Unstable 0.17.1.0

This commit is contained in:
Markus Isberg
2022-03-17 01:25:04 +09:00
parent 3974067915
commit 6d410cc1b7
302 changed files with 5878 additions and 3317 deletions
@@ -388,7 +388,7 @@ namespace Barotrauma
break;
}
}
if (targetingTag == null)
if (targetingTag.IsNullOrEmpty())
{
if (targetItem.GetComponent<Sonar>() != null)
{
@@ -2100,15 +2100,11 @@ namespace Barotrauma
if (!ActiveAttack.IsRunning)
{
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(Character, new object[]
{
Networking.NetEntityEvent.Type.SetAttackTarget,
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.SetAttackTargetEventData(
attackingLimb,
(damageTarget as Entity)?.ID ?? Entity.NullEntityID,
damageTarget is Character character && targetLimb != null ? Array.IndexOf(character.AnimController.Limbs, targetLimb) : 0,
SimPosition.X,
SimPosition.Y
});
damageTarget,
targetLimb,
SimPosition));
#else
Character.PlaySound(CharacterSound.SoundType.Attack, maxInterval: 3);
#endif
@@ -2696,7 +2692,7 @@ namespace Barotrauma
float target = targetParams.Threshold;
if (targetParams.ThresholdMin > 0 && targetParams.ThresholdMax > 0)
{
target = selectedTargetingParams == targetParams ? targetParams.ThresholdMax : targetParams.ThresholdMin;
target = selectedTargetingParams == targetParams && State == AIState.FleeTo ? targetParams.ThresholdMax : targetParams.ThresholdMin;
}
if (Character.HealthPercentage > target)
{
@@ -569,7 +569,8 @@ namespace Barotrauma
(Character.Submarine.TeamID != Character.TeamID && !Character.IsEscorted) ||
ObjectiveManager.CurrentOrders.Any(o => o.Objective.KeepDivingGearOnAlsoWhenInactive) ||
ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn) ||
Character.CurrentHull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 10;
Character.CurrentHull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 10 ||
Character.CurrentHull.IsWetRoom;
bool IsOrderedToWait() => Character.IsOnPlayerTeam && ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character;
bool removeDivingSuit = !shouldKeepTheGearOn && !IsOrderedToWait();
if (oxygenLow && Character.CurrentHull.Oxygen > 0 && (!isCurrentObjectiveFindSafety || Character.OxygenAvailable < 1))
@@ -1265,15 +1266,15 @@ namespace Barotrauma
{
if (!IsFriendly(attacker))
{
if (Character.Submarine == null)
if (c.Submarine == null)
{
// Outside
return attacker.Submarine == null ? AIObjectiveCombat.CombatMode.Defensive : AIObjectiveCombat.CombatMode.Retreat;
}
if (!Character.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
if (!c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
{
// Attacked from an unconnected submarine.
return Character.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
return c.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
}
return c.AIController is HumanAIController humanAI &&
(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
@@ -1285,18 +1286,22 @@ namespace Barotrauma
{
cumulativeDamage = 100;
}
if (GameMain.IsSingleplayer && attacker.IsPlayer && Character.TeamID == attacker.TeamID)
if (attacker.IsPlayer && c.TeamID == attacker.TeamID)
{
// Bots in the player team never act aggressively in single player when attacked by the player
return cumulativeDamage > minorDamageThreshold ? AIObjectiveCombat.CombatMode.Retreat : AIObjectiveCombat.CombatMode.None;
if (GameMain.IsSingleplayer || Character.TeamID != attacker.TeamID)
{
// Bots in the player team never act aggressively in single player when attacked by the player
// In multiplayer, they react only to players attacking them or other crew members
return Character == c && cumulativeDamage > minorDamageThreshold ? AIObjectiveCombat.CombatMode.Retreat : AIObjectiveCombat.CombatMode.None;
}
}
if (Character.Submarine == null || !Character.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
if (c.Submarine == null || !c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
{
// Outside or attacked from an unconnected submarine -> don't react.
return AIObjectiveCombat.CombatMode.None;
}
// If there are any enemies around, just ignore the friendly fire
if (Character.CharacterList.Any(ch => ch.Submarine == Character.Submarine && !ch.Removed && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
if (Character.CharacterList.Any(ch => ch.Submarine == c.Submarine && !ch.Removed && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
{
isAttackerFightingEnemy = true;
return AIObjectiveCombat.CombatMode.None;
@@ -1352,18 +1357,19 @@ namespace Barotrauma
Character FindInstigator()
{
if (Character.IsInstigator)
if (attacker.IsInstigator)
{
return Character;
return attacker;
}
else if (c.AIController is HumanAIController humanAi)
if (c.IsInstigator)
{
return c;
}
if (c.AIController is HumanAIController humanAi)
{
return Character.CharacterList.FirstOrDefault(ch => ch.Submarine == c.Submarine && !ch.Removed && !ch.IsIncapacitated && ch.IsInstigator && humanAi.VisibleHulls.Contains(ch.CurrentHull));
}
else
{
return null;
}
return null;
}
}
}
@@ -1497,7 +1503,7 @@ namespace Barotrauma
if (hull == null ||
hull.WaterPercentage > 90 ||
hull.LethalPressure > 0 ||
hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.5f))
hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.9f))
{
needsSuit = !Character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
return true;
@@ -30,6 +30,7 @@ namespace Barotrauma
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
}
if (item.ConditionPercentage <= 0) { return false; }
if (item.IsClaimedByBallastFlora) { return false; }
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
if (IsReady(battery)) { return false; }
return true;
@@ -83,7 +83,8 @@ namespace Barotrauma
container.HasTag("allowcleanup") &&
container.ParentInventory == null && container.OwnInventory != null && container.OwnInventory.AllItems.Any() &&
container.GetComponent<ItemContainer>() != null &&
IsItemInsideValidSubmarine(container, character);
IsItemInsideValidSubmarine(container, character) &&
!container.IsClaimedByBallastFlora;
public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true)
{
@@ -100,6 +101,7 @@ namespace Barotrauma
if (!IsValidContainer(item.Container, character, allowUnloading)) { return false; }
}
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
if (item.HasBallastFloraInHull) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
if (pickable is Holdable h && h.Attachable && h.Attached) { return false; }
@@ -777,7 +777,7 @@ namespace Barotrauma
}
if (retreatTarget != null && character.CurrentHull != retreatTarget)
{
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true)
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager)
{
UsePathingOutside = false
},
@@ -162,7 +162,6 @@ namespace Barotrauma
CloseEnough = reach,
DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak".ToIdentifier() : Identifier.Empty,
TargetName = Leak.FlowTargetHull?.DisplayName,
CheckVisibility = false,
requiredCondition = () => Leak.Submarine == character.Submarine,
// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
@@ -1,7 +1,6 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Barotrauma.Extensions;
@@ -11,6 +10,8 @@ namespace Barotrauma
{
public override Identifier Identifier { get; set; } = "go to".ToIdentifier();
public override bool KeepDivingGearOn => GetTargetHull() == null;
private AIObjectiveFindDivingGear findDivingGear;
private readonly bool repeat;
//how long until the path to the target is declared unreachable
@@ -74,14 +75,6 @@ namespace Barotrauma
_closeEnough = Math.Max(minDistance, value);
}
}
// TODO: Currently we never check the visibility (to the end node), which is actually unintentional.
