(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:12:09 +03:00
parent bd07acf26d
commit 6262b3ea54
96 changed files with 1972 additions and 825 deletions
@@ -5,11 +5,14 @@
<Item file="Content/Items/Button/button.xml" />
<Item file="Content/Items/Command/command.xml" />
<Item file="Content/Items/Containers/containers.xml" />
<Item file="Content/Items/Jobgear/captaingear.xml" />
<Item file="Content/Items/Jobgear/doctorgear.xml" />
<Item file="Content/Items/Jobgear/engigear.xml" />
<Item file="Content/Items/Jobgear/Captain/captain_gear.xml" />
<Item file="Content/Items/Jobgear/Medic/medic_gear.xml" />
<Item file="Content/Items/Jobgear/Engineer/engineer_gear.xml" />
<Item file="Content/Items/Jobgear/Mechanic/mechanic_gear.xml" />
<Item file="Content/Items/Jobgear/Assistant/assistant_gear.xml" />
<Item file="Content/Items/Jobgear/Watchman/watchman_gear.xml" />
<Item file="Content/Items/Jobgear/Security/securityofficer_gear.xml" />
<Item file="Content/Items/Jobgear/misc.xml" />
<Item file="Content/Items/Jobgear/securitygear.xml" />
<Item file="Content/Items/CreatureLoot/creatureloot.xml" />
<Item file="Content/Items/Diving/divinggear.xml" />
<Item file="Content/Items/Door/doors.xml" />
@@ -24,6 +24,10 @@
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Tigerthresher\Animations\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\Animations\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\BackgroundCreatures\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\" />
<Folder Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\" />
<Folder Include="$(MSBuildThisFileDirectory)Data\Saves\" />
</ItemGroup>
<ItemGroup>
@@ -357,6 +361,81 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\waterbump.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Door\door2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Electricity\Lamps.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Electricity\LampsAdditive.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\assistant_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_legs_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_legs_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_torso_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_torso_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_legs_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_legs_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_torso_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_torso_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_legs_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_legs_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_legs_male_3.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_torso_female_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_torso_male_2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_torso_male_3.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\FinsA.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\FinsABack.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LabelIcons.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Map\LabelLetters.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\1_CommandReactor\BaroTutorial_CommandReactor.mp4">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -591,94 +670,94 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\InventoryIconAtlas.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\assistant_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\assistant_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\assistant_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\assistant_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\assistant_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\assistant_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\assistant_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Assistant\assistant_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\captain_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\captain_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\captain_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\captain_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\captain_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\captain_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\captain_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\captain_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\engineer_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\engineer_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\engineer_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\engineer_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Engineer\engineer_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\mechanic_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\mechanic_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\mechanic_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\mechanic_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Mechanic\mechanic_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\medic_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\medic_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\medic_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\medic_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\medic_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\medic_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\medic_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\medic_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\PortraitClothing.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securityofficer_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securityofficer_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securityofficer_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securityofficer_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securityofficer_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securityofficer_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securityofficer_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securityofficer_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\SecurityVest.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\SecurityVest.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\watchman_legs_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_legs_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\watchman_legs_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_legs_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\watchman_torso_female.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_torso_female_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\watchman_torso_male.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Watchman\watchman_torso_male_1.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Materials\CraftingElements2.png">
@@ -1301,7 +1380,7 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\MachineInterface.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\riotgear.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\riotgear.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Reactor\graphLine.png">
@@ -1568,7 +1647,7 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Labels\labels.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\captaingear.xml">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Captain\captain_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\clownmask.png">
@@ -1580,10 +1659,7 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\clownshirt.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\doctorgear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\engigear.xml">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Medic\medic_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\clothes.png">
@@ -1592,10 +1668,10 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\misc.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securitygear.png">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securitygear.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\securitygear.xml">
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Jobgear\Security\securityofficer_gear.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Ladder\ladder.png">
@@ -1928,6 +2004,27 @@
<None Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\ElectricalDischarger.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore2.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore3.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore4.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore5.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore6.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Damage\Gore7.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Impact\MetalImpactHeavy1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
@@ -12,6 +12,8 @@ namespace Barotrauma
{
partial class EnemyAIController : AIController
{
public static bool DisableEnemyAI;
class WallTarget
{
public Vector2 Position;
@@ -249,7 +251,7 @@ namespace Barotrauma
}
}
public TargetingPriority GetTargetingPriority(string targetTag)
private TargetingPriority GetTargetingPriority(string targetTag)
{
if (targetingPriorities.TryGetValue(targetTag, out TargetingPriority priority))
{
@@ -485,7 +487,7 @@ namespace Barotrauma
}
else
{
if (!IsProperlyLatched)
if (!IsProperlyLatchedOnSub)
{
UpdateWallTarget();
}
@@ -1001,7 +1003,7 @@ namespace Barotrauma
private void UpdateEating(float deltaTime)
{
if (SelectedAiTarget == null)
if (SelectedAiTarget == null) //SelectedAiTarget.Entity is Character c && !c.IsDead
{
State = AIState.Idle;
return;
@@ -1038,14 +1040,14 @@ namespace Barotrauma
#region Targeting
private bool IsProperlyLatched => LatchOntoAI != null && LatchOntoAI.IsAttached && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public AITarget UpdateTargets(Character character, out TargetingPriority priority)
{
if (IsProperlyLatched)
if (IsProperlyLatchedOnSub)
{
// If attached to a valid target, just keep the target.
// Priority not used in this case.
