Human AI improvements, minor UI tweaking
This commit is contained in:
@@ -62,7 +62,10 @@
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<Compile Include="Source\Characters\AI\AITarget.cs" />
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<Compile Include="Source\Characters\AI\HumanAIController.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveFindSafety.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveFixLeak.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveGetItem.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveGoTo.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveIdle.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveManager.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveOperateItem.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjective.cs" />
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@@ -27,7 +27,7 @@ namespace Barotrauma
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set { sightRange = value; }
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}
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public Vector2 Position
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public Vector2 SimPosition
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{
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get { return Entity.SimPosition; }
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}
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@@ -21,10 +21,7 @@ namespace Barotrauma
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//0.0 = doesn't attack targets of the type
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//positive values = attacks targets of this type
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//negative values = escapes targets of this type
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private float attackRooms;
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private float attackHumans;
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private float attackWeaker;
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private float attackStronger;
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private float attackRooms, attackHumans, attackWeaker, attackStronger;
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private float updateTargetsTimer;
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@@ -165,7 +162,7 @@ namespace Barotrauma
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selectedTargetMemory.Priority -= deltaTime;
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Vector2 attackPosition = selectedAiTarget.Position;
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Vector2 attackPosition = selectedAiTarget.SimPosition;
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if (wallAttackPos != Vector2.Zero) attackPosition = wallAttackPos;
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if (coolDownTimer>0.0f)
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@@ -230,7 +227,7 @@ namespace Barotrauma
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targetEntity = null;
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//check if there's a wall between the target and the Character
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Vector2 rayStart = Character.AnimController.Limbs[0].SimPosition;
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Vector2 rayEnd = selectedAiTarget.Position;
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Vector2 rayEnd = selectedAiTarget.SimPosition;
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Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
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if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
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@@ -391,7 +388,7 @@ namespace Barotrauma
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dist = Vector2.Distance(
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character.AnimController.Limbs[0].SimPosition,
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target.Position);
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target.SimPosition);
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dist = ConvertUnits.ToDisplayUnits(dist);
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AITargetMemory targetMemory = FindTargetMemory(target);
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@@ -402,7 +399,7 @@ namespace Barotrauma
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if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
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{
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Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
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Vector2 rayEnd = target.Position;
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Vector2 rayEnd = target.SimPosition;
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Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
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Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
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@@ -493,7 +490,7 @@ namespace Barotrauma
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if (selectedAiTarget!=null)
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{
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GUI.DrawLine(spriteBatch, pos, ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.Position.X, -selectedAiTarget.Position.Y)), Color.Red);
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GUI.DrawLine(spriteBatch, pos, ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.SimPosition.X, -selectedAiTarget.SimPosition.Y)), Color.Red);
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if (wallAttackPos!=Vector2.Zero)
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{
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@@ -13,20 +13,27 @@ namespace Barotrauma
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private AIObjectiveManager objectiveManager;
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private IndoorsSteeringManager indoorsSteeringManager;
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private SteeringManager outdoorsSteeringManager;
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private AITarget selectedAiTarget;
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private float updateObjectiveTimer;
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public HumanAIController(Character c) : base(c)
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{
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steeringManager = new PathSteeringManager(this);
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indoorsSteeringManager = new IndoorsSteeringManager(this, true);
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outdoorsSteeringManager = new SteeringManager(this);
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objectiveManager = new AIObjectiveManager(c);
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objectiveManager.AddObjective(new AIObjectiveFindSafety());
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objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
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objectiveManager.AddObjective(new AIObjectiveIdle(c));
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}
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public override void Update(float deltaTime)
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{
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steeringManager = Character.AnimController.CurrentHull == null ? outdoorsSteeringManager : indoorsSteeringManager;
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if (updateObjectiveTimer>0.0f)
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{
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updateObjectiveTimer -= deltaTime;
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@@ -46,12 +53,15 @@ namespace Barotrauma
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (Math.Abs(Character.AnimController.TargetMovement.X)>0.1f)
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if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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steeringManager.Update();
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float currObjectivePriority = objectiveManager.CurrentObjective == null ? 0.0f : objectiveManager.CurrentObjective.GetPriority(Character);
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float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
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steeringManager.Update(moveSpeed);
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}
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public override void SelectTarget(AITarget target)
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@@ -61,13 +71,12 @@ namespace Barotrauma
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch, new Vector2(Character.Position.X, -Character.Position.Y), ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.Position.X, -selectedAiTarget.Position.Y)), Color.Red);
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GUI.DrawLine(spriteBatch, new Vector2(Character.Position.X, -Character.Position.Y), ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.SimPosition.X, -selectedAiTarget.SimPosition.Y)), Color.Red);
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}
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PathSteeringManager pathSteering = steeringManager as PathSteeringManager;