// I don't think it has caused any issues so far, so let's keep defaulting to false for now, because the less we do raycasts the better.
// However, if there are cases where the bots attempt to go through walls (select the end node that is behind an obstacle), we should set this true.
// NOTE: This seemes to have caused an issue now Regalis11/Barotrauma#8067: namely, the bot was trying to use a waypoint that was obstructed by a shuttle
// because obstruction was only checked when checking visibility in PathFinder. Changed that so that obstructed nodes are no longer used.
public bool CheckVisibility { get; set; }
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
@@ -268,15 +261,15 @@ namespace Barotrauma
{
Character followTarget = Target as Character;
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
bool needsDivingGear = (needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit)) && character.NeedsAir;
bool needsDivingGear = (needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit));
if (Mimic)
{
if (HumanAIController.HasDivingSuit(followTarget) && character.NeedsAir)
if (HumanAIController.HasDivingSuit(followTarget))
{
needsDivingGear = true;
needsDivingSuit = true;
}
else if (HumanAIController.HasDivingMask(followTarget) && character.NeedsAir)
else if (HumanAIController.HasDivingMask(followTarget))
{
needsDivingGear = true;
}
@@ -505,7 +498,7 @@ namespace Barotrauma
startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
endNodeFilter: endNodeFilter,
nodeFilter: nodeFilter,
checkVisiblity: CheckVisibility);
checkVisiblity: Target is Item || Target is Character);
}
if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
{
@@ -60,6 +60,7 @@ namespace Barotrauma
if (targetCondition.HasValue && container.Inventory.IsFull() && container.Inventory.AllItems.None(i => ItemMatchesTargetCondition(i, targetCondition.Value))) { return false; }
if (!AIObjectiveCleanupItems.IsItemInsideValidSubmarine(item, character)) { return false; }
if (item.GetRootInventoryOwner() is Character owner && owner != character) { return false; }
if (item.IsClaimedByBallastFlora) { return false; }
if (!item.HasAccess(character)) { return false; }
// Ignore items that require power but don't have it
if (item.GetComponent<Powered>() is Powered powered && powered.PowerConsumption > 0 && powered.Voltage < powered.MinVoltage) { return false; }
@@ -10,6 +10,16 @@ namespace Barotrauma
{
class AIObjectiveManager
{
public enum ObjectiveType
{
None = 0,
Order = 1,
Objective = 2,
MinValue = 0,
MaxValue = 2
}
public const float HighestOrderPriority = 70;
public const float LowestOrderPriority = 60;
public const float RunPriority = 50;
@@ -184,28 +194,20 @@ namespace Barotrauma
{
var previousObjective = CurrentObjective;
var firstObjective = Objectives.FirstOrDefault();
bool currentObjectiveIsOrder = CurrentOrder != null && firstObjective != null && CurrentOrder.Priority > firstObjective.Priority;
if (currentObjectiveIsOrder)
CurrentObjective = currentObjectiveIsOrder ? CurrentOrder : firstObjective;
if (previousObjective == CurrentObjective) { return CurrentObjective; }
previousObjective?.OnDeselected();
CurrentObjective?.OnSelected();
GetObjective<AIObjectiveIdle>().CalculatePriority(Math.Max(CurrentObjective.Priority - 10, 0));
if (GameMain.NetworkMember is { IsServer: true })
{
CurrentObjective = CurrentOrder;
}
else
{
CurrentObjective = firstObjective;
}
if (previousObjective != CurrentObjective)
{
previousObjective?.OnDeselected();
CurrentObjective?.OnSelected();
GetObjective<AIObjectiveIdle>().CalculatePriority(Math.Max(CurrentObjective.Priority - 10, 0));
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
GameMain.NetworkMember.CreateEntityEvent(character, new object[]
{
NetEntityEvent.Type.ObjectiveManagerState,
currentObjectiveIsOrder ? "order" : "objective"
});
}
GameMain.NetworkMember.CreateEntityEvent(character,
new Character.ObjectiveManagerStateEventData(currentObjectiveIsOrder ? ObjectiveType.Order : ObjectiveType.Objective));
}
return CurrentObjective;
}
@@ -67,6 +67,11 @@ namespace Barotrauma
Priority = 0;
return Priority;
}
else if (targetItem.IsClaimedByBallastFlora)
{
Priority = 0;
return Priority;
}
var reactor = component?.Item.GetComponent<Reactor>();
if (reactor != null)
{
@@ -41,6 +41,7 @@ namespace Barotrauma
if (!character.Submarine.IsConnectedTo(pump.Item.Submarine)) { return false; }
}
if (Character.CharacterList.Any(c => c.CurrentHull == pump.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
if (pump.Item.IsClaimedByBallastFlora) { return false; }
if (IsReady(pump)) { return false; }
return true;
}
@@ -1,7 +1,6 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
@@ -12,6 +11,7 @@ namespace Barotrauma
public override Identifier Identifier { get; set; } = "repair item".ToIdentifier();
public override bool AllowInAnySub => true;
public override bool KeepDivingGearOn => Item?.CurrentHull == null;
public Item Item { get; private set; }
@@ -52,6 +52,10 @@ namespace Barotrauma
Priority = 0;
IsCompleted = true;
}
else if (Item.IsClaimedByBallastFlora)
{
Priority = 0;
}
else
{
float distanceFactor = 1;
@@ -151,6 +151,7 @@ namespace Barotrauma
if (!item.IsInteractable(character)) { return false; }
if (item.IsFullCondition) { return false; }
if (item.Submarine == null || character.Submarine == null) { return false; }
if (item.IsClaimedByBallastFlora) { return false; }
//player crew ignores items in outposts
if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
@@ -30,6 +30,7 @@ namespace Barotrauma
private float findHullTimer;
private bool ignoreOxygen;
private readonly float findHullInterval = 1.0f;
private bool performedCpr;
public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
@@ -220,12 +221,12 @@ namespace Barotrauma
DialogueIdentifier = "dialogcannotreachpatient".ToIdentifier(),
TargetName = targetCharacter.DisplayName
},
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
Abandon = true;
});
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
Abandon = true;
});
}
else
{
@@ -401,6 +402,7 @@ namespace Barotrauma
{
character.SelectCharacter(targetCharacter);
