Unstable 0.1400.1.0

This commit is contained in:
Markus Isberg
2021-05-20 16:12:54 +03:00
parent 92f0264af2
commit 5bc850cddb
181 changed files with 2475 additions and 1588 deletions
@@ -1475,7 +1475,9 @@ namespace Barotrauma
Character thief = character;
bool someoneSpoke = false;
if (item.SpawnedInOutpost && !item.AllowStealing && thief.TeamID != CharacterTeamType.FriendlyNPC && !item.HasTag("handlocker"))
bool stolenItemsInside = item.OwnInventory?.FindAllItems(it => it.SpawnedInOutpost && !it.AllowStealing, recursive: true).Any() ?? false;
if ((item.SpawnedInOutpost && !item.AllowStealing || stolenItemsInside) && thief.TeamID != CharacterTeamType.FriendlyNPC && !item.HasTag("handlocker"))
{
foreach (Character otherCharacter in Character.CharacterList)
{
@@ -56,8 +56,23 @@ namespace Barotrauma
public float BasePriority { get; set; }
public float PriorityModifier { get; private set; } = 1;
// For forcing the highest priority temporarily. Will reset after each priority calculation, so it will need to be kept alive by something.
public bool ForceHighestPriority { get; set; }
private float resetPriorityTimer;
private readonly float resetPriorityTime = 1;
private bool _forceHighestPriority;
// For forcing the highest priority temporarily. Will reset automatically after one second, unless kept alive by something.
public bool ForceHighestPriority
{
get { return _forceHighestPriority; }
set
{
if (_forceHighestPriority == value) { return; }
_forceHighestPriority = value;
if (_forceHighestPriority)
{
resetPriorityTimer = resetPriorityTime;
}
}
}
// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
@@ -171,7 +186,6 @@ namespace Barotrauma
Act(deltaTime);
}
// TODO: check turret aioperate
public void AddSubObjective(AIObjective objective, bool addFirst = false)
{
var type = objective.GetType();
@@ -294,6 +308,14 @@ namespace Barotrauma
public virtual void Update(float deltaTime)
{
if (resetPriorityTimer > 0)
{
resetPriorityTimer -= deltaTime;
}
else
{
ForceHighestPriority = false;
}
if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
{
UpdateDevotion(deltaTime);
@@ -91,7 +91,7 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (container == null || (container.Item != null && container.Item.IsThisOrAnyContainerIgnoredByAI()))
if (container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI())
{
Abandon = true;
return;
@@ -146,7 +146,10 @@ namespace Barotrauma
{
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = container.Item.Name,
AbortCondition = obj => !ItemToContain.IsOwnedBy(character),
AbortCondition = obj =>
container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI() ||
ItemToContain == null || ItemToContain.Removed ||
!ItemToContain.IsOwnedBy(character) || container.Item.GetRootInventoryOwner() is Character c && c != character,
SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>()
},
onAbandon: () => Abandon = true,
@@ -614,7 +614,11 @@ namespace Barotrauma
/// <summary>
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
/// </summary>
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective
{
if (CurrentObjective == null) { return Enumerable.Empty<T>(); }
return CurrentObjective.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
}
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
@@ -46,7 +46,7 @@ namespace Barotrauma
Abandon = !isOrder;
return Priority;
}
if (component.Item.ConditionPercentage <= 0)
if (!isOrder && component.Item.ConditionPercentage <= 0)
{
Priority = 0;
}
@@ -1,6 +1,7 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
@@ -43,7 +44,6 @@ namespace Barotrauma
}
return Priority;
}
// TODO: priority list?
// Ignore items that are being repaired by someone else.
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character))
{
@@ -66,7 +66,20 @@ namespace Barotrauma
float devotion = (CumulatedDevotion + selectedBonus) / 100;
float reduction = isPriority ? 1 : isSelected ? 2 : 3;
float max = AIObjectiveManager.LowestOrderPriority - reduction;
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
float highestWeight = -1;
foreach (string tag in Item.Prefab.Tags)
{
if (JobPrefab.ItemRepairPriorities.TryGetValue(tag, out float weight) && weight > highestWeight)
{
highestWeight = weight;
}
}
if (highestWeight == -1)
{
// Predefined weight not found.
