(a73e09604) Fixed inventory locking up when rewiring items with a Controller component (e.g. periscopes). Don't open the health interface by clicking on the healthbar when using a controller.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:39:42 +03:00
parent 3575c8df52
commit 704e0731c9
17 changed files with 200 additions and 276 deletions
@@ -32,7 +32,7 @@ namespace Barotrauma.Items.Components
private Camera cam;
private Character character;
private Character user;
private Item focusTarget;
private float targetRotation;
@@ -43,6 +43,11 @@ namespace Barotrauma.Items.Components
set { userPos = value; }
}
public Character User
{
get { return user; }
}
public Controller(Item item, XElement element)
: base(item, element)
{
@@ -79,36 +84,36 @@ namespace Barotrauma.Items.Components
{
this.cam = cam;
if (character == null
|| character.Removed
|| character.SelectedConstruction != item
|| !character.CanInteractWith(item))
if (user == null
|| user.Removed
|| user.SelectedConstruction != item
|| !user.CanInteractWith(item))
{
if (character != null)
if (user != null)
{
CancelUsing(character);
character = null;
CancelUsing(user);
user = null;
}
IsActive = false;
return;
}
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
user.AnimController.Anim = AnimController.Animation.UsingConstruction;
if (userPos != Vector2.Zero)
{
Vector2 diff = (item.WorldPosition + userPos) - character.WorldPosition;
Vector2 diff = (item.WorldPosition + userPos) - user.WorldPosition;
if (character.AnimController.InWater)
if (user.AnimController.InWater)
{
if (diff.Length() > 30.0f)
{
character.AnimController.TargetMovement = Vector2.Clamp(diff*0.01f, -Vector2.One, Vector2.One);
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
user.AnimController.TargetMovement = Vector2.Clamp(diff*0.01f, -Vector2.One, Vector2.One);
user.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
}
else
{
character.AnimController.TargetMovement = Vector2.Zero;
user.AnimController.TargetMovement = Vector2.Zero;
}
}
else
@@ -116,27 +121,27 @@ namespace Barotrauma.Items.Components
diff.Y = 0.0f;
if (diff != Vector2.Zero && diff.LengthSquared() > 10.0f * 10.0f)
{
character.AnimController.TargetMovement = Vector2.Normalize(diff);
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
user.AnimController.TargetMovement = Vector2.Normalize(diff);
user.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
return;
}
character.AnimController.TargetMovement = Vector2.Zero;
user.AnimController.TargetMovement = Vector2.Zero;
}
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
ApplyStatusEffects(ActionType.OnActive, deltaTime, user);
if (limbPositions.Count == 0) return;
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
user.AnimController.Anim = AnimController.Animation.UsingConstruction;
character.AnimController.ResetPullJoints();
user.AnimController.ResetPullJoints();
if (dir != 0) character.AnimController.TargetDir = dir;
if (dir != 0) user.AnimController.TargetDir = dir;
foreach (LimbPos lb in limbPositions)
{
Limb limb = character.AnimController.GetLimb(lb.limbType);
Limb limb = user.AnimController.GetLimb(lb.limbType);
if (limb == null || !limb.body.Enabled) continue;
limb.Disabled = true;
@@ -151,19 +156,19 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character activator = null)
{
if (activator != character)
if (activator != user)
{
return false;
}
if (character == null || character.Removed ||
character.SelectedConstruction != item || !character.CanInteractWith(item))
if (user == null || user.Removed ||
user.SelectedConstruction != item || !user.CanInteractWith(item))
{
character = null;
user = null;
return false;
}
item.SendSignal(0, "1", "trigger_out", character);
item.SendSignal(0, "1", "trigger_out", user);
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
@@ -172,15 +177,15 @@ namespace Barotrauma.Items.Components
public override bool SecondaryUse(float deltaTime, Character character = null)
{
if (this.character != character)
if (this.user != character)
{
return false;
}
if (this.character == null || character.Removed ||
this.character.SelectedConstruction != item || !character.CanInteractWith(item))
if (this.user == null || character.Removed ||
this.user.SelectedConstruction != item || !character.CanInteractWith(item))
{
this.character = null;
this.user = null;
return false;
}
if (character == null) return false;
@@ -233,7 +238,7 @@ namespace Barotrauma.Items.Components
private Item GetFocusTarget()
{
item.SendSignal(0, MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), "position_out", character);
item.SendSignal(0, MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), "position_out", user);
for (int i = item.LastSentSignalRecipients.Count - 1; i >= 0; i--)
{
@@ -285,23 +290,23 @@ namespace Barotrauma.Items.Components
if (activator == null || activator.Removed) return false;
//someone already using the item
if (character != null && !character.Removed)
if (user != null && !user.Removed)
{
if (character == activator)
if (user == activator)
{
IsActive = false;
CancelUsing(character);
character = null;
CancelUsing(user);
user = null;
return false;
}
}
else
{
character = activator;
user = activator;
IsActive = true;
}
item.SendSignal(0, "1", "signal_out", character);
item.SendSignal(0, "1", "signal_out", user);
return true;
}
@@ -734,6 +734,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();