List of previously used mapentities in editor, waypoint sprites, properly generating waypoints for hatches, waypoint paths are saved in editor instead of generating them on loading, gap particle bugfix, separate waypoint and spawnpoint prefabs, turret rotation limits visible in editor, hatch convexhull fix, new railgunloader sprite
This commit is contained in:
@@ -632,6 +632,9 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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</Content>
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<Content Include="Content\Map\waypointIcons.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Particles\fire.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -721,9 +724,6 @@
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<Content Include="Content\Items\MiniMap\item.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\MiniMap\reactor.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\OxygenGenerator\oxygengenerator.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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Binary file not shown.
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Before Width: | Height: | Size: 66 KiB |
@@ -56,7 +56,7 @@
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<Sprite texture ="railgunloader.png" depth =" 0.8"/>
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<ItemContainer hideitems="false" drawinventory="true" capacity="5" itempos="54,-61" iteminterval="40,0" itemrotation="90" canbeselected = "true">
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<ItemContainer hideitems="false" drawinventory="true" capacity="6" slotsperrow="6" itempos="24,-75" iteminterval="26,0" itemrotation="90" canbeselected = "true">
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<Containable name="Railgun Shell"/>
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</ItemContainer>
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Binary file not shown.
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 26 KiB |
@@ -76,8 +76,8 @@
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<largeplatform sprite="Content/Map/testroom.png" sourcerect="896,0,128,64" depth="0.9"
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width = "64" height ="64" resizehorizontal="true" body="true" platform="true"/>
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<platform sprite="Content/Map/testroom.png" sourcerect="896,64,128,32" depth ="0.9"
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width = "64" height ="32" resizehorizontal="true" body="true" platform="true"/>
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<platform sprite="Content/Map/testroom.png" sourcerect="896,53,128,32" depth ="0.9"
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width = "64" height ="26" resizehorizontal="true" body="true" platform="true"/>
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<roughbgwall sprite="Content/Map/testroom.png" sourcerect="200,104,240,240" depth = "1.0"
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width="64" height="64" resizehorizontal="true" resizevertical="true"/>
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BIN
Subsurface/Content/Map/waypointIcons.png
Normal file
BIN
Subsurface/Content/Map/waypointIcons.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.6 KiB |
@@ -651,7 +651,7 @@ namespace Barotrauma
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
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float stepHeight = ConvertUnits.ToSimUnits(30.0f);
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handPos = new Vector2(
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@@ -363,6 +363,16 @@ namespace Barotrauma
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return;
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}
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if (Submarine.SaveCurrent(fileName +".sub")) NewMessage("map saved", Color.Green);
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if (WayPoint.WayPointList.Find(wp => !wp.MoveWithLevel && wp.SpawnType == SpawnType.Path)==null)
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{
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DebugConsole.ThrowError("No waypoints found in the submarine. Did you forget to generate the waypoints?");
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}
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if (WayPoint.WayPointList.Find(wp => wp.SpawnType == SpawnType.Cargo) == null)
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{
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DebugConsole.ThrowError("The submarine doesn't have a waypoint marked as ''Cargo'', which are used for determining where to place bought items.");
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}
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break;
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case "loadmap":
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case "loadsub":
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@@ -454,7 +464,7 @@ namespace Barotrauma
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//messages.Add(new ColoredText(msg, color));
