(81babbeac) Added Linux System.Windows.Forms
This commit is contained in:
BIN
Barotrauma/BarotraumaClient/Accessibility.dll
Normal file
BIN
Barotrauma/BarotraumaClient/Accessibility.dll
Normal file
Binary file not shown.
@@ -247,6 +247,9 @@
|
||||
<None Include="System.Configuration.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Accessibility.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="System.Core.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -268,6 +271,12 @@
|
||||
<None Include="System.Security.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="System.Windows.Forms.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="System.Windows.Forms.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="System.Xml.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
|
||||
@@ -606,7 +606,7 @@ namespace Barotrauma
|
||||
.ThenByDescending(a => a.Strength).FirstOrDefault();
|
||||
if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
|
||||
{
|
||||
var limbHealth = GetMatchingLimbHealth(affliction);
|
||||
var limbHealth = GetMathingLimbHealth(affliction);
|
||||
if (limbHealth != null)
|
||||
{
|
||||
selectedLimbIndex = limbHealths.IndexOf(limbHealth);
|
||||
|
||||
BIN
Barotrauma/BarotraumaClient/System.Windows.Forms.dll
Normal file
BIN
Barotrauma/BarotraumaClient/System.Windows.Forms.dll
Normal file
Binary file not shown.
11
Barotrauma/BarotraumaClient/System.Windows.Forms.dll.config
Normal file
11
Barotrauma/BarotraumaClient/System.Windows.Forms.dll.config
Normal file
@@ -0,0 +1,11 @@
|
||||
<configuration>
|
||||
<dllmap dll="gdiplus" target="libgdiplus.so.0"/>
|
||||
<dllmap dll="X11" target="libX11.so.6"/>
|
||||
<dllmap dll="libX11" target="libX11.so.6"/>
|
||||
<dllmap dll="libXcursor" target="libXcursor.so.1"/>
|
||||
<dllmap dll="libglib-2.0.so" target="libglib-2.0.so.0"/>
|
||||
<dllmap dll="libgobject-2.0.so" target="libgobject-2.0.so.0"/>
|
||||
<dllmap dll="libgdk-x11-2.0.so" target="libgdk-x11-2.0.so.0"/>
|
||||
<dllmap dll="libgtk-x11-2.0.so" target="libgtk-x11-2.0.so.0"/>
|
||||
<dllmap dll="libgdk_pixbuf-2.0.so" target="libgdk_pixbuf-2.0.so.0"/>
|
||||
</configuration>
|
||||
@@ -202,18 +202,22 @@ namespace Barotrauma
|
||||
if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
|
||||
Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
|
||||
Character.AnimController.TargetMovement = targetMovement;
|
||||
|
||||
if (!NeedsDivingGear(Character.CurrentHull))
|
||||
{
|
||||
bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
|
||||
bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
|
||||
bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
|
||||
bool removeDivingSuit = oxygenLow && !highPressure;
|
||||
if (!removeDivingSuit)
|
||||
{
|
||||
bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character);
|
||||
bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs;
|
||||
removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit;
|
||||
}
|
||||
|
||||
// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs
|
||||
bool removeDivingSuit =
|
||||
(oxygenLow && !highPressure) ||
|
||||
(!shouldKeepTheGearOn &&
|
||||
Character.CurrentHull.WaterPercentage < 1 &&
|
||||
!Character.IsClimbing &&
|
||||
steeringManager == insideSteering &&
|
||||
!PathSteering.InStairs);
|
||||
|
||||
if (removeDivingSuit)
|
||||
{
|
||||
var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
|
||||
@@ -223,8 +227,7 @@ namespace Barotrauma
|
||||
divingSuit.Drop(Character);
|
||||
}
|
||||
}
|
||||
bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character);
|
||||
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask;
|
||||
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20);
|
||||
if (takeMaskOff)
|
||||
{
|
||||
var mask = Character.Inventory.FindItemByIdentifier("divingmask");
|
||||
|
||||
@@ -36,8 +36,7 @@ namespace Barotrauma
|
||||
[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
|
||||
public float JointScale { get; set; }
|
||||
|
||||
// Don't show in the editor, because shouldn't be edited in runtime. Requires that the limb scale and the collider sizes are adjusted. TODO: automatize.