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
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GUI.DrawLine(spriteBatch,
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@@ -83,7 +92,6 @@ namespace Barotrauma
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].Position.X, -pathSteering.CurrentPath.Nodes[i-1].Position.Y),
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Color.LightGreen);
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}
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}
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}
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}
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@@ -11,14 +11,23 @@ namespace Barotrauma
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protected float priority;
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protected Character character;
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public virtual bool IsCompleted()
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{
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return false;
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}
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public AIObjective()
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public virtual bool CanBeCompleted
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{
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get { return false; }
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}
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public AIObjective(Character character)
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{
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subObjectives = new List<AIObjective>();
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this.character = character;
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}
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/// <summary>
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@@ -26,20 +35,20 @@ namespace Barotrauma
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/// need to be completed before this one
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/// </summary>
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/// <param name="character">the character who's trying to achieve the objective</param>
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public void TryComplete(float deltaTime, Character character)
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public void TryComplete(float deltaTime)
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{
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foreach (AIObjective objective in subObjectives)
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{
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if (objective.IsCompleted()) continue;
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objective.TryComplete(deltaTime, character);
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objective.TryComplete(deltaTime);
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return;
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}
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Act(deltaTime, character);
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Act(deltaTime);
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}
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protected virtual void Act(float deltaTime, Character character) { }
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protected virtual void Act(float deltaTime) { }
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public virtual float GetPriority(Character character)
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{
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@@ -48,7 +57,7 @@ namespace Barotrauma
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public virtual bool IsDuplicate(AIObjective otherObjective)
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{
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return true;
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throw new NotImplementedException();
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}
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}
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}
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@@ -12,16 +12,26 @@ namespace Barotrauma
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const float MinSafety = 50.0f;
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AIObjectiveGoTo gotoObjective;
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private List<AITarget> unreachable;
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float currenthullSafety;
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float searchHullTimer;
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protected override void Act(float deltaTime, Character character)
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public AIObjectiveFindSafety(Character character)
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: base(character)
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{
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unreachable = new List<AITarget>();
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}
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protected override void Act(float deltaTime)
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{
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if (character.AnimController.CurrentHull == null || GetHullSafety(character.AnimController.CurrentHull) > MinSafety)
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{
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character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.Position);
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character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition);
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character.AIController.SelectTarget(null);
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gotoObjective = null;
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return;
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@@ -32,34 +42,56 @@ namespace Barotrauma
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searchHullTimer -= deltaTime;
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return;
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}
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searchHullTimer = SearchHullInterval;
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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foreach (Hull hull in Hull.hullList)
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else
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{
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if (hull == character.AnimController.CurrentHull) continue;
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float hullValue = GetHullSafety(hull);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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if (bestHull==null || hullValue > bestValue)
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foreach (Hull hull in Hull.hullList)
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{
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bestHull = hull;
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bestValue = hullValue;
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if (hull == character.AnimController.CurrentHull) continue;
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if (unreachable.Contains(hull.AiTarget)) continue;
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float hullValue = GetHullSafety(hull);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
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if (bestHull==null || hullValue > bestValue)
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{
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bestHull = hull;
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bestValue = hullValue;
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}
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}
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if (bestHull != null)
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{
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gotoObjective = new AIObjectiveGoTo(bestHull.AiTarget, character);
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//character.AIController.SelectTarget(bestHull.AiTarget);
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}
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searchHullTimer = SearchHullInterval;
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}
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if (gotoObjective != null)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(gotoObjective.Target))
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{
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unreachable.Add(gotoObjective.Target);
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}
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}
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if (bestHull != null)
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{
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gotoObjective = new AIObjectiveGoTo(bestHull.AiTarget, character);
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//character.AIController.SelectTarget(bestHull.AiTarget);
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}
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gotoObjective.TryComplete(deltaTime, character);