character.AnimController.Anim = AnimController.Animation.CPR;
performedCpr = true;
}
else
{
@@ -436,9 +438,10 @@ namespace Barotrauma
{
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name).Value,
null, 1.0f, $"targethealed{targetCharacter.Name}".ToIdentifier(), 60.0f);
{
string textTag = performedCpr ? "DialogTargetResuscitated" : "DialogTargetHealed";
string message = TextManager.GetWithVariable(textTag, "[targetname]", targetCharacter.Name)?.Value;
character.Speak(message, delay: 1.0f, identifier: $"targethealed{targetCharacter.Name}".ToIdentifier(), minDurationBetweenSimilar: 60.0f);
}
return isCompleted;
}
@@ -392,7 +392,6 @@ namespace Barotrauma
return option;
}
public ImmutableArray<Identifier> GetTargetItems(Identifier option = default)
{
if (option.IsEmpty || !OptionTargetItems.TryGetValue(option, out ImmutableArray<Identifier> optionTargetItems))
@@ -418,6 +417,28 @@ namespace Barotrauma
}
public override void Dispose() { }
/// <summary>
/// Create an Order instance with a null target
/// </summary>
public Order CreateInstance(OrderTargetType targetType, Character orderGiver = null, bool isAutonomous = false)
{
try
{
return targetType switch
{
OrderTargetType.Entity => new Order(this, targetEntity: null, targetItem: null, orderGiver, isAutonomous),
OrderTargetType.Position => new Order(this, target: null, orderGiver),
OrderTargetType.WallSection => new Order(this, wall: null, sectionIndex: null, orderGiver),
_ => throw new NotImplementedException()
};
}
catch (NotImplementedException e)
{
DebugConsole.ShowError($"Error creating a new Order instance: unexpected target type \"{targetType}\".\n{e.StackTrace.CleanupStackTrace()}");
return null;
}
}
}
class Order
@@ -510,28 +531,45 @@ namespace Barotrauma
public readonly bool UseController;
/// <summary>
/// Constructor for order instances
/// Constructor for orders with the target type OrderTargetType.Entity
/// </summary>
public Order(OrderPrefab prefab, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null, bool isAutonomous = false)
: this(prefab, Identifier.Empty, 0, OrderType.Current, null, targetEntity, targetItem, orderGiver, isAutonomous) { }
/// <summary>
/// Constructor for orders with the target type OrderTargetType.Entity
/// </summary>
public Order(OrderPrefab prefab, Identifier option, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null, bool isAutonomous = false)
: this(prefab, option, 0, OrderType.Current, null, targetEntity, targetItem, orderGiver, isAutonomous) { }
/// <summary>
/// Constructor for orders with the target type OrderTargetType.Position
/// </summary>
public Order(OrderPrefab prefab, OrderTarget target, Character orderGiver = null)
: this(prefab, prefab.Options.FirstOrDefault(), 0, OrderType.Current, null, target, orderGiver) { }
/// <summary>
/// Constructor for orders with the target type OrderTargetType.Position
/// </summary>
public Order(OrderPrefab prefab, Identifier option, OrderTarget target, Character orderGiver = null)
: this(prefab, option, 0, OrderType.Current, null, target, orderGiver) { }
/// <summary>
/// Constructor for orders with the target type OrderTargetType.WallSection
/// </summary>
public Order(OrderPrefab prefab, Structure wall, int? sectionIndex, Character orderGiver = null)
: this(prefab, Identifier.Empty, 0, OrderType.Current, null, wall, sectionIndex, orderGiver) { }
/// <summary>
/// Constructor for orders with the target type OrderTargetType.WallSection
/// </summary>
public Order(OrderPrefab prefab, Identifier option, Structure wall, int? sectionIndex, Character orderGiver = null)
: this(prefab, option, 0, OrderType.Current, null, wall, sectionIndex, orderGiver) { }
public Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null, bool isAutonomous = false)
/// <summary>
/// Constructor for orders with the target type OrderTargetType.Entity
/// </summary>
private Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null, bool isAutonomous = false)
{
Prefab = prefab;
Option = option;
@@ -561,14 +599,20 @@ namespace Barotrauma
TargetType = OrderTargetType.Entity;
}
public Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, OrderTarget target, Character orderGiver = null)
/// <summary>
/// Constructor for orders with the target type OrderTargetType.Position
/// </summary>
private Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, OrderTarget target, Character orderGiver = null)
: this(prefab, option, manualPriority, orderType, aiObjective, targetEntity: null, targetItem: null, orderGiver)
{
TargetPosition = target;
TargetType = OrderTargetType.Position;
}
public Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, Structure wall, int? sectionIndex, Character orderGiver = null)
/// <summary>
/// Constructor for orders with the target type OrderTargetType.WallSection
/// </summary>
private Order(OrderPrefab prefab, Identifier option, int manualPriority, OrderType orderType, AIObjective aiObjective, Structure wall, int? sectionIndex, Character orderGiver = null)
: this(prefab, option, manualPriority, orderType, aiObjective, targetEntity: wall, null, orderGiver: orderGiver)
{
WallSectionIndex = sectionIndex;
@@ -633,7 +677,7 @@ namespace Barotrauma
public Order WithTargetEntity(Entity entity)
{
return new Order(this, targetEntity: entity);
return new Order(this, targetEntity: entity, targetType: OrderTargetType.Entity);
}
public Order WithTargetSpatialEntity(ISpatialEntity spatialEntity)
@@ -673,7 +717,7 @@ namespace Barotrauma
public Order WithTargetPosition(OrderTarget targetPosition)
{
return new Order(this, targetPosition: targetPosition);
return new Order(this, targetPosition: targetPosition, targetType: OrderTargetType.Position);
}
public Order Clone()
@@ -313,8 +313,7 @@ namespace Barotrauma
ShipCommandLog("Dismissing " + shipIssueWorker + " for character " + shipIssueWorker.OrderedCharacter);
#endif
var order = new Order(OrderPrefab.Dismissal, null).WithManualPriority(3).WithOrderGiver(character);
//character.Speak(orderPrefab.GetChatMessage(shipIssueWorker.OrderedCharacter.Name, "", givingOrderToSelf: false));
shipIssueWorker.OrderedCharacter.SetOrder(order);