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if (textBox != null && textBox.Text == "") selectedIndex = listBox.children.Count;
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selectedIndex = listBox.children.Count;
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}
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public static void ThrowError(string error, Exception e = null)
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@@ -25,7 +25,7 @@ namespace Barotrauma
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any,
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any};
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private Vector2[] slotPositions;
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public Vector2[] SlotPositions;
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public CharacterInventory(int capacity, Character character)
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: base(character, capacity)
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@@ -34,11 +34,11 @@ namespace Barotrauma
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if (icons == null) icons = TextureLoader.FromFile("Content/UI/inventoryIcons.png");
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slotPositions = new Vector2[limbSlots.Length];
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SlotPositions = new Vector2[limbSlots.Length];
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int rectWidth = 40, rectHeight = 40;
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int spacing = 10;
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for (int i = 0; i < slotPositions.Length; i++)
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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switch (i)
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{
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@@ -46,19 +46,19 @@ namespace Barotrauma
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case 0:
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case 1:
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case 2:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing,
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GameMain.GraphicsHeight - (spacing + rectHeight) * (3 - i));
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break;
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//lefthand, righthand
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case 3:
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case 4:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 3),
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GameMain.GraphicsHeight - (spacing + rectHeight)*3);
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break;
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default:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 3)%5),
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GameMain.GraphicsHeight - (spacing + rectHeight) * ((i>9) ? 2 : 1));
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break;
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@@ -225,8 +225,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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if (i==1) //head
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{
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@@ -246,8 +246,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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bool multiSlot = false;
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//skip if the item is in multiple slots
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@@ -285,8 +285,8 @@ namespace Barotrauma
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//check if the item is in multiple slots
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if (Items[i] != null)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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slotRect.Width = 40;
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slotRect.Height = 40;
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@@ -300,7 +300,7 @@ namespace Barotrauma
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{
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multiSlot = true;
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slotRect = Rectangle.Union(
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new Rectangle((int)slotPositions[n].X, (int)slotPositions[n].Y, rectWidth, rectHeight), slotRect);
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new Rectangle((int)SlotPositions[n].X, (int)SlotPositions[n].Y, rectWidth, rectHeight), slotRect);
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}
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}
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}
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@@ -13,12 +13,12 @@ namespace Barotrauma.Items.Components
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{
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class Door : ItemComponent
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{
