@ namespace Barotrauma.Networking
|
||||
set;
|
||||
}
|
||||
|
||||
private SelectionMode subSelectionMode;
|
||||
[Serialize(SelectionMode.Manual, true)]
|
||||
public SelectionMode SubSelectionMode
|
||||
{
|
||||
get { return subSelectionMode; }
|
||||
set
|
||||
{
|
||||
subSelectionMode = value;
|
||||
Voting.AllowSubVoting = subSelectionMode == SelectionMode.Vote;
|
||||
}
|
||||
}
|
||||
public SelectionMode SubSelectionMode { get; private set; }
|
||||
|
||||
private SelectionMode modeSelectionMode;
|
||||
[Serialize(SelectionMode.Manual, true)]
|
||||
public SelectionMode ModeSelectionMode
|
||||
{
|
||||
get { return modeSelectionMode; }
|
||||
set
|
||||
{
|
||||
modeSelectionMode = value;
|
||||
Voting.AllowModeVoting = modeSelectionMode == SelectionMode.Vote;
|
||||
}
|
||||
}
|
||||
public SelectionMode ModeSelectionMode { get; private set; }
|
||||
|
||||
public BanList BanList { get; private set; }
|
||||
|
||||
|
||||
@@ -36,20 +36,32 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 LinearVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float AngularVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly float Timestamp;
|
||||
public readonly UInt16 ID;
|
||||
|
||||
public PosInfo(Vector2 pos, float? rotation, Vector2 linearVelocity, float? angularVelocity, float time)
|
||||
public PosInfo(Vector2 pos, float rotation, Vector2 linearVelocity, float angularVelocity, float time)
|
||||
: this(pos, rotation, linearVelocity, angularVelocity, 0, time)
|
||||
{
|
||||
}
|
||||
|
||||
public PosInfo(Vector2 pos, float? rotation, Vector2 linearVelocity, float? angularVelocity, UInt16 ID)
|
||||
public PosInfo(Vector2 pos, float rotation, Vector2 linearVelocity, float angularVelocity, UInt16 ID)
|
||||
: this(pos, rotation, linearVelocity, angularVelocity, ID, 0.0f)
|
||||
{
|
||||
}
|
||||
|
||||
protected PosInfo(Vector2 pos, float? rotation, Vector2 linearVelocity, float? angularVelocity, UInt16 ID, float time)
|
||||
protected PosInfo(Vector2 pos, float rotation, Vector2 linearVelocity, float angularVelocity, UInt16 ID, float time)
|
||||
{
|
||||
Position = pos;
|
||||
Rotation = rotation;
|
||||
@@ -775,8 +787,8 @@ namespace Barotrauma
|
||||
|
||||
newVelocity = positionBuffer[0].LinearVelocity;
|
||||
newPosition = positionBuffer[0].Position;
|
||||
newRotation = positionBuffer[0].Rotation ?? Rotation;
|
||||
newAngularVelocity = positionBuffer[0].AngularVelocity ?? AngularVelocity;
|
||||
newRotation = positionBuffer[0].Rotation;
|
||||
newAngularVelocity = positionBuffer[0].AngularVelocity;
|
||||
|
||||
positionBuffer.RemoveAt(0);
|
||||
}
|
||||
|
||||
@@ -107,7 +107,7 @@ namespace Barotrauma
|
||||
public string[] propertyNames;
|
||||
private object[] propertyEffects;
|
||||
|
||||
private PropertyConditional.Comparison conditionalComparison = PropertyConditional.Comparison.Or;
|
||||
private PropertyConditional.Comparison conditionalComparison = PropertyConditional.Comparison.And;
|
||||
private List<PropertyConditional> propertyConditionals;
|
||||
|
||||
private bool setValue;
|
||||
@@ -465,13 +465,6 @@ namespace Barotrauma
|
||||
if (target == null || target.SerializableProperties == null) { continue; }
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (pc.Matches(target)) { return true; }
|
||||
}
|
||||
}
|
||||
@@ -482,13 +475,6 @@ namespace Barotrauma
|
||||
if (target == null || target.SerializableProperties == null) { continue; }
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (!pc.Matches(target)) { return false; }
|
||||
}
|
||||
}
|
||||
@@ -710,8 +696,6 @@ namespace Barotrauma
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.character.DamageLimb(entity.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f);
|
||||
//only apply non-limb-specific afflictions to the first limb
|
||||
if (!affliction.Prefab.LimbSpecific) { break; }
|
||||
}
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
|
||||
@@ -153,59 +153,49 @@ namespace Barotrauma
|
||||
|
||||
string[] messages = serverMessage.Split('/');
|
||||
|
||||
try