shipIssueWorker.OrderedCharacter.SetOrder(order, isNewOrder: true);
shipIssueWorker.RemoveOrder();
break;
}
@@ -368,7 +367,7 @@ namespace Barotrauma
ShipGlobalIssueFixLeaks shipGlobalIssueFixLeaks = new ShipGlobalIssueFixLeaks(this);
for (int i = 0; i < crewSizeModifier; i++)
{
var order = new Order(OrderPrefab.Prefabs["fixleaks"], null);
var order = OrderPrefab.Prefabs["fixleaks"].CreateInstance(OrderPrefab.OrderTargetType.Entity);
ShipIssueWorkers.Add(new ShipIssueWorkerFixLeaks(this, order, shipGlobalIssueFixLeaks));
}
shipGlobalIssues.Add(shipGlobalIssueFixLeaks);
@@ -376,7 +375,7 @@ namespace Barotrauma
ShipGlobalIssueRepairSystems shipGlobalIssueRepairSystems = new ShipGlobalIssueRepairSystems(this);
for (int i = 0; i < crewSizeModifier; i++)
{
var order = new Order(OrderPrefab.Prefabs["repairsystems"], null);
var order = OrderPrefab.Prefabs["repairsystems"].CreateInstance(OrderPrefab.OrderTargetType.Entity);
ShipIssueWorkers.Add(new ShipIssueWorkerRepairSystems(this, order, shipGlobalIssueRepairSystems));
}
shipGlobalIssues.Add(shipGlobalIssueRepairSystems);
@@ -442,7 +442,7 @@ namespace Barotrauma
}
#if SERVER
public void ServerWrite(IWriteMessage msg, Client client, object[] extraData = null)
public void ServerEventWrite(IWriteMessage msg, Client client, NetEntityEvent.IData extraData = null)
{
msg.Write(IsAlive);
}
@@ -1017,24 +1017,29 @@ namespace Barotrauma
{
if (l.IsSevered) { continue; }
float rotation = l.body.Rotation;
if (l.DoesFlip)
{
if (RagdollParams.IsSpritesheetOrientationHorizontal)
{
//horizontally oriented sprites can be mirrored by rotating 180 deg and inverting the angle
rotation = -(l.body.Rotation + MathHelper.Pi);
}
else
{
//vertically oriented limbs can be mirrored by inverting the angle (neutral angle is straight upwards)
rotation = -l.body.Rotation;
}
}
TrySetLimbPosition(l,
centerOfMass,
new Vector2(centerOfMass.X - (l.SimPosition.X - centerOfMass.X), l.SimPosition.Y),
rotation,
lerp);
l.body.PositionSmoothingFactor = 0.8f;
if (!l.DoesFlip) { continue; }
if (RagdollParams.IsSpritesheetOrientationHorizontal)
{
//horizontally oriented sprites can be mirrored by rotating 180 deg and inverting the angle
l.body.SetTransform(l.SimPosition, -(l.body.Rotation + MathHelper.Pi));
}
else
{
//vertically oriented limbs can be mirrored by inverting the angle (neutral angle is straight upwards)
l.body.SetTransform(l.SimPosition, -l.body.Rotation);
}
}
if (character.SelectedCharacter != null && CanDrag(character.SelectedCharacter))
{
@@ -1846,11 +1846,9 @@ namespace Barotrauma
}
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
if (wrapAngle) { angle = MathUtils.WrapAnglePi(angle); }
TrySetLimbPosition(limb, Collider.SimPosition, position);
limb.body.SetTransform(limb.body.SimPosition, angle);
TrySetLimbPosition(limb, Collider.SimPosition, position, angle);
}
}
@@ -803,9 +803,9 @@ namespace Barotrauma
}
SeverLimbJointProjSpecific(limbJoint, playSound: true);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
if (GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.Status });
GameMain.NetworkMember.CreateEntityEvent(character, new Character.StatusEventData());
}
return true;
}
@@ -1693,7 +1693,7 @@ namespace Barotrauma
if (limb.IsSevered) { continue; }
//check visibility from the new position of the collider to the new position of this limb
Vector2 movePos = limb.SimPosition + limbMoveAmount;
TrySetLimbPosition(limb, simPosition, movePos, lerp, ignorePlatforms);
TrySetLimbPosition(limb, simPosition, movePos, limb.Rotation, lerp, ignorePlatforms);
}
}
}
@@ -1708,7 +1708,7 @@ namespace Barotrauma
IsHanging = true;
}
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true)
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp = false, bool ignorePlatforms = true)
{
Vector2 movePos = simPosition;
@@ -1730,11 +1730,12 @@ namespace Barotrauma
if (lerp)
{
limb.body.TargetPosition = movePos;
limb.body.MoveToTargetPosition(true);
limb.body.TargetRotation = rotation;
limb.body.MoveToTargetPosition(true);
}
else
{
limb.body.SetTransform(movePos, limb.Rotation);
limb.body.SetTransform(movePos, rotation);
limb.PullJointWorldAnchorB = limb.PullJointWorldAnchorA;
limb.PullJointEnabled = false;
}
@@ -487,6 +487,10 @@ namespace Barotrauma
// TODO: do we want to apply the effect at the world position or the entity positions in each cases? -> go through also other cases where status effects are applied
effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity, worldPosition);
}
if (effect.HasTargetType(StatusEffect.TargetType.Parent))
{
effect.Apply(effectType, deltaTime, attacker, attacker);
}
if (targetCharacter != null)
{
if (effect.HasTargetType(StatusEffect.TargetType.Character))
@@ -551,6 +555,10 @@ namespace Barotrauma
{
effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
}
if (effect.HasTargetType(StatusEffect.TargetType.Parent))
{
effect.Apply(effectType, deltaTime, attacker, attacker);
}
if (effect.HasTargetType(StatusEffect.TargetType.Character))
{
effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb.character);
@@ -25,7 +25,7 @@ namespace Barotrauma
FriendlyNPC = 3
}
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerSerializable
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerPositionSync
{
public readonly static List<Character> CharacterList = new List<Character>();
@@ -130,6 +130,22 @@ namespace Barotrauma
}
}
private Wallet wallet = new Wallet();
public Wallet Wallet
{
get
{
ThrowIfAccessingWalletsInSingleplayer();
return wallet;
}
set
{
ThrowIfAccessingWalletsInSingleplayer();
wallet = value;
}
}
public readonly HashSet<LatchOntoAI> Latchers = new HashSet<LatchOntoAI>();
public readonly HashSet<Projectile> AttachedProjectiles = new HashSet<Projectile>();
@@ -137,6 +153,17 @@ namespace Barotrauma
protected ActiveTeamChange currentTeamChange;
const string OriginalTeamIdentifier = "original";
public static void ThrowIfAccessingWalletsInSingleplayer()
{
#if CLIENT && DEBUG
if (Screen.Selected is TestScreen) { return; }
#endif
if (GameMain.NetworkMember is null || GameMain.IsSingleplayer)
{