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gotoObjective.TryComplete(deltaTime);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return (otherObjective is AIObjectiveFindSafety);
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}
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public override float GetPriority(Character character)
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@@ -77,10 +109,11 @@ namespace Barotrauma
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foreach (FireSource fireSource in hull.FireSources)
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{
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fireAmount += fireSource.Size.X;
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fireAmount += Math.Max(fireSource.Size.X,50.0f);
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}
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float safety = 100.0f - fireAmount - waterPercentage;
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float safety = 100.0f - fireAmount;
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if (waterPercentage > 30.0f) safety -= waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*3.0f;
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return safety;
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@@ -0,0 +1,48 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveFixLeak : AIObjective
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{
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Gap leak;
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public AIObjectiveFixLeak(Gap leak, Character character)
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:base (character)
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{
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this.leak = leak;
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}
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public override float GetPriority(Character character)
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{
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return leak.isHorizontal ? leak.Rect.Height * leak.Open : leak.Rect.Width * leak.Open;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveFixLeak fixLeak = otherObjective as AIObjectiveFixLeak;
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if (fixLeak == null) return false;
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return fixLeak.leak == leak;
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}
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protected override void Act(float deltaTime)
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{
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var weldingTool = character.Inventory.FindItem("Welding Tool");
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if (weldingTool == null)
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{
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subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool"));
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}
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else
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{
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if (Vector2.Distance(character.Position, leak.Position)>10.0f)
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{
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subObjectives.Add(new AIObjectiveGoTo(leak.Position,character));
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}
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}
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}
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}
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}
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@@ -0,0 +1,78 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveGetItem : AIObjective
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{
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private string itemName;
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private Item targetItem;
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private int currSearchIndex;
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private bool canBeCompleted;
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public override bool CanBeCompleted
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{
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get { return canBeCompleted; }
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}
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public AIObjectiveGetItem(Character character, string itemName)
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: base (character)
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{
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canBeCompleted = true;
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currSearchIndex = 0;
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this.itemName = itemName;
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}
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protected override void Act(float deltaTime)
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{
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if (targetItem != null)
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{
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if (Vector2.Distance(character.SimPosition, targetItem.SimPosition) < targetItem.PickDistance)
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{
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targetItem.Pick(character, false, true);
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}
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return;
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}
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if (currSearchIndex >= Item.ItemList.Count)
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{
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canBeCompleted = false;
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return;
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}
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if (Item.ItemList[currSearchIndex].HasTag(itemName) || Item.ItemList[currSearchIndex].Name == itemName)
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{
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targetItem = Item.ItemList[currSearchIndex];
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while (targetItem.container != null)
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{
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targetItem = targetItem.container;
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}
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subObjectives.Add(new AIObjectiveGoTo(targetItem.Position, character));
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}
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currSearchIndex++;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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if (getItem == null) return false;
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return (getItem.itemName == itemName);
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}
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public override bool IsCompleted()
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{
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return character.Inventory.Items.FirstOrDefault(i => i != null && (i.HasTag(itemName) || i.Name == itemName)) != null;
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}
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}
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}
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@@ -12,22 +12,46 @@ namespace Barotrauma
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{
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AITarget target;
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private Character character;
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Vector2 targetPos;
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public AIObjectiveGoTo(AITarget target, Character character)
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public override bool CanBeCompleted
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{
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this.character = character;
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this.target = target;
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get
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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return (pathSteering.CurrentPath == null || !pathSteering.CurrentPath.Unreachable);
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}
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}
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protected override void Act(float deltaTime, Character character)
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public AITarget Target
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{
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if (target == null) return;
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get { return target; }
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}
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public AIObjectiveGoTo(AITarget target, Character character)
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: base (character)
