diff --git a/Barotrauma/BarotraumaClient/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaClient/Source/Characters/AI/HumanAIController.cs index f6571cde5..4204f8957 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/AI/HumanAIController.cs @@ -61,6 +61,14 @@ namespace Barotrauma var path = pathSteering.CurrentPath; if (path != null) { + if (path.CurrentNode != null) + { + GUI.DrawLine(spriteBatch, pos, + new Vector2(path.CurrentNode.DrawPosition.X, -path.CurrentNode.DrawPosition.Y), + Color.BlueViolet, 0, 3); + + GUI.DrawString(spriteBatch, pos + textOffset - new Vector2(0, 20), "Path cost: " + path.Cost.FormatZeroDecimal(), Color.White, Color.Black * 0.5f); + } for (int i = 1; i < path.Nodes.Count; i++) { var previousNode = path.Nodes[i - 1]; @@ -75,14 +83,6 @@ namespace Barotrauma new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30), Color.Blue); } - if (path.CurrentNode != null) - { - GUI.DrawLine(spriteBatch, pos, - new Vector2(path.CurrentNode.DrawPosition.X, -path.CurrentNode.DrawPosition.Y), - Color.BlueViolet, 0, 3); - - GUI.DrawString(spriteBatch, pos + textOffset - new Vector2(0, 20), "Path cost: " + path.Cost.FormatZeroDecimal(), Color.White, Color.Black * 0.5f); - } } } GUI.DrawLine(spriteBatch, pos, pos + ConvertUnits.ToDisplayUnits(new Vector2(Character.AnimController.TargetMovement.X, -Character.AnimController.TargetMovement.Y)), Color.SteelBlue, width: 2); diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs index 8f9276859..bcf133b30 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs @@ -152,6 +152,32 @@ namespace Barotrauma } + if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120); + character.MemState.Clear(); + } + } + + partial void ImpactProjSpecific(float impact, Body body) + { + float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f); + + if (body.UserData is Limb limb && character.Stun <= 0f) + { + if (impact > 3.0f) { PlayImpactSound(limb); } + } + else if (body.UserData is Limb || body == Collider.FarseerBody) + { + if (!character.IsRemotePlayer && impact > ImpactTolerance) + { + SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider); + } + } + if (Character.Controlled == character) + { + GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f); + } + } + if (character.MemState.Count < 1) return; overrideTargetMovement = Vector2.Zero; diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 8b52b1fd9..e9bd2ba83 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -74,17 +74,12 @@ namespace Barotrauma public CrewManager(XElement element, bool isSinglePlayer) : this(isSinglePlayer) { - if (GameMain.Client != null) + if (!isSinglePlayer) { - //let the server create random conversations in MP + DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace); return; } - List availableSpeakers = Character.CharacterList.FindAll(c => - c.AIController is HumanAIController && - !c.IsDead && - c.SpeechImpediment <= 100.0f); - pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers)); - } + if (string.IsNullOrEmpty(text)) { return; } var characterInfo = new CharacterInfo(subElement); characterInfos.Add(characterInfo); @@ -95,6 +90,7 @@ namespace Barotrauma break; } } + ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender)); } partial void InitProjectSpecific() @@ -243,24 +239,27 @@ namespace Barotrauma public IEnumerable GetCharacters() { - if (characterInfos.Contains(characterInfo)) - { - DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace); - return; - } + if (character?.Inventory == null) return null; - characterInfos.Add(characterInfo); + var radioItem = character.Inventory.Items.FirstOrDefault(it => it != null && it.GetComponent() != null); + if (radioItem == null) return null; + if (requireEquipped && !character.HasEquippedItem(radioItem)) return null; + + return radioItem.GetComponent(); } public IEnumerable GetCharacterInfos() { - if (character == null) + if (GameMain.Client != null) { - DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace); + //let the server create random conversations in MP return; } - characters.Remove(character); - if (removeInfo) characterInfos.Remove(character.Info); + List availableSpeakers = Character.CharacterList.FindAll(c => + c.AIController is HumanAIController && + !c.IsDead && + c.SpeechImpediment <= 100.0f); + pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers)); } public void AddCharacter(Character character) @@ -634,183 +633,9 @@ namespace Barotrauma { characterListBox.BarScroll = roundedPos; } - var characterArea = new GUIButton(new RectTransform(new Point(characterInfoWidth, frame.Rect.Height), frame.RectTransform, Anchor.CenterLeft), style: "GUITextBox") - { - UserData = character, - Color = frame.Color, - SelectedColor = frame.SelectedColor, - HoverColor = frame.HoverColor, - ToolTip = characterToolTip - }; - - var soundIcon = new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) }, - "GUISoundIcon") - { - UserData = "soundicon", - CanBeFocused = false, - Visible = true - }; - soundIcon.Color = new Color(soundIcon.Color, 0.0f); - new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) }, - "GUISoundIconDisabled") - { - UserData = "soundicondisabled", - CanBeFocused = true, - Visible = false - }; - - if (isSinglePlayer) - { - characterArea.OnClicked = CharacterClicked; - } - else - { - characterArea.CanBeFocused = false; - characterArea.CanBeSelected = false; - } - - var characterImage = new GUICustomComponent(new RectTransform(new Point(characterArea.Rect.Height), characterArea.RectTransform, Anchor.CenterLeft), - onDraw: (sb, component) => character.Info.DrawIcon(sb, component.Rect.Center.ToVector2(), targetAreaSize: component.Rect.Size.ToVector2())) - { - CanBeFocused = false, - HoverColor = Color.White, - SelectedColor = Color.White, - ToolTip = characterToolTip - }; - - var characterName = new GUITextBlock(new RectTransform(new Point(characterArea.Rect.Width - characterImage.Rect.Width - soundIcon.Rect.Width - 10, characterArea.Rect.Height), - characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(soundIcon.Rect.Width + 10, 0) }, - character.Name, textColor: frame.Color, font: GUI.SmallFont, wrap: true) - { - Color = frame.Color, - HoverColor = Color.Transparent, - SelectedColor = Color.Transparent, - CanBeFocused = false, - ToolTip = characterToolTip, - AutoScale = true - }; - - //---------------- order buttons ---------------- - - var orderButtonFrame = new GUILayoutGroup(new RectTransform(new Point(100, frame.Rect.Height), frame.RectTransform) - { AbsoluteOffset = new Point(characterInfoWidth + spacing, 0) }, - isHorizontal: true, childAnchor: Anchor.CenterLeft) - { - AbsoluteSpacing = (int)(10 * GUI.Scale), - UserData = "orderbuttons", - CanBeFocused = false - }; - - //listbox for holding the orders inappropriate for this character - //(so we can easily toggle their visibility) - var wrongOrderList = new GUIListBox(new RectTransform(new Point(50, orderButtonFrame.Rect.Height), orderButtonFrame.RectTransform), isHorizontal: true, style: null) - { - ScrollBarEnabled = false, - ScrollBarVisible = false, - Enabled = false, - Spacing = spacing, - ClampMouseRectToParent = false - }; - wrongOrderList.Content.ClampMouseRectToParent = false; - - for (int i = 0; i < orders.Count; i++) - { - var order = orders[i]; - if (order.TargetAllCharacters) continue; - - RectTransform btnParent = (i >= correctOrderCount + neutralOrderCount) ? - wrongOrderList.Content.RectTransform : - orderButtonFrame.RectTransform; - - var btn = new GUIButton(new RectTransform(new Point(iconSize, iconSize), btnParent, Anchor.CenterLeft), - style: null) - { - UserData = order - }; - - new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow") - { - Color = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.8f, - HoverColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 1.0f, - PressedColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.6f, - UserData = "selected", - CanBeFocused = false, - Visible = false - }; - - var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite); - img.Scale = iconSize / (float)img.SourceRect.Width; - img.Color = Color.Lerp(order.Color, frame.Color, 0.5f); - img.ToolTip = order.Name; - img.HoverColor = Color.Lerp(img.Color, Color.White, 0.5f); - - btn.OnClicked += (GUIButton button, object userData) => - { - if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false; - - if (btn.GetChildByUserData("selected").Visible) - { - SetCharacterOrder(character, Order.PrefabList.Find(o => o.AITag == "dismissed"), null, Character.Controlled); - } - else - { - if (order.ItemComponentType != null || order.ItemIdentifiers.Length > 0 || order.Options.Length > 1) - { - CreateOrderTargetFrame(button, character, order); - } - else - { - SetCharacterOrder(character, order, null, Character.Controlled); - } - } - return true; - }; - btn.UserData = order; - btn.ToolTip = order.Name; - - //divider between different groups of orders - if (i == correctOrderCount - 1 || i == correctOrderCount + neutralOrderCount - 1) - { - //TODO: divider sprite - new GUIFrame(new RectTransform(new Point(8, iconSize), orderButtonFrame.RectTransform), style: "GUIButton"); - } - } - - var toggleWrongOrderBtn = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform), - "", style: "UIToggleButton") - { - UserData = "togglewrongorder", - CanBeFocused = false - }; - - wrongOrderList.RectTransform.NonScaledSize = new Point( - wrongOrderList.Content.Children.Sum(c => c.Rect.Width + wrongOrderList.Spacing), - wrongOrderList.RectTransform.NonScaledSize.Y); - wrongOrderList.RectTransform.SetAsLastChild(); - - new GUIFrame(new RectTransform(new Point( - wrongOrderList.Rect.Width - toggleWrongOrderBtn.Rect.Width - wrongOrderList.Spacing * 2, - wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform), - style: null) - { - CanBeFocused = false - }; - - //scale to fit the content - orderButtonFrame.RectTransform.NonScaledSize = new Point( - orderButtonFrame.Children.Sum(c => c.Rect.Width + orderButtonFrame.AbsoluteSpacing), - orderButtonFrame.RectTransform.NonScaledSize.Y); - - frame.RectTransform.NonScaledSize = new Point( - characterInfoWidth + spacing + (orderButtonFrame.Rect.Width - wrongOrderList.Rect.Width), - frame.RectTransform.NonScaledSize.Y); - - characterListBox.RectTransform.NonScaledSize = new Point( - characterListBox.Content.Children.Max(c => c.Rect.Width) + wrongOrderList.Rect.Width, - characterListBox.RectTransform.NonScaledSize.Y); - characterListBox.Content.RectTransform.NonScaledSize = characterListBox.RectTransform.NonScaledSize; - characterListBox.UpdateScrollBarSize(); - return frame; + soundIcon.Visible = !muted && !mutedLocally; + soundIconDisabled.Visible = muted || mutedLocally; + soundIconDisabled.ToolTip = TextManager.Get(mutedLocally ? "MutedLocally" : "MutedGlobally"); } private IEnumerable KillCharacterAnim(GUIComponent component) @@ -954,12 +779,6 @@ namespace Barotrauma } return; } - List availableSpeakers = Character.CharacterList.FindAll(c => - c.AIController is HumanAIController && - !c.IsDead && - c.SpeechImpediment <= 100.0f); - pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers)); - } character.SetOrder(order, option, orderGiver, speak: orderGiver != character); if (IsSinglePlayer) @@ -1017,23 +836,19 @@ namespace Barotrauma } } } - - character.SetOrder(order, option, orderGiver, speak: orderGiver != character); - if (IsSinglePlayer) + //only one target (or an order with no particular targets), just show options + else { - orderGiver?.Speak( - order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null); - } - else if (orderGiver != null) - { - OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver); - if (GameMain.Client != null) + orderTargetFrame = new GUILayoutGroup(new RectTransform(new Vector2(0.2f + order.Options.Length * 0.1f, 0.18f), GUI.Canvas) + { AbsoluteOffset = new Point(orderButton.Rect.Center.X, orderButton.Rect.Bottom) }, + isHorizontal: true, childAnchor: Anchor.BottomLeft) { - GameMain.Client.SendChatMessage(msg); - } - } - DisplayCharacterOrder(character, order); - } + UserData = character, + Stretch = true + }; + //line connecting the order button to the option buttons + //TODO: sprite + new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), orderTargetFrame.RectTransform), style: null); /// /// Create the UI panel that's used to select the target and options for a given order diff --git a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs index 9ea92ed7b..7155c0dd1 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs @@ -474,6 +474,8 @@ namespace Barotrauma private GUILayoutGroup subPreviewContainer; + private GUILayoutGroup subPreviewContainer; + private GUIButton loadGameButton; public Action StartNewGame; diff --git a/Barotrauma/BarotraumaClient/Source/Screens/MainMenuScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/MainMenuScreen.cs index 96c441896..287ac0265 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/MainMenuScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/MainMenuScreen.cs @@ -789,10 +789,6 @@ namespace Barotrauma GUI.Draw(Cam, spriteBatch); - spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, GameMain.ScissorTestEnable); - - GUI.Draw(Cam, spriteBatch); - GUI.Draw(Cam, spriteBatch); #if DEBUG diff --git a/Barotrauma/BarotraumaShared/README.txt b/Barotrauma/BarotraumaShared/README.txt index c543fa7c0..ac1e7c95a 100644 --- a/Barotrauma/BarotraumaShared/README.txt +++ b/Barotrauma/BarotraumaShared/README.txt @@ -1,21 +1,10 @@ BAROTRAUMA -www.barotraumagame.com -Copyright © Undertow Games 2017-2018 +http://www.barotraumagame.com -Default controls: -WASD - move -Shift - run -E - use/activate items and devices -Right click - aim with equipped item -Left click - use equipped item -C - open the crew command menu -Left control - crouch -Tab - select/deselect the chat box in multiplayer mode -Tilde - select the chat box in multiplayer mode and set - the message to be sent through the radio -Space - hold to stay in ragdoll mode -F3 - open/close the debug console +© 2018-2019 FakeFish Ltd. All rights reserved. +© 2019 Daedalic Entertainment GmbH. The Daedalic logo is a trademark of Daedalic Entertainment GmbH, Germany. All rights reserved. +Privacy policy: http://privacypolicy.daedalic.com See the wiki for more detailed info and instructions: http://barotrauma.gamepedia.com @@ -46,38 +35,4 @@ Query port (used to communicate with Steam) Service/Application: barotrauma External Port: The port you have selected for your server (27016 by default) Internal Port: The port you have selected for your server (27016 by default) - Protocol: UDP - ------------------------------------------------------------------------- ------------------------------------------------------------------------- -Credits: ------------------------------------------------------------------------- - -Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis") -Graphics - James Bear ("Moonsaber99") -Programming - Sebastian Broberg -Programming - Juan Pablo Arce ("juanjp600") - ------------------------------------------------------------------------- - -"Road to Hell" -Kevin MacLeod (incompetech.com) -Licensed under Creative Commons: By Attribution 3.0 -http://creativecommons.org/licenses/by/3.0/ - ------------------------------------------------------------------------- - -Lidgren.Network networking library - Michael Lidgren - ------------------------------------------------------------------------- - -Sound effects: - metal whining and screeching - ScottFerguson1 - metal gate 10 - thencamenow - foil_expanding_multiple - markb - Bug Zapper_Many medium zaps - CGEffex - ------------------------------------------------------------------------- - -Textures from the PK01, PK02 and Ancient Collection Texture packages by Philip Klevestav are used in some of the sprites in the game. -The texture packages are licensed under a Creative Commons Attribution 3.0 Unported License (https://creativecommons.org/licenses/by/3.0/). + Protocol: UDP \ No newline at end of file diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs index a22274784..9574f72fa 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs @@ -493,23 +493,18 @@ namespace Barotrauma item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage))); } - public static void DoForEachCrewMember(Character character, Action action) - { - foreach (var c in Character.CharacterList) - { - if (c.AIController is HumanAIController humanAi && humanAi.IsFriendly(character)) - { - action(humanAi); - } - } - } - /// /// Updates the hull safety for all ai characters in the team. /// public static void PropagateHullSafety(Character character, Hull hull) { - DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull)); + foreach (var c in Character.CharacterList) + { + if (c.AIController is HumanAIController humanAi && humanAi.IsFriendly(character)) + { + humanAi.RefreshHullSafety(hull); + } + } } private void RefreshHullSafety(Hull hull) @@ -582,26 +577,21 @@ namespace Barotrauma private static bool AddTargets(Character caller, T2 target) where T1 : AIObjectiveLoop { bool targetAdded = false; - DoForEachCrewMember(caller, humanAI => + foreach (var c in Character.CharacterList) { - var objective = humanAI.ObjectiveManager.GetObjective(); - if (objective != null) + if (IsFriendly(caller, c) && c.AIController is HumanAIController humanAI) { + var objective = humanAI.ObjectiveManager.GetObjective(); + if (objective == null) { continue; } if (!targetAdded && objective.AddTarget(target)) { targetAdded = true; } } - }); + } return targetAdded; } - public static void RemoveTargets(Character caller, T2 target) where T1 : AIObjectiveLoop - { - DoForEachCrewMember(caller, humanAI => - humanAI.ObjectiveManager.GetObjective()?.ReportedTargets.Remove(target)); - } - public float GetHullSafety(Hull hull) { if (hull == null) { return 0; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjective.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjective.cs index 3fc4a3380..42cff3670 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjective.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjective.cs @@ -71,7 +71,6 @@ namespace Barotrauma #if DEBUG DebugConsole.NewMessage($"Removing subobjective {subObjective.DebugTag} of {DebugTag}, because it is completed."); #endif - subObjective.OnCompleted(); subObjectives.Remove(subObjective); } else if (!subObjective.CanBeCompleted) @@ -94,9 +93,9 @@ namespace Barotrauma bool wasCompleted = IsCompleted(); Act(deltaTime); - if (IsCompleted()) + if (!wasCompleted && IsCompleted()) { - OnCompleted(); + Completed?.Invoke(); } } @@ -214,15 +213,6 @@ namespace Barotrauma //} } - protected virtual void OnCompleted() - { - if (Completed != null) - { - Completed(); - Completed = null; - } - } - public virtual void Reset() { } protected abstract void Act(float deltaTime); diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs index 3b79d2f00..095989fbe 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs @@ -65,8 +65,5 @@ namespace Barotrauma protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier) { IsLoop = false }; - - protected override void OnObjectiveCompleted(AIObjective objective, PowerContainer target) - => HumanAIController.RemoveTargets(character, target); } } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFires.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFires.cs index 14e6bb13b..fc5e33548 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFires.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveExtinguishFires.cs @@ -1,7 +1,6 @@ using System.Linq; using System.Collections.Generic; using Barotrauma.Extensions; -using System; namespace Barotrauma { @@ -21,11 +20,7 @@ namespace Barotrauma public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveExtinguishFires; protected override IEnumerable GetList() => Hull.hullList; - protected override AIObjective ObjectiveConstructor(Hull target) - => new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier); - - protected override void OnObjectiveCompleted(AIObjective objective, Hull target) - => HumanAIController.RemoveTargets(character, target); + protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier); public static bool IsValidTarget(Hull hull, Character character) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFightIntruders.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFightIntruders.cs index 162d0f5e5..6fbaab3d2 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFightIntruders.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFightIntruders.cs @@ -21,18 +21,14 @@ namespace Barotrauma protected override IEnumerable GetList() => Character.CharacterList; + protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier); + protected override float TargetEvaluation() { // TODO: sorting criteria return 100; } - protected override AIObjective ObjectiveConstructor(Character target) - => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier); - - protected override void OnObjectiveCompleted(AIObjective objective, Character target) - => HumanAIController.RemoveTargets(character, target); - public static bool IsValidTarget(Character target, Character character) { if (target == null || target.IsDead || target.Removed) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs index 1f2ee838a..d4b5eec5f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs @@ -723,6 +723,31 @@ namespace Barotrauma { TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f }); } + var repairTool = weldingTool.GetComponent(); + if (repairTool == null) + { +#if DEBUG + DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool"); +#endif + abandon = true; + return; + } + Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition; + // TODO: use the collider size/reach? + if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150) + { + HumanAIController.AnimController.Crouching = true; + } + float reach = ConvertUnits.ToSimUnits(repairTool.Range); + bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach; + if (canOperate) + { + TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak)); + } + else + { + TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f }); + } } private Vector2 GetStandPosition() diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs index 1ba96d4e4..34c7093ea 