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Gap linkedGap;
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private Gap linkedGap;
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Rectangle window;
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private Rectangle window;
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ConvexHull convexHull;
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ConvexHull convexHull2;
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private ConvexHull convexHull;
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private ConvexHull convexHull2;
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private bool isOpen;
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@@ -45,7 +45,7 @@ namespace Barotrauma.Items.Components
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}
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}
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Gap LinkedGap
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public Gap LinkedGap
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{
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get
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{
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@@ -139,7 +139,7 @@ namespace Barotrauma.Items.Components
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doorRect = new Rectangle(
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item.Rect.Center.X - (int)(doorSprite.size.X / 2),
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item.Rect.Y,
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item.Rect.Y - item.Rect.Height/2 + (int)(doorSprite.size.Y / 2.0f),
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(int)doorSprite.size.X,
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(int)doorSprite.size.Y);
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@@ -165,24 +165,23 @@ namespace Barotrauma.Items.Components
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private void UpdateConvexHulls()
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{
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Rectangle rect = doorRect;
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rect.Height = (int)(rect.Height * (1.0f - openState));
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if (window.Height == 0 || window.Width == 0)
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if (isHorizontal)
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{
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rect.Width = (int)(rect.Width * (1.0f - openState));
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}
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else
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{
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//Rectangle rect = item.Rect;
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//rect.Height = (int)(rect.Height * (1.0f - openState));
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rect.Height = (int)(rect.Height * (1.0f - openState));
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}
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if (window.Height > 0 && window.Width > 0)
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{
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rect.Height = -window.Y;
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rect.Y += (int)(doorRect.Height * openState);
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rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
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rect.Y = Math.Min(doorRect.Y, rect.Y);
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if (convexHull2 != null)
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{
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Rectangle rect2 = doorRect;
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@@ -395,8 +394,8 @@ namespace Barotrauma.Items.Components
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if (isHorizontal)
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{
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l.body.SetTransform(new Vector2(l.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 1.2f), l.body.Rotation);
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l.body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
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l.body.SetTransform(new Vector2(l.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), l.body.Rotation);
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l.body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
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}
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else
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{
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@@ -89,6 +89,24 @@ namespace Barotrauma.Items.Components
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drawPos + barrelPos, Color.White,
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rotation + MathHelper.PiOver2, 1.0f,
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SpriteEffects.None, item.Sprite.Depth+0.01f);