@@ -267,7 +267,7 @@ namespace Barotrauma
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(
newOrder.GetChatMessage("", Character.CurrentHull?.RoomName, givingOrderToSelf: false), ChatMessageType.Order);
newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
}
}
}
@@ -286,7 +286,7 @@ namespace Barotrauma
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
Character.Speak(TextManager.Get("DialogPressure").Replace("[roomname]", Character.CurrentHull.RoomName), null, 0, "pressure", 30.0f);
Character.Speak(TextManager.Get("DialogPressure").Replace("[roomname]", Character.CurrentHull.DisplayName), null, 0, "pressure", 30.0f);
}
}
@@ -388,6 +388,18 @@ namespace Barotrauma
buttonPressCooldown = ButtonPressInterval;
break;
}
else
{
if (!door.HasRequiredItems(character, false) && shouldBeOpen)
{
currentPath.Unreachable = true;
return;
}
door.Item.TryInteract(character, false, true, true);
buttonPressCooldown = ButtonPressInterval;
break;
}
}
}
}
@@ -414,20 +426,12 @@ namespace Barotrauma
if (!nextNode.Waypoint.ConnectedDoor.HasRequiredItems(character, false)) { return null; }
}
if (!canBreakDoors)
{
//door closed and the character can't open doors -> node can't be traversed
if (!canOpenDoors || character.LockHands) return null;
var doorButtons = nextNode.Waypoint.ConnectedDoor.Item.GetConnectedComponents<Controller>();
if (!doorButtons.Any()) return null;
foreach (Controller button in doorButtons)
{
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
Math.Sign(node.Position.X - nextNode.Position.X)) continue;
Math.Sign(node.Position.X - nextNode.Position.X)) { continue; }
if (!button.HasRequiredItems(character, false)) return null;
if (!button.HasRequiredItems(character, false)) { return null; }
}
}
}
@@ -54,6 +54,8 @@ namespace Barotrauma
get { return attachJoints.Count > 0; }
}
public bool IsAttachedToSub => IsAttached && attachTargetBody?.UserData is Entity entity && (entity is Submarine sub || entity?.Submarine != null);
public LatchOntoAI(XElement element, EnemyAIController enemyAI)
{
attachToWalls = element.GetAttributeBool("attachtowalls", false);
@@ -207,10 +209,10 @@ namespace Barotrauma
break;
}
if (attachTargetBody != null && deattachTimer < 0.0f)
if (IsAttached && attachTargetBody != null && deattachTimer < 0.0f)
{
Entity entity = attachTargetBody.UserData as Entity;
Submarine attachedSub = entity is Submarine ? (Submarine)entity : entity?.Submarine;
Submarine attachedSub = entity is Submarine sub ? sub : entity?.Submarine;
if (attachedSub != null)
{
float velocity = attachedSub.Velocity == Vector2.Zero ? 0.0f : attachedSub.Velocity.Length();
@@ -44,6 +44,7 @@ namespace Barotrauma
private AIObjectiveContainItem reloadWeaponObjective;
private Hull retreatTarget;
private AIObjectiveGoTo retreatObjective;
private AIObjectiveFindSafety findSafety;
private float coolDownTimer;
@@ -60,7 +61,9 @@ namespace Barotrauma
{
Enemy = enemy;
coolDownTimer = CoolDown;
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
findSafety = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>();
findSafety.Priority = 0;
findSafety.unreachable.Clear();
Mode = mode;
if (Enemy == null)
{
@@ -175,7 +178,7 @@ namespace Barotrauma
{
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(new List<Hull>() { character.CurrentHull });
retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
}
if (retreatTarget != null)
{
@@ -235,6 +238,7 @@ namespace Barotrauma
{
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
}
}
@@ -264,6 +268,7 @@ namespace Barotrauma
}
if (target != null && target == Enemy)
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
}
}
@@ -275,7 +280,6 @@ namespace Barotrauma
{
abandon = true;
SteeringManager.Reset();
//HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
public override bool IsCompleted()
@@ -18,7 +18,7 @@ namespace Barotrauma
const float SearchHullInterval = 3.0f;
const float clearUnreachableInterval = 30;
private List<Hull> unreachable = new List<Hull>();
public readonly List<Hull> unreachable = new List<Hull>();
private float currenthullSafety;
private float unreachableClearTimer;
@@ -60,11 +60,16 @@ namespace Barotrauma
else
{
divingGearObjective = null;
// Reset the timer so that we get a safe hull target.
searchHullTimer = 0;
// Reduce the timer so that we get a safe hull target faster.
searchHullTimer = Math.Min(1, searchHullTimer);
}
}
if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
{
searchHullTimer = Math.Min(1, searchHullTimer);
}
if (unreachableClearTimer > 0)
{
unreachableClearTimer -= deltaTime;
@@ -188,10 +193,17 @@ namespace Barotrauma
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
hullSafety *= distanceFactor;
//skip the hull if the safety is already less than the best hull
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
if (hullSafety < bestValue) { continue; }
// Each unsafe node reduces the hull safety value.
// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable) { continue; }
if (path.Unreachable)
{
unreachable.Add(hull);
continue;
}
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
@@ -219,7 +231,6 @@ namespace Barotrauma
}
}
}
// Huge preference for closer targets
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
@@ -26,6 +26,9 @@ namespace Barotrauma
private float standStillTimer;
private float walkDuration;
private readonly List<Hull> targetHulls = new List<Hull>(20);
private readonly List<float> hullWeights = new List<float>(20);
public AIObjectiveIdle(Character character) : base(character, "")
{
standStillTimer = Rand.Range(-10.0f, 10.0f);
@@ -106,7 +109,7 @@ namespace Barotrauma
if (isCurrentHullOK)
{
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
if (path.Unreachable ||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
@@ -128,8 +131,8 @@ namespace Barotrauma
character.AIController.SelectTarget(currentTarget.AiTarget);
string errorMsg = null;
#if DEBUG
bool isRoomNameFound = currentTarget.RoomName != null;
errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.RoomName : currentTarget.ToString()) + ")";
bool isRoomNameFound = currentTarget.DisplayName != null;
errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.DisplayName : currentTarget.ToString()) + ")";
#endif
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsg);
PathSteering.SetPath(path);
@@ -230,13 +233,9 @@ namespace Barotrauma
}
}
private readonly List<Hull> targetHulls = new List<Hull>(20);
private readonly List<float> hullWeights = new List<float>(20);
private void FindTargetHulls()
{
bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
targetHulls.Clear();
hullWeights.Clear();
foreach (var hull in Hull.hullList)
@@ -266,7 +265,6 @@ namespace Barotrauma
hullWeights.Add(weight);
}
}
}
private bool IsForbidden(Hull hull)
@@ -83,7 +83,7 @@ namespace Barotrauma
if (character.SelectedCharacter == null)
{
character?.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.RoomName),
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
null, 1.0f,
"foundunconscioustarget" + targetCharacter.Name, 60.0f);
}
@@ -527,7 +527,12 @@ namespace Barotrauma
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float limpAmount =
character.CharacterHealth.GetAfflictionStrength("damage", leftFoot, true) +
character.CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
limpAmount = MathHelper.Clamp(limpAmount / 100.0f, 0.0f, 1.0f);
float walkCycleMultiplier = 1.0f;
if (Stairs != null)
{
@@ -556,13 +561,17 @@ namespace Barotrauma
float walkPosX = (float)Math.Cos(WalkPos);
float walkPosY = (float)Math.Sin(WalkPos);
Vector2 stepSize = StepSize.Value;
stepSize.X *= walkPosX;
stepSize.Y *= walkPosY;
stepSize.Y *= walkPosY;
float footMid = colliderPos.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
float footMid = colliderPos.X;
if (limpAmount > 0.0f)
{
//make the footpos oscillate when limping
footMid += ((float)Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * 0.3f);
}
movement = overrideTargetMovement == Vector2.Zero ?
