- CrewCommander key can be changed

- Improved logic for teleporting character in/out the sub
- changed Turret.AIOperate to use the new coordinate system
- neutralballastlevel option in steering
- crewmanager UI works properly with different numbers of crew members
- fixed obstructvision "twitching" when moving in/out the sub
- resetting steering velocity when AI is waiting
- GetItem AIObjective ignores items outside the sub
- crew has the "dismissed" order by default
-
This commit is contained in:
Regalis
2016-01-20 00:26:45 +02:00
parent 4dd48d7bf2
commit 6c57c1270c
24 changed files with 213 additions and 74 deletions
@@ -15,6 +15,8 @@ namespace Barotrauma
GUIFrame frame;
//GUIListBox characterList;
private int characterFrameBottom;
public GUIFrame Frame
{
get { return IsOpen ? frame : null; }
@@ -29,7 +31,6 @@ namespace Barotrauma
public CrewCommander(CrewManager crewManager)
{
this.crewManager = crewManager;
}
public void ToggleGUIFrame()
@@ -47,20 +48,19 @@ namespace Barotrauma
{
frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.6f);
frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
//UpdateCharacters();
int buttonWidth = 130;
int spacing = 20;
int y = 250;
int y = 50;
for (int n = 0; n<2; n++)
{
{
List<Order> orders = (n==0) ?
Order.PrefabList.FindAll(o => o.ItemComponentType == null) :
Order.PrefabList.FindAll(o=> o.ItemComponentType!=null);
Order.PrefabList.FindAll(o=> o.ItemComponentType != null);
int startX = (int)-(buttonWidth * orders.Count + spacing * (orders.Count - 1)) / 2;
@@ -117,7 +117,7 @@ namespace Barotrauma
public void UpdateCharacters()
{
if (frame == null) CreateGUIFrame();
CreateGUIFrame();
List<GUIComponent> prevCharacterFrames = new List<GUIComponent>();
foreach (GUIComponent child in frame.children)
@@ -134,18 +134,19 @@ namespace Barotrauma
List<Character> aliveCharacters = crewManager.characters.FindAll(c => !c.IsDead);
characterFrameBottom = 0;
int charactersPerRow = 4;
int spacing = 5;
int rows = (int)Math.Ceiling((double)aliveCharacters.Count / charactersPerRow);
int i = 0;
foreach (Character character in aliveCharacters)
{
int rowCharacterCount = Math.Min(charactersPerRow, aliveCharacters.Count);
if (aliveCharacters.Count - i < charactersPerRow-1) rowCharacterCount = aliveCharacters.Count % charactersPerRow;
//if (i >= aliveCharacters.Count - charactersPerRow && aliveCharacters.Count % charactersPerRow > 0) rowCharacterCount = aliveCharacters.Count % charactersPerRow;
// rowCharacterCount = Math.Min(rowCharacterCount, aliveCharacters.Count - i);
int startX = (int)-(150 * rowCharacterCount + spacing * (rowCharacterCount - 1)) / 2;
@@ -159,12 +160,13 @@ namespace Barotrauma
characterButton.UserData = character;
characterButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
characterButton.Color = Character.Controlled == character ? Color.Gold * 0.3f : Color.Black * 0.5f;
characterButton.Color = Character.Controlled == character ? Color.Gold * 0.2f : Color.Black * 0.5f;
characterButton.HoverColor = Color.LightGray * 0.5f;
characterButton.SelectedColor = Color.Gold * 0.5f;
characterButton.SelectedColor = Color.Gold * 0.6f;
characterButton.OutlineColor = Color.LightGray * 0.8f;
characterFrameBottom = Math.Max(characterFrameBottom, characterButton.Rect.Bottom);
string name = character.Info.Name;
if (character.Info.Job != null) name += '\n' + "(" + character.Info.Job.Name + ")";
@@ -187,6 +189,16 @@ namespace Barotrauma
i++;
}
foreach (GUIComponent child in frame.children)
{
if (!(child.UserData is Order)) continue;
Rectangle rect = child.Rect;
rect.Y += characterFrameBottom;
