e08c5e7...2ad9b5d
commit 2ad9b5de40f128e8413f1ad5f568a4bc006d0971 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 20:11:41 2019 +0200 v0.8.9.3 commit 2d64da9d1e0d10f9ccb08d6e3fbc45d69fcda368 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 18:08:10 2019 +0200 Randomize the races and the heads in the net lobby. TODO: remember the previous heads and check that the next in line is unique (not exactly the same as the current). commit 09f74ab37692291ca070bac5dbc53eef395fb1cf Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 16:30:16 2019 +0200 AI characters can give treatment to characters who aren't unconscious, fixed AI characters attempting to treat dead characters. Closes #1083 commit a8fea2450cf4ef0b80a8fc809aee339bc39b28c6 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 16:28:23 2019 +0200 Fixed horizontal docking ports failing to find the hull prefab commit dd5a7a4f09195ecfeb82605e1e73ea22607694e7 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 16:02:52 2019 +0200 halved the hitpoints for baby moloch commit 92ae260558ece991560d83819168ef51d5267a66 Merge: 75fe087d7 8f451825e Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:44:08 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 75fe087d7263b46611fb0aad5c91c616e22ad41b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:43:12 2019 +0200 Update the ai block in the moloch boss config file. commit caf11944294dfe66b5d302888baecbfddad7293a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:42:42 2019 +0200 Remove the lowercase version of the moloch boss config file. commit b422feece1e620c427fa62d41c2b847b6b8837e9 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:41:40 2019 +0200 Fix molochbaby character name in the config file. commit 913762516dd17921c185de2cb912333f2e5230dd Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:41:22 2019 +0200 Include the baby moloch files in the project. commit 8f451825e95b415b1262f984d83828c379d36ea2 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:36:50 2019 +0200 Added molochbaby to the project file commit 2078307f255f432c19fcbbc0b690acf5655f3c99 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:33:08 2019 +0200 Disable creating humanoids in the wizard for now, because it can go wrong in so many ways. commit 55a931795ac5f60699033c4ff484a9a2d0ae9b7e Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:32:18 2019 +0200 Unfreeze when adjusting the joint scale, because the limbs are not otherwise updated to the joint positions. commit 2c92373ccbf331c545c830c9780f450b116f0359 Author: Iiro Enges <iiro@fakefish.fi> Date: Wed Feb 6 15:28:22 2019 +0200 Tinted baby moloch to differentiate from the adult version (for testing purposes) commit f05be351cdf8a6073702e988ed1861f665399048 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:26:52 2019 +0200 Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher than what the reactor can generate. Caused "failed to write an event for the entity" errors in MP when the server tried to write the targetTurbineOutput using WriteRangedSingle with a maximum value of 100. Closes #1085 commit 7b737ebbea41fd5b7825a6c6373e578c1b1c91fd Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:15:59 2019 +0200 Baby moloch, doo doo doo doo doo doo commit f5d13649915ba761bbc6fe78370c607905e2d5f8 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:15:04 2019 +0200 Small fixes and tweaks to gun performance dependent on skill of user. commit 4bf61738c6da08d771dedf1c96160cc76e0b4dd7 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:14:11 2019 +0200 New staggered swarm medium difficulty event commit 3e593f46850987ba074d9b26d59d08eeeddd1d70 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:05:43 2019 +0200 Removed incorrect item name/description instructions fron EnglishVanilla.xml. Correct instructions are at the beginning of the file. commit ce33a523e440a5b5037b84ca96bebf1f977e0aa8 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:00:48 2019 +0200 Attempt to fix "attempted to move pull joint extremely far" errors (#895). I think they were (at least for the most part) caused by characters switching to simple physics mode and then moving a significant distance, and when the character switched back to normal animation, the pull joints were still somewhere far away and lerping them to the position of the collider failed (because the lerped position triggers the error). commit c8212e3eff6d9272c9d38b833743b0f33b3611a2 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 13:54:15 2019 +0200 Fixed nullref exception when teleporting from a sub to ruins or vice versa. Closes #1037 commit 0d812394944eb05be4291be7b56593cc4def6d0f Author: Daniel Asteljoki <daniel.asteljoki@gmail.com> Date: Wed Feb 6 13:34:58 2019 +0200 Made regular ruin walls much more durable (500 -> 5000) commit c9a4d9d6f6c9c767ecd8cf34f917db9da852f4bf Author: Daniel Asteljoki <daniel.asteljoki@gmail.com> Date: Wed Feb 6 13:34:26 2019 +0200 Rebalanced Humpback battery grid, added toggles for using backup power commit 47617a6d54f933714dffeca5fa311776e9d0523c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:17:57 2019 +0200 Remove the lowercase variant of moloch's config file from the source control. commit 640662835684464e4a66b106b1958e5a9fde8a0c Merge: 80e91f96b 7861d00a6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:10:00 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 80e91f96bf5f1e9f89c5a6e4695292298a802b06 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:09:37 2019 +0200 Fix a null reference exception. commit 91b16aaa7aacc658cb36325ea85944802166ef53 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:09:26 2019 +0200 Instead of having a bad sight, make the Hammerhead deaf. Add "provocative" priority tag, remove "sonar". Make slightly less aggressive towards weaker. commit a383c136f6f6915163e98c472ec7ba7f575ea479 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:02:00 2019 +0200 Add "provocative" tag on Moloch and Mudraptor targeting priorities. Tweak moloch priorities a bit. commit 7861d00a609f2555a19f510d72591bd0330f607e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 12:53:37 2019 +0200 Attempt to fix/diagnose "collection was modified; enumeration operation may not execute" exceptions when using the fixhulls command (see #1011). Haven't been able to reproduce this issue. commit 1d1321c60e8815b3beaffb81bfb9c5f5c2528297 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:52:29 2019 +0200 Add "provocative" tag that can be used as a red flag for the monsters. Add the tag on the diving scooter. Also add an ai target with sound ranges. commit 8530f4c9e4b1c444687cadbf615a9ade0440262b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:50:43 2019 +0200 Propulsion can now make sound that attracts the enemies. The sound is on when the propulsion is active. commit 291f12676e5148da1a83d4dd72071381c1ae73e3 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:49:39 2019 +0200 If a target item is held by a character, attack the character instead. commit 2aeaa9eaa51f3ed3db71f7853efef37bf5998838 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:46:27 2019 +0200 Allow to define min and max sound ranges. commit 3bf5d2383cbcc33fa862a79c06756e6d9f20a753 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:42:57 2019 +0200 Adjust the ai debug info. commit 369355ffef340875335c0d81d9a2c9a4bfac898b Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:40:30 2019 +0200 ContextualTutorial Update cleanup commit 101387adc1308ad87e3134ab2960d3032f725735 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:34:07 2019 +0200 Formatting commit cc44eff21d57d93e4b0a67249af2135e5782e3c3 Merge: 9a338a2d4 33d1cd1be Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:31:54 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 9a338a2d440ff12426171fe9c3121efb934b6803 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:31:50 2019 +0200 Modified: ContextualTutorial dismissal logic to use buttons instead of the press any key logic commit 33d1cd1beb61862a91bce16ebeb5090a8969cf1b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 12:07:21 2019 +0200 Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example). Closes #1066 commit 8935825146203725759463278e7776a42d84a6a0 Merge: 2cdc96214 9fd3de63b Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 11:45:06 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 2cdc96214e2285bfa83a566ed8bc2aed4156c31d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 11:44:56 2019 +0200 Added: Saving of the download size to the Workshop.Item, allows displaying the file size for non-downloaded content in SteamWorshopScreen. Closes #1052 commit 9fd3de63bc08e06a924bf5ec8a8b2938a647282f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 11:34:38 2019 +0200 Watchmen cannot be dragged or grabbed, fixed watchmen imploding continuously if they end up outside. Closes #1072 commit eb3fca43d77e79f04e0ae80daac53b7e2c1e37f7 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 11:14:06 2019 +0200 Fixed server not sending PowerContainer events until the charge of the PowerContainer has changed by more then 100% (i.e. never). Closes #1068 commit 5b3b71bab75489714f72ce55621f6da7d5ec8d94 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 10:59:09 2019 +0200 Prevent locations from being generated too close to each other. Closes #1048 commit b032b36a50b60432f565cab0178de749585562ad Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 10:48:43 2019 +0200 Fixed a couple of errors in the translation instructions in EnglishVanilla.xml commit a31b2f257ef863f2cdd1504a3a15356f95262225 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 09:34:11 2019 +0200 Show inventory icons in the sprite editor. commit fb7a69d6179824dde0a44d27ce5143a1a25d0147 Author: Roni Kovaniemi <roni.kovaniemi@gmail.com> Date: Wed Feb 6 02:18:44 2019 +0200 Improved background smoke texture commit 888e86a0e7d6e6a70feb2b87ea16cee17adcfd76 Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Tue Feb 5 11:36:06 2019 -0300 whoops strikes again commit 67e94c6bb9e59b20bc1b9f3cb796780d1c2141f7 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:32:45 2019 +0200 Adjust the min and max values for the sight range and add a todo note. commit