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if (!editing) return;
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GUI.DrawLine(spriteBatch,
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drawPos + barrelPos,
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drawPos + barrelPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation))*60.0f,
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Color.Green);
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GUI.DrawLine(spriteBatch,
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drawPos + barrelPos,
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drawPos + barrelPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
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Color.Green);
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GUI.DrawLine(spriteBatch,
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drawPos + barrelPos,
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drawPos + barrelPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
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Color.LightGreen);
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -908,8 +908,8 @@ namespace Barotrauma
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transformedTrigger.X + transformedTrigger.Width / 2.0f,
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transformedTrigger.Y - transformedTrigger.Height / 2.0f);
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dist = MathHelper.Min(Math.Abs(triggerCenter.X - displayPos.X), Math.Abs(triggerCenter.Y-displayPos.Y));
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if (dist > closestDist && closest!=null) continue;
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//dist = MathHelper.Min(Math.Abs(triggerCenter.X - displayPos.X), Math.Abs(triggerCenter.Y-displayPos.Y));
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//if (dist > closestDist && closest!=null) continue;
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dist = MathHelper.Min(Math.Abs(triggerCenter.X - displayPickPos.X), Math.Abs(triggerCenter.Y - displayPickPos.Y));
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if (closest == null || dist < closestDist)
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@@ -951,6 +951,13 @@ namespace Barotrauma
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return false;
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}
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public bool IsInPickRange(Vector2 worldPosition)
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{
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if (IsInsideTrigger(worldPosition)) return true;
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return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
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}
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public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
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{
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@@ -1019,7 +1026,7 @@ namespace Barotrauma
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picker.SelectedConstruction = this;
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}
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if (!hasRequiredSkills && Character.Controlled==picker)
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if (!hasRequiredSkills && Character.Controlled==picker && Screen.Selected != GameMain.EditMapScreen)
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{
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GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
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if (requiredSkill != null)
|
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|
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@@ -67,7 +67,7 @@ namespace Barotrauma
|
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}
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}
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public Gap(Rectangle rectangle)
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public Gap(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.Loaded)
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{ }
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@@ -225,7 +225,6 @@ namespace Barotrauma
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soundIndex = SoundPlayer.flowSounds[index].Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
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flowForce = Vector2.Zero;
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.05f);
|
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|
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if (open == 0.0f) return;
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@@ -242,7 +241,9 @@ namespace Barotrauma
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UpdateRoomToRoom(deltaTime);
|
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}
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if (LerpedFlowForce.Length() > 150.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
