Human AI improvements, minor UI tweaking
This commit is contained in:
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user