MathUtils.SmoothStep(movement, TargetMovement, movementLerp) :
@@ -576,7 +585,7 @@ namespace Barotrauma
movement.Y = 0.0f;
if (torso == null) { return; }
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
@@ -680,7 +689,7 @@ namespace Barotrauma
//make the character limp if the feet are damaged
float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
footPos *= MathHelper.Lerp(1.0f, 0.5f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
if (onSlope && Stairs == null)
{
@@ -84,6 +84,7 @@ namespace Barotrauma
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
{
//DebugConsole.NewMessage("[RagollParams] Using the default folder.");
folder = GetDefaultFolder(speciesName);
}
return folder;
@@ -692,7 +692,7 @@ namespace Barotrauma
ImpactProjSpecific(impact, f1.Body);
}
public void SeverLimbJoint(LimbJoint limbJoint)
public void SeverLimbJoint(LimbJoint limbJoint, bool playSound = true)
{
if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
{
@@ -721,7 +721,7 @@ namespace Barotrauma
}
}
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint);
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound = true);
private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
{
@@ -1103,14 +1103,14 @@ namespace Barotrauma
if (leftFoot != null)
{
float footAfflictionStrength = CharacterHealth.GetAfflictionStrength("damage", leftFoot, true);
speed *= MathHelper.Lerp(1.0f, 0.25f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
speed *= MathHelper.Lerp(1.0f, 0.4f, MathHelper.Clamp(footAfflictionStrength / 80.0f, 0.0f, 1.0f));
}
var rightFoot = AnimController.GetLimb(LimbType.RightFoot);
if (rightFoot != null)
{
float footAfflictionStrength = CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
speed *= MathHelper.Lerp(1.0f, 0.25f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
speed *= MathHelper.Lerp(1.0f, 0.4f, MathHelper.Clamp(footAfflictionStrength / 80.0f, 0.0f, 1.0f));
}
return speed;
@@ -231,7 +231,8 @@ namespace Barotrauma
: afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions.Where(limbHealthFilter)));
}
private LimbHealth GetMathingLimbHealth(Affliction affliction) => limbHealths[Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb).HealthIndex];
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
/// <summary>
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
@@ -255,8 +255,10 @@ namespace Barotrauma
commands.Add(new Command("disablecrewai", "disablecrewai: Disable the AI of the NPCs in the crew.", (string[] args) =>
{
ThrowError("Karma has not been fully implemented yet, and is disabled in this version of Barotrauma.");
return;
HumanAIController.DisableCrewAI = true;
NewMessage("Crew AI disabled", Color.Red);
// This is probably not where it should be?
//ThrowError("Karma has not been fully implemented yet, and is disabled in this version of Barotrauma.");
/*if (GameMain.Server == null) return;
GameMain.Server.KarmaEnabled = !GameMain.Server.KarmaEnabled;*/
}));
@@ -264,7 +266,19 @@ namespace Barotrauma
commands.Add(new Command("enablecrewai", "enablecrewai: Enable the AI of the NPCs in the crew.", (string[] args) =>
{
HumanAIController.DisableCrewAI = false;
NewMessage("Crew AI enabled", Color.White);
NewMessage("Crew AI enabled", Color.Green);
}, isCheat: true));
commands.Add(new Command("disableenemyai", "disableenemyai: Disable the AI of the Enemy characters (monsters).", (string[] args) =>
{
EnemyAIController.DisableEnemyAI = true;
NewMessage("Enemy AI disabled", Color.Red);
}, isCheat: true));
commands.Add(new Command("enableenemyai", "enableenemyai: Enable the AI of the Enemy characters (monsters).", (string[] args) =>
{
EnemyAIController.DisableEnemyAI = false;
NewMessage("Enemy AI enabled", Color.Green);
}, isCheat: true));
commands.Add(new Command("botcount", "botcount [x]: Set the number of bots in the crew in multiplayer.", null));
@@ -209,6 +209,7 @@ namespace Barotrauma
//isActive = false;
bool spawnReady = false;
if (spawnPending)
{
//wait until there are no submarines at the spawnpos
@@ -219,25 +220,31 @@ namespace Barotrauma
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos) < minDist * minDist) return;
}
spawnPending = false;
//+1 because Range returns an integer less than the max value
int amount = Rand.Range(minAmount, maxAmount + 1, Rand.RandSync.Server);
monsters = new Character[amount];
monsters = new List<Character>();
float offsetAmount = spawnPosType == Level.PositionType.MainPath ? 1000 : 100;
for (int i = 0; i < amount; i++)
{
bool isClient = false;
{
CoroutineManager.InvokeAfter(() =>
{
bool isClient = false;
#if CLIENT
isClient = GameMain.Client != null;
isClient = GameMain.Client != null;
#endif
monsters[i] = Character.Create(
characterFile, spawnPos + Rand.Vector(100.0f, Rand.RandSync.Server),
i.ToString(), null, isClient, true, true);
monsters.Add(Character.Create(characterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true));
if (monsters.Count == amount)
{
spawnReady = true;
}
}, Rand.Range(0f, amount / 2, Rand.RandSync.Server));