throw new InvalidOperationException($"Tried to access crew wallets in singleplayer. Use {nameof(CampaignMode)}.{nameof(CampaignMode.Bank)} or {nameof(CampaignMode)}.{nameof(CampaignMode.GetWallet)} instead.");
}
}
public void SetOriginalTeam(CharacterTeamType newTeam)
{
TryRemoveTeamChange(OriginalTeamIdentifier);
@@ -158,12 +185,11 @@ namespace Barotrauma
return;
}
// clear up any duties the character might have had from its old team (autonomous objectives are automatically recreated)
var order = new Order(OrderPrefab.Dismissal, Identifier.Empty,
manualPriority: 3, orderType: Order.OrderType.Current, aiObjective: null, target: null, orderGiver: this);
SetOrder(order, speak: false);
var order = OrderPrefab.Dismissal.CreateInstance(OrderPrefab.OrderTargetType.Entity, orderGiver: this).WithManualPriority(CharacterInfo.HighestManualOrderPriority);
SetOrder(order, isNewOrder: true, speak: false);
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.TeamChange });
GameMain.NetworkMember.CreateEntityEvent(this, new TeamChangeEventData());
#endif
}
@@ -225,9 +251,8 @@ namespace Barotrauma
if (bestTeamChange.AggressiveBehavior) // this seemed like the least disruptive way to induce aggressive behavior
{
var order = new Order(OrderPrefab.Prefabs["fightintruders"], Identifier.Empty,
manualPriority: 3, orderType: Order.OrderType.Current, aiObjective: null, target: null, orderGiver: this);
SetOrder(order, speak: false);
var order = OrderPrefab.Prefabs["fightintruders"].CreateInstance(OrderPrefab.OrderTargetType.Entity, orderGiver: this).WithManualPriority(CharacterInfo.HighestManualOrderPriority);
SetOrder(order, isNewOrder: true, speak: false);
}
}
}
@@ -1023,7 +1048,7 @@ namespace Barotrauma
#if SERVER
if (GameMain.Server != null && Spawner != null && createNetworkEvent)
{
Spawner.CreateNetworkEvent(newCharacter, false);
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(newCharacter));
}
#endif
return newCharacter;
@@ -1178,6 +1203,10 @@ namespace Barotrauma
info = new CharacterInfo(nonHuskedSpeciesName);
}
}
else if (Params.HasInfo && info == null)
{
info = new CharacterInfo(speciesName);
}
if (IsHumanoid)
{
@@ -1418,9 +1447,9 @@ namespace Barotrauma
{
item.AddTag(s);
}
if (createNetworkEvent && (GameMain.NetworkMember?.IsServer ?? false))
if (createNetworkEvent && GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ChangeProperty, item.SerializableProperties[nameof(item.Tags).ToIdentifier()] });
GameMain.NetworkMember.CreateEntityEvent(item, new Item.ChangePropertyEventData(item.SerializableProperties[nameof(item.Tags).ToIdentifier()]));
}
}
}
@@ -3199,7 +3228,7 @@ namespace Barotrauma
}
/// <param name="force">Force an order to be set for the character, bypassing hearing checks</param>
public void SetOrder(Order order, bool speak = true, bool force = false)
public void SetOrder(Order order, bool isNewOrder, bool speak = true, bool force = false)
{
var orderGiver = order?.OrderGiver;
//set the character order only if the character is close enough to hear the message
@@ -3226,7 +3255,7 @@ namespace Barotrauma
if (currentOrder.Identifier != order.Identifier) { continue; }
if (currentOrder.TargetEntity != order.TargetEntity) { continue; }
if (!currentOrder.AutoDismiss) { continue; }
character.SetOrder(currentOrder.GetDismissal(), speak: speak, force: force);
character.SetOrder(currentOrder.GetDismissal(), isNewOrder, speak: speak, force: force);
break;
}
}
@@ -3243,7 +3272,7 @@ namespace Barotrauma
}
if (orderToReplace is { AutoDismiss: true })
{
SetOrder(orderToReplace.GetDismissal(), speak: speak, force: force);
SetOrder(orderToReplace.GetDismissal(), isNewOrder, speak: speak, force: force);
}
break;
}
@@ -3251,10 +3280,10 @@ namespace Barotrauma
}
// Prevent adding duplicate orders
bool wasDuplicate = RemoveDuplicateOrders(order);
RemoveDuplicateOrders(order);
AddCurrentOrder(order);
if (orderGiver != null && order.Identifier != "dismissed" && !wasDuplicate)
if (orderGiver != null && order.Identifier != "dismissed" && isNewOrder)
{
var abilityOrderedCharacter = new AbilityOrderedCharacter(this);
orderGiver.CheckTalents(AbilityEffectType.OnGiveOrder, abilityOrderedCharacter);
@@ -3976,14 +4005,14 @@ namespace Barotrauma
HealthUpdateInterval = 0.0f;
//clients aren't allowed to kill characters unless they receive a network message
if (!isNetworkMessage && GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
if (!isNetworkMessage && GameMain.NetworkMember is { IsClient: true })
{
return;
}
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
if (GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
GameMain.NetworkMember.CreateEntityEvent(this, new StatusEventData());
}
isDead = true;
@@ -4072,15 +4101,7 @@ namespace Barotrauma
}
}
if (GameMain.GameSession != null)
{
if (GameMain.GameSession.Campaign != null && TeamID == CharacterTeamType.Team1 && !IsAssistant)
{
GameMain.GameSession.Campaign.CrewHasDied = true;
}
GameMain.GameSession.KillCharacter(this);
}
GameMain.GameSession?.KillCharacter(this);
}
partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool log);
@@ -4245,7 +4266,7 @@ namespace Barotrauma
if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition) &&
GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
GameMain.NetworkMember.CreateEntityEvent(newItem, new StatusEventData());
}
#if SERVER
newItem.GetComponent<Terminal>()?.SyncHistory();
@@ -4334,7 +4355,7 @@ namespace Barotrauma
hull?.Submarine ?? Submarine);
extraDuffelBags.Add(newDuffelBag);
#if SERVER
Spawner.CreateNetworkEvent(newDuffelBag, false);
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(newDuffelBag));
#endif
}
@@ -4547,7 +4568,7 @@ namespace Barotrauma
info.UnlockedTalents.Add(talentPrefab.Identifier);
if (characterTalents.Any(t => t.Prefab == talentPrefab)) { return false; }
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.UpdateTalents });
GameMain.NetworkMember.CreateEntityEvent(this, new UpdateTalentsEventData());
#endif
CharacterTalent characterTalent = new CharacterTalent(talentPrefab, this);
characterTalents.Add(characterTalent);
@@ -4626,23 +4647,44 @@ namespace Barotrauma
/// </summary>
public void GiveMoney(int amount)
{
if (!(GameMain.GameSession?.Campaign is CampaignMode campaign)) { return; }