child.Rect = rect;
}
}
private bool SetOrder(GUIButton button, object userData)
@@ -225,12 +237,22 @@ namespace Barotrauma
var existingOrder = characterFrame.children.Find(c => c.UserData as Order != null);
if (existingOrder != null) characterFrame.RemoveChild(existingOrder);
var orderFrame = new GUIFrame(new Rectangle(0, characterFrame.Rect.Height, 0, 30 + order.Options.Length * 15), null, characterFrame);
orderFrame.OutlineColor = Color.LightGray * 0.8f;
var orderFrame = new GUIFrame(new Rectangle(-5, characterFrame.Rect.Height, characterFrame.Rect.Width, 30 + order.Options.Length * 15), null, characterFrame);
orderFrame.OutlineColor = Color.LightGray * 0.5f;
orderFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
orderFrame.UserData = order;
var img = new GUIImage(new Rectangle(0, 0, 20, 20), order.SymbolSprite, Alignment.TopLeft, orderFrame);
img.Scale = 20.0f / img.SourceRect.Width;
img.Color = order.Color;
img.CanBeFocused = false;
new GUITextBlock(new Rectangle(0, 0, 0, 20), order.DoingText, GUI.Style, Alignment.TopLeft, Alignment.TopCenter, orderFrame);
var optionList = new GUIListBox(new Rectangle(0, 20, 0, 80), Color.Transparent, null, orderFrame);
optionList.UserData = order;
@@ -289,7 +289,7 @@ namespace Barotrauma
updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
coolDownTimer *= 0.1f;
if (amount > 1.0f && attackWhenProvoked)
if (amount > 0.1f && attackWhenProvoked)
{
attackHumans = 100.0f;
attackRooms = 100.0f;
@@ -38,6 +38,14 @@ namespace Barotrauma
objectiveManager.AddObjective(new AIObjectiveIdle(c));
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
{
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLower() == "dismissed");
objectiveManager.SetOrder(CurrentOrder, "");
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
}
}
public override void Update(float deltaTime)
@@ -87,6 +95,8 @@ namespace Barotrauma
if (Character.IsKeyDown(InputType.Aim))
{
Character.AnimController.TargetDir = Character.CursorPosition.X > Character.Position.X ? Direction.Right : Direction.Left;
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
{
@@ -110,6 +120,8 @@ namespace Barotrauma
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option);
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
}
public override void SelectTarget(AITarget target)
@@ -101,6 +101,9 @@ namespace Barotrauma
{
currSearchIndex++;
//don't try to get items from outside the sub
if (Item.ItemList[currSearchIndex].CurrentHull == null) continue;
if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) continue;
if (IgnoreContainedItems && Item.ItemList[currSearchIndex].Container != null) continue;
if (Item.ItemList[currSearchIndex].Inventory is CharacterInventory) continue;
@@ -59,7 +59,12 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (target == character) return;
if (target == character)
{
character.AIController.SteeringManager.Reset();
return;
}
waitUntilPathUnreachable -= deltaTime;
@@ -116,7 +121,7 @@ namespace Barotrauma
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
if (completed) character.AIController.SteeringManager.SteeringManual(0.0f, -character.AIController.Steering);
if (completed) character.AIController.SteeringManager.Reset();
return completed;
}
@@ -70,6 +70,8 @@ namespace Barotrauma
public void SetOrder(Order order, string option)
{
if (order == null) return;
currentObjective = null;
switch (order.Name.ToLower())
@@ -9,7 +9,7 @@ namespace Barotrauma
{
class AIObjectiveOperateItem : AIObjective
{
private ItemComponent component;
private ItemComponent component, controller;