|
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime*2.0f);
|
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|
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if (LerpedFlowForce.Length() > 100.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
|
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{
|
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//UpdateFlowForce();
|
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|
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@@ -256,8 +257,10 @@ namespace Barotrauma
|
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
|
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|
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var particle = GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(pos.X, pos.Y - Rand.Range(0.0f, 10.0f)), velocity);
|
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var particle = GameMain.ParticleManager.CreateParticle(
|
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"watersplash",
|
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(Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
|
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velocity);
|
||||
|
||||
if (particle != null)
|
||||
{
|
||||
@@ -266,7 +269,10 @@ namespace Barotrauma
|
||||
|
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
|
||||
|
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GameMain.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
|
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GameMain.ParticleManager.CreateParticle(
|
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"bubbles",
|
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Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position,
|
||||
flowForce / 200.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -278,13 +284,18 @@ namespace Barotrauma
|
||||
Vector2 velocity = new Vector2(
|
||||
flowForce.X * Rand.Range(0.5f, 0.7f),
|
||||
Math.Max(flowForce.Y,-100.0f) * Rand.Range(0.5f, 0.7f));
|
||||
|
||||
var splash = GameMain.ParticleManager.CreateParticle("watersplash", pos,
|
||||
|
||||
var splash = GameMain.ParticleManager.CreateParticle(
|
||||
"watersplash",
|
||||
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
|
||||
velocity);
|
||||
|
||||
if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles", pos, flowForce / 2.0f);
|
||||
GameMain.ParticleManager.CreateParticle(
|
||||
"bubbles",
|
||||
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
|
||||
flowForce / 2.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -136,7 +136,7 @@ namespace Barotrauma
|
||||
get { return fireSources; }
|
||||
}
|
||||
|
||||
public Hull(Rectangle rectangle)
|
||||
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
|
||||
: this (rectangle, Submarine.Loaded)
|
||||
{
|
||||
|
||||
|
||||
@@ -89,25 +89,31 @@ namespace Barotrauma
|
||||
public static void Init()
|
||||
{
|
||||
MapEntityPrefab ep = new MapEntityPrefab();
|
||||
ep.name = "hull";
|
||||
ep.name = "Hull";
|
||||
ep.Description = "Hulls determine which parts are considered to be ''inside the sub''. Generally every room should be enclosed by a hull.";
|
||||
ep.constructor = typeof(Hull).GetConstructor(new Type[] { typeof(Rectangle) });
|
||||
ep.constructor = typeof(Hull).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
|
||||
ep.resizeHorizontal = true;
|
||||
ep.resizeVertical = true;
|
||||
list.Add(ep);
|
||||
|
||||
ep = new MapEntityPrefab();
|
||||
ep.name = "gap";
|
||||
ep.name = "Gap";
|
||||
ep.Description = "Gaps allow water and air to flow between two hulls. ";
|
||||
ep.constructor = typeof(Gap).GetConstructor(new Type[] { typeof(Rectangle) });
|
||||
ep.constructor = typeof(Gap).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
|
||||
ep.resizeHorizontal = true;
|
||||
ep.resizeVertical = true;
|
||||
list.Add(ep);
|
||||
|
||||
ep = new MapEntityPrefab();
|
||||
ep.name = "waypoint";
|
||||
ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(Rectangle) });
|
||||
ep.name = "Waypoint";
|
||||
ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
|
||||
list.Add(ep);
|
||||
|
||||
ep = new MapEntityPrefab();
|
||||
ep.name = "Spawnpoint";
|
||||
ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
|
||||
list.Add(ep);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -121,7 +127,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.DrawLine(spriteBatch, new Vector2(position.X-GameMain.GraphicsWidth, -position.Y), new Vector2(position.X+GameMain.GraphicsWidth, -position.Y), Color.White);
|
||||
|
||||
GUI.DrawLine(spriteBatch, new Vector2(position.X, position.Y - GameMain.GraphicsHeight), new Vector2(position.X, position.Y+GameMain.GraphicsHeight), Color.White);
|
||||
GUI.DrawLine(spriteBatch, new Vector2(position.X, -(position.Y - GameMain.GraphicsHeight)), new Vector2(position.X, -(position.Y + GameMain.GraphicsHeight)), Color.White);
|
||||
|
||||
if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed) placePosition = position;
|
||||
}
|
||||
@@ -138,7 +144,7 @@ namespace Barotrauma
|
||||
|
||||
if (PlayerInput.GetMouseState.LeftButton == ButtonState.Released)
|
||||
{
|
||||