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs @@ -27,11 +27,7 @@ namespace Barotrauma public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks; protected override float TargetEvaluation() => Targets.Max(t => GetLeakSeverity(t)); protected override IEnumerable GetList() => Gap.GapList; - protected override AIObjective ObjectiveConstructor(Gap gap) - => new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier); - - protected override void OnObjectiveCompleted(AIObjective objective, Gap target) - => HumanAIController.RemoveTargets(character, target); + protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier); public static bool IsValidTarget(Gap gap, Character character) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs index 16ccde05e..66273676a 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs @@ -271,13 +271,10 @@ namespace Barotrauma { bool isEquipped = !equip || character.HasEquippedItem(item); if (character.Inventory.Items.Contains(item) && isEquipped) { return true; } - if (!equip) + Item rootContainer = item.GetRootContainer(); + if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory) { - Item rootContainer = item.GetRootContainer(); - if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory) - { - return rootContainer.ParentInventory.Owner == character; - } + return rootContainer.ParentInventory.Owner == character; } return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs index 1e1e961f6..eeef8131c 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs @@ -73,21 +73,6 @@ namespace Barotrauma } } - public override void Update(float deltaTime) - { - if (objectiveManager.CurrentObjective == this) - { - if (randomTimer > 0) - { - randomTimer -= deltaTime; - } - else - { - SetRandom(); - } - } - } - public override bool IsCompleted() => false; public override bool CanBeCompleted => true; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveLoop.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveLoop.cs index d288ca2c2..cbcd1305f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveLoop.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveLoop.cs @@ -1,5 +1,4 @@ -using System; -using System.Collections.Generic; +using System.Collections.Generic; using System.Linq; using Barotrauma.Extensions; using Microsoft.Xna.Framework; @@ -88,7 +87,7 @@ namespace Barotrauma } } - // the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25% + // the timer is set between 1 and 10 seconds, depending on the priority private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1); public override void Reset() @@ -159,18 +158,13 @@ namespace Barotrauma if (!Objectives.TryGetValue(target, out AIObjective objective)) { objective = ObjectiveConstructor(target); - objective.Completed += () => OnObjectiveCompleted(objective, target); + objective.Completed += () => ReportedTargets.Remove(target); Objectives.Add(target, objective); - if (!subObjectives.Contains(objective)) - { - subObjectives.Add(objective); - } + AddSubObjective(objective); } } } - protected abstract void OnObjectiveCompleted(AIObjective objective, T target); - /// /// List of all possible items of the specified type. Used for filtering the removed objectives. /// diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs index 8c70f0df6..95c543cc2 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs @@ -350,6 +350,10 @@ namespace Barotrauma { isCompleted = true; } + if (component.AIOperate(deltaTime, character, this)) + { + isCompleted = true; + } } else { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectivePumpWater.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectivePumpWater.cs index a1f38a53b..5dd4d4768 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectivePumpWater.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectivePumpWater.cs @@ -54,6 +54,7 @@ namespace Barotrauma return pumpList; } + protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, objectiveManager, Option, false) { IsLoop = false }; protected override float TargetEvaluation() { if (Option == "stoppumping") @@ -65,11 +66,5 @@ namespace Barotrauma return Targets.Max(t => MathHelper.Lerp(100, 0, Math.Abs(-t.FlowPercentage / 100))); } } - - protected override AIObjective ObjectiveConstructor(Pump pump) - => new AIObjectiveOperateItem(pump, character, objectiveManager, Option, false) { IsLoop = false }; - - protected override void OnObjectiveCompleted(AIObjective objective, Pump