private Entity operateTarget;
@@ -33,14 +33,14 @@ namespace Barotrauma
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
:base (character, option)
{
component = item;
this.component = item;
this.operateTarget = operateTarget;
if (useController)
{
var controllers = item.Item.GetConnectedComponents<Controller>();
if (controllers.Any()) component = controllers[0];
if (controllers.Any()) controller = controllers[0];
}
@@ -49,21 +49,23 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (component.CanBeSelected)
ItemComponent target = controller == null ? component : controller;
if (target.CanBeSelected)
{
if (Vector2.Distance(character.Position, component.Item.Position) < component.Item.PickDistance
|| component.Item.IsInsideTrigger(character.WorldPosition))
if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
|| target.Item.IsInsideTrigger(character.WorldPosition))
{
if (character.SelectedConstruction != component.Item && component.CanBeSelected)
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{
component.Item.Pick(character, false, true);
target.Item.Pick(character, false, true);
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
return;
}
AddSubObjective(new AIObjectiveGoTo(component.Item, character));
AddSubObjective(new AIObjectiveGoTo(target.Item, character));
}
else
{
@@ -55,6 +55,11 @@ namespace Barotrauma
steering += velocity;
}
public void Reset()
{
steering = Vector2.Zero;
}
public virtual void Update(float speed = 1.0f)
{
float steeringSpeed = steering.Length();
@@ -553,10 +553,12 @@ namespace Barotrauma
if (newHull == null && currentHull.Submarine != null)
{
SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
character.CursorPosition += currentHull.Submarine.Position;
}
else if (currentHull == null && newHull != null && newHull.Submarine != null)
{
SetPosition(refLimb.SimPosition - ConvertUnits.ToSimUnits(newHull.Submarine.Position));
character.CursorPosition -= newHull.Submarine.Position;
}
}
+2 -2
View File
@@ -71,8 +71,8 @@ namespace Barotrauma
this.sourceRect = sourceRect;
if (parent != null)
parent.AddChild(this);
if (parent != null) parent.AddChild(this);
this.parent = parent;
}
public override void Draw(SpriteBatch spriteBatch)
+51 -9
View File
@@ -16,7 +16,7 @@ namespace Barotrauma
private int money;
private GUIFrame guiFrame;
private GUIListBox listBox;
private GUIListBox listBox, orderListBox;
private bool crewFrameOpen;
private GUIButton crewButton;
@@ -37,11 +37,15 @@ namespace Barotrauma
guiFrame = new GUIFrame(new Rectangle(0, 50, 150, 450), Color.Transparent);
listBox = new GUIListBox(new Rectangle(0, 30, 150, 0), Color.Transparent, null, guiFrame);
listBox = new GUIListBox(new Rectangle(45, 30, 150, 0), Color.Transparent, null, guiFrame);
listBox.ScrollBarEnabled = false;
listBox.OnSelected = SelectCharacter;
crewButton = new GUIButton(new Rectangle(0, 00, 100, 20), "Crew", GUI.Style, guiFrame);
orderListBox = new GUIListBox(new Rectangle(5, 30, 30, 0), Color.Transparent, null, guiFrame);
orderListBox.ScrollBarEnabled = false;
orderListBox.OnSelected = SelectCharacterOrder;
crewButton = new GUIButton(new Rectangle(5, 0, 100, 20), "Crew", GUI.Style, guiFrame);
crewButton.OnClicked = ToggleCrewFrame;
commander = new CrewCommander(this);
@@ -78,6 +82,31 @@ namespace Barotrauma
return false;
}
public void SetCharacterOrder(Character character, Order order)
{
if (order == null) return;
var characterFrame = listBox.FindChild(character);
if (characterFrame == null) return;
int characterIndex = listBox.children.IndexOf(characterFrame);
orderListBox.children[characterIndex].ClearChildren();