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
if (!IsServerMessageWithVariables(messages[i])) // No variables, try to translate
|
||||
{
|
||||
if (!IsServerMessageWithVariables(messages[i])) // No variables, try to translate
|
||||
if (messages[i].Contains(" ")) continue; // Spaces found, do not translate
|
||||
|
||||
string msg = Get(messages[i], true);
|
||||
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
if (messages[i].Contains(" ")) continue; // Spaces found, do not translate
|
||||
string msg = Get(messages[i], true);
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
messages[i] = msg;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string[] messageWithVariables = messages[i].Split('~');
|
||||
string msg = Get(messageWithVariables[0], true);
|
||||
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
string[] messageWithVariables = messages[i].Split('~');
|
||||
string msg = Get(messageWithVariables[0], true);
|
||||
continue; // No translation found, probably caused by player input -> skip variable handling
|
||||
}
|
||||
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue; // No translation found, probably caused by player input -> skip variable handling
|
||||
}
|
||||
|
||||
// First index is always the message identifier -> start at 1
|
||||
for (int j = 1; j < messageWithVariables.Length; j++)
|
||||
{
|
||||
string[] variableAndValue = messageWithVariables[j].Split('=');
|
||||
messages[i] = messages[i].Replace(variableAndValue[0], variableAndValue[1]);
|
||||
}
|
||||
// First index is always the message identifier -> start at 1
|
||||
for (int j = 1; j < messageWithVariables.Length; j++)
|
||||
{
|
||||
string[] variableAndValue = messageWithVariables[j].Split('=');
|
||||
messages[i] = messages[i].Replace(variableAndValue[0], variableAndValue[1]);
|
||||
}
|
||||
}
|
||||
|
||||
string translatedServerMessage = string.Empty;
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
translatedServerMessage += messages[i];
|
||||
}
|
||||
return translatedServerMessage;
|
||||
}
|
||||
|
||||
catch (IndexOutOfRangeException exception)
|
||||
string translatedServerMessage = string.Empty;
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
string errorMsg = "Failed to translate server message \"" + serverMessage + "\".";
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg, exception);
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("TextManager.GetServerMessage:" + serverMessage, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return errorMsg;
|
||||
translatedServerMessage += messages[i];
|
||||
}
|
||||
|
||||
return translatedServerMessage;
|
||||
}
|
||||
|
||||
public static bool IsServerMessageWithVariables(string message)
|
||||
|
||||
@@ -753,15 +753,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Float comparison. Note that may still fail in some cases.
|
||||
/// </summary>
|
||||
public static bool NearlyEqual(Vector2 a, Vector2 b, float epsilon = 0.0001f)
|
||||
{
|
||||
return NearlyEqual(a.X, b.X, epsilon) && NearlyEqual(a.Y, b.Y, epsilon);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a position in a curve.
|
||||
/// </summary>
|
||||
public static Vector2 Bezier(Vector2 start, Vector2 control, Vector2 end, float t)
|
||||
|
||||
@@ -403,18 +403,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void ClearFolder(string FolderName, string[] ignoredFileNames = null)
|
||||
public static void ClearFolder(string FolderName, string[] ignoredFiles = null)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(FolderName);
|
||||
|
||||
foreach (FileInfo fi in dir.GetFiles())
|
||||
{
|
||||
if (ignoredFileNames != null)
|
||||
if (ignoredFiles != null)
|
||||
{
|
||||
bool ignore = false;
|
||||
foreach (string ignoredFile in ignoredFileNames)
|
||||
foreach (string ignoredFile in ignoredFiles)
|
||||
{
|
||||
if (Path.GetFileName(fi.FullName).Equals(Path.GetFileName(ignoredFile)))
|
||||
if (Path.GetFullPath(fi.FullName).Equals(Path.GetFullPath(ignoredFile)))
|
||||
{
|
||||
ignore = true;
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user