highestWeight = 1;
}
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * highestWeight * PriorityModifier), 0, 1));
}
return Priority;
}
@@ -150,6 +150,8 @@ namespace Barotrauma
//legacy support
public readonly string[] AppropriateJobs;
public readonly string[] Options;
public readonly string[] HiddenOptions;
public readonly string[] AllOptions;
private readonly Dictionary<string, string> OptionNames;
public readonly Dictionary<string, Sprite> OptionSprites;
@@ -310,6 +312,8 @@ namespace Barotrauma
TargetAllCharacters = orderElement.GetAttributeBool("targetallcharacters", false);
AppropriateJobs = orderElement.GetAttributeStringArray("appropriatejobs", new string[0]);
Options = orderElement.GetAttributeStringArray("options", new string[0]);
HiddenOptions = orderElement.GetAttributeStringArray("hiddenoptions", new string[0]);
AllOptions = Options.Concat(HiddenOptions).ToArray();
var category = orderElement.GetAttributeString("category", null);
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
@@ -400,7 +400,7 @@ namespace Barotrauma
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
}
var pet = Character.Create(speciesName, spawnPos, seed);
var petBehavior = (pet.AIController as EnemyAIController)?.PetBehavior;
var petBehavior = (pet?.AIController as EnemyAIController)?.PetBehavior;
if (petBehavior != null)
{
petBehavior.Owner = owner;
@@ -113,7 +113,7 @@ namespace Barotrauma
if (CurrentOrder != null && OrderedCharacter.GetCurrentOrderWithTopPriority()?.Order != CurrentOrder)
{
#if DEBUG
DebugConsole.NewMessage($"Order {CurrentOrder.Name} did not match current order for character {OrderedCharacter} in {this}");
ShipCommandManager.ShipCommandLog($"Order {CurrentOrder.Name} did not match current order for character {OrderedCharacter} in {this}");
#endif
return false;
}
@@ -121,7 +121,7 @@ namespace Barotrauma
if (!shipCommandManager.AbleToTakeOrder(OrderedCharacter))
{
#if DEBUG
DebugConsole.NewMessage(OrderedCharacter + " was unable to perform assigned order in " + this);
ShipCommandManager.ShipCommandLog(OrderedCharacter + " was unable to perform assigned order in " + this);
#endif
return false;
}
@@ -93,7 +93,7 @@ namespace Barotrauma
}
}
static void ShipCommandLog(string text)
public static void ShipCommandLog(string text)
{
if (GameSettings.VerboseLogging)
{
@@ -74,7 +74,7 @@ namespace Barotrauma
}
}
public bool HasMultipleLimbsOfSameType => Limbs.Length > limbDictionary.Count;
public bool HasMultipleLimbsOfSameType => limbs == null ? false : Limbs.Length > limbDictionary.Count;
private bool frozen;
public bool Frozen
@@ -416,10 +416,7 @@ namespace Barotrauma
protected void CreateColliders()
{
if (collider != null)
{
collider.ForEach(c => c.Remove());
}
collider?.ForEach(c => c.Remove());
DebugConsole.Log($"Creating colliders from {RagdollParams.Name}.");
collider = new List<PhysicsBody>();
foreach (var cParams in RagdollParams.Colliders)
@@ -479,10 +476,7 @@ namespace Barotrauma
protected void CreateLimbs()
{
if (limbs != null)
{
limbs.ForEach(l => l.Remove());
}
limbs?.ForEach(l => l.Remove());
DebugConsole.Log($"Creating limbs from {RagdollParams.Name}.");
limbDictionary = new Dictionary<LimbType, Limb>();
limbs = new Limb[RagdollParams.Limbs.Count];
@@ -395,14 +395,12 @@ namespace Barotrauma
Affliction affliction;
string afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.Equals(afflictionIdentifier, System.StringComparison.OrdinalIgnoreCase));
if (afflictionPrefab != null)
if (afflictionPrefab == null)
{
affliction = afflictionPrefab.Instantiate(0.0f);
}
else
{
affliction = new Affliction(null, 0);
DebugConsole.ThrowError($"Couldn't find the affliction with the identifier {afflictionIdentifier} referenced in {element.Document.ParseContentPathFromUri()}");
continue;
}
affliction = afflictionPrefab.Instantiate(0.0f);
affliction.Deserialize(subElement);
//backwards compatibility
if (subElement.Attribute("amount") != null && subElement.Attribute("strength") == null)
@@ -1523,6 +1523,16 @@ namespace Barotrauma
greatestNegativeHealthMultiplier = 1f;
}
/// <summary>
/// Can be used to modify a character's health for runtime session. Change with AddHealthMultiplier
/// </summary>
public float StaticHealthMultiplier { get; private set; } = 1;
public void AddStaticHealthMultiplier(float newMultiplier)
{
StaticHealthMultiplier *= newMultiplier;
}
/// <summary>
/// Speed reduction from the current limb specific damage. Min 0, max 1.