object[] lobject = new object[] { newRect };
|
||||
object[] lobject = new object[] { this, newRect };
|
||||
constructor.Invoke(lobject);
|
||||
placePosition = Vector2.Zero;
|
||||
selected = null;
|
||||
|
||||
@@ -673,7 +673,7 @@ namespace Barotrauma
|
||||
|
||||
MapEntity.MapLoaded();
|
||||
|
||||
WayPoint.GenerateSubWaypoints();
|
||||
//WayPoint.GenerateSubWaypoints();
|
||||
|
||||
GameMain.LightManager.OnMapLoaded();
|
||||
|
||||
|
||||
@@ -8,17 +8,22 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.ObjectModel;
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics.Dynamics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
public enum SpawnType { None, Human, Enemy, Cargo, Path };
|
||||
public enum SpawnType { Path, Human, Enemy, Cargo };
|
||||
class WayPoint : MapEntity
|
||||
{
|
||||
public static List<WayPoint> WayPointList = new List<WayPoint>();
|
||||
|
||||
public static bool ShowWayPoints = true, ShowSpawnPoints = true;
|
||||
|
||||
private SpawnType spawnType;
|
||||
private static Texture2D iconTexture;
|
||||
private const int IconSize = 32;
|
||||
private static int[] iconIndices = { 3, 0, 1, 2 };
|
||||
|
||||
protected SpawnType spawnType;
|
||||
|
||||
//characters spawning at the waypoint will be given an ID card with these tags
|
||||
private string[] idCardTags;
|
||||
@@ -47,13 +52,13 @@ namespace Barotrauma
|
||||
set { spawnType = value; }
|
||||
}
|
||||
|
||||
public override string Name
|
||||
{
|
||||
get
|
||||
{
|
||||
return "WayPoint";
|
||||
}
|
||||
}
|
||||
//public override string Name
|
||||
//{
|
||||
// get
|
||||
// {
|
||||
// return spawnType == SpawnType.Path ? "WayPoint" : "SpawnPoint";
|
||||
// }
|
||||
//}
|
||||
|
||||
public string[] IdCardTags
|
||||
{
|
||||
@@ -75,9 +80,18 @@ namespace Barotrauma
|
||||
ConnectedGap = gap;
|
||||
}
|
||||
|
||||
public WayPoint(Rectangle rectangle)
|
||||
public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
|
||||
: this (rectangle, Submarine.Loaded)
|
||||
{ }
|
||||
{
|
||||
if (prefab.Name.Contains("Spawn"))
|
||||
{
|
||||
spawnType = SpawnType.Human;
|
||||
}
|
||||
else
|
||||
{
|
||||
SpawnType = SpawnType.Path;
|
||||
}
|
||||
}
|
||||
|
||||
public WayPoint(Rectangle newRect, Submarine submarine)
|
||||
: base (submarine)
|
||||
@@ -86,6 +100,11 @@ namespace Barotrauma
|
||||
linkedTo = new ObservableCollection<MapEntity>();
|
||||
idCardTags = new string[0];
|
||||
|
||||
if (iconTexture==null)
|
||||
{
|
||||
iconTexture = Sprite.LoadTexture("Content/Map/waypointIcons.png");
|
||||
}
|
||||
|
||||
InsertToList();
|
||||
WayPointList.Add(this);
|
||||
|
||||
@@ -105,19 +124,31 @@ namespace Barotrauma
|
||||
|
||||
if (IsHidden()) return;
|
||||
|
||||
Rectangle drawRect =
|
||||
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
//Rectangle drawRect =
|
||||
// Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
|
||||
Vector2 drawPos = Position;
|
||||
if (Submarine!=null) drawPos += Submarine.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
Color clr = (isSelected) ? Color.Red : Color.LightGreen;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), clr, true);
|
||||
Color clr = (isSelected) ? Color.Red : Color.White;
|
||||
if (isHighlighted) clr = Color.DarkRed;
|
||||
|
||||
int iconX = iconIndices[(int)spawnType]*IconSize % iconTexture.Width;
|
||||
int iconY = (int)(Math.Floor(iconIndices[(int)spawnType]*IconSize / (float)iconTexture.Width))*IconSize;
|
||||
|
||||
spriteBatch.Draw(iconTexture,
|
||||
new Rectangle((int)(drawPos.X - IconSize/2), (int)(drawPos.Y - IconSize/2), IconSize, IconSize),
|
||||
new Rectangle(iconX, iconY, IconSize,IconSize), clr);
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), clr, true);
|
||||
|
||||
//spriteBatch.DrawString(GUI.SmallFont, Position.ToString(), new Vector2(Position.X, -Position.Y), Color.White);
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(drawRect.X+rect.Width/2.0f, -drawRect.Y+rect.Height/2.0f),
|
||||
drawPos,
|
||||
new Vector2(e.DrawPosition.X, -e.DrawPosition.Y),
|
||||
Color.Green);
|
||||
}
|
||||
@@ -167,8 +198,8 @@ namespace Barotrauma
|
||||
|
||||
spawnType += (int)button.UserData;
|
||||
|
||||
if (spawnType > SpawnType.Cargo) spawnType = SpawnType.None;
|
||||
if (spawnType < SpawnType.None) spawnType = SpawnType.Enemy;
|
||||
if (spawnType > SpawnType.Path) spawnType = SpawnType.Human;
|
||||
if (spawnType < SpawnType.Human) spawnType = SpawnType.Path;
|
||||
|
||||
spawnTypeText.Text = spawnType.ToString();
|
||||
|
||||
@@ -179,7 +210,7 @@ namespace Barotrauma
|
||||
{
|
||||
IdCardTags = text.Split(',');
|
||||
textBox.Text = text;
|
||||
textBox.Color = Color.White;
|
||||
textBox.Color = Color.Green;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -191,7 +222,7 @@ namespace Barotrauma
|
||||
|
||||
if (assignedJob !=null && trimmedName!="none")
|
||||
{
|
||||
textBox.Color = Color.White;
|
||||
textBox.Color = Color.Green;
|
||||
textBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
|
||||
}
|
||||
|
||||
@@ -378,16 +409,59 @@ namespace Barotrauma
|
||||
|
||||
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
|
||||
|
||||
WayPoint prevPoint = ladderPoints[0];
|
||||
