f8b0295...0671290

This commit is contained in:
Joonas Rikkonen
2019-03-18 22:59:45 +02:00
parent 23687fbf2f
commit 63eb4d64e5
103 changed files with 1378 additions and 4692 deletions
@@ -641,7 +641,7 @@ namespace Barotrauma.Items.Components
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
}
//make sure the left hull is linked to the gap first (gap logic assumes that the first hull is the one to the left)
if (doorGap.linkedTo[0].Rect.X > doorGap.linkedTo[1].Rect.X)
if (doorGap.linkedTo.Count > 1 && doorGap.linkedTo[0].Rect.X > doorGap.linkedTo[1].Rect.X)
{
var temp = doorGap.linkedTo[0];
doorGap.linkedTo[0] = doorGap.linkedTo[1];
@@ -659,7 +659,7 @@ namespace Barotrauma.Items.Components
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
}
//make sure the upper hull is linked to the gap first (gap logic assumes that the first hull is above the second one)
if (doorGap.linkedTo[0].Rect.Y < doorGap.linkedTo[1].Rect.Y)
if (doorGap.linkedTo.Count > 1 && doorGap.linkedTo[0].Rect.Y < doorGap.linkedTo[1].Rect.Y)
{
var temp = doorGap.linkedTo[0];
doorGap.linkedTo[0] = doorGap.linkedTo[1];
@@ -51,6 +51,11 @@ namespace Barotrauma.Items.Components
public PhysicsBody Body { get; private set; }
private float RepairThreshold
{
get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
}
private float stuck;
[Serialize(0.0f, false)]
public float Stuck
@@ -207,7 +212,7 @@ namespace Barotrauma.Items.Components
public override bool HasRequiredItems(Character character, bool addMessage)
{
if (item.Condition <= 0.0f) return true; //For repairing
if (item.Condition <= RepairThreshold) return true; //For repairing
//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) : canBePicked;
@@ -215,12 +220,12 @@ namespace Barotrauma.Items.Components
public override bool Pick(Character picker)
{
return item.Condition <= 0.0f ? true : base.Pick(picker);
return item.Condition <= RepairThreshold ? true : base.Pick(picker);
}
public override bool OnPicked(Character picker)
{
if (item.Condition <= 0.0f) return true; //repairs
if (item.Condition <= RepairThreshold) return true; //repairs
SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true); //crowbar function
#if CLIENT
@@ -232,7 +237,7 @@ namespace Barotrauma.Items.Components
public override bool Select(Character character)
{
//can only be selected if the item is broken
return item.Condition <= 0.0f;
return item.Condition <= RepairThreshold;
}
public override void Update(float deltaTime, Camera cam)
@@ -141,6 +141,7 @@ namespace Barotrauma.Items.Components
partial void UseProjSpecific(float deltaTime);
private List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
@@ -159,7 +160,7 @@ namespace Barotrauma.Items.Components
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
{
List<FireSource> fireSourcesInRange = new List<FireSource>();
fireSourcesInRange.Clear();
//step along the ray in 10% intervals, collecting all fire sources in the range
for (float x = 0.0f; x <= Submarine.LastPickedFraction; x += 0.1f)
{
@@ -200,7 +201,7 @@ namespace Barotrauma.Items.Components
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
@@ -252,11 +253,11 @@ namespace Barotrauma.Items.Components
}
}
partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex);
partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter);
partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem, float prevCondition);
private float sinTime;
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;
@@ -280,18 +281,26 @@ namespace Barotrauma.Items.Components
{
Vector2 standPos = leak.IsHorizontal ? new Vector2(Math.Sign(-fromItemToLeak.X), 0.0f) : new Vector2(0.0f, Math.Sign(-fromItemToLeak.Y) * 0.5f);
standPos = leak.WorldPosition + standPos * Range;
// TODO: check if too close to the stand pos -> move away so that the tool can hit the target and not through it?
Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
}
else
{
// TODO: sometimes stuck here, if too close to the target
//close enough -> stop moving
character.AIController.SteeringManager.Reset();
if (dist < Range / 2)
{
// Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
}
else if (!character.IsClimbing)
{
// Close enough -> stop if not in ladders.
// In ladders, we most likely want to move back and forth, because we cannot aim -> if the leak is on the side, it should get fixed.
character.AIController.SteeringManager.Reset();
}
}
character.CursorPosition = leak.Position;
sinTime += deltaTime;
character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
character.SetInput(InputType.Aim, false, true);
// Press the trigger only when the tool is approximately facing the target.
@@ -300,12 +309,17 @@ namespace Barotrauma.Items.Components
{
Use(deltaTime, character);
}
else
{
sinTime -= deltaTime * 2;
}
// TODO: fix until the wall is fixed?
bool leakFixed = leak.Open <= 0.0f || leak.Removed;
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
if (leakFixed && leak.FlowTargetHull != null)
{
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);
@@ -535,7 +535,6 @@ 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++)
@@ -155,29 +155,5 @@ namespace Barotrauma.Items.Components
}
}
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
//force can only be adjusted at 10% intervals -> no need for more accuracy than this
msg.WriteRangedInteger(-10, 10, (int)(targetForce / 10.0f));
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f;
if (item.CanClientAccess(c))
{
if (Math.Abs(newTargetForce - targetForce) > 0.01f)
{
GameServer.Log(c.Character.LogName + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction);
}
targetForce = newTargetForce;
}
//notify all clients of the changed state
item.CreateServerEvent(this);
}
}
}
@@ -160,7 +160,6 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
UpdateOnActiveEffects(deltaTime);
if (AITarget != null) AITarget.Enabled = voltage > minVoltage || powerConsumption <= 0.0f;
#if CLIENT
light.ParentSub = item.Submarine;
@@ -177,12 +177,21 @@ namespace Barotrauma.Items.Components
Vector2 nodePos = refSub == null ?
newConnection.Item.Position :
newConnection.Item.Position - refSub.HiddenSubPosition;
if (nodes.Count > 0 && nodes[0] == nodePos) break;
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
if (i == 0)
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
int newNodeIndex = 0;
if (nodes.Count > 1)
{
if (Vector2.DistanceSquared(nodes[nodes.Count-1], nodePos) < Vector2.DistanceSquared(nodes[0], nodePos))
{
newNodeIndex = nodes.Count;
}
}
if (newNodeIndex == 0)
{
nodes.Insert(0, nodePos);
}
@@ -433,9 +433,10 @@ namespace Barotrauma.Items.Components
if (usableProjectileCount == 0 || (usableProjectileCount < maxProjectileCount && objective.Option.ToLowerInvariant() != "fireatwill"))
{
ItemContainer container = null;
Item containerItem = null;
foreach (MapEntity e in item.linkedTo)
{
var containerItem = e as Item;
containerItem = e as Item;
if (containerItem == null) continue;
container = containerItem.GetComponent<ItemContainer>();
@@ -453,7 +454,7 @@ namespace Barotrauma.Items.Components
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Identifiers[0], container);
character?.Speak(TextManager.Get("DialogLoadTurret").Replace("[itemname]", item.Name), null, 0.0f, "loadturret", 30.0f);
containShellObjective.MinContainedAmount = usableProjectileCount + 1;
containShellObjective.IgnoreAlreadyContainedItems = true;
containShellObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
objective.AddSubObjective(containShellObjective);
return false;
}