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{
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this.target = target;
|
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}
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||||
|
||||
|
||||
public AIObjectiveGoTo(Vector2 targetPos, Character character)
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: base(character)
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{
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this.targetPos = targetPos;
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}
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||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
character.AIController.SelectTarget(target);
|
||||
|
||||
character.AIController.SteeringManager.SteeringSeek(ConvertUnits.ToDisplayUnits(target.Position));
|
||||
character.AIController.SteeringManager.SteeringSeek(
|
||||
target != null ? target.SimPosition : targetPos);
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveIdle : AIObjective
|
||||
{
|
||||
AITarget currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
|
||||
|
||||
public AIObjectiveIdle(Character character) : base(character)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (newTargetTimer <= 0.0f)
|
||||
{
|
||||
currentTarget = FindRandomTarget();
|
||||
|
||||
newTargetTimer = currentTarget == null ? 5.0f : 10.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetTimer -= deltaTime;
|
||||
}
|
||||
|
||||
|
||||
if (currentTarget == null) return;
|
||||
|
||||
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
|
||||
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering!=null && pathSteering.CurrentPath != null)
|
||||
{
|
||||
if (pathSteering.CurrentPath.NextNode==null || pathSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringWander(1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private AITarget FindRandomTarget()
|
||||
{
|
||||
if (Rand.Int(5)==1)
|
||||
{
|
||||
var idCard = character.Inventory.FindItem("ID Card");
|
||||
if (idCard==null) return null;
|
||||
|
||||
foreach (WayPoint wp in WayPoint.WayPointList)
|
||||
{
|
||||
if (wp.SpawnType != SpawnType.Human) continue;
|
||||
|
||||
foreach (string tag in wp.IdCardTags)
|
||||
{
|
||||
if (idCard.HasTag(tag)) return wp.CurrentHull.AiTarget;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
List<Hull> targetHulls = new List<Hull>(Hull.hullList);
|
||||
//ignore all hulls with fires or water in them
|
||||
targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f);
|
||||
if (!targetHulls.Any()) return null;
|
||||
|
||||
return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,14 @@ namespace Barotrauma
|
||||
private List<AIObjective> objectives;
|
||||
|
||||
private Character character;
|
||||
|
||||
public AIObjective CurrentObjective
|
||||
{
|
||||
get
|
||||
{
|
||||
return objectives.Any() ? objectives[0] : null;
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
{
|
||||
@@ -33,14 +41,24 @@ namespace Barotrauma
|
||||
objectives = objectives.FindAll(o => !o.IsCompleted());
|
||||
|
||||
//sort objectives according to priority
|
||||
objectives.Sort((x, y) => x.GetPriority(character).CompareTo(y.GetPriority(character)));
|
||||
|
||||
objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
|
||||
|
||||
if (character.AnimController.CurrentHull!=null)
|
||||
{
|
||||
var gaps = character.AnimController.CurrentHull.FindGaps();
|
||||
|
||||
foreach (Gap gap in gaps)
|
||||
{
|
||||
if (gap.linkedTo.Count > 1) continue;
|
||||
AddObjective(new AIObjectiveFixLeak(gap, character));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (!objectives.Any()) return;
|
||||
objectives[0].TryComplete(deltaTime, character);
|
||||
objectives[0].TryComplete(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,12 +9,13 @@ namespace Barotrauma
|
||||
{
|
||||
private Item targetItem;
|
||||
|
||||
public AIObjectiveOperateItem(Item item)
|
||||
public AIObjectiveOperateItem(Item item, Character character)
|
||||
:base (character)
|
||||
{
|
||||
targetItem = item;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime, Character character)
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
//item.AIOperate(float deltaTime, Character character) or something
|
||||
}
|
||||
|
||||
@@ -77,8 +77,8 @@ namespace Barotrauma
|
||||
|
||||
class PathFinder
|
||||
{
|
||||
public delegate float GetNodePenaltyHandler(PathNode node, PathNode prevNode);
|
||||
public GetNodePenaltyHandler GetNodePriority;
|
||||
public delegate float? GetNodePenaltyHandler(PathNode node, PathNode prevNode);
|
||||
public GetNodePenaltyHandler GetNodePenalty;
|
||||
|
||||
List<PathNode> nodes;
|
||||
|
||||
@@ -95,12 +95,14 @@ namespace Barotrauma
|
||||
{
|
||||
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
|
||||
float closestDist = 0.0f;
|
||||
PathNode startNode = null;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
float dist = Vector2.Distance(start,node.Position);
|
||||
float dist = System.Math.Abs(start.X-node.Position.X)+
|
||||
System.Math.Abs(start.Y - node.Position.Y)*10.0f +
|
||||
Vector2.Distance(end,node.Position)/2.0f;
|
||||
if (dist<closestDist || startNode==null)
|
||||
{
|
||||
if (insideSubmarine && Submarine.CheckVisibility(start, node.Position) != null) continue;
|
||||
@@ -173,6 +175,14 @@ namespace Barotrauma
|
||||
|
||||
private SteeringPath FindPath(PathNode start, PathNode end)
|
||||
{
|
||||
if (start == end)
|
||||
{
|
||||
var path1 = new SteeringPath();
|
||||
path1.AddNode(start.Waypoint);
|
||||
|
||||
return path1;
|
||||
}
|
||||
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
node.state = 0;
|
||||
@@ -210,7 +220,16 @@ namespace Barotrauma
|
||||
{
|
||||
nextNode.H = Vector2.DistanceSquared(nextNode.Position,end.Position);
|
||||
|
||||
if (GetNodePriority != null) nextNode.H += GetNodePriority(currNode, nextNode);
|
||||
if (GetNodePenalty != null)
|
||||
{
|
||||
float? nodePenalty =GetNodePenalty(currNode, nextNode);
|
||||
if (nodePenalty == null)
|
||||
{
|
||||
nextNode.state = -1;
|
||||
continue;
|
||||
}
|
||||
nextNode.H += (float)nodePenalty;
|
||||
}
|
||||
|
||||
nextNode.G = currNode.G + currNode.distances[i];
|
||||
nextNode.F = nextNode.G + nextNode.H;
|
||||
@@ -236,7 +255,7 @@ namespace Barotrauma
|
||||
if (end.state==0)
|
||||
{
|
||||
//path not found
|
||||
return new SteeringPath();
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
SteeringPath path = new SteeringPath();
|
||||
|
||||
@@ -8,14 +8,14 @@ using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class PathSteeringManager : SteeringManager
|
||||
class IndoorsSteeringManager : SteeringManager
|
||||
{
|
||||
private PathFinder pathFinder;
|
||||
private SteeringPath currentPath;
|
||||
|
||||
private Character character;
|
||||
private bool canOpenDoors;
|
||||
|
||||
private List<Controller> openableButtons;
|
||||
private Character character;
|
||||
|
||||
public SteeringPath CurrentPath
|
||||
{
|
||||
@@ -31,15 +31,15 @@ namespace Barotrauma
|
||||
|
||||
private float findPathTimer;
|
||||
|
||||
public PathSteeringManager(ISteerable host)
|
||||
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors)
|
||||
: base(host)
|
||||
{
|
||||
pathFinder = new PathFinder(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path), true);
|
||||
pathFinder.GetNodePriority = GetNodePriority;
|
||||
pathFinder.GetNodePenalty = GetNodePenalty;
|
||||
|
||||
this.canOpenDoors = canOpenDoors;
|
||||
|
||||
character = (host as AIController).Character;
|
||||
|
||||
openableButtons = new List<Controller>();
|
||||
}
|
||||
|
||||
public override void Update(float speed = 1)
|
||||
@@ -53,37 +53,22 @@ namespace Barotrauma
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
|
||||
{
|
||||
//find a new path if one hasn't been found yet or the target is different from the current target
|
||||
if (currentPath == null || Vector2.DistanceSquared(target, currentTarget)>10.0f)
|
||||
if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -10.0f)
|
||||
{
|
||||
if (findPathTimer > 0.0f) return Vector2.Zero;
|
||||
|
||||
currentTarget = target;
|
||||
currentPath = pathFinder.FindPath(host.SimPosition, ConvertUnits.ToSimUnits(target));
|
||||
|
||||
currentPath = pathFinder.FindPath(host.SimPosition, target);
|
||||
|
||||
findPathTimer = 1.0f;
|
||||
|
||||
return DiffToCurrentNode();
|
||||
}
|
||||
|
||||
|
||||
//if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
//if (currentPath.CurrentNode.ConnectedGap != null && currentPath.CurrentNode.ConnectedGap.Open < 0.9f)
|
||||
//{
|
||||
foreach (Controller controller in openableButtons)
|
||||
{
|
||||
if (Vector2.Distance(controller.Item.SimPosition, character.SimPosition) > controller.Item.PickDistance) continue;
|
||||
|
||||
controller.Item.Pick(character, false, true);
|
||||
}
|
||||
//}
|
||||
|
||||
|
||||
|
||||
Vector2 diff = DiffToCurrentNode();
|
||||
|
||||
if (diff == Vector2.Zero) return -host.Steering;
|
||||
|
||||
|
||||
return (diff == Vector2.Zero) ? Vector2.Zero : Vector2.Normalize(diff)*speed;
|
||||
}
|
||||
|
||||
@@ -91,61 +76,77 @@ namespace Barotrauma
|
||||
{
|
||||
if (currentPath == null) return Vector2.Zero;
|
||||
|
||||
currentPath.CheckProgress(host.SimPosition, 0.45f);
|
||||
if (canOpenDoors) CheckDoorsInPath();
|
||||
|
||||
currentPath.CheckProgress(host.SimPosition, character.AnimController.InWater ? 1.0f : 0.6f);
|
||||
|
||||
if (currentPath.CurrentNode == null) return Vector2.Zero;
|
||||
|
||||
return currentPath.CurrentNode.SimPosition - host.SimPosition;
|
||||
}
|
||||
|
||||
private float GetNodePriority(PathNode node, PathNode nextNode)
|
||||