for (float y = ladderPoints[0].Position.Y+100.0f; y < ladderPoints[1].Position.Y; y+=100.0f )
|
||||
{
|
||||
var midPoint = new WayPoint(new Vector2(item.Rect.Center.X, y), SpawnType.Path, Submarine.Loaded);
|
||||
midPoint.Ladders = ladders;
|
||||
|
||||
midPoint.ConnectTo(prevPoint);
|
||||
prevPoint = midPoint;
|
||||
|
||||
WayPoint prevPoint = ladderPoints[0];
|
||||
Vector2 prevPos = prevPoint.SimPosition;
|
||||
|
||||
List<Body> ignoredBodies = new List<Body>();
|
||||
|
||||
while (prevPoint != ladderPoints[1])
|
||||
{
|
||||
var pickedBody = Submarine.PickBody(prevPos, ladderPoints[1].SimPosition, ignoredBodies);
|
||||
|
||||
if (pickedBody == null) break;
|
||||
|
||||
ignoredBodies.Add(pickedBody);
|
||||
|
||||
if (pickedBody.UserData is Item)
|
||||
{
|
||||
var door = (pickedBody.UserData as Item).GetComponent<Door>();
|
||||
if (door != null)
|
||||
{
|
||||
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, Submarine.Loaded);
|
||||
newPoint.ConnectedGap = door.LinkedGap;
|
||||
|
||||
newPoint.ConnectTo(prevPoint);
|
||||
|
||||
prevPoint = newPoint;
|
||||
|
||||
prevPos = ConvertUnits.ToSimUnits(door.Item.Position - Vector2.UnitY * door.Item.Rect.Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
prevPos = Submarine.LastPickedPosition;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
prevPos = Submarine.LastPickedPosition;
|
||||
}
|
||||
}
|
||||
ladderPoints[1].ConnectTo(prevPoint);
|
||||
|
||||
prevPoint.ConnectTo(ladderPoints[1]);
|
||||
|
||||
|
||||
|
||||
//for (float y = ladderPoints[0].Position.Y+100.0f; y < ladderPoints[1].Position.Y; y+=100.0f )
|
||||
//{
|
||||
// var midPoint = new WayPoint(new Vector2(item.Rect.Center.X, y), SpawnType.Path, Submarine.Loaded);
|
||||
// midPoint.Ladders = ladders;
|
||||
|
||||
// midPoint.ConnectTo(prevPoint);
|
||||
// prevPoint = midPoint;
|
||||
//}
|
||||
//ladderPoints[1].ConnectTo(prevPoint);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
@@ -395,13 +469,13 @@ namespace Barotrauma
|
||||
|
||||
for (int dir = -1; dir <= 1; dir += 2)
|
||||
{
|
||||
WayPoint closest = ladderPoints[i].FindClosest(dir, true, new Vector2(-100.0f, 0f));
|
||||
WayPoint closest = ladderPoints[i].FindClosest(dir, true, new Vector2(-150.0f, 10f));
|
||||
if (closest == null) continue;
|
||||
ladderPoints[i].ConnectTo(closest);
|
||||
}
|
||||
}
|
||||
|
||||
ladderPoints[0].ConnectTo(ladderPoints[1]);
|
||||
//ladderPoints[0].ConnectTo(ladderPoints[1]);
|
||||
}
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
@@ -423,6 +497,24 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.isHorizontal || gap.IsRoomToRoom) continue;
|
||||
|
||||
//too small to walk through
|
||||
if (gap.Rect.Width < 100.0f) continue;
|
||||
|
||||
var wayPoint = new WayPoint(
|
||||
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height/2), SpawnType.Path, Submarine.Loaded, gap);
|
||||
|
||||
for (int dir = -1; dir <= 1; dir += 2)
|
||||
{
|
||||
WayPoint closest = wayPoint.FindClosest(dir, false, new Vector2(-outSideWaypointInterval, outSideWaypointInterval) / 2.0f);
|
||||
if (closest == null) continue;
|
||||
wayPoint.ConnectTo(closest);
|
||||
}
|
||||
}
|
||||
|
||||
var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && !w.linkedTo.Any());
|
||||
|
||||
foreach (WayPoint wp in orphans)
|
||||
@@ -438,27 +530,37 @@ namespace Barotrauma
|
||||
float closestDist = 0.0f;
|
||||
WayPoint closest = null;
|
||||
|
||||
if (horizontalSearch)
|
||||
{
|
||||
|
||||
foreach (WayPoint wp in WayPointList)
|
||||
{
|
||||
if (wp.SpawnType != SpawnType.Path || wp == this) continue;
|
||||
|
||||
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
|
||||
float diff = 0.0f;
|
||||
if (horizontalSearch)
|
||||
{
|
||||
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
|
||||
|
||||
diff = wp.Position.X - Position.X;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
|
||||
|
||||
diff = wp.Position.Y - Position.Y;
|
||||
}
|
||||
|
||||
float diff = wp.Position.X - Position.X;
|
||||
if (Math.Sign(diff) != dir) continue;
|
||||
|
||||
diff = Math.Abs(diff);
|
||||
if (closest == null || diff < closestDist)
|
||||
float dist = Vector2.Distance(wp.Position, Position);
|
||||
if (closest == null || dist < closestDist)
|
||||
{
|
||||
if (Submarine.CheckVisibility(SimPosition, wp.SimPosition) != null) continue;
|
||||
|
||||
closestDist = diff;
|
||||
closestDist = dist;
|
||||
closest = wp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return closest;
|
||||
}
|
||||
@@ -469,13 +571,13 @@ namespace Barotrauma
|
||||
if (!wayPoint2.linkedTo.Contains(this)) wayPoint2.linkedTo.Add(this);
|
||||
}
|
||||
|
||||
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.None, Job assignedJob = null)
|
||||
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, Job assignedJob = null)
|
||||
{
|
||||
List<WayPoint> wayPoints = new List<WayPoint>();
|
||||
|
||||
foreach (WayPoint wp in WayPointList)
|
||||
{
|
||||
if (spawnType != SpawnType.None && wp.spawnType != spawnType) continue;
|
||||
if (wp.spawnType != spawnType) continue;
|
||||
if (assignedJob != null && wp.assignedJob != assignedJob.Prefab) continue;
|
||||
|
||||
wayPoints.Add(wp);
|
||||
@@ -525,6 +627,16 @@ namespace Barotrauma