if (!(GameMain.GameSession?.Campaign is { } campaign)) { return; }
if (amount <= 0) { return; }
int prevAmount = campaign.Money;
campaign.Money += amount;
OnMoneyChanged(prevAmount, campaign.Money);
Wallet wallet;
#if SERVER
if (!(campaign is MultiPlayerCampaign mpCampaign)) { throw new InvalidOperationException("Campaign on a server is not a multiplayer campaign"); }
Client targetClient = null;
foreach (Client client in GameMain.Server.ConnectedClients)
{
if (client.Character == this)
{
targetClient = client;
break;
}
}
wallet = targetClient is null ? mpCampaign.Bank : mpCampaign.GetWallet(targetClient);
#else
wallet = campaign.Wallet;
#endif
int prevAmount = wallet.Balance;
wallet.Give(amount);
OnMoneyChanged(prevAmount, wallet.Balance);
}
#if CLIENT
public void SetMoney(int amount)
{
if (!(GameMain.GameSession?.Campaign is CampaignMode campaign)) { return; }
if (amount == campaign.Money) { return; }
if (!(GameMain.GameSession?.Campaign is { } campaign)) { return; }
if (amount == campaign.Wallet.Balance) { return; }
int prevAmount = campaign.Money;
campaign.Money = amount;
OnMoneyChanged(prevAmount, campaign.Money);
int prevAmount = campaign.Wallet.Balance;
campaign.Wallet.Balance = amount;
OnMoneyChanged(prevAmount, campaign.Wallet.Balance);
}
#endif
partial void OnMoneyChanged(int prevAmount, int newAmount);
partial void OnTalentGiven(TalentPrefab talentPrefab);
@@ -0,0 +1,172 @@
using System.Collections.Generic;
using System.Collections.Immutable;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
partial class Character
{
public enum EventType
{
InventoryState = 0,
Control = 1,
Status = 2,
Treatment = 3,
SetAttackTarget = 4,
ExecuteAttack = 5,
AssignCampaignInteraction = 6,
ObjectiveManagerState = 7,
TeamChange = 8,
AddToCrew = 9,
UpdateExperience = 10,
UpdateTalents = 11,
UpdateSkills = 12,
UpdateMoney = 13,
UpdatePermanentStats = 14,
MinValue = 0,
MaxValue = 14
}
private interface IEventData : NetEntityEvent.IData
{
public EventType EventType { get; }
}
public struct InventoryStateEventData : IEventData
{
public EventType EventType => EventType.InventoryState;
}
public struct ControlEventData : IEventData
{
public EventType EventType => EventType.Control;
public readonly Client Owner;
public ControlEventData(Client owner)
{
Owner = owner;
}
}
public struct StatusEventData : IEventData
{
public EventType EventType => EventType.Status;
}
public struct TreatmentEventData : IEventData
{
public EventType EventType => EventType.Treatment;
}
private interface IAttackEventData : IEventData
{
public Limb AttackLimb { get; }
public IDamageable TargetEntity { get; }
public Limb TargetLimb { get; }
public Vector2 TargetSimPos { get; }
}
public struct SetAttackTargetEventData : IAttackEventData
{
public EventType EventType => EventType.SetAttackTarget;
public Limb AttackLimb { get; }
public IDamageable TargetEntity { get; }
public Limb TargetLimb { get; }
public Vector2 TargetSimPos { get; }
public SetAttackTargetEventData(Limb attackLimb, IDamageable targetEntity, Limb targetLimb, Vector2 targetSimPos)
{
AttackLimb = attackLimb;
TargetEntity = targetEntity;
TargetLimb = targetLimb;
TargetSimPos = targetSimPos;
}
}
public struct ExecuteAttackEventData : IAttackEventData
{
public EventType EventType => EventType.ExecuteAttack;
public Limb AttackLimb { get; }
public IDamageable TargetEntity { get; }
public Limb TargetLimb { get; }
public Vector2 TargetSimPos { get; }
public ExecuteAttackEventData(Limb attackLimb, IDamageable targetEntity, Limb targetLimb, Vector2 targetSimPos)
{
AttackLimb = attackLimb;
TargetEntity = targetEntity;
TargetLimb = targetLimb;
TargetSimPos = targetSimPos;
}
}
public struct AssignCampaignInteractionEventData : IEventData
{
public EventType EventType => EventType.AssignCampaignInteraction;
}
public struct ObjectiveManagerStateEventData : IEventData
{
public EventType EventType => EventType.ObjectiveManagerState;
public readonly AIObjectiveManager.ObjectiveType ObjectiveType;
public ObjectiveManagerStateEventData(AIObjectiveManager.ObjectiveType objectiveType)
{
ObjectiveType = objectiveType;
}
}
private struct TeamChangeEventData : IEventData
{
public EventType EventType => EventType.TeamChange;
}
public struct AddToCrewEventData : IEventData
{
public EventType EventType => EventType.AddToCrew;
public readonly CharacterTeamType TeamType;
public readonly ImmutableArray<Item> InventoryItems;
public AddToCrewEventData(CharacterTeamType teamType, IEnumerable<Item> inventoryItems)
{
TeamType = teamType;
InventoryItems = inventoryItems.ToImmutableArray();
}
}
public struct UpdateExperienceEventData : IEventData
{
public EventType EventType => EventType.UpdateExperience;
}
public struct UpdateTalentsEventData : IEventData
{
public EventType EventType => EventType.UpdateTalents;
}
public struct UpdateSkillsEventData : IEventData
{
public EventType EventType => EventType.UpdateSkills;
}
private struct UpdateMoneyEventData : IEventData
{
public EventType EventType => EventType.UpdateMoney;
}
public struct UpdatePermanentStatsEventData : IEventData
{
public EventType EventType => EventType.UpdatePermanentStats;
public readonly StatTypes StatType;
public UpdatePermanentStatsEventData(StatTypes statType)
{
StatType = statType;
}
}
}
}
@@ -299,7 +299,11 @@ namespace Barotrauma
{
if (handleBuff)
{
Character.CharacterHealth.ApplyAffliction(Character.AnimController.GetLimb(LimbType.Head), AfflictionPrefab.List.FirstOrDefault(a => a.Identifier == "disguised").Instantiate(100f));
var head = Character.AnimController.GetLimb(LimbType.Head);
if (head != null)
{
Character.CharacterHealth.ApplyAffliction(head, AfflictionPrefab.List.FirstOrDefault(a => a.Identifier == "disguised").Instantiate(100f));
}
}
idCard ??= Character.Inventory?.GetItemInLimbSlot(InvSlotType.Card)?.GetComponent<IdCard>();
@@ -319,7 +323,11 @@ namespace Barotrauma
if (handleBuff)
{
Character.CharacterHealth.ReduceAfflictionOnLimb(Character.AnimController.GetLimb(LimbType.Head), "disguised".ToIdentifier(), 100f);
var head = Character.AnimController.GetLimb(LimbType.Head);
if (head != null)