private void CheckDoorsInPath()
|
||||
{
|
||||
if (character==null) return 0.0f;
|
||||
if (nextNode.Waypoint.ConnectedGap!=null)
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
WayPoint node = i == 0 ? currentPath.CurrentNode : currentPath.PrevNode;
|
||||
|
||||
if (node == null || node.ConnectedGap == null || node.ConnectedGap.ConnectedDoor == null) continue;
|
||||
|
||||
var door = node.ConnectedGap.ConnectedDoor;
|
||||
|
||||
bool open = currentPath.CurrentNode != null &&
|
||||
Math.Sign(door.Item.SimPosition.X - host.SimPosition.X) == Math.Sign(currentPath.CurrentNode.SimPosition.X - host.SimPosition.X);
|
||||
|
||||
//toggle the door if it's the previous node and open, or if it's current node and closed
|
||||
if (door.IsOpen != open)
|
||||
{
|
||||
var buttons = door.GetButtons();
|
||||
foreach (Controller controller in buttons)
|
||||
{
|
||||
if (Vector2.Distance(controller.Item.SimPosition, character.SimPosition) > controller.Item.PickDistance * 2.0f) continue;
|
||||
|
||||
controller.Item.Pick(character, false, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float? GetNodePenalty(PathNode node, PathNode nextNode)
|
||||
{
|
||||
if (character == null) return 0.0f;
|
||||
if (nextNode.Waypoint.ConnectedGap != null)
|
||||
{
|
||||
if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f;
|
||||
if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f;
|
||||
|
||||
var doorButtons = GetDoorButtons(nextNode.Waypoint.ConnectedGap.ConnectedDoor);
|
||||
if (!canOpenDoors) return null;
|
||||
|
||||
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.GetButtons();
|
||||
foreach (Controller button in doorButtons)
|
||||
{
|
||||
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
|
||||
Math.Sign(node.Position.X - nextNode.Position.X)) continue;
|
||||
|
||||
if (!button.HasRequiredItems(character, false)) return 1000.0f;
|
||||
if (!button.HasRequiredItems(character, false)) return null;
|
||||
}
|
||||
}
|
||||
|
||||
if (node.Waypoint!=null && node.Waypoint.CurrentHull!=null)
|
||||
{
|
||||
var hull = node.Waypoint.CurrentHull;
|
||||
|
||||
float penalty = hull.FireSources.Any() ? 1000.0f : 0.0f;
|
||||
|
||||
if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f;
|
||||
if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
private List<Controller> GetDoorButtons(Door door)
|
||||
{
|
||||
if (door == null) return new List<Controller>();
|
||||
ConnectionPanel connectionPanel = door.Item.GetComponent<ConnectionPanel>();
|
||||
|
||||
List<Controller> doorButtons = new List<Controller>();
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
foreach (Wire w in c.Wires)
|
||||
{
|
||||
if (w == null) continue;
|
||||
var otherConnection = w.OtherConnection(c);
|
||||
|
||||
if (otherConnection.Item == door.Item || otherConnection == null) continue;
|
||||
|
||||
var controller = otherConnection.Item.GetComponent<Controller>();
|
||||
if (controller != null)
|
||||
{
|
||||
doorButtons.Add(controller);
|
||||
if (!openableButtons.Contains(controller)) openableButtons.Add(controller);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doorButtons;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -9,9 +9,16 @@ namespace Barotrauma
|
||||
|
||||
int currentIndex;
|
||||
|
||||
public SteeringPath()
|
||||
public bool Unreachable
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public SteeringPath(bool unreachable = false)
|
||||
{
|
||||
nodes = new List<WayPoint>();
|
||||
Unreachable = unreachable;
|
||||
}
|
||||
|
||||
public void AddNode(WayPoint node)
|
||||
@@ -20,6 +27,20 @@ namespace Barotrauma
|
||||
nodes.Add(node);
|
||||
}
|
||||
|
||||
public int CurrentIndex
|
||||
{
|
||||
get { return currentIndex; }
|
||||
}
|
||||
|
||||
public WayPoint PrevNode
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentIndex-1 < 0 || currentIndex-1 > nodes.Count - 1) return null;
|
||||
return nodes[currentIndex-1];
|
||||
}
|
||||
}
|
||||
|
||||
public WayPoint CurrentNode
|
||||
{
|
||||
get
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace Barotrauma
|
||||
{
|
||||
base.DrawFront(spriteBatch);
|
||||
|
||||
if (GameMain.DebugDraw) aiController.DebugDraw(spriteBatch);
|
||||
if (GameMain.DebugDraw && !isDead) aiController.DebugDraw(spriteBatch);
|
||||
}
|
||||
|
||||
public override AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, float deltaTime, bool playSound = false)
|
||||
|
||||
@@ -84,6 +84,17 @@ namespace Barotrauma
|
||||
//the name of the species (e.q. human)
|
||||
public readonly string SpeciesName;
|
||||
|
||||
protected float soundTimer;
|
||||
protected float soundInterval;
|
||||
|
||||
private float bleeding;
|
||||
|
||||
private Sound[] sounds;
|
||||
private float[] soundRange;
|
||||
//which AIstate each sound is for
|
||||
private AIController.AiState[] soundStates;
|
||||
|
||||
|
||||
private CharacterInfo info;
|
||||
|
||||
public CharacterInfo Info
|
||||
@@ -99,16 +110,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected float soundTimer;
|
||||
protected float soundInterval;
|
||||
|
||||
private float bleeding;
|
||||
|
||||
private Sound[] sounds;
|
||||
private float[] soundRange;
|
||||
//which AIstate each sound is for
|
||||
private AIController.AiState[] soundStates;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get
|
||||
@@ -171,6 +172,7 @@ namespace Barotrauma
|
||||
{
|
||||
get { return aiTarget.SightRange; }
|
||||
}
|
||||
|
||||
private float pressureProtection;
|
||||
public float PressureProtection
|
||||
{
|
||||
@@ -181,11 +183,17 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool NeedsAir
|
||||
{
|
||||
get { return needsAir; }
|
||||
}
|
||||
|
||||
public float Oxygen
|
||||
{
|
||||
get { return oxygen; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
oxygen = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
if (oxygen == 0.0f) Kill(CauseOfDeath.Suffocation);
|
||||
}
|
||||
@@ -567,6 +575,8 @@ namespace Barotrauma
|
||||
AnimController.TargetMovement = targetMovement;
|
||||
AnimController.IsStanding = true;
|
||||
|
||||
AnimController.IgnorePlatforms = targetMovement.Y < 0.0f;
|
||||
|
||||
if (AnimController.onGround &&
|
||||
!AnimController.InWater &&
|
||||
AnimController.Anim != AnimController.Animation.UsingConstruction)
|
||||
@@ -877,7 +887,7 @@ namespace Barotrauma
|
||||
|
||||
if (isDead) return;
|
||||
|
||||
if (!(this is AICharacter))
|
||||
if (!(AnimController is FishAnimController))
|
||||
{
|
||||
bool protectedFromPressure = PressureProtection > 0.0f;
|
||||
|
||||
@@ -993,7 +1003,7 @@ namespace Barotrauma
|
||||
AnimController.DebugDraw(spriteBatch);
|
||||
}
|
||||
|
||||
Vector2 healthBarPos = new Vector2(Position.X - 50, -Position.Y - 50.0f);
|
||||
Vector2 healthBarPos = new Vector2(Position.X - 50, -Position.Y - 100.0f);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X - 2, (int)healthBarPos.Y - 2, 100 + 4, 15 + 4), Color.Black, false);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
|
||||
}
|
||||
|
||||
@@ -219,7 +219,7 @@ namespace Barotrauma
|
||||
public void UpdateCharacterItems()
|
||||
{
|
||||
pickedItems.Clear();
|
||||
foreach (Item item in Character.Inventory.items)
|
||||
foreach (Item item in Character.Inventory.Items)
|
||||
{
|
||||
pickedItems.Add(item == null ? (ushort)0 : item.ID);
|
||||
}
|
||||
|
||||
@@ -133,11 +133,7 @@ namespace Barotrauma
|
||||
stunTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
IgnorePlatforms = (TargetMovement.Y < 0.0f);
|
||||
|
||||
|
||||
|
||||
|
||||
if (Anim != Animation.UsingConstruction) ResetPullJoints();
|
||||
|
||||
if (TargetDir != dir) Flip();
|
||||
|
||||
@@ -269,6 +269,12 @@ namespace Barotrauma
|
||||
case "edit":
|
||||
GameMain.EditMapScreen.Select();
|
||||
break;
|
||||
case "test":
|
||||
Submarine.Load("aegir mark ii");
|
||||
GameMain.DebugDraw = true;
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
GameMain.EditMapScreen.Select();
|
||||
break;
|
||||
case "editcharacter":
|
||||
case "editchar":
|
||||
GameMain.EditCharacterScreen.Select();
|
||||
|
||||
@@ -63,8 +63,8 @@ namespace Barotrauma
|
||||
}
|
||||
set
|
||||
{
|
||||
if (textBlock == null) return;
|
||||
base.Font = value;
|
||||
if (textBlock != null) textBlock.Font = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -98,7 +98,8 @@ namespace Barotrauma
|
||||
name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.Left, Alignment.Left,
|
||||
null, frame);
|
||||
null, frame, false);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
new GUIImage(new Rectangle(-10, -10, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, frame);
|
||||
|
||||
@@ -52,6 +52,7 @@ namespace Barotrauma
|
||||
CargoManager = new CargoManager();
|
||||
|
||||
endShiftButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End shift", Alignment.TopLeft, GUI.Style);
|
||||
endShiftButton.Font = GUI.SmallFont;
|
||||
endShiftButton.OnClicked = EndShift;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
@@ -142,14 +143,12 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded.AtEndPosition)
|
||||
{
|
||||
endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
|
||||
endShiftButton.Font = GUI.SmallFont;
|
||||
endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
|
||||
endShiftButton.Draw(spriteBatch);
|
||||
}
|
||||
else if (Level.Loaded.AtStartPosition)
|
||||
{
|
||||
endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
|
||||
endShiftButton.Font = GUI.SmallFont;
|
||||
endShiftButton.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
|
||||
@@ -50,16 +50,10 @@ namespace Barotrauma
|
||||
Character character = Character.Create(charInfo, wayPoint.SimPosition);
|
||||