var img = new GUIImage(new Rectangle(0, 0, 30, 30), order.SymbolSprite, Alignment.Center, orderListBox.children[characterIndex]);
img.Scale = 30.0f / img.SourceRect.Width;
img.Color = order.Color;
img.ToolTip ="Order: "+ order.Name;
}
public bool SelectCharacterOrder(GUIComponent component, object selection)
{
GameMain.GameSession.CrewManager.commander.ToggleGUIFrame();
return false;
}
public void AddCharacter(Character character)
{
characters.Add(character);
@@ -94,11 +123,16 @@ namespace Barotrauma
character.Info.CreateCharacterFrame(listBox, character.Info.Name.Replace(' ', '\n'), character);
//GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, null, listBox);
//frame.UserData = character;
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 40, 40), Color.Transparent, null, orderListBox);
frame.UserData = character;
//frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
//frame.HoverColor = Color.LightGray * 0.5f;
//frame.SelectedColor = Color.Gold * 0.5f;
frame.HoverColor = Color.LightGray * 0.5f;
frame.SelectedColor = Color.Gold * 0.5f;
var ai = character.AIController as HumanAIController;
SetCharacterOrder(character, ai.CurrentOrder);
//string name = character.Info.Name.Replace(' ', '\n');
@@ -118,8 +152,17 @@ namespace Barotrauma
{
guiFrame.Update(deltaTime);
if (PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.C))
if (GameMain.Config.KeyBind(InputType.CrewOrders).IsHit())
{
//deselect construction unless it's the ladders the character is climbing
if (!commander.IsOpen && Character.Controlled != null &&
Character.Controlled.SelectedConstruction != null &&
Character.Controlled.SelectedConstruction.GetComponent<Items.Components.Ladder>() == null)
{
Character.Controlled.SelectedConstruction = null;
}
//only allow opening the command UI if there are AICharacters in the crew
if (commander.IsOpen || characters.Any(c => c is AICharacter)) commander.ToggleGUIFrame();
}
@@ -143,7 +186,6 @@ namespace Barotrauma
//}
}
public void CreateCrewFrame(List<Character> crew)
{
int width = 600, height = 400;
@@ -57,10 +57,7 @@ namespace Barotrauma
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
{
if (GameMain.GameSession.Map.CurrentLocation!=null)
text = text.Replace("[location1]", GameMain.GameSession.Map.CurrentLocation.Name);
if (GameMain.GameSession.Map.SelectedLocation!= null)
text = text.Replace("[location2]", GameMain.GameSession.Map.SelectedLocation.Name);
text = text.Replace("[location]", GameMain.GameSession.Map.CurrentLocation.Name);
}
return text;
+5 -1
View File
@@ -136,7 +136,11 @@ namespace Barotrauma
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.A);
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
keyMapping[(int)InputType.Run] = new KeyOrMouse(Keys.LeftShift);
keyMapping[(int)InputType.Chat] = new KeyOrMouse(Keys.Tab);
keyMapping[(int)InputType.Chat] = new KeyOrMouse(Keys.Tab);
keyMapping[(int)InputType.CrewOrders] = new KeyOrMouse(Keys.C);
keyMapping[(int)InputType.Select] = new KeyOrMouse(Keys.E);
keyMapping[(int)InputType.Use] = new KeyOrMouse(0);
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
if (powerConsumption == 0.0f) voltage = 1.0f;
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
if (Force > 1.0f)
if (Math.Abs(Force) > 1.0f)
{
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f);
@@ -244,7 +244,7 @@ namespace Barotrauma.Items.Components
{
var mission = GameMain.GameSession.Mission;
if (!string.IsNullOrWhiteSpace(mission.RadarLabel))
if (!string.IsNullOrWhiteSpace(mission.RadarLabel) && mission.RadarPosition != Vector2.Zero)
{
DrawMarker(spriteBatch,