{
Character.CharacterHealth.ReduceAfflictionOnLimb(head, "disguised".ToIdentifier(), 100f);
}
}
}
@@ -572,15 +580,15 @@ namespace Barotrauma
private void CheckColors()
{
if (IsColorValid(Head.HairColor))
if (!IsColorValid(Head.HairColor))
{
Head.HairColor = SelectRandomColor(HairColors, Rand.RandSync.Unsynced);
}
if (IsColorValid(Head.FacialHairColor))
if (!IsColorValid(Head.FacialHairColor))
{
Head.FacialHairColor = SelectRandomColor(FacialHairColors, Rand.RandSync.Unsynced);
}
if (IsColorValid(Head.SkinColor))
if (!IsColorValid(Head.SkinColor))
{
Head.SkinColor = SelectRandomColor(SkinColors, Rand.RandSync.Unsynced);
}
@@ -736,7 +744,7 @@ namespace Barotrauma
private int GetIdentifier(string name)
{
int id = ToolBox.StringToInt(name + string.Join("", Head.Preset.TagSet));
int id = ToolBox.StringToInt(name + string.Join("", Head.Preset.TagSet.OrderBy(s => s)));
id ^= Head.HairIndex << 12;
id ^= Head.BeardIndex << 18;
id ^= Head.MoustacheIndex << 24;
@@ -822,12 +830,12 @@ namespace Barotrauma
{
foreach (var limbElement in Ragdoll.MainElement.Elements())
{
if (!limbElement.GetAttributeString("type", "").Equals("head", StringComparison.OrdinalIgnoreCase)) { continue; }
if (!limbElement.GetAttributeString("type", string.Empty).Equals("head", StringComparison.OrdinalIgnoreCase)) { continue; }
ContentXElement spriteElement = limbElement.GetChildElement("sprite");
if (spriteElement == null) { continue; }
string spritePath = spriteElement.Attribute("texture").Value;
string spritePath = spriteElement.GetAttributeContentPath("texture")?.Value;
if (string.IsNullOrEmpty(spritePath)) { continue; }
spritePath = ReplaceVars(spritePath);
@@ -1298,7 +1306,7 @@ namespace Barotrauma
var orders = LoadOrders(orderData);
foreach (var order in orders)
{
character.SetOrder(order, speak: false, force: true);
character.SetOrder(order, isNewOrder: true, speak: false, force: true);
}
}
@@ -41,9 +41,11 @@ namespace Barotrauma
if (previousValue > 0.0f && value <= 0.0f)
{
DeactivateHusk();
highestStrength = 0;
}
}
}
private float highestStrength;
public InfectionState State
{
@@ -75,6 +77,7 @@ namespace Barotrauma
{
if (HuskPrefab == null) { return; }
base.Update(characterHealth, targetLimb, deltaTime);
highestStrength = Math.Max(_strength, highestStrength);
character = characterHealth.Character;
if (character == null) { return; }
@@ -98,7 +101,7 @@ namespace Barotrauma
DeactivateHusk();
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
{
character.SpeechImpediment = 100;
character.SpeechImpediment = 30;
}
State = InfectionState.Transition;
}
@@ -108,6 +111,10 @@ namespace Barotrauma
{
character.SetStun(Rand.Range(2f, 3f));
}
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
{
character.SpeechImpediment = 100;
}
State = InfectionState.Active;
ActivateHusk();
}
@@ -120,7 +127,57 @@ namespace Barotrauma
}
}
partial void UpdateMessages();
private InfectionState? prevDisplayedMessage;
private void UpdateMessages()
{
if (Prefab is AfflictionPrefabHusk { SendMessages: false }) { return; }
if (prevDisplayedMessage.HasValue && prevDisplayedMessage.Value == State) { return; }
if (highestStrength > Strength) { return; }
switch (State)
{
case InfectionState.Dormant:
if (Strength < DormantThreshold * 0.5f)
{
return;
}
if (character == Character.Controlled)
{
#if CLIENT
GUI.AddMessage(TextManager.Get("HuskDormant"), GUIStyle.Red);
#endif
}
else if (character.IsBot)
{
character.Speak(TextManager.Get("dialoghuskdormant").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskdormant".ToIdentifier());
}
break;
case InfectionState.Transition:
if (character == Character.Controlled)
{
#if CLIENT
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), GUIStyle.Red);
#endif
}
else if (character.IsBot)
{
character.Speak(TextManager.Get("dialoghuskcantspeak").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskcantspeak".ToIdentifier());
}
break;
case InfectionState.Active:
#if CLIENT
if (character == Character.Controlled && character.Params.UseHuskAppendage)
{
GUI.AddMessage(TextManager.GetWithVariable("HuskActivate", "[Attack]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Attack)), GUIStyle.Red);
}
#endif
break;
case InfectionState.Final:
default:
break;
}
prevDisplayedMessage = State;
}
private void ApplyDamage(float deltaTime, bool applyForce)
{
@@ -209,7 +266,9 @@ namespace Barotrauma
{
yield return CoroutineStatus.Success;
}
#if SERVER
var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == character);
#endif
character.Enabled = false;
Entity.Spawner.AddEntityToRemoveQueue(character);
UnsubscribeFromDeathEvent();
@@ -246,7 +305,6 @@ namespace Barotrauma
if (huskPrefab.ControlHusk)
{
#if SERVER
var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == character);
if (client != null)
{
GameMain.Server.SetClientCharacter(client, husk);
@@ -657,6 +657,7 @@ namespace Barotrauma
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == "stun") { return; }
if (Character.Params.Health.PoisonImmunity && newAffliction.Prefab.AfflictionType == "poison") { return; }
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
{
if (huskPrefab.TargetSpecies.None(s => s == Character.SpeciesName))
@@ -731,48 +732,47 @@ namespace Barotrauma
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
if (Character.GodMode) { return; }
afflictionsToRemove.Clear();
afflictionsToUpdate.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
if (!Character.GodMode)
{
var affliction = kvp.Key;
if (affliction.Strength <= 0.0f)
afflictionsToRemove.Clear();
afflictionsToUpdate.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); }
continue;
var affliction = kvp.Key;
if (affliction.Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); }
continue;
}
afflictionsToUpdate.Add(kvp);
}
afflictionsToUpdate.Add(kvp);
}
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictionsToUpdate)
{
var affliction = kvp.Key;
Limb targetLimb = null;
if (kvp.Value != null)
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictionsToUpdate)
{
int healthIndex = limbHealths.IndexOf(kvp.Value);
targetLimb =
Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == healthIndex) ??