Character.Controlled = character;
|
||||
character.GiveJobItems(null);
|
||||
|
||||
foreach (Item item in character.Inventory.items)
|
||||
{
|
||||
if (item == null || item.Name != "ID Card") continue;
|
||||
|
||||
item.AddTag("com");
|
||||
item.AddTag("eng");
|
||||
|
||||
break;
|
||||
}
|
||||
var idCard = character.Inventory.FindItem("ID Card");
|
||||
idCard.AddTag("com");
|
||||
idCard.AddTag("eng");
|
||||
|
||||
CrewManager.AddCharacter(character);
|
||||
|
||||
@@ -495,7 +489,7 @@ namespace Barotrauma
|
||||
|
||||
do
|
||||
{
|
||||
var weldingTool = Character.Controlled.Inventory.items.FirstOrDefault(i => i != null && i.Name == "Welding Tool");
|
||||
var weldingTool = Character.Controlled.Inventory.Items.FirstOrDefault(i => i != null && i.Name == "Welding Tool");
|
||||
if (weldingTool != null &&
|
||||
weldingTool.ContainedItems.FirstOrDefault(contained => contained != null && contained.Name == "Welding Fuel Tank") != null) break;
|
||||
|
||||
@@ -604,7 +598,7 @@ namespace Barotrauma
|
||||
private bool HasItem(string itemName)
|
||||
{
|
||||
if (Character.Controlled == null) return false;
|
||||
return Character.Controlled.Inventory.items.FirstOrDefault(i => i != null && i.Name == itemName)!=null;
|
||||
return Character.Controlled.Inventory.Items.FirstOrDefault(i => i != null && i.Name == itemName)!=null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -81,7 +81,7 @@ namespace Barotrauma
|
||||
|
||||
public int FindLimbSlot(LimbSlot limbSlot)
|
||||
{
|
||||
for (int i = 0; i < items.Length; i++)
|
||||
for (int i = 0; i < Items.Length; i++)
|
||||
{
|
||||
if ( limbSlots[i] == limbSlot) return i;
|
||||
}
|
||||
@@ -90,9 +90,9 @@ namespace Barotrauma
|
||||
|
||||
public bool IsInLimbSlot(Item item, LimbSlot limbSlot)
|
||||
{
|
||||
for (int i = 0; i<items.Length; i++)
|
||||
for (int i = 0; i<Items.Length; i++)
|
||||
{
|
||||
if (items[i] == item && limbSlots[i] == limbSlot) return true;
|
||||
if (Items[i] == item && limbSlots[i] == limbSlot) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -113,7 +113,7 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (items[i] != null || limbSlots[i] != LimbSlot.Any) continue;
|
||||
if (Items[i] != null || limbSlots[i] != LimbSlot.Any) continue;
|
||||
PutItem(item, i, createNetworkEvent);
|
||||
item.Unequip(character);
|
||||
return true;
|
||||
@@ -127,7 +127,7 @@ namespace Barotrauma
|
||||
bool free = true;
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && items[i]!=null && items[i]!=item)
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i]!=null && Items[i]!=item)
|
||||
{
|
||||
free = false;
|
||||
break;
|
||||
@@ -138,7 +138,7 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && items[i] == null)
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] == null)
|
||||
{
|
||||
PutItem(item, i, createNetworkEvent, !placed);
|
||||
item.Equip(character);
|
||||
@@ -159,9 +159,9 @@ namespace Barotrauma
|
||||
public override bool TryPutItem(Item item, int index, bool createNetworkEvent)
|
||||
{
|
||||
//there's already an item in the slot
|
||||
if (items[index] != null)
|
||||
if (Items[index] != null)
|
||||
{
|
||||
if (items[index] == item) return false;
|
||||
if (Items[index] == item) return false;
|
||||
|
||||
bool combined = false;
|
||||
//if (item.Combine(items[i]))
|
||||
@@ -170,15 +170,15 @@ namespace Barotrauma
|
||||
// combined = true;
|
||||
//}
|
||||
//else
|
||||
if (items[index].Combine(item))
|
||||
if (Items[index].Combine(item))
|
||||
{
|
||||
//PutItem(items[i], i, false, false);
|
||||
if (items[index]==null)
|
||||
if (Items[index]==null)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(false);
|
||||
return false;
|
||||
}
|
||||
Inventory otherInventory = items[index].inventory;
|
||||
Inventory otherInventory = Items[index].inventory;
|
||||
if (otherInventory != null && createNetworkEvent)
|
||||
{
|
||||
new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true, true);
|
||||
@@ -193,7 +193,7 @@ namespace Barotrauma
|
||||
if (limbSlots[index] == LimbSlot.Any)
|
||||
{
|
||||
if (!item.AllowedSlots.Contains(LimbSlot.Any)) return false;
|
||||
if (items[index] != null) return items[index] == item;
|
||||
if (Items[index] != null) return Items[index] == item;
|
||||
|
||||
PutItem(item, index, createNetworkEvent, true);
|
||||
return true;
|
||||
@@ -209,7 +209,7 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && items[i] != null && items[i] != item)
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] != null && Items[i] != item)
|
||||
{
|
||||
slotsFree = false;
|
||||
break;
|
||||
@@ -381,11 +381,11 @@ namespace Barotrauma
|
||||
|
||||
bool multiSlot = false;
|
||||
//skip if the item is in multiple slots
|
||||
if (items[i]!=null)
|
||||
if (Items[i]!=null)
|
||||
{
|
||||
for (int n = 0; n < capacity; n++ )
|
||||
{
|
||||
if (i==n || items[n] != items[i]) continue;
|
||||
if (i==n || Items[n] != Items[i]) continue;
|
||||
multiSlot = true;
|
||||
break;
|
||||
}
|
||||
@@ -393,9 +393,9 @@ namespace Barotrauma
|
||||
|
||||
if (multiSlot) continue;
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, items[i], i > 4);
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
|
||||
|
||||
if (draggingItem!=null && draggingItem == items[i]) draggingItemSlot = slotRect;
|
||||
if (draggingItem!=null && draggingItem == Items[i]) draggingItemSlot = slotRect;
|
||||
}
|
||||
|
||||
|
||||
@@ -406,7 +406,7 @@ namespace Barotrauma
|
||||
bool multiSlot = false;
|
||||
|
||||
//check if the item is in multiple slots
|
||||
if (items[i] != null)
|
||||
if (Items[i] != null)
|
||||
{
|
||||
slotRect.X = (int)slotPositions[i].X;
|
||||
slotRect.Y = (int)slotPositions[i].Y;
|
||||
@@ -415,7 +415,7 @@ namespace Barotrauma
|
||||
|
||||
for (int n = 0; n < capacity; n++)
|
||||
{
|
||||
if (items[n] != items[i]) continue;
|
||||
if (Items[n] != Items[i]) continue;
|
||||
|
||||
if (!multiSlot && i > n) break;
|
||||
|
||||
@@ -430,7 +430,7 @@ namespace Barotrauma
|
||||
|
||||
if (!multiSlot) continue;
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, items[i], i > 4);
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
|
||||
|
||||
//if (multiSlot && i == first)
|
||||
//{
|
||||
@@ -469,7 +469,7 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
message.Write(items[i]==null ? (ushort)0 : (ushort)items[i].ID);
|
||||
message.Write(Items[i]==null ? (ushort)0 : (ushort)Items[i].ID);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -486,14 +486,14 @@ namespace Barotrauma
|
||||
ushort itemId = message.ReadUInt16();
|
||||
if (itemId==0)
|
||||
{
|
||||
if (items[i] != null) items[i].Drop(character, false);
|
||||
if (Items[i] != null) Items[i].Drop(character, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Item item = Entity.FindEntityByID(itemId) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
if (items[i] != item && items[i] != null) items[i].Drop(character, false);
|
||||
if (Items[i] != item && Items[i] != null) Items[i].Drop(character, false);
|
||||
TryPutItem(item, i, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Lights;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -41,8 +42,7 @@ namespace Barotrauma.Items.Components
|
||||
if (linkedGap != null) return linkedGap;
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
linkedGap = e as Gap;
|
||||
linkedGap.ConnectedDoor = this;
|
||||
linkedGap = e as Gap;
|
||||
if (linkedGap != null) return linkedGap;
|
||||
}
|
||||
linkedGap = new Gap(item.Rect);
|
||||
@@ -256,6 +256,30 @@ namespace Barotrauma.Items.Components
|
||||
linkedGap.Open = 1.0f;
|
||||
}
|
||||
|
||||
public List<Controller> GetButtons()
|
||||
{
|
||||
ConnectionPanel connectionPanel = Item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel == null) return new List<Controller>();
|
||||
|
||||
List<Controller> buttons = new List<Controller>();
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
foreach (Wire w in c.Wires)
|
||||
{
|
||||
if (w == null) continue;
|
||||
var otherConnection = w.OtherConnection(c);
|
||||
|
||||
if (otherConnection.Item == Item || otherConnection == null) continue;
|
||||
|
||||
var controller = otherConnection.Item.GetComponent<Controller>();
|
||||
if (controller != null) buttons.Add(controller);
|
||||
}
|
||||
}
|
||||
|
||||
return buttons;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
Color color = (item.IsSelected) ? Color.Green : Color.White;
|
||||
@@ -272,38 +296,43 @@ namespace Barotrauma.Items.Components
|
||||
if (openState == 1.0f)
|
||||
{
|
||||
body.Enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
|
||||
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
|
||||
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
|
||||
if (openState == 0.0f)
|
||||
{
|
||||
body.Enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
|
||||
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
|
||||
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
//push characters out of the doorway when the door is closing/opening
|
||||
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
|
||||
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
|
||||
item.Rect.Height * (1.0f - openState)));
|
||||
|
||||
if (openState == 0.0f)
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
body.Enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//push characters out of the doorway when the door is closing/opening
|
||||
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
|
||||
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
|
||||
item.Rect.Height * (1.0f - openState)));
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
|
||||
foreach (Limb l in c.AnimController.Limbs)