target) - => HumanAIController.RemoveTargets(character, target); } } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs index cfbda6189..77c4326c0 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs @@ -54,12 +54,7 @@ namespace Barotrauma protected override float TargetEvaluation() => Targets.Max(t => 100 - t.ConditionPercentage); protected override IEnumerable GetList() => Item.ItemList; - - protected override AIObjective ObjectiveConstructor(Item item) - => new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier); - - protected override void OnObjectiveCompleted(AIObjective objective, Item target) - => HumanAIController.RemoveTargets(character, target); + protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier); public static bool IsValidTarget(Item item, Character character) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs index 819ff805f..0d7cea7ec 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs @@ -22,16 +22,12 @@ namespace Barotrauma protected override IEnumerable GetList() => Character.CharacterList; + protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier); + protected override float TargetEvaluation() => Targets.Max(t => GetVitalityFactor(t)) * 100; public static float GetVitalityFactor(Character character) => (character.MaxVitality - character.Vitality) / character.MaxVitality; - protected override AIObjective ObjectiveConstructor(Character target) - => new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier); - - protected override void OnObjectiveCompleted(AIObjective objective, Character target) - => HumanAIController.RemoveTargets(character, target); - public static bool IsValidTarget(Character target, Character character) { if (target == null || target.IsDead || target.Removed) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs index 2f15d6437..ef697cb74 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs @@ -696,6 +696,25 @@ namespace Barotrauma.Items.Components } } + if (targetItem.Prefab.DeconstructItems.Any()) + { + inputContainer.Inventory.RemoveItem(targetItem); + Entity.Spawner.AddToRemoveQueue(targetItem); + MoveInputQueue(); + PutItemsToLinkedContainer(); + } + else + { + if (outputContainer.Inventory.Items.All(i => i != null)) + { + targetItem.Drop(dropper: null); + } + else + { + outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true); + } + } + if (targetItem.Prefab.DeconstructItems.Any()) { inputContainer.Inventory.RemoveItem(targetItem); diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs index 2aafee648..a251165ce 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs @@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components } } + public Vector2? PosToMaintain + { + get { return posToMaintain; } + set { posToMaintain = value; } + } + + struct ObstacleDebugInfo + { + public Vector2 Point1; + public Vector2 Point2; + + public Vector2? Intersection; + + public float Dot; + + public Vector2 AvoidStrength; + + public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength) + { + Point1 = edge.Point1; + Point2 = edge.Point2; + Intersection = intersection; + Dot = dot; + AvoidStrength = avoidStrength; + } + } + //edge point 1, edge point 2, avoid strength private List debugDrawObstacles = new List(); diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs index 4392ee683..71bbfaf9b 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs @@ -1128,10 +1128,6 @@ namespace Barotrauma { ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); } - if (!broken) - { - ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); - } if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; } @@ -1176,59 +1172,6 @@ namespace Barotrauma } } - public void UpdateTransform() - { - Submarine prevSub = Submarine; - - FindHull(); - - if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; } - - Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition); - rect.X = (int)(displayPos.X - rect.Width / 2.0f); - rect.Y = (int)(displayPos.Y + rect.Height / 2.0f); - - if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity || - Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity) - { - body.LinearVelocity = new Vector2( - MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity), - MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity)); - } - } - - public void UpdateTransform() - { - Submarine prevSub = Submarine; - - FindHull(); - - if (Submarine == null && prevSub != null) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub == null) - { - body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub != null && Submarine != prevSub) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); - } - - Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition); - rect.X = (int)(displayPos.X - rect.Width / 2.0f); - rect.Y = (int)(displayPos.Y + rect.Height / 2.0f); - - if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity || - Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity) - { - body.LinearVelocity = new Vector2( - MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity), - MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity)); - } - } - public void UpdateTransform() { Submarine prevSub = Submarine; diff --git a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs index 990d2e0cc..879787d49 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs @@ -569,6 +569,25 @@ namespace Barotrauma } } + public string DisplayName + { + get; + private set; + } + + private string roomName; + [Editable, Serialize("", true, translationTextTag: "RoomName.")] + public string RoomName + { + get { return roomName; } + set + { + if (roomName == value) { return; } + roomName = value; + DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName; + } + } + public override Rectangle Rect { get diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt index 59edb7328..1a241fb5f 100644 --- a/Barotrauma/BarotraumaShared/changelog.txt +++ b/Barotrauma/BarotraumaShared/changelog.txt @@ -4,27 +4,47 @@ v0.9.0.0 Additions and changes: - Translations to German, Russian, French, Brazilian Portuguese, Traditional Chinese and Simplified Chinese. -- New logo and main menu art. -- 2 new outposts. -- New docking system. - Numerous fixes and improvements to the crew AI. The biggest change is that the AI characters can now do tasks by themselves even when they haven't been assigned an order. +- One new outpost. +- New docking system. +- New logo and main menu art. +- Added a credits tab to the main menu. +- Some new item and structure sprites. +- Some new environment sprites. +- Increased the amount of credits the player starts with in the campaign. +- Balanced location and mission distribution. +- Balanced mission rewards. +- AI characters can be ordered to fight intruders. - Lock the inventory when aiming with a railgun or a coilgun. - Swap the order of the starting location & destination in nav terminals when playing in a mirrored sub. +- Option to automatically pause the game when the window loses focus. Bugfixes: - Fixed splash screens and tutorial videos crashing the Linux version. - Fixed damaged item sprites not updating client-side after being repaired. - Fixed characters occasionally taking impact damage when hitting walls while climbing. +- Fixes crashing when attempting to use symbols such as <, > or | in the save file name. +- UI layout/scale fixes on resolutions larger than 1080p. +- Fixed crashing when loading the same sub twice in the sub editor. +- Fixed submarines occasionally being rendered at an incorrect position when viewing them in the sub editor +after they've been used in-game. - Improved the syncing of ragdolled characters. +- Fixed characters not receiving impact damage when ragdolled. +- Fixed characters' arms occasionally spinning around when standing still. +- Fixed tutorial level generation parameters being used in some normal campaign levels (leading to extremely +small levels and submarines overlapping with the outposts). - Fixed characters running more slowly when their torso is in a different hull than the feet (for example in Humpback's bilge). +- Fixed character's feet getting stuck to platforms when climbing ladders while holding A/D. +- Fixed monsters being able to drag characters through walls. - Fixed items "vanishing" if they move directly from sub to another without going outside first. - Fixed content package hash calculation failing if the package is not enabled and contains new monster files. - Fixed inability to enable content packages if some of the files included in the package are already in the game folder (which may happen, for example, if enabling a content package fails). - Fixed AllowRagdollButton settings not being synced with clients, leading to strange ragdolling behavior client-side if the server has disabled ragdolling. +- Fixed incorrect keybinds being displayed in a couple of tutorial texts. --------------------------------------------------------------------------------------------------------- v0.8.10.0