}
spawnPending = false;
}
if (!spawnReady) { return; }
Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
#if CLIENT
if (Character.Controlled != null) targetEntity = (Entity)Character.Controlled;
@@ -8,6 +8,22 @@ namespace Barotrauma
{
public static class StringFormatter
{
public static string Replace(this string s, string replacement, Func<char, bool> predicate)
{
var newString = new string[s.Length];
for (int i = 0; i < s.Length; i++)
{
char letter = s[i];
string newLetter = letter.ToString();
if (predicate(letter))
{
newLetter = replacement;
}
newString[i] = newLetter;
}
return new string(newString.SelectMany(str => str.ToCharArray()).ToArray());
}
public static string Remove(this string s, Func<char, bool> predicate)
{
return new string(s.ToCharArray().Where(c => !predicate(c)).ToArray());
@@ -108,7 +108,7 @@ namespace Barotrauma
}
#if CLIENT
new GUIMessageBox("", TextManager.Get("CargoSpawnNotification").Replace("[roomname]", cargoRoom.RoomName));
new GUIMessageBox("", TextManager.Get("CargoSpawnNotification").Replace("[roomname]", cargoRoom.DisplayName));
#endif
Dictionary<ItemContainer, int> availableContainers = new Dictionary<ItemContainer, int>();
@@ -13,6 +13,7 @@ namespace Barotrauma
public bool CheatsEnabled;
const int InitialMoney = 4700;
public const int HullRepairCost = 500, ItemRepairCost = 500;
protected bool watchmenSpawned;
protected Character startWatchman, endWatchman;
@@ -20,6 +21,8 @@ namespace Barotrauma
//key = dialog flag, double = Timing.TotalTime when the line was last said
private Dictionary<string, double> dialogLastSpoken = new Dictionary<string, double>();
public bool PurchasedHullRepairs, PurchasedItemRepairs;
protected Map map;
public Map Map
{
@@ -70,6 +73,37 @@ namespace Barotrauma
watchmenSpawned = false;
startWatchman = null;
endWatchman = null;
if (PurchasedHullRepairs)
{
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine == null || wall.Submarine.IsOutpost) { continue; }
if (wall.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(wall.Submarine))
{
for (int i = 0; i < wall.SectionCount; i++)
{
wall.AddDamage(i, -100000.0f);
}
}
}
PurchasedHullRepairs = false;
}
if (PurchasedItemRepairs)
{
foreach (Item item in Item.ItemList)
{
if (item.Submarine == null || item.Submarine.IsOutpost) { continue; }
if (item.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(item.Submarine))
{
if (item.GetComponent<Items.Components.Repairable>() != null)
{
item.Condition = item.Health;
}
}
}
PurchasedItemRepairs = false;
}
}
public override void Update(float deltaTime)
@@ -44,6 +44,7 @@ namespace Barotrauma
public bool ChromaticAberrationEnabled { get; set; }
public bool MuteOnFocusLost { get; set; }
public bool UseDirectionalVoiceChat { get; set; }
public enum VoiceMode
{
@@ -149,6 +150,9 @@ namespace Barotrauma
public bool EnableMouseLook { get; set; } = true;
public bool CrewMenuOpen { get; set; } = true;
public bool ChatOpen { get; set; } = true;
private bool unsavedSettings;
public bool UnsavedSettings
{
@@ -826,6 +830,8 @@ namespace Barotrauma
SoundVolume = audioSettings.GetAttributeFloat("soundvolume", SoundVolume);
MusicVolume = audioSettings.GetAttributeFloat("musicvolume", MusicVolume);
VoiceChatVolume = audioSettings.GetAttributeFloat("voicechatvolume", VoiceChatVolume);
MuteOnFocusLost = audioSettings.GetAttributeBool("muteonfocuslost", false);
UseDirectionalVoiceChat = audioSettings.GetAttributeBool("usedirectionalvoicechat", true);
string voiceSettingStr = audioSettings.GetAttributeString("voicesetting", "Disabled");
VoiceCaptureDevice = audioSettings.GetAttributeString("voicecapturedevice", "");
NoiseGateThreshold = audioSettings.GetAttributeFloat("noisegatethreshold", -45);
@@ -844,6 +850,9 @@ namespace Barotrauma
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", AimAssistAmount);
EnableMouseLook = doc.Root.GetAttributeBool("enablemouselook", EnableMouseLook);
CrewMenuOpen = doc.Root.GetAttributeBool("crewmenuopen", CrewMenuOpen);
ChatOpen = doc.Root.GetAttributeBool("chatopen", ChatOpen);
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -1019,7 +1028,9 @@ namespace Barotrauma
new XAttribute("requiresteamauthentication", requireSteamAuthentication),
new XAttribute("autoupdateworkshopitems", AutoUpdateWorkshopItems),
new XAttribute("aimassistamount", aimAssistAmount),
new XAttribute("enablemouselook", EnableMouseLook));
new XAttribute("enablemouselook", EnableMouseLook),
new XAttribute("chatopen", ChatOpen),
new XAttribute("crewmenuopen", CrewMenuOpen));
if (!ShowUserStatisticsPrompt)
{
@@ -1055,6 +1066,8 @@ namespace Barotrauma
audio.ReplaceAttributes(
new XAttribute("musicvolume", musicVolume),
new XAttribute("soundvolume", soundVolume),
new XAttribute("muteonfocuslost", MuteOnFocusLost),
new XAttribute("usedirectionalvoicechat", UseDirectionalVoiceChat),
new XAttribute("voicesetting", VoiceSetting),
new XAttribute("voicecapturedevice", VoiceCaptureDevice ?? ""),
new XAttribute("noisegatethreshold", NoiseGateThreshold));