mission.RadarLabel,
@@ -27,6 +27,8 @@ namespace Barotrauma.Items.Components
private bool valueChanged;
private float autopilotRayCastTimer;
private float neutralBallastLevel;
bool AutoPilot
{
@@ -47,6 +49,17 @@ namespace Barotrauma.Items.Components
}
}
[Editable, HasDefaultValue(0.5f, true)]
public float NeutralBallastLevel
{
get { return neutralBallastLevel; }
set
{
neutralBallastLevel = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
private Vector2 TargetVelocity
{
get { return targetVelocity;}
@@ -115,7 +128,11 @@ namespace Barotrauma.Items.Components
item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
item.SendSignal((-targetVelocity.Y).ToString(CultureInfo.InvariantCulture), "velocity_y_out");
float targetLevel = -targetVelocity.Y;
targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
+21 -8
View File
@@ -174,6 +174,8 @@ namespace Barotrauma.Items.Components
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y)), -rotation);
projectiles[0].Use(deltaTime);
projectiles[0].User = character;
if (projectile.Container != null) projectile.Container.RemoveContained(projectile);
return true;
@@ -236,7 +238,7 @@ namespace Barotrauma.Items.Components
//ignore humans and characters that are inside the sub
if (enemy.IsDead || enemy.SpeciesName == "human" || enemy.AnimController.CurrentHull != null) continue;
float dist = Vector2.Distance(enemy.Position, item.Position);
float dist = Vector2.Distance(enemy.WorldPosition, item.WorldPosition);
if (dist < closestDist)
{
closestEnemy = enemy;
@@ -246,18 +248,29 @@ namespace Barotrauma.Items.Components
if (closestEnemy == null) return false;
character.CursorPosition = closestEnemy.Position;
SecondaryUse(deltaTime, character);
character.CursorPosition = closestEnemy.WorldPosition;
if (item.Submarine!=null) character.CursorPosition -= item.Submarine.Position;
character.SetInput(InputType.Aim, false, true);
//Vector2 receive
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.Position-item.Position);
float turretAngle = -(rotation - MathHelper.TwoPi);
//Vector2 centerPos = new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y);
if (Math.Abs(enemyAngle - turretAngle) > 0.01f) return false;
//Vector2 offset = receivedPos - centerPos;
//offset.Y = -offset.Y;
var pickedBody = Submarine.PickBody(item.SimPosition, closestEnemy.SimPosition, null);
//targetRotation = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(offset));
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition-item.WorldPosition);
float turretAngle = -rotation;
if (Math.Abs(MathUtils.GetShortestAngle(enemyAngle, turretAngle)) > 0.01f) return false;
var pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), closestEnemy.SimPosition, null);
if (pickedBody != null && pickedBody.UserData as Limb == null) return false;
Use(deltaTime, character);
if (objective.Option.ToLower()=="fire at will") Use(deltaTime, character);
return false;
+3 -1
View File
@@ -72,6 +72,8 @@ namespace Barotrauma
public List<MapEntity> GetEntities(Vector2 position)
{
if (!MathUtils.IsValid(position)) new List<MapEntity>();
if (Submarine.Loaded != null) position -= Submarine.HiddenSubPosition;
if (position.X < limits.X || position.Y > limits.Y ||
@@ -81,7 +83,7 @@ namespace Barotrauma
}
Point indices = GetIndices(position);
return entities[indices.X, indices.Y];
}
+1 -8
View File
@@ -553,15 +553,8 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 0.01f) continue;
if (gap.linkedTo.Count == 0) continue;
var gapHull = gap.linkedTo[0] as Hull;
if (gapHull == this) gaps.Add(gap);
if (gap.linkedTo.Count < 2) continue;