ad0becdf175a66c963b2cbea5259b435c250ffa6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:31:47 2019 +0200 Refactor the sound range calculation. It was way off. commit adc0aa96be5426dbb845e4138acab87c44c935ba Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:31:18 2019 +0200 Improve the ai target debug info. commit 9230ba0865896d5740898993ab3389659a4cbb4a Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Tue Feb 5 10:53:51 2019 -0300 Attempted audio buffer queue fix commit dfbc61628de37a60acbaa208934957a9d892eb99 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 15:18:34 2019 +0200 Fixed: Rubber ducks not floating like a good duck should commit 8b8523dad99b5c1db271ac13e48975487a7c7c99 Merge: 509c67594 c0156c3d3 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 14:34:59 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 509c6759484750d44a154a7f1703f92d0d6e1692 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 14:34:53 2019 +0200 Fixed: Holdable items retaining their pushing ability even when the user is stunned or unconscious. Closes #1061 commit c0156c3d350b64309c8068f437ddd57765f0b911 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 13:46:32 2019 +0200 If no limb is selected, select the limb with the most critical affliction. Re-evaluate when new affliction is received. Sort afflictions so that dmg/sec is prioritized. Implements the feature request #1033. commit 4a056c6e9b78f3d6f43574b1b9ff5493d36565b0 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 13:25:57 2019 +0200 Fixed order messages not being visible in single player if the character issuing the order has no headset. Closes #1030 commit 357b14fb4f4b1a56a04d192c17a2ce8e0ab7405e Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Feb 5 12:52:40 2019 +0200 new load tips commit 1f158760e1ed79968f10647c0a2931d2c603281e Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Feb 5 12:52:20 2019 +0200 minor formatting tweak to xml commit c53438151043174e18fbfe979ac3b3b862d24255 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 12:48:47 2019 +0200 Stop Steam auth session of a client when they disconnect. Probably fixes servers reporting incorrect player counts (#1049)? commit 2073b170e4fdd5cedd998ff9d01f37842995194b Merge: 9914631c7 9b912a7bf Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 12:43:05 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 9914631c7eb30c02913cd4ed44f7b7827169ad83 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 12:42:53 2019 +0200 Fixed: Fabricator allowing new items to be created when the output is not empty, resulting in wasted materials. commit 9b912a7bf16bd121bbe8b7eae20f4a253a9e1eba Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 12:33:00 2019 +0200 Fixed LOS effect not working on ruins when looking at them from inside a sub commit aeaf190c6d3b45d4d12654926acbe223dc4f5888 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 11:57:17 2019 +0200 Pressing the radio chat hotkey doesn't deselect the chatbox. Closes #1044
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.8.9.2")]
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[assembly: AssemblyFileVersion("0.8.9.2")]
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[assembly: AssemblyVersion("0.8.9.3")]
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[assembly: AssemblyFileVersion("0.8.9.3")]
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@@ -10,31 +10,16 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!ShowAITargets) return;
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var rangeSprite = GUI.SubmarineIcon;
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var pos = new Vector2(WorldPosition.X, -WorldPosition.Y);
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if (soundRange > 0.0f)
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{
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Cyan * 0.1f, rangeSprite.Origin,
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0.0f, soundRange / rangeSprite.size.X);
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Cyan, rangeSprite.Origin,
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0.0f, 1.0f);
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Color color = Entity is Character ? Color.Yellow : Color.Orange;
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ShapeExtensions.DrawCircle(spriteBatch, pos, SoundRange, 100, color, thickness: 1 / Screen.Selected.Cam.Zoom);
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}
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if (sightRange > 0.0f)
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{
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Orange * 0.1f, rangeSprite.Origin,
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0.0f, sightRange / rangeSprite.size.X);
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Orange, rangeSprite.Origin,
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0.0f, 1.0f);
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Color color = Entity is Character ? Color.CornflowerBlue : Color.CadetBlue;
