(1762f02b3) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:08:22 +03:00
parent 4797f6b0d3
commit 454dda56c7
91 changed files with 1138 additions and 744 deletions
@@ -35,6 +35,7 @@ namespace Barotrauma
{
public readonly string File;
public readonly string Type;
public readonly bool DuckVolume;
public readonly Vector2 IntensityRange;
@@ -43,6 +44,7 @@ namespace Barotrauma
this.File = Path.GetFullPath(element.GetAttributeString("file", ""));
this.Type = element.GetAttributeString("type", "").ToLowerInvariant();
this.IntensityRange = element.GetAttributeVector2("intensityrange", new Vector2(0.0f, 100.0f));
this.DuckVolume = element.GetAttributeBool("duckvolume", false);
}
}
@@ -451,8 +453,7 @@ namespace Barotrauma
"ambient",
new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f),
Rand.Range(0.5f, 1.0f),
1000.0f,
new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f));
1000.0f);
ambientSoundTimer = Rand.Range(ambientSoundInterval.X, ambientSoundInterval.Y);
}
@@ -466,23 +467,31 @@ namespace Barotrauma
return matchingSounds[Rand.Int(matchingSounds.Count)];
}
/// <summary>
/// Play a sound defined in a sound xml file without any positional effects.
/// </summary>
public static SoundChannel PlaySound(string soundTag, float volume = 1.0f)
{
var sound = GetSound(soundTag);
return sound?.Play(volume);
}
public static SoundChannel PlaySound(string soundTag, float volume, float range, Vector2 position, Hull hullGuess = null)
/// <summary>
/// Play a sound defined in a sound xml file. If the volume or range parameters are omitted, the volume and range defined in the sound xml are used.
/// </summary>
public static SoundChannel PlaySound(string soundTag, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
{
var sound = GetSound(soundTag);
if (sound == null) return null;
return PlaySound(sound, sound.BaseGain * volume, range, position, hullGuess);
return PlaySound(sound, position, volume ?? sound.BaseGain, range ?? sound.BaseFar, hullGuess);
}
public static SoundChannel PlaySound(Sound sound, float volume, float range, Vector2 position, Hull hullGuess = null)
public static SoundChannel PlaySound(Sound sound, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
{
if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > range * range) return null;
return sound.Play(sound.BaseGain * volume, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, hullGuess));
float far = range ?? sound.BaseFar;
if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > far * far) return null;
return sound.Play(volume ?? sound.BaseGain, far, position, muffle: ShouldMuffleSound(Character.Controlled, position, far, hullGuess));
}
private static void UpdateMusic(float deltaTime)
@@ -516,7 +525,7 @@ namespace Barotrauma
//switch the music if nothing playing atm or the currently playing clip is not suitable anymore
else if (targetMusic[0] == null || currentMusic[0] == null || !suitableMusic.Any(m => m.File == currentMusic[0].Filename))
{
targetMusic[0] = suitableMusic.GetRandom();
targetMusic[0] = suitableMusic.GetRandom();
}
//get the appropriate intensity layers for current situation
@@ -551,6 +560,7 @@ namespace Barotrauma
updateMusicTimer = UpdateMusicInterval;
}
int activeTrackCount = targetMusic.Count(m => m != null);
for (int i = 0; i < MaxMusicChannels; i++)
{
//nothing should be playing on this channel
@@ -590,7 +600,12 @@ namespace Barotrauma
musicChannel[i] = currentMusic[i].Play(0.0f, "music");
musicChannel[i].Looping = true;
}
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 1.0f, MusicLerpSpeed * deltaTime);
float targetGain = 1.0f;
if (targetMusic[i].DuckVolume)
{
targetGain = (float)Math.Sqrt(1.0f / activeTrackCount);
}
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, targetGain, MusicLerpSpeed * deltaTime);
}
}
}
@@ -658,8 +673,7 @@ namespace Barotrauma
foreach (Character character in Character.CharacterList)
{
if (character.IsDead || !character.Enabled) continue;
EnemyAIController enemyAI = character.AIController as EnemyAIController;
if (enemyAI == null || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) continue;
if (!(character.AIController is EnemyAIController enemyAI) || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) continue;
if (targetSubmarine != null)
{
@@ -677,9 +691,16 @@ namespace Barotrauma
}
}
if (GameMain.GameSession != null && Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
if (GameMain.GameSession != null)
{
return "start";
if (Submarine.Loaded != null && Level.Loaded != null && Submarine.MainSub.AtEndPosition)
{
return "levelend";
}
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
{
return "start";
}
}
return "default";