|
||||
{
|
||||
int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
|
||||
foreach (Limb l in c.AnimController.Limbs)
|
||||
{
|
||||
if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
|
||||
if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
|
||||
if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
|
||||
if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
|
||||
|
||||
l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
|
||||
}
|
||||
l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
LinkedGap.ConnectedDoor = this;
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
|
||||
@@ -551,7 +551,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
if (!hasItem && ri.Type.HasFlag(RelatedItem.RelationType.Picked))
|
||||
{
|
||||
if (character.Inventory.items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
|
||||
if (character.Inventory.Items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
|
||||
}
|
||||
if (!hasItem)
|
||||
{
|
||||
|
||||
@@ -127,7 +127,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!hasStatusEffects) return;
|
||||
|
||||
foreach (Item contained in inventory.items)
|
||||
foreach (Item contained in inventory.Items)
|
||||
{
|
||||
if (contained == null || contained.Condition <= 0.0f) continue;
|
||||
//if (contained.body != null) contained.body.Enabled = false;
|
||||
@@ -179,7 +179,7 @@ namespace Barotrauma.Items.Components
|
||||
currentRotation += item.body.Rotation;
|
||||
}
|
||||
|
||||
foreach (Item containedItem in inventory.items)
|
||||
foreach (Item containedItem in inventory.Items)
|
||||
{
|
||||
if (containedItem == null) continue;
|
||||
|
||||
@@ -243,7 +243,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
base.Remove();
|
||||
|
||||
foreach (Item item in inventory.items)
|
||||
foreach (Item item in inventory.Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
item.Remove();
|
||||
@@ -274,10 +274,10 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
string[] itemIdStrings = new string[inventory.items.Length];
|
||||
for (int i = 0; i < inventory.items.Length; i++)
|
||||
string[] itemIdStrings = new string[inventory.Items.Length];
|
||||
for (int i = 0; i < inventory.Items.Length; i++)
|
||||
{
|
||||
itemIdStrings[i] = (inventory.items[i]==null) ? "0" : inventory.items[i].ID.ToString();
|
||||
itemIdStrings[i] = (inventory.Items[i]==null) ? "0" : inventory.Items[i].ID.ToString();
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("contained", string.Join(",",itemIdStrings)));
|
||||
|
||||
@@ -162,7 +162,7 @@ namespace Barotrauma.Items.Components
|
||||
ItemContainer container = item.GetComponent<ItemContainer>();
|
||||
foreach (ItemPrefab ip in fabricatedItem.RequiredItems)
|
||||
{
|
||||
var requiredItem = Array.Find(container.inventory.items, it => it != null && it.Prefab == ip);
|
||||
var requiredItem = container.inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip);
|
||||
container.inventory.RemoveItem(requiredItem);
|
||||
}
|
||||
|
||||
@@ -182,7 +182,7 @@ namespace Barotrauma.Items.Components
|
||||
ItemContainer container = item.GetComponent<ItemContainer>();
|
||||
foreach (ItemPrefab ip in targetItem.RequiredItems)
|
||||
{
|
||||
if (Array.Find(container.inventory.items, it => it != null && it.Prefab == ip) != null) continue;
|
||||
if (Array.Find(container.inventory.Items, it => it != null && it.Prefab == ip) != null) continue;
|
||||
selectedItemFrame.GetChild<GUIButton>().Enabled = false;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -139,12 +139,12 @@ namespace Barotrauma.Items.Components
|
||||
ItemContainer containerComponent = projectileContainer.GetComponent<ItemContainer>();
|
||||
if (containerComponent == null) continue;
|
||||
|
||||
for (int i = 0; i < containerComponent.inventory.items.Length; i++)
|
||||
for (int i = 0; i < containerComponent.inventory.Items.Length; i++)
|
||||
{
|
||||
if (containerComponent.inventory.items[i] == null) continue;
|
||||
if ((projectileComponent = containerComponent.inventory.items[i].GetComponent<Projectile>()) != null)
|
||||
if (containerComponent.inventory.Items[i] == null) continue;
|
||||
if ((projectileComponent = containerComponent.inventory.Items[i].GetComponent<Projectile>()) != null)
|
||||
{
|
||||
projectile = containerComponent.inventory.items[i];
|
||||
projectile = containerComponent.inventory.Items[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace Barotrauma
|
||||
GUIComponent component = reqFrame.children.Find(c => c.UserData as string == itemName);
|
||||
|
||||
GUITextBlock text = component as GUITextBlock;
|
||||
Item item = character.Inventory.items.FirstOrDefault(i => i !=null && (i.Name == itemName || i.HasTag(itemName)));
|
||||
Item item = character.Inventory.FindItem(itemName);
|
||||
bool itemFound = (item != null);
|
||||
|
||||
if (!itemFound) success = false;
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Barotrauma
|
||||
|
||||
protected int selectedSlot;
|
||||
|
||||
public Item[] items;
|
||||
public Item[] Items;
|
||||
|
||||
public Inventory(Entity owner, int capacity, Vector2? centerPos = null, int slotsPerRow=5)
|
||||
{
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma
|
||||
|
||||
this.slotsPerRow = slotsPerRow;
|
||||
|
||||
items = new Item[capacity];
|
||||
Items = new Item[capacity];
|
||||
|
||||
CenterPos = (centerPos==null) ? new Vector2(0.5f, 0.5f) : (Vector2)centerPos;
|
||||
}
|
||||
@@ -61,7 +61,7 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (items[i] == item) return i;
|
||||
if (Items[i] == item) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
@@ -71,12 +71,12 @@ namespace Barotrauma
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
//item is already in the inventory!
|
||||
if (items[i] == item) return -1;
|
||||
if (Items[i] == item) return -1;
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (items[i] == null) return i;
|
||||
if (Items[i] == null) return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
@@ -84,8 +84,8 @@ namespace Barotrauma
|
||||
|
||||
public virtual bool CanBePut(Item item, int i)
|
||||
{
|
||||
if (i < 0 || i >= items.Length) return false;
|
||||
return (items[i] == null);
|
||||
if (i < 0 || i >= Items.Length) return false;
|
||||
return (Items[i] == null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -124,7 +124,7 @@ namespace Barotrauma
|
||||
if (item.inventory != null) item.inventory.RemoveItem(item);
|
||||
}
|
||||
|
||||
items[i] = item;
|
||||
Items[i] = item;
|
||||
item.inventory = this;
|
||||
if (item.body != null)
|
||||
{
|
||||
@@ -134,13 +134,18 @@ namespace Barotrauma
|
||||
if (createNetworkEvent) new NetworkEvent(NetworkEventType.InventoryUpdate, Owner.ID, true, true);
|
||||
}
|
||||
|
||||
public Item FindItem(string itemName)
|
||||
{
|
||||
return Items.FirstOrDefault(i => i != null && (i.Name == itemName || i.HasTag(itemName)));
|
||||
}
|
||||
|
||||
public void RemoveItem(Item item)
|
||||
{
|
||||
//go through the inventory and remove the item from all slots
|
||||
for (int n = 0; n < capacity; n++)
|
||||
{
|
||||
if (items[n] != item) continue;
|
||||
items[n] = null;
|
||||
if (Items[n] != item) continue;
|
||||
Items[n] = null;
|
||||
item.inventory = null;
|
||||
}
|
||||
}
|
||||
@@ -177,9 +182,9 @@ namespace Barotrauma
|
||||
slotRect.X = startX + (rectWidth + spacing) * (i % slotsPerRow);
|
||||
slotRect.Y = startY + (rectHeight + spacing) * ((int)Math.Floor((double)i / slotsPerRow));
|
||||
|
||||
if (draggingItem == items[i]) draggingItemSlot = slotRect;
|
||||
if (draggingItem == Items[i]) draggingItemSlot = slotRect;
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, items[i], false);
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], false);
|
||||
}
|
||||
|
||||
if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition) && draggingItem.container == this.Owner)
|
||||
@@ -247,7 +252,7 @@ namespace Barotrauma
|
||||
{
|
||||
|
||||
#if DEBUG
|
||||
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < items.Length);
|
||||
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
|
||||
#else
|
||||
if (slotIndex<0 || slotIndex>=items.Length) return;
|
||||
#endif
|
||||
@@ -266,7 +271,7 @@ namespace Barotrauma
|
||||
GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
|
||||
|
||||
Item[] containedItems = null;
|
||||
if (items[slotIndex] != null) containedItems = items[slotIndex].ContainedItems;
|
||||
if (Items[slotIndex] != null) containedItems = Items[slotIndex].ContainedItems;
|
||||
|
||||
if (containedItems != null)
|
||||
{
|
||||
@@ -316,7 +321,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
|
||||
{
|
||||
var foundItems = Array.FindAll(items, i => i != null);
|
||||
var foundItems = Array.FindAll(Items, i => i != null);
|
||||
message.Write((byte)foundItems.Count());
|
||||
foreach (Item item in foundItems)
|
||||
{
|
||||
@@ -340,10 +345,10 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (items[i] == null) continue;
|
||||
if (!newItemIDs.Contains(items[i].ID))
|
||||
if (Items[i] == null) continue;
|
||||
if (!newItemIDs.Contains(Items[i].ID))
|
||||
{
|
||||
items[i].Drop(null, false);
|
||||
Items[i].Drop(null, false);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -219,7 +219,7 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
ItemContainer c = GetComponent<ItemContainer>();
|
||||
return (c == null) ? null : Array.FindAll(c.inventory.items, i=>i!=null);
|
||||
return (c == null) ? null : Array.FindAll(c.inventory.Items, i=>i!=null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,14 +25,14 @@ namespace Barotrauma
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
//item is already in the inventory!
