Human AI improvements, minor UI tweaking
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@@ -7,6 +7,7 @@ using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Lights;
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using System.Collections.Generic;
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namespace Barotrauma.Items.Components
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{
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@@ -41,8 +42,7 @@ namespace Barotrauma.Items.Components
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if (linkedGap != null) return linkedGap;
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foreach (MapEntity e in item.linkedTo)
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{
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linkedGap = e as Gap;
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linkedGap.ConnectedDoor = this;
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linkedGap = e as Gap;
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if (linkedGap != null) return linkedGap;
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}
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linkedGap = new Gap(item.Rect);
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@@ -256,6 +256,30 @@ namespace Barotrauma.Items.Components
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linkedGap.Open = 1.0f;
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}
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public List<Controller> GetButtons()
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{
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ConnectionPanel connectionPanel = Item.GetComponent<ConnectionPanel>();
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if (connectionPanel == null) return new List<Controller>();
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List<Controller> buttons = new List<Controller>();
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foreach (Connection c in connectionPanel.Connections)
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{
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foreach (Wire w in c.Wires)
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{
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if (w == null) continue;
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var otherConnection = w.OtherConnection(c);
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if (otherConnection.Item == Item || otherConnection == null) continue;
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var controller = otherConnection.Item.GetComponent<Controller>();
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if (controller != null) buttons.Add(controller);
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}
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}
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return buttons;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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Color color = (item.IsSelected) ? Color.Green : Color.White;
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@@ -272,38 +296,43 @@ namespace Barotrauma.Items.Components
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if (openState == 1.0f)
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{
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body.Enabled = false;
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return;
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}
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spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
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new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
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(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
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color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
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if (openState == 0.0f)
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{
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body.Enabled = true;
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}
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else
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{
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spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
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new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
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(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
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color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
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//push characters out of the doorway when the door is closing/opening
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Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
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Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
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item.Rect.Height * (1.0f - openState)));
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if (openState == 0.0f)
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foreach (Character c in Character.CharacterList)
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{
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body.Enabled = true;
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}
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else
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{
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//push characters out of the doorway when the door is closing/opening
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Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
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Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
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item.Rect.Height * (1.0f - openState)));
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foreach (Character c in Character.CharacterList)
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int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
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foreach (Limb l in c.AnimController.Limbs)
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{
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int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
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foreach (Limb l in c.AnimController.Limbs)
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{
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if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
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if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
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if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
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if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
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l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
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}
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l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
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}
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}
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}
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}
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public override void OnMapLoaded()
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{
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LinkedGap.ConnectedDoor = this;
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}
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public override void Remove()
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@@ -551,7 +551,7 @@ namespace Barotrauma.Items.Components
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}
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if (!hasItem && ri.Type.HasFlag(RelatedItem.RelationType.Picked))
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{
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if (character.Inventory.items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
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if (character.Inventory.Items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
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}
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if (!hasItem)
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{
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@@ -127,7 +127,7 @@ namespace Barotrauma.Items.Components
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{
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if (!hasStatusEffects) return;
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foreach (Item contained in inventory.items)
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foreach (Item contained in inventory.Items)
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{
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if (contained == null || contained.Condition <= 0.0f) continue;
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//if (contained.body != null) contained.body.Enabled = false;
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@@ -179,7 +179,7 @@ namespace Barotrauma.Items.Components
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currentRotation += item.body.Rotation;
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}
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foreach (Item containedItem in inventory.items)
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foreach (Item containedItem in inventory.Items)
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{
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if (containedItem == null) continue;
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@@ -243,7 +243,7 @@ namespace Barotrauma.Items.Components
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{
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base.Remove();
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foreach (Item item in inventory.items)
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foreach (Item item in inventory.Items)
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{
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if (item == null) continue;
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item.Remove();
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@@ -274,10 +274,10 @@ namespace Barotrauma.Items.Components
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{
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XElement componentElement = base.Save(parentElement);
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string[] itemIdStrings = new string[inventory.items.Length];
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for (int i = 0; i < inventory.items.Length; i++)
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string[] itemIdStrings = new string[inventory.Items.Length];
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for (int i = 0; i < inventory.Items.Length; i++)
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{
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itemIdStrings[i] = (inventory.items[i]==null) ? "0" : inventory.items[i].ID.ToString();
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itemIdStrings[i] = (inventory.Items[i]==null) ? "0" : inventory.Items[i].ID.ToString();
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}
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componentElement.Add(new XAttribute("contained", string.Join(",",itemIdStrings)));
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@@ -162,7 +162,7 @@ namespace Barotrauma.Items.Components
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ItemContainer container = item.GetComponent<ItemContainer>();
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foreach (ItemPrefab ip in fabricatedItem.RequiredItems)
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{
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var requiredItem = Array.Find(container.inventory.items, it => it != null && it.Prefab == ip);
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var requiredItem = container.inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip);
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container.inventory.RemoveItem(requiredItem);
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}
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@@ -182,7 +182,7 @@ namespace Barotrauma.Items.Components
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ItemContainer container = item.GetComponent<ItemContainer>();
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foreach (ItemPrefab ip in targetItem.RequiredItems)
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{
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if (Array.Find(container.inventory.items, it => it != null && it.Prefab == ip) != null) continue;
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if (Array.Find(container.inventory.Items, it => it != null && it.Prefab == ip) != null) continue;
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selectedItemFrame.GetChild<GUIButton>().Enabled = false;
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break;
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}
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@@ -139,12 +139,12 @@ namespace Barotrauma.Items.Components
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ItemContainer containerComponent = projectileContainer.GetComponent<ItemContainer>();
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if (containerComponent == null) continue;
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for (int i = 0; i < containerComponent.inventory.items.Length; i++)
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for (int i = 0; i < containerComponent.inventory.Items.Length; i++)
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{
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if (containerComponent.inventory.items[i] == null) continue;
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if ((projectileComponent = containerComponent.inventory.items[i].GetComponent<Projectile>()) != null)
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if (containerComponent.inventory.Items[i] == null) continue;
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if ((projectileComponent = containerComponent.inventory.Items[i].GetComponent<Projectile>()) != null)
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{
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projectile = containerComponent.inventory.items[i];
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projectile = containerComponent.inventory.Items[i];
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break;
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}
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}
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