/// </summary>
@@ -1916,19 +1926,19 @@ namespace Barotrauma
return AnimController.GetLimb(LimbType.Head) ?? AnimController.GetLimb(LimbType.Torso) ?? AnimController.MainLimb;
}
public bool CanSeeTarget(ISpatialEntity target, Limb seeingLimb = null)
public bool CanSeeTarget(ISpatialEntity target, ISpatialEntity seeingEntity = null)
{
seeingLimb ??= GetSeeingLimb();
if (seeingLimb == null) { return false; }
ISpatialEntity seeingEntity = AnimController.SimplePhysicsEnabled ? this : seeingLimb as ISpatialEntity;
seeingEntity ??= AnimController.SimplePhysicsEnabled ? this as ISpatialEntity : GetSeeingLimb() as ISpatialEntity;
if (seeingEntity == null) { return false; }
ISpatialEntity sourceEntity = seeingEntity ;
// TODO: Could we just use the method below? If not, let's refactor it so that we can.
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - seeingEntity.WorldPosition);
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - sourceEntity.WorldPosition);
Body closestBody;
//both inside the same sub (or both outside)
//OR the we're inside, the other character outside
if (target.Submarine == Submarine || target.Submarine == null)
{
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
closestBody = Submarine.CheckVisibility(sourceEntity.SimPosition, sourceEntity.SimPosition + diff);
}
//we're outside, the other character inside
else if (Submarine == null)
@@ -1938,7 +1948,7 @@ namespace Barotrauma
//both inside different subs
else
{
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
closestBody = Submarine.CheckVisibility(sourceEntity.SimPosition, sourceEntity.SimPosition + diff);
if (!IsBlocking(closestBody))
{
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
@@ -1966,29 +1976,6 @@ namespace Barotrauma
}
}
/// <summary>
/// TODO: ensure that works. CheckVisibility takes positions in sim space, but this method uses world positions
/// </summary>
public bool CanSeeCharacter(Character target, Vector2 sourceWorldPos)
{
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - sourceWorldPos);
Body closestBody;
if (target.Submarine == null)
{
closestBody = Submarine.CheckVisibility(sourceWorldPos, sourceWorldPos + diff);
if (closestBody == null) { return true; }
}
else
{
closestBody = Submarine.CheckVisibility(target.WorldPosition, target.WorldPosition - diff);
if (closestBody == null) { return true; }
}
Structure wall = closestBody.UserData as Structure;
Item item = closestBody.UserData as Item;
Door door = item?.GetComponent<Door>();
return (wall == null || !wall.CastShadow) && (door == null || door.CanBeTraversed);
}
/// <summary>
/// A simple check if the character Dir is towards the target or not. Uses the world coordinates.
/// </summary>
@@ -2233,7 +2220,10 @@ namespace Barotrauma
Rectangle itemDisplayRect = new Rectangle(item.InteractionRect.X, item.InteractionRect.Y - item.InteractionRect.Height, item.InteractionRect.Width, item.InteractionRect.Height);
// Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
Vector2 playerDistanceCheckPosition = Vector2.Clamp(itemDisplayRect.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
Vector2 playerDistanceCheckPosition =
lowerBodyPosition.Y < upperBodyPosition.Y ?
Vector2.Clamp(itemDisplayRect.Center.ToVector2(), lowerBodyPosition, upperBodyPosition) :
Vector2.Clamp(itemDisplayRect.Center.ToVector2(), upperBodyPosition, lowerBodyPosition);
// If playerDistanceCheckPosition is inside the itemDisplayRect then we consider the character to within 0 distance of the item
if (itemDisplayRect.Contains(playerDistanceCheckPosition))
@@ -2271,7 +2261,7 @@ namespace Barotrauma
itemPosition -= Submarine.SimPosition;
}
var body = Submarine.CheckVisibility(SimPosition, itemPosition, ignoreLevel: true);
if (body != null && body.UserData as Item != item) { return false; }
if (body != null && body.UserData as Item != item && Submarine.LastPickedFixture?.UserData as Item != item) { return false; }
}
return true;
@@ -3657,7 +3647,11 @@ namespace Barotrauma
// OnDamaged is called only for the limb that is hit.