|
||||
[Serialize(1f, false)]
|
||||
[Serialize(1f, true), Editable(DecimalCount = 2)]
|
||||
public float TextureScale { get; set; }
|
||||
|
||||
[Serialize(45f, true), Editable(0f, 1000f)]
|
||||
|
||||
@@ -232,13 +232,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
|
||||
private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
|
||||
private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
|
||||
|
||||
/// <summary>
|
||||
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
|
||||
/// </summary>
|
||||
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
|
||||
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMatchingLimbHealth(a) == limb));
|
||||
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
|
||||
|
||||
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
|
||||
{
|
||||
|
||||
@@ -40,9 +40,6 @@ namespace Barotrauma.Items.Components
|
||||
[Serialize(false, false)]
|
||||
public bool RepairThroughWalls { get; set; }
|
||||
|
||||
[Serialize(false, false)]
|
||||
public bool RepairMultiple { get; set; }
|
||||
|
||||
public Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
@@ -161,22 +158,12 @@ namespace Barotrauma.Items.Components
|
||||
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
||||
{
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
||||
if (RepairMultiple)
|
||||
if (RepairThroughWalls)
|
||||
{
|
||||
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
|
||||
Type lastHitType = null;
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
Type bodyType = body.UserData?.GetType();
|
||||
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
|
||||
{
|
||||
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
|
||||
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
|
||||
}
|
||||
if (FixBody(user, deltaTime, degreeOfSuccess, body))
|
||||
{
|
||||
if (bodyType != null) { lastHitType = bodyType; }
|
||||
}
|
||||
FixBody(user, deltaTime, degreeOfSuccess, body);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -215,19 +202,19 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
|
||||
private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
|
||||
{
|
||||
if (targetBody?.UserData == null) { return false; }
|
||||
if (targetBody?.UserData == null) { return; }
|
||||
|
||||
pickedPosition = Submarine.LastPickedPosition;
|
||||
|
||||
if (targetBody.UserData is Structure targetStructure)
|
||||
{
|
||||
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
|
||||
if (targetStructure.IsPlatform) { return false; }
|
||||
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return;
|
||||
if (targetStructure.IsPlatform) return;
|
||||
|
||||
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
||||
if (sectionIndex < 0) { return false; }
|
||||
if (sectionIndex < 0) return;
|
||||
|
||||
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
|
||||
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
|
||||
@@ -252,14 +239,12 @@ namespace Barotrauma.Items.Components
|
||||
targetCharacter.LastDamageSource = item;
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
|
||||
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
|
||||
return true;
|
||||
}
|
||||
else if (targetBody.UserData is Limb targetLimb)
|
||||
{
|
||||
targetLimb.character.LastDamageSource = item;
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
|
||||
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
|
||||
return true;
|
||||
}
|
||||
else if (targetBody.UserData is Item targetItem)
|
||||
{
|
||||
@@ -284,7 +269,6 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
}
|
||||
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -730,15 +730,7 @@ namespace Barotrauma
|
||||
return closestBody;
|
||||
}
|
||||
|
||||
private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
|
||||
private static readonly List<Body> bodies = new List<Body>();
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
|
||||
/// </summary>
|
||||
/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
|
||||
/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
|
||||
public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
|
||||
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
|
||||
{
|
||||
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
|
||||
{
|
||||
@@ -746,25 +738,20 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
float closestFraction = 1.0f;
|
||||
bodies.Clear();
|
||||
bodyDist.Clear();
|
||||
List<Body> bodies = new List<Body>();
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
|
||||
|
||||
if (fixture.Body != null)
|
||||
{
|
||||
bodies.Add(fixture.Body);
|
||||
bodyDist[fixture.Body] = fraction;
|
||||
}
|
||||
if (fixture.Body != null) { bodies.Add(fixture.Body); }
|
||||
if (fraction < closestFraction)
|
||||
{
|
||||
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
|
||||
lastPickedFraction = fraction;
|
||||
lastPickedNormal = normal;
|
||||
}
|
||||
//continue
|
||||
return -1;
|
||||
|
||||
return fraction;
|
||||
}, rayStart, rayEnd);
|
||||
|
||||
if (allowInsideFixture)
|
||||
@@ -783,12 +770,10 @@ namespace Barotrauma
|
||||
lastPickedFraction = 0.0f;
|
||||
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
|
||||
bodies.Add(fixture.Body);
|
||||
bodyDist[fixture.Body] = 0.0f;
|
||||
return false;
|
||||
}, ref aabb);
|
||||
}
|
||||
|
||||
bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
|
||||
return bodies;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user