@@ -56,7 +56,7 @@ namespace Barotrauma
switch (SlotTypes[i])
{
//case InvSlotType.Head:
case InvSlotType.OuterClothes:
//case InvSlotType.OuterClothes:
case InvSlotType.LeftHand:
case InvSlotType.RightHand:
hideEmptySlot[i] = true;
@@ -176,6 +176,9 @@ namespace Barotrauma
{
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
{
#if CLIENT
if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
#endif
if (!Items[i].AllowedSlots.Contains(InvSlotType.Any) || !TryPutItem(Items[i], character, new List<InvSlotType> { InvSlotType.Any }, true))
{
free = false;
@@ -195,6 +198,9 @@ namespace Barotrauma
{
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] == null)
{
#if CLIENT
if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
#endif
bool removeFromOtherSlots = item.ParentInventory != this;
if (placedInSlot == -1 && inWrongSlot)
{
@@ -248,7 +254,9 @@ namespace Barotrauma
GameAnalyticsManager.AddErrorEventOnce("CharacterInventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return false;
}
#if CLIENT
if (PersonalSlots.HasFlag(SlotTypes[index])) { hidePersonalSlots = false; }
#endif
//there's already an item in the slot
if (Items[index] != null)
{
@@ -273,7 +281,9 @@ namespace Barotrauma
foreach (InvSlotType allowedSlot in allowedSlots)
{
if (!allowedSlot.HasFlag(SlotTypes[index])) continue;
#if CLIENT
if (PersonalSlots.HasFlag(allowedSlot)) { hidePersonalSlots = false; }
#endif
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
@@ -221,29 +221,64 @@ namespace Barotrauma.Items.Components
{
if (item.Condition <= RepairThreshold) return true; //For repairing
var idCard = character.Inventory.FindItemByIdentifier("idcard");
hasValidIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
Msg = requiredItems.None() || hasValidIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
ParseMsg();
if (addMessage)
{
msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText);
}
//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
}
public override bool Pick(Character picker)
{
return item.Condition <= RepairThreshold ? true : base.Pick(picker);
if (item.Condition <= RepairThreshold) { return true; }
if (requiredItems.None()) { return false; }
if (HasRequiredItems(picker, false) && hasValidIdCard) { return false; }
return base.Pick(picker);
}
public override bool OnPicked(Character picker)
{
if (item.Condition <= RepairThreshold) return true; //repairs
if (requiredItems.Any() && !hasValidIdCard)
{
ForceOpen(ActionType.OnPicked);
}
return false;
}
private void ForceOpen(ActionType actionType)
{
SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true); //crowbar function
#if CLIENT
PlaySound(ActionType.OnPicked, item.WorldPosition, picker);
PlaySound(actionType, item.WorldPosition, picker);
#endif
}
public override bool Select(Character character)
{
//can only be selected if the item is broken
return item.Condition <= RepairThreshold;
if (item.Condition <= RepairThreshold) return true; //repairs
bool hasRequiredItems = HasRequiredItems(character, false);
if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
{
float originalPickingTime = PickingTime;
PickingTime = 0;
ForceOpen(ActionType.OnUse);
PickingTime = originalPickingTime;
}
else if (hasRequiredItems)
{
#if CLIENT
GUI.AddMessage(accessDeniedTxt, Color.Red);
#endif
}
return false;
}
public override void Update(float deltaTime, Camera cam)
@@ -34,6 +34,20 @@ namespace Barotrauma.Items.Components
}
}
public override bool IsActive
{
get { return base.IsActive; }
set
{
base.IsActive = value;
if (!value)
{
nodes.Clear();
charactersInRange.Clear();
}
}
}
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 5000.0f)]
public float Range
{
@@ -126,14 +140,19 @@ namespace Barotrauma.Items.Components
}
else
{
nodes.Clear();
charactersInRange.Clear();
IsActive = false;
}
voltage = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
base.UpdateBroken(deltaTime, cam);
nodes.Clear();
charactersInRange.Clear();
}
private void Discharge()
{
ApplyStatusEffects(ActionType.OnUse, 1.0f);
@@ -58,13 +58,6 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(true, true)]
public bool Aimable
{
get;
set;
}
[Serialize(false, false)]
public bool ControlPose
{
@@ -11,6 +11,12 @@ namespace Barotrauma.Items.Components
{
private float lastSentDeattachTimer;
private PhysicsBody trigger;
private Holdable holdable;
private float deattachTimer;
[Serialize(1.0f, false)]
public float DeattachDuration
{
@@ -49,13 +55,7 @@ namespace Barotrauma.Items.Components
#endif
}
}
private PhysicsBody trigger;
private Holdable holdable;
private float deattachTimer;
public LevelResource(Item item, XElement element) : base(item, element)
{
IsActive = true;
@@ -142,8 +142,6 @@ namespace Barotrauma.Items.Components
pickTimer / requiredTime,
Color.Red, Color.Green);
#endif
picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
pickTimer += CoroutineManager.DeltaTime;
@@ -322,6 +322,7 @@ namespace Barotrauma.Items.Components
// If the character is climbing, ignore the check, because we cannot aim while climbing.