Character.AnimController.MainLimb;
var affliction = kvp.Key;
Limb targetLimb = null;
if (kvp.Value != null)
{
int healthIndex = limbHealths.IndexOf(kvp.Value);
targetLimb =
Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == healthIndex) ??
Character.AnimController.MainLimb;
}
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding bleeding)
{
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
}
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
}
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding bleeding)
foreach (var affliction in afflictionsToRemove)
{
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
}
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
}
foreach (var affliction in afflictionsToRemove)
{
afflictions.Remove(affliction);
afflictions.Remove(affliction);
}
}
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
if (Character.InWater)
{
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
@@ -782,13 +782,16 @@ namespace Barotrauma
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.WalkingSpeed));
}
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
CalculateVitality();
if (Vitality <= MinVitality)
if (!Character.GodMode)
{
Kill();
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
CalculateVitality();
if (Vitality <= MinVitality)
{
Kill();
}
}
}
@@ -190,7 +190,7 @@ namespace Barotrauma
GameMain.Server.EntityEventManager.Events.RemoveAll(ev => ev.Entity == item);
}
Entity.Spawner.CreateNetworkEvent(item, false);
Entity.Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(item));
}
#endif
if (itemElement.GetAttributeBool("equip", false))
@@ -152,7 +152,7 @@ namespace Barotrauma
GameMain.Server.EntityEventManager.Events.RemoveAll(ev => ev.Entity == item);
}
Entity.Spawner.CreateNetworkEvent(item, false);
Entity.Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(item));
}
#endif
@@ -1011,15 +1011,9 @@ namespace Barotrauma
ExecuteAttack(damageTarget, targetLimb, out attackResult);
}
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(character, new object[]
{
NetEntityEvent.Type.ExecuteAttack,
this,
(damageTarget as Entity)?.ID ?? Entity.NullEntityID,
damageTarget is Character && targetLimb != null ? Array.IndexOf(((Character)damageTarget).AnimController.Limbs, targetLimb) : 0,
attackSimPos.X,
attackSimPos.Y
});
GameMain.NetworkMember.CreateEntityEvent(character, new Character.ExecuteAttackEventData(
attackLimb: this, targetEntity: damageTarget, targetLimb: targetLimb,
targetSimPos: attackSimPos));
#endif
}
@@ -1055,7 +1049,10 @@ namespace Barotrauma
if (!attack.IsRunning)
{
// Set the main collider where the body lands after the attack
character.AnimController.Collider.SetTransform(character.AnimController.MainLimb.body.SimPosition, rotation: character.AnimController.Collider.Rotation);
if (Vector2.DistanceSquared(character.AnimController.Collider.SimPosition, character.AnimController.MainLimb.body.SimPosition) > 0.1f * 0.1f)
{
character.AnimController.Collider.SetTransform(character.AnimController.MainLimb.body.SimPosition, rotation: character.AnimController.Collider.Rotation);
}
}
return wasHit;
}
@@ -162,7 +162,7 @@ namespace Barotrauma
Identifier variantOf = MainElement.VariantOf();
if (!variantOf.IsEmpty)
{
VariantFile = doc;
VariantFile = new XDocument(doc);
#warning TODO: determine that CreateVariantXML is equipped to do this
XElement newRoot = CreateVariantXml(MainElement, CharacterPrefab.FindBySpeciesName(variantOf).ConfigElement);
var oldElement = MainElement;
@@ -477,12 +477,15 @@ namespace Barotrauma
[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
public float ConstantHealthRegeneration { get; private set; }
[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 100, DecimalCount = 2)]
public float HealthRegenerationWhenEating { get; private set; }
[Serialize(false, IsPropertySaveable.Yes), Editable]
public bool StunImmunity { get; set; }
[Serialize(false, IsPropertySaveable.Yes), Editable]
public bool PoisonImmunity { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Can afflictions affect the face/body tint of the character."), Editable]
public bool ApplyAfflictionColors { get; private set; }
@@ -956,7 +956,7 @@ namespace Barotrauma
Deformations = new Dictionary<SpriteDeformationParams, XElement>();
foreach (var deformationElement in element.GetChildElements("spritedeformation"))
{
string typeName = deformationElement.GetAttributeString("typename", null) ?? deformationElement.GetAttributeString("type", "");
string typeName = deformationElement.GetAttributeString("type", null) ?? deformationElement.GetAttributeString("typename", string.Empty);
SpriteDeformationParams deformation = null;
switch (typeName.ToLowerInvariant())
{
@@ -982,7 +982,7 @@ namespace Barotrauma
}
if (deformation != null)
{
deformation.TypeName = typeName;
deformation.Type = typeName;
}
Deformations.Add(deformation, deformationElement);
}
@@ -1,20 +1,28 @@
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionNoCrewDied : AbilityConditionDataless
{
public bool assistantsDontCount;
public AbilityConditionNoCrewDied(CharacterTalent characterTalent, ContentXElement conditionElement) : base(characterTalent, conditionElement)
{
assistantsDontCount = conditionElement.GetAttributeBool(nameof(assistantsDontCount), true);
}
protected override bool MatchesConditionSpecific()
{
if (GameMain.GameSession?.Campaign is CampaignMode campaign)
if (GameMain.GameSession == null) { return false; }
foreach (Character character in GameMain.GameSession.Casualties)
{
return !campaign.CrewHasDied;
if (assistantsDontCount && character.Info?.Job?.Prefab.Identifier == "assistant")
{
continue;
}
if (character.CauseOfDeath != null && character.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
{
return false;
}
}
return true;
}