AnimController.Limbs.ForEach(l => l.ApplyStatusEffects(actionType, deltaTime));
}
CharacterHealth.ApplyAfflictionStatusEffects(actionType);
//OnActive effects are handled by the afflictions themselves
if (actionType != ActionType.OnActive)
{
CharacterHealth.ApplyAfflictionStatusEffects(actionType);
}
}
private void Implode(bool isNetworkMessage = false)
@@ -3801,10 +3795,7 @@ namespace Barotrauma
return;
}
if (aiTarget != null)
{
aiTarget.Remove();
}
aiTarget?.Remove();
aiTarget = new AITarget(this);
CharacterHealth.RemoveAllAfflictions();
@@ -456,7 +456,7 @@ namespace Barotrauma
public bool IsAttachmentsLoaded => HairIndex > -1 && BeardIndex > -1 && MoustacheIndex > -1 && FaceAttachmentIndex > -1;
// Used for creating the data
public CharacterInfo(string speciesName, string name = "", string originalName = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced)
public CharacterInfo(string speciesName, string name = "", string originalName = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced, string npcIdentifier = "")
{
if (speciesName.EndsWith(".xml", StringComparison.OrdinalIgnoreCase))
{
@@ -485,8 +485,12 @@ namespace Barotrauma
{
Name = name;
}
else
else if (!string.IsNullOrEmpty(npcIdentifier) && TextManager.Get("npctitle." + npcIdentifier, true) is string npcTitle)
{
Name = npcTitle;
}
else
{
name = "";
if (CharacterConfigElement.Element("name") != null)
{
@@ -150,12 +150,9 @@ namespace Barotrauma
{
max += Character.Info.Job.Prefab.VitalityModifier;
}
max *= Character.StaticHealthMultiplier;
return max * Character.HealthMultiplier;
}
set
{
maxVitality = Math.Max(0, value);
}
}
public float MinVitality
@@ -121,11 +121,12 @@ namespace Barotrauma
public void InitializeCharacter(Character npc, ISpatialEntity positionToStayIn = null)
{
npc.CharacterHealth.MaxVitality *= HealthMultiplier;
npc.AddStaticHealthMultiplier(HealthMultiplier);
if (GameMain.NetworkMember != null)
{
npc.CharacterHealth.MaxVitality *= HealthMultiplierInMultiplayer;
npc.AddStaticHealthMultiplier(HealthMultiplierInMultiplayer);
}
var humanAI = npc.AIController as HumanAIController;
if (humanAI != null)
{
@@ -227,10 +228,7 @@ namespace Barotrauma
}
IdCard idCardComponent = item.GetComponent<IdCard>();
if (idCardComponent != null)
{
idCardComponent.Initialize(character.Info);
}
idCardComponent?.Initialize(character.Info);
var idCardTags = itemElement.GetAttributeStringArray("tags", new string[0]);
foreach (string tag in idCardTags)
@@ -243,10 +241,7 @@ namespace Barotrauma
{
wifiComponent.TeamID = character.TeamID;
}
if (parentItem != null)
{
parentItem.Combine(item, user: null);
}
parentItem?.Combine(item, user: null);
foreach (XElement childItemElement in itemElement.Elements())
{
InitializeItem(character, childItemElement, submarine, humanPrefab, item, createNetworkEvents);
@@ -204,10 +204,7 @@ namespace Barotrauma
item.AddTag("job:" + Name);
IdCard idCardComponent = item.GetComponent<IdCard>();
if (idCardComponent != null)
{
idCardComponent.Initialize(character.Info);
}
idCardComponent?.Initialize(character.Info);
}
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
@@ -1,9 +1,9 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
using Barotrauma.Extensions;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -43,6 +43,12 @@ namespace Barotrauma
Prefabs.Remove(this);
}
private static readonly Dictionary<string, float> _itemRepairPriorities = new Dictionary<string, float>();
/// <summary>
/// Tag -> priority.
/// </summary>
public static IReadOnlyDictionary<string, float> ItemRepairPriorities => _itemRepairPriorities;
public static XElement NoJobElement;
public static JobPrefab Get(string identifier)
{
@@ -294,7 +300,7 @@ namespace Barotrauma
}
foreach (XElement element in mainElement.Elements())
{
if (element.Name.ToString().Equals("nojob", StringComparison.OrdinalIgnoreCase)) { continue; }
if (!element.Name.ToString().Equals("job", StringComparison.OrdinalIgnoreCase)) { continue; }
if (element.IsOverride())
{
var job = new JobPrefab(element.FirstElement(), file.Path)
@@ -312,8 +318,31 @@ namespace Barotrauma
Prefabs.Add(job, false);
}
}
NoJobElement = NoJobElement ?? mainElement.Element("NoJob");
NoJobElement = NoJobElement ?? mainElement.Element("nojob");
NoJobElement ??= mainElement.GetChildElement("nojob");
var itemRepairPrioritiesElement = mainElement.GetChildElement("ItemRepairPriorities");
if (itemRepairPrioritiesElement != null)
{
foreach (var subElement in itemRepairPrioritiesElement.Elements())
{
string tag = subElement.GetAttributeString("tag", null);
if (tag != null)
{
float priority = subElement.GetAttributeFloat("priority", -1f);
if (priority >= 0)
{
_itemRepairPriorities.TryAdd(tag, priority);
}
else
{
DebugConsole.AddWarning($"The 'priority' attribute is missing from the the item repair priorities definition in {subElement} of {file.Path}.");
}
}
else
{
DebugConsole.AddWarning($"The 'tag' attribute is missing from the the item repair priorities definition in {subElement} of {file.Path}.");
}
}
}
}
public static void RemoveByFile(string filePath)
@@ -837,10 +837,7 @@ namespace Barotrauma
}
}
if (attack != null)
{
attack.UpdateCoolDown(deltaTime);
}
attack?.UpdateCoolDown(deltaTime);
}
private float reEnableTimer = -1;