if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
{
character.SetInput(InputType.Shoot, false, true);
Use(deltaTime, character);
}
else
@@ -337,11 +338,11 @@ namespace Barotrauma.Items.Components
sinTime = 0;
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
{
character.Speak(TextManager.Get("DialogLeaksFixed").Replace("[roomname]", leak.FlowTargetHull.RoomName), null, 0.0f, "leaksfixed", 10.0f);
character.Speak(TextManager.Get("DialogLeaksFixed").Replace("[roomname]", leak.FlowTargetHull.DisplayName), null, 0.0f, "leaksfixed", 10.0f);
}
else
{
character.Speak(TextManager.Get("DialogLeakFixed").Replace("[roomname]", leak.FlowTargetHull.RoomName), null, 0.0f, "leakfixed", 10.0f);
character.Speak(TextManager.Get("DialogLeakFixed").Replace("[roomname]", leak.FlowTargetHull.DisplayName), null, 0.0f, "leakfixed", 10.0f);
}
}
@@ -190,7 +190,7 @@ namespace Barotrauma.Items.Components
get { return name; }
}
[Editable, Serialize("", true)]
[Editable, Serialize("", true, translationTextTag: "ItemMsg")]
public string Msg
{
get;
@@ -538,7 +538,6 @@ namespace Barotrauma.Items.Components
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return 0.0f;
}
float average = skillSuccessSum / requiredSkills.Count;
float skillSuccessSum = 0.0f;
for (int i = 0; i < requiredSkills.Count; i++)
@@ -555,7 +554,7 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool HasRequiredContainedItems(bool addMessage)
public bool HasRequiredContainedItems(bool addMessage, string msg = null)
{
if (!requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) return true;
if (item.OwnInventory == null) return false;
@@ -582,33 +581,52 @@ namespace Barotrauma.Items.Components
{
if (!requiredItems.Any()) return true;
if (character.Inventory == null) return false;
bool hasRequiredItems = false;
bool canContinue = true;
if (requiredItems.ContainsKey(RelatedItem.RelationType.Equipped))
{
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Equipped])
{
if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
canContinue = CheckItems(ri, character.SelectedItems);
if (!canContinue) { break; }
}
}
if (canContinue)
{
if (requiredItems.ContainsKey(RelatedItem.RelationType.Picked))
{
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Picked])
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
#endif
return false;
if (!CheckItems(ri, character.Inventory.Items)) { break; }
}
}
}
if (requiredItems.ContainsKey(RelatedItem.RelationType.Picked))
{
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Picked])
{
if (character.Inventory.Items.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
{
#if CLIENT
if (!hasRequiredItems && addMessage && !string.IsNullOrEmpty(msg))
{
GUI.AddMessage(msg, Color.Red);
}
#endif
return false;
return hasRequiredItems;
bool CheckItems(RelatedItem relatedItem, IEnumerable<Item> itemList)
{
bool Predicate(Item it) => it != null && it.Condition > 0.0f && relatedItem.MatchesItem(it);
bool shouldBreak = false;
if (relatedItem.IsOptional)
{
if (!hasRequiredItems)
{
hasRequiredItems = itemList.Any(Predicate);
}
}
else
{
hasRequiredItems = itemList.Any(Predicate);
if (!hasRequiredItems)
{
shouldBreak = true;
}
}
if (!hasRequiredItems)
@@ -620,8 +638,6 @@ namespace Barotrauma.Items.Components
}
return !shouldBreak;
}
return true;
}
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null, Limb targetLimb = null, Character user = null)
@@ -766,6 +782,7 @@ namespace Barotrauma.Items.Components
{
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
newRequiredItem.Msg = prevRequiredItem.Msg;
newRequiredItem.IsOptional = prevRequiredItem.IsOptional;
}
if (!requiredItems.ContainsKey(newRequiredItem.Type))
@@ -343,5 +343,7 @@ namespace Barotrauma.Items.Components
limbPositions[i] = new LimbPos(limbPositions[i].limbType, flippedPos);
}
}
partial void HideHUDs(bool value);
}
}
@@ -8,11 +8,19 @@ namespace Barotrauma.Items.Components
{
partial class CustomInterface : ItemComponent, IClientSerializable, IServerSerializable
{
class CustomInterfaceElement
class CustomInterfaceElement : ISerializableEntity
{
public bool ContinuousSignal;
public bool State;
public string Label, Connection, Signal;
public string Connection;
[Serialize("", false, translationTextTag = "Label.")]
public string Label { get; set; }
[Serialize("1", false)]
public string Signal { get; set; }
public string Name => "CustomInterfaceElement";
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
public List<StatusEffect> StatusEffects = new List<StatusEffect>();
@@ -33,7 +41,7 @@ namespace Barotrauma.Items.Components
}
private string[] labels;
[Serialize("", true), Editable()]
[Serialize("", true)]
public string Labels
{
get { return string.Join(",", labels); }
@@ -48,7 +56,7 @@ namespace Barotrauma.Items.Components
}
}
private string[] signals;
[Serialize("", true), Editable()]
[Serialize("", true)]
public string Signals
{
//use semicolon as a separator because comma may be needed in the signals (for color or vector values for example)
@@ -5,6 +5,7 @@ using System.IO;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -66,6 +67,8 @@ namespace Barotrauma
public LightComponent LightComponent { get; set; }
public int Variant { get; set; }
private Gender _gender;
/// <summary>
/// None = Any/Not Defined -> no effect.
@@ -112,30 +115,65 @@ namespace Barotrauma
/// <summary>
/// Note: this constructor cannot initialize automatically, because the gender is unknown at this point. We only know it when the item is equipped.
/// </summary>
public WearableSprite(XElement subElement, Wearable wearable)
public WearableSprite(XElement subElement, Wearable wearable, int variant = 0)
{
Type = WearableType.Item;
WearableComponent = wearable;
Variant = Math.Max(variant, 0);
SpritePath = ParseSpritePath(subElement.GetAttributeString("texture", string.Empty));
SourceElement = subElement;
}
private string ParseSpritePath(string texturePath) => texturePath.Contains("/") ? texturePath : $"{Path.GetDirectoryName(WearableComponent.Item.Prefab.ConfigFile)}/{texturePath}";
public void RefreshPath()
{
if (Variant > 0)
{
// Restore the tag so that we can parse it again.
ReplaceNumbersWith("[VARIANT]");
}
ParsePath(true);
}
private void ReplaceNumbersWith(string replacement)
{
var fileName = Path.GetFileName(SpritePath);
var path = Path.GetDirectoryName(SpritePath);
fileName = fileName.Replace(replacement, c => char.IsNumber(c));
SpritePath = Path.Combine(path, fileName);
}
private void ParsePath(bool parseSpritePath)
{
if (_gender != Gender.None)
{
SpritePath = SpritePath.Replace("[GENDER]", (_gender == Gender.Female) ? "female" : "male");
}
SpritePath = SpritePath.Replace("[VARIANT]", Variant.ToString());
if (!File.Exists(SpritePath))
{
// If the variant does not exist, parse the path so that it uses first variant.