gapHull = gap.linkedTo[1] as Hull;
if (gapHull == this) gaps.Add(gap);
if (gap.linkedTo.Contains(this)) gaps.Add(gap);
}
return gaps;
+27 -10
View File
@@ -212,26 +212,28 @@ namespace Barotrauma
{
if (targetPosition != null && targetPosition != Position)
{
//Vector2 targetSimPos = ConvertUnits.ToSimUnits((Vector2)targetPosition);
float dist = Vector2.Distance((Vector2)targetPosition, Position);
if (dist > 1000.0f)
{
Vector2 moveAmount = ConvertUnits.ToSimUnits((Vector2)targetPosition) - body.Position;
Vector2 displayerMoveAmount = ConvertUnits.ToDisplayUnits(moveAmount);
body.SetTransform(body.Position + moveAmount, 0.0f);
if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount;
GameMain.GameScreen.Cam.Position += ConvertUnits.ToDisplayUnits(moveAmount);
GameMain.GameScreen.Cam.Position += displayerMoveAmount;
targetPosition = null;
}
else if (dist > 50.0f)
{
Vector2 moveAmount = Vector2.Normalize((Vector2)targetPosition - Position);
moveAmount *= ConvertUnits.ToSimUnits(Math.Min(dist, 100.0f));
Vector2 displayerMoveAmount = ConvertUnits.ToDisplayUnits(moveAmount);
body.SetTransform(body.Position + moveAmount * deltaTime, 0.0f);
GameMain.GameScreen.Cam.Position += ConvertUnits.ToDisplayUnits(moveAmount * deltaTime);
GameMain.GameScreen.Cam.Position += displayerMoveAmount * deltaTime;
if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount;
}
else
{
@@ -351,7 +353,7 @@ namespace Barotrauma
{
Vector2 normal = Vector2.Normalize(body.Position - limb.SimPosition);
normal *= limb.Mass/100.0f;
normal *= Math.Min(limb.Mass,100)/100.0f;
ApplyImpact(normal, contact);
}
@@ -382,20 +384,34 @@ namespace Barotrauma
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal2, out points);
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] + limb.LinearVelocity * ((float)Physics.step));
Vector2 normalizedVel = limb.character.AnimController.RefLimb.LinearVelocity == Vector2.Zero ?
Vector2.Zero : Vector2.Normalize(limb.character.AnimController.RefLimb.LinearVelocity);
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
Hull newHull = Hull.FindHull(targetPos, null);
if (newHull == null) return true;
if (newHull == null)
{
targetPos = ConvertUnits.ToDisplayUnits(points[0] - normalizedVel);
newHull = Hull.FindHull(targetPos, null);
if (newHull == null) return true;
}
var gaps = newHull.FindGaps();
targetPos = limb.character.WorldPosition;
bool gapFound = false;
foreach (Gap gap in gaps)
foreach (Gap gap in Gap.GapList)
{
if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
if (gap.isHorizontal)
{
if (targetPos.Y < gap.WorldRect.Y && targetPos.Y > gap.WorldRect.Y - gap.WorldRect.Height)
if (targetPos.Y < gap.WorldRect.Y && targetPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&
Math.Abs(gap.WorldRect.Center.X-targetPos.X)<200.0f)
{
gapFound = true;
break;
@@ -403,7 +419,8 @@ namespace Barotrauma
}
else
{
if (targetPos.X > gap.WorldRect.X && targetPos.X < gap.WorldRect.Right)
if (targetPos.X > gap.WorldRect.X && targetPos.X < gap.WorldRect.Right &&
Math.Abs(gap.WorldRect.Y - gap.WorldRect.Height/2 - targetPos.Y) < 200.0f)
{
gapFound = true;
break;
+2 -1
View File
@@ -10,7 +10,8 @@ namespace Barotrauma
Use,
Aim,
Up, Down, Left, Right,
Run, Chat
Run,
Chat, CrewOrders
}
public class KeyOrMouse
+1 -1
View File
@@ -219,7 +219,7 @@ namespace Barotrauma
if (musicClips == null) return;
Task criticalTask = null;
if (GameMain.GameSession!=null)
if (GameMain.GameSession!=null && GameMain.GameSession.TaskManager != null)
{
foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
{
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