|
||||
|
||||
if (assignedWayPoints[i] != null) continue;
|
||||
|
||||
//try to assign a spawnpoint that isn't meant for any specific job
|
||||
var nonJobSpecificPoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Human && wp.assignedJob == null);
|
||||
|
||||
if (nonJobSpecificPoints.Any())
|
||||
{
|
||||
assignedWayPoints[i] = nonJobSpecificPoints[Rand.Int(nonJobSpecificPoints.Count, false)];
|
||||
}
|
||||
|
||||
if (assignedWayPoints[i] != null) continue;
|
||||
|
||||
//everything else failed -> just give a random spawnpoint
|
||||
assignedWayPoints[i] = GetRandom(SpawnType.Human);
|
||||
}
|
||||
@@ -548,7 +660,7 @@ namespace Barotrauma
|
||||
|
||||
public override XElement Save(XDocument doc)
|
||||
{
|
||||
if (MoveWithLevel || spawnType == SpawnType.Path) return null;
|
||||
if (MoveWithLevel) return null;
|
||||
XElement element = new XElement("WayPoint");
|
||||
|
||||
element.Add(new XAttribute("ID", ID),
|
||||
@@ -591,8 +703,8 @@ namespace Barotrauma
|
||||
WayPoint w = new WayPoint(rect, submarine);
|
||||
|
||||
w.ID = (ushort)int.Parse(element.Attribute("ID").Value);
|
||||
w.spawnType = (SpawnType)Enum.Parse(typeof(SpawnType),
|
||||
ToolBox.GetAttributeString(element, "spawn", "None"));
|
||||
|
||||
Enum.TryParse<SpawnType>(ToolBox.GetAttributeString(element, "spawn", "Path"), out w.spawnType);
|
||||
|
||||
string idCardTagString = ToolBox.GetAttributeString(element, "idcardtags", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardTagString))
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -16,6 +17,9 @@ namespace Barotrauma
|
||||
|
||||
private GUITextBox nameBox;
|
||||
|
||||
const int PreviouslyUsedCount = 10;
|
||||
private GUIListBox previouslyUsedList;
|
||||
|
||||
//a Character used for picking up and manipulating items
|
||||
private Character dummyCharacter;
|
||||
|
||||
@@ -161,9 +165,7 @@ namespace Barotrauma
|
||||
y+=50;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, y, 0, 20), "Show:", GUI.Style, GUIpanel);
|
||||
|
||||
|
||||
|
||||
|
||||
var tickBox = new GUITickBox(new Rectangle(0,y+20,20,20), "Waypoints", Alignment.TopLeft, GUIpanel);
|
||||
tickBox.OnSelected = (GUITickBox obj) => { WayPoint.ShowWayPoints = !WayPoint.ShowWayPoints; return true; };
|
||||
tickBox.Selected = true;
|
||||
@@ -180,6 +182,16 @@ namespace Barotrauma
|
||||
tickBox.OnSelected = (GUITickBox obj) => { Gap.ShowGaps = !Gap.ShowGaps; return true; };
|
||||
tickBox.Selected = true;
|
||||
|
||||
y+=150;
|
||||
|
||||
if (y < GameMain.GraphicsHeight - 100)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, y, 0, 15), "Previously used:", GUI.Style, GUIpanel);
|
||||
|
||||
previouslyUsedList = new GUIListBox(new Rectangle(0, y + 15, 0, Math.Min(GameMain.GraphicsHeight - y - 40, 150)), GUI.Style, GUIpanel);
|
||||
previouslyUsedList.OnSelected = SelectPrefab;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void StartTutorial()
|
||||
@@ -230,6 +242,12 @@ namespace Barotrauma
|
||||
if (dummyCharacter != null) dummyCharacter.Remove();
|
||||
|
||||
dummyCharacter = Character.Create(Character.HumanConfigFile, Vector2.Zero);
|
||||
|
||||
for (int i = 0; i<dummyCharacter.Inventory.SlotPositions.Length; i++)
|
||||
{
|
||||
dummyCharacter.Inventory.SlotPositions[i].X += GUIpanel.Rect.Width+10;
|
||||
}
|
||||
|
||||
Character.Controlled = dummyCharacter;
|
||||
GameMain.World.ProcessChanges();
|
||||
}
|
||||
@@ -313,10 +331,12 @@ namespace Barotrauma
|
||||
|
||||
private bool SelectPrefab(GUIComponent component, object obj)
|
||||
{
|
||||
AddPreviouslyUsed(obj as MapEntityPrefab);
|
||||
|
||||
MapEntityPrefab.SelectPrefab(obj);
|
||||
selectedTab = -1;
|
||||
GUIComponent.MouseOn = null;
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool GenerateWaypoints(GUIButton button, object obj)
|
||||
@@ -325,6 +345,33 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private void AddPreviouslyUsed(MapEntityPrefab mapEntityPrefab)
|
||||
{
|
||||
if (previouslyUsedList == null || mapEntityPrefab == null) return;
|
||||
|
||||
previouslyUsedList.Deselect();
|
||||
|
||||
if (previouslyUsedList.CountChildren == PreviouslyUsedCount)
|
||||
{
|
||||
previouslyUsedList.RemoveChild(previouslyUsedList.children.Last());
|
||||
}
|
||||
|
||||
var existing = previouslyUsedList.FindChild(mapEntityPrefab);
|
||||
if (existing != null) previouslyUsedList.RemoveChild(existing);
|
||||
|
||||
string name = mapEntityPrefab.Name;
|
||||
if (name.Length>15)
|
||||
{
|
||||
name = name.Substring(0,12)+"...";
|
||||
}
|
||||
|
||||
var textBlock = new GUITextBlock(new Rectangle(0,0,0,15), name, GUI.Style, previouslyUsedList);
|
||||
textBlock.UserData = mapEntityPrefab;
|
||||
|
||||
previouslyUsedList.RemoveChild(textBlock);
|
||||
previouslyUsedList.children.Insert(0, textBlock);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace Barotrauma
|
||||
{
|
||||
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, Character.Controlled);
|
||||
}
|
||||
else
|
||||
else if (!Character.Controlled.SelectedConstruction.IsInPickRange(Character.Controlled.WorldPosition))
|
||||
{
|
||||
Character.Controlled.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user