Variant = 1;
ReplaceNumbersWith(Variant.ToString());
}
if (parseSpritePath)
{
Sprite.ParseTexturePath(file: SpritePath);
}
}
public bool IsInitialized { get; private set; }
public void Init(Gender gender = Gender.None)
{
if (IsInitialized) { return; }
_gender = SpritePath.Contains("[GENDER]") ? gender : Gender.None;
if (_gender != Gender.None)
{
SpritePath = SpritePath.Replace("[GENDER]", (_gender == Gender.Female) ? "female" : "male");
}
ParsePath(false);
if (Sprite != null)
{
Sprite.Remove();
}
Sprite = new Sprite(SourceElement, "", SpritePath);
Sprite = new Sprite(SourceElement, file: SpritePath);
Limb = (LimbType)Enum.Parse(typeof(LimbType), SourceElement.GetAttributeString("limb", "Head"), true);
HideLimb = SourceElement.GetAttributeBool("hidelimb", false);
HideOtherWearables = SourceElement.GetAttributeBool("hideotherwearables", false);
@@ -170,7 +208,7 @@ namespace Barotrauma.Items.Components
get { return damageModifiers; }
}
public Wearable (Item item, XElement element) : base(item, element)
public Wearable(Item item, XElement element) : base(item, element)
{
this.item = item;
@@ -197,7 +235,7 @@ namespace Barotrauma.Items.Components
limbType[i] = (LimbType)Enum.Parse(typeof(LimbType),
subElement.GetAttributeString("limb", "Head"), true);
wearableSprites[i] = new WearableSprite(subElement, this);
wearableSprites[i] = new WearableSprite(subElement, this, variant);
foreach (XElement lightElement in subElement.Elements())
{
@@ -801,7 +801,12 @@ namespace Barotrauma
if (findNewHull) FindHull();
}
partial void SetActiveSprite();
public void SetActiveSprite()
{
SetActiveSpriteProjSpecific();
}
partial void SetActiveSpriteProjSpecific();
public override void Move(Vector2 amount)
{
@@ -1432,13 +1437,13 @@ namespace Barotrauma
selectHit = picker.IsKeyHit(ic.SelectKey);
#if CLIENT
//if the cursor is on a UI component, disable interaction with the left mouse button
//to prevent accidentally selecting items when clicking UI elements
if (picker == Character.Controlled && GUI.MouseOn != null)
{
if (GameMain.Config.KeyBind(ic.PickKey).MouseButton == 0) pickHit = false;
if (GameMain.Config.KeyBind(ic.SelectKey).MouseButton == 0) selectHit = false;
}
//if the cursor is on a UI component, disable interaction with the left mouse button
//to prevent accidentally selecting items when clicking UI elements
if (picker == Character.Controlled && GUI.MouseOn != null)
{
if (GameMain.Config.KeyBind(ic.PickKey).MouseButton == 0) pickHit = false;
if (GameMain.Config.KeyBind(ic.SelectKey).MouseButton == 0) selectHit = false;
}
#endif
}
}
@@ -1608,6 +1613,7 @@ namespace Barotrauma
if (remove) { Spawner?.AddToRemoveQueue(this); }
}
List<ColoredText> texts = new List<ColoredText>();
public List<ColoredText> GetHUDTexts(Character character)
{
texts.Clear();
@@ -1617,6 +1623,13 @@ namespace Barotrauma
if (!ic.CanBePicked && !ic.CanBeSelected) continue;
if (ic is Holdable holdable && !holdable.CanBeDeattached()) continue;
Color color = Color.Gray;
bool hasRequiredSkillsAndItems = ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false);
if (hasRequiredSkillsAndItems)
{
color = Color.Cyan;
}
texts.Add(new ColoredText(ic.DisplayMsg, color, false));
}
@@ -2054,6 +2067,8 @@ namespace Barotrauma
public virtual void Reset()
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, Prefab.ConfigElement);
Sprite.ReloadXML();
SpriteDepth = Sprite.Depth;
components.ForEach(c => c.Reset());
}
@@ -621,10 +621,25 @@ namespace Barotrauma
string treatmentIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
var matchingAffliction = AfflictionPrefab.List.Find(a => a.Identifier == treatmentIdentifier);
if (matchingAffliction != null)
List<AfflictionPrefab> matchingAfflictions = AfflictionPrefab.List.FindAll(a => a.Identifier == treatmentIdentifier || a.AfflictionType == treatmentIdentifier);
if (matchingAfflictions.Count == 0)
{
matchingAffliction.TreatmentSuitability.Add(identifier, subElement.GetAttributeFloat("suitability", 0.0f));
DebugConsole.ThrowError("Error in item prefab \"" + Name + "\" - couldn't define as a treatment, no treatments with the identifier or type \"" + treatmentIdentifier + "\" were found.");
continue;
}
float suitability = subElement.GetAttributeFloat("suitability", 0.0f);
foreach (AfflictionPrefab matchingAffliction in matchingAfflictions)
{
if (matchingAffliction.TreatmentSuitability.ContainsKey(identifier))
{
matchingAffliction.TreatmentSuitability[identifier] =
Math.Max(matchingAffliction.TreatmentSuitability[identifier], suitability);
}
else
{
matchingAffliction.TreatmentSuitability.Add(identifier, suitability);
}
}
break;
}
@@ -16,6 +16,8 @@ namespace Barotrauma
Container
}
public bool IsOptional { get; set; }
private string[] identifiers;
private string[] excludedIdentifiers;
@@ -138,7 +140,8 @@ namespace Barotrauma
{
element.Add(
new XAttribute("identifiers", JoinedIdentifiers),
new XAttribute("type", type.ToString()));
new XAttribute("type", type.ToString()),
new XAttribute("optional", IsOptional));
if (excludedIdentifiers.Length > 0)
{
+25 -6
View File
@@ -90,6 +90,25 @@ 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
@@ -817,17 +836,17 @@ namespace Barotrauma
}
if (roomItems.Contains("reactor"))
return TextManager.Get("ReactorRoom");
return "RoomName.ReactorRoom";
else if (roomItems.Contains("engine"))
return TextManager.Get("EngineRoom");
return "RoomName.EngineRoom";
else if (roomItems.Contains("steering") && roomItems.Contains("sonar"))
return TextManager.Get("CommandRoom");
return "RoomName.CommandRoom";
else if (roomItems.Contains("ballast"))
return TextManager.Get("Ballast");
return "RoomName.Ballast";
if (ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
{
return TextManager.Get("Airlock");
return "RoomName.Airlock";
}
Rectangle subRect = Submarine.CalculateDimensions();
@@ -847,7 +866,7 @@ namespace Barotrauma
else
roomPos |= Alignment.Right;
return TextManager.Get("Sub" + roomPos.ToString());
return "RoomName.Sub" + roomPos.ToString();
}
public static Hull Load(XElement element, Submarine submarine)
@@ -144,6 +144,20 @@ namespace Barotrauma
get { return spriteColor; }
set { spriteColor = value; }
}
[Editable, Serialize(false, true)]
public bool UseDropShadow
{
get;
private set;
}
[Serialize("0,0", true), Editable(ToolTip = "The position of the drop shadow relative to the structure. If set to zero, the shadow is positioned automatically so that it points towards the sub's center of mass.")]