|
||||
if (items[i] == item) return -1;
|
||||
if (Items[i] == item) return -1;
|
||||
}
|
||||
|
||||
if (!container.CanBeContained(item)) return -1;
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (items[i] == null) return i;
|
||||
if (Items[i] == null) return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
@@ -40,8 +40,8 @@ namespace Barotrauma
|
||||
|
||||
public override bool CanBePut(Item item, int i)
|
||||
{
|
||||
if (i < 0 || i >= items.Length) return false;
|
||||
return (item!=null && items[i]==null && container.CanBeContained(item));
|
||||
if (i < 0 || i >= Items.Length) return false;
|
||||
return (item!=null && Items[i]==null && container.CanBeContained(item));
|
||||
}
|
||||
|
||||
public override bool TryPutItem(Item item, int i, bool createNetworkEvent)
|
||||
|
||||
@@ -161,8 +161,8 @@ namespace Barotrauma
|
||||
name = ToolBox.GetAttributeString(element, "name", "");
|
||||
if (name == "") DebugConsole.ThrowError("Unnamed item in "+filePath+"!");
|
||||
|
||||
pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false);
|
||||
pickDistance = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f));
|
||||
pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false);
|
||||
pickDistance = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f));
|
||||
|
||||
isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
|
||||
|
||||
|
||||
@@ -93,7 +93,7 @@ namespace Barotrauma
|
||||
break;
|
||||
case RelationType.Picked:
|
||||
if (character == null || character.Inventory==null) return false;
|
||||
foreach (Item pickedItem in character.Inventory.items)
|
||||
foreach (Item pickedItem in character.Inventory.Items)
|
||||
{
|
||||
if (pickedItem == null) continue;
|
||||
|
||||
|
||||
@@ -328,7 +328,16 @@ namespace Barotrauma
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
|
||||
|
||||
|
||||
Rectangle drawRect = location.Type.Sprite.SourceRect;
|
||||
Rectangle sourceRect = drawRect;
|
||||
drawRect.X = (int)pos.X - drawRect.Width/2;
|
||||
drawRect.Y = (int)pos.Y - drawRect.Width/2;
|
||||
|
||||
if (!rect.Intersects(drawRect)) continue;
|
||||
|
||||
Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
|
||||
|
||||
@@ -336,16 +345,32 @@ namespace Barotrauma
|
||||
|
||||
if (location == currentLocation) color = Color.Orange;
|
||||
|
||||
location.Type.Sprite.Draw(spriteBatch, pos, color, 0.0f, scale/3.0f);
|
||||
if (drawRect.X < rect.X)
|
||||
{
|
||||
sourceRect.X += rect.X - drawRect.X;
|
||||
sourceRect.Width -= sourceRect.X;
|
||||
drawRect.X = rect.X;
|
||||
}
|
||||
else if (drawRect.Right > rect.Right)
|
||||
{
|
||||
sourceRect.Width -= (drawRect.Right - rect.Right);
|
||||
}
|
||||
|
||||
//int imgIndex = i % 16;
|
||||
//int xCell = imgIndex % 4;
|
||||
//int yCell = (int)Math.Floor(imgIndex / 4.0f);
|
||||
//spriteBatch.Draw(iceCraters, pos,
|
||||
// new Rectangle(xCell * 64, yCell * 64, 64, 64),
|
||||
// Color.White, i,
|
||||
// new Vector2(32, 32), 0.5f*scale, SpriteEffects.None, 0.0f);
|
||||
if (drawRect.Y < rect.Y)
|
||||
{
|
||||
sourceRect.Y += rect.Y - drawRect.Y;
|
||||
sourceRect.Height -= sourceRect.Y;
|
||||
drawRect.Y = rect.Y;
|
||||
}
|
||||
else if (drawRect.Bottom > rect.Bottom)
|
||||
{
|
||||
sourceRect.Height -= drawRect.Bottom - rect.Bottom;
|
||||
}
|
||||
|
||||
drawRect.Width = sourceRect.Width;
|
||||
drawRect.Height = sourceRect.Height;
|
||||
|
||||
spriteBatch.Draw(location.Type.Sprite.Texture, drawRect, sourceRect, color);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++ )
|
||||
|
||||
@@ -636,6 +636,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
WayPoint.GenerateSubWaypoints();
|
||||
|
||||
GameMain.LightManager.OnMapLoaded();
|
||||
|
||||
ID = ushort.MaxValue-10;
|
||||
|
||||
@@ -23,12 +23,19 @@ namespace Barotrauma
|
||||
//only characters with this job will be spawned at the waypoint
|
||||
private JobPrefab assignedJob;
|
||||
|
||||
private Hull currentHull;
|
||||
|
||||
public Gap ConnectedGap
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Hull CurrentHull
|
||||
{
|
||||
get { return currentHull; }
|
||||
}
|
||||
|
||||
public SpawnType SpawnType
|
||||
{
|
||||
get { return spawnType; }
|
||||
@@ -396,10 +403,14 @@ namespace Barotrauma
|
||||
return assignedWayPoints;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
currentHull = Hull.FindHull(this.Position);
|
||||
}
|
||||
|
||||
public override XElement Save(XDocument doc)
|
||||
{
|
||||
if (MoveWithLevel) return null;
|
||||
if (MoveWithLevel || spawnType == SpawnType.Path) return null;
|
||||
XElement element = new XElement("WayPoint");
|
||||
|
||||
element.Add(new XAttribute("ID", ID),
|
||||
|
||||
@@ -315,8 +315,6 @@ namespace Barotrauma
|
||||
|
||||
sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), color, -drawRotation, 1.0f, spriteEffect, depth);
|
||||
|
||||
//prevPosition = body.Position;
|
||||
//prevRotation = body.Rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -331,20 +329,6 @@ namespace Barotrauma
|
||||
float torque = body.Mass * angle * 60.0f * (force/100.0f);
|
||||
|
||||
body.ApplyTorque(torque);
|
||||
|
||||
//float nextAngle = bodyAngle + body->GetAngularVelocity() / 60.0;
|
||||
//float totalRotation = desiredAngle - nextAngle;
|
||||
//while (totalRotation < -180 * DEGTORAD) totalRotation += 360 * DEGTORAD;
|
||||
//while (totalRotation > 180 * DEGTORAD) totalRotation -= 360 * DEGTORAD;
|
||||
//float desiredAngularVelocity = totalRotation * 60;
|
||||
//float torque = body->GetInertia() * desiredAngularVelocity / (1 / 60.0);
|
||||
//body->ApplyTorque(torque);
|
||||
|
||||
|
||||
|
||||
|
||||
//body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * force, force / 2.0f), -force / 2.0f)) * body.Mass);
|
||||
//body.ApplyTorque(-body.AngularVelocity * 0.5f * body.Mass);
|
||||
}
|
||||
|
||||
|
||||
@@ -352,53 +336,7 @@ namespace Barotrauma
|
||||
{
|
||||
list.Remove(this);
|
||||
GameMain.World.RemoveBody(body);
|
||||
|
||||
}
|
||||
|
||||
public void FillNetworkData(NetworkEventType type, NetOutgoingMessage message)
|
||||
{
|
||||
message.Write(body.Position.X);
|
||||
message.Write(body.Position.Y);
|
||||
message.Write(body.LinearVelocity.X);
|
||||
message.Write(body.LinearVelocity.Y);
|
||||
|
||||
message.Write(body.Rotation);
|
||||
message.Write(body.AngularVelocity);
|
||||
}
|
||||
|
||||
public void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
|
||||
{
|
||||
Vector2 newTargetPos = Vector2.Zero;
|
||||
Vector2 newTargetVel = Vector2.Zero;
|
||||
|
||||
float newTargetRotation = 0.0f, newTargetAngularVel = 0.0f;
|
||||
try
|
||||
{
|
||||
newTargetPos = new Vector2(message.ReadFloat(),message.ReadFloat());
|
||||
newTargetVel = new Vector2(message.ReadFloat(),message.ReadFloat());
|
||||
|
||||
newTargetRotation = message.ReadFloat();
|
||||
newTargetAngularVel = message.ReadFloat();
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("invalid network message", e);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
if (!MathUtils.IsValid(newTargetPos) || !MathUtils.IsValid(newTargetVel) ||
|
||||
!MathUtils.IsValid(newTargetRotation) || !MathUtils.IsValid(newTargetAngularVel)) return;
|
||||
|
||||
targetPosition = newTargetPos;
|
||||
targetVelocity = newTargetVel;
|
||||
|
||||
targetRotation = newTargetRotation;
|
||||
targetAngularVelocity = newTargetAngularVel;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -181,7 +181,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (dummyCharacter != null)
|
||||
{
|
||||
foreach (Item item in dummyCharacter.Inventory.items)
|
||||
foreach (Item item in dummyCharacter.Inventory.Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user