public Vector2 DropShadowOffset
{
get;
private set;
}
public override Rectangle Rect
{
@@ -299,8 +313,8 @@ namespace Barotrauma
}
}
// Only add ai targets automatically to walls
if (aiTarget == null && HasBody && Tags.Contains("wall"))
// Only add ai targets automatically to submarine/outpost walls
if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null)
{
aiTarget = new AITarget(this);
}
@@ -1139,6 +1153,13 @@ namespace Barotrauma
if (element.GetAttributeBool("flippedx", false)) s.FlipX(false);
if (element.GetAttributeBool("flippedy", false)) s.FlipY(false);
SerializableProperty.DeserializeProperties(s, element);
//structures with a body drop a shadow by default
if (element.Attribute("usedropshadow") == null)
{
s.UseDropShadow = prefab.Body;
}
return s;
}
@@ -194,7 +194,14 @@ namespace Barotrauma
break;
case "backgroundsprite":
sp.BackgroundSprite = new Sprite(subElement, lazyLoad: true);
if (subElement.Attribute("sourcerect") == null && sp.sprite != null)
{
sp.BackgroundSprite.SourceRect = sp.sprite.SourceRect;
sp.BackgroundSprite.size = sp.sprite.size;
sp.BackgroundSprite.size.X *= sp.sprite.SourceRect.Width;
sp.BackgroundSprite.size.Y *= sp.sprite.SourceRect.Height;
sp.BackgroundSprite.RelativeOrigin = subElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
}
if (subElement.GetAttributeBool("fliphorizontal", false))
sp.BackgroundSprite.effects = SpriteEffects.FlipHorizontally;
if (subElement.GetAttributeBool("flipvertical", false))
@@ -417,7 +417,10 @@ namespace Barotrauma
if (me.Submarine != this) { continue; }
if (me is Item item)
{
item.Indestructible = true;
if (item.GetComponent<Repairable>() != null)
{
item.Indestructible = true;
}
foreach (ItemComponent ic in item.Components)
{
if (ic is ConnectionPanel connectionPanel)
@@ -20,7 +20,7 @@ namespace Barotrauma.Networking
public OrderChatMessage(Order order, string orderOption, Entity targetEntity, Character targetCharacter, Character sender)
: this(order, orderOption,
order.GetChatMessage(targetCharacter?.Name, sender?.CurrentHull?.RoomName, givingOrderToSelf: targetCharacter == sender, orderOption: orderOption),
order.GetChatMessage(targetCharacter?.Name, sender?.CurrentHull?.DisplayName, givingOrderToSelf: targetCharacter == sender, orderOption: orderOption),
targetEntity, targetCharacter, sender)
{
}
@@ -44,6 +44,7 @@ namespace Barotrauma
base.Deselect();
#if CLIENT
GameMain.Config.SaveNewPlayerConfig();
GameMain.SoundManager.SetCategoryMuffle("default", false);
GUI.ClearMessages();
#endif
@@ -87,7 +87,6 @@ namespace Barotrauma
public string FullPath { get; private set; }
public override string ToString()
{
return FilePath + ": " + sourceRect;
@@ -107,25 +106,7 @@ namespace Barotrauma
{
this.lazyLoad = lazyLoad;
SourceElement = element;
if (file == "")
{
file = SourceElement.GetAttributeString("texture", "");
}
if (file == "")
{
DebugConsole.ThrowError("Sprite " + SourceElement + " doesn't have a texture specified!");
return;
}
if (!string.IsNullOrEmpty(path))
{
LoadTexture(ref sourceVector, ref shouldReturn, preMultipliedAlpha);
}
FilePath = path + file;
if (!string.IsNullOrEmpty(FilePath))
{
FullPath = Path.GetFullPath(FilePath);
}
if (!ParseTexturePath(path, file)) { return; }
Name = SourceElement.GetAttributeString("name", null);
Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
@@ -269,6 +250,29 @@ namespace Barotrauma
ID = GetID(SourceElement);
}
}
public bool ParseTexturePath(string path = "", string file = "")
{
if (file == "")
{
file = SourceElement.GetAttributeString("texture", "");
}
if (file == "")
{
DebugConsole.ThrowError("Sprite " + SourceElement + " doesn't have a texture specified!");
return false;
}
if (!string.IsNullOrEmpty(path))
{
if (!path.EndsWith("/")) path += "/";
}
FilePath = path + file;
if (!string.IsNullOrEmpty(FilePath))
{
FullPath = Path.GetFullPath(FilePath);
}
return true;
}
}
}
@@ -252,6 +252,28 @@ namespace Barotrauma
return null;
}
public static List<KeyValuePair<string, string>> GetAllTagTextPairs()
{
if (!textPacks.ContainsKey(Language))
{
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
Language = "English";
if (!textPacks.ContainsKey(Language))
{
throw new Exception("No text packs available in English!");
}
}
List<KeyValuePair<string, string>> allText = new List<KeyValuePair<string, string>>();
foreach (TextPack textPack in textPacks[Language])
{
allText.AddRange(textPack.GetAllTagTextPairs());
}
return allText;
}
public static string ReplaceGenderPronouns(string text, Gender gender)
{
if (gender == Gender.Male)
@@ -37,6 +37,7 @@ namespace Barotrauma
text = text.Replace("&amp;", "&");
text = text.Replace("&lt;", "<");
text = text.Replace("&gt;", ">");
text = text.Replace("&quot;", "\"");
infoList.Add(text);
}
}
@@ -62,6 +63,20 @@ namespace Barotrauma
return textList;
}
public List<KeyValuePair<string, string>> GetAllTagTextPairs()
{
var pairs = new List<KeyValuePair<string, string>>();
foreach (KeyValuePair<string, List<string>> kvp in texts)
{
foreach (string line in kvp.Value)
{
pairs.Add(new KeyValuePair<string, string>(kvp.Key, line));
}
}
return pairs;
}
#if DEBUG
public void CheckForDuplicates(int index)
{
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.