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ShapeExtensions.DrawCircle(spriteBatch, pos, SightRange, 100, color, thickness: 1 / Screen.Selected.Cam.Zoom);
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}
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}
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}
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@@ -27,7 +27,7 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 20.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, $"{selectedAiTarget.Entity.ToString()} ({targetValue.ToString()})", pos - Vector2.UnitY * 20.0f, Color.Red);
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}
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/*GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
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@@ -54,7 +54,7 @@ namespace Barotrauma
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private GUIListBox recommendedTreatmentContainer;
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private float bloodParticleTimer;
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private GUIFrame healthWindow;
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private GUIComponent deadIndicator;
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@@ -73,7 +73,7 @@ namespace Barotrauma
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private GUIComponent draggingMed;
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private int highlightedLimbIndex = -1;
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private int selectedLimbIndex = 0;
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private int selectedLimbIndex = -1;
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private float distortTimer;
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@@ -96,7 +96,7 @@ namespace Barotrauma
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if (value != null && !value.UseHealthWindow) return;
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if (value == null &&
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Character.Controlled?.SelectedCharacter?.CharacterHealth == openHealthWindow &&
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Character.Controlled?.SelectedCharacter?.CharacterHealth == openHealthWindow &&
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!Character.Controlled.SelectedCharacter.CanInventoryBeAccessed)
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{
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Character.Controlled.DeselectCharacter();
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@@ -114,7 +114,7 @@ namespace Barotrauma
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}
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static CharacterHealth()
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{
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{
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damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
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}
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@@ -144,14 +144,14 @@ namespace Barotrauma
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IsHorizontal = horizontal
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};
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healthShadowSize = 1.0f;
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afflictionInfoFrame = new GUIFrame(new RectTransform(new Point(HUDLayoutSettings.HealthWindowAreaLeft.Width / 2, 200), GUI.Canvas));
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var paddedInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.9f), afflictionInfoFrame.RectTransform, Anchor.Center), style: null);
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new GUITextBlock(new RectTransform(new Vector2(0.8f, 0.08f), paddedInfoFrame.RectTransform), "", font: GUI.LargeFont)
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{
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UserData = "selectedlimbname"
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};
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afflictionInfoContainer = new GUIListBox(new RectTransform(new Vector2(0.7f, 0.85f), paddedInfoFrame.RectTransform, Anchor.BottomLeft));
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.08f), paddedInfoFrame.RectTransform), TextManager.Get("SuitableTreatments"), textAlignment: Alignment.TopRight);
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@@ -191,7 +191,7 @@ namespace Barotrauma
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{
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CanBeFocused = false
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};
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healthWindow = new GUIFrame(new RectTransform(new Point(100, 200), GUI.Canvas));
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var paddedHealthWindow = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.9f), healthWindow.RectTransform, Anchor.Center))
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{
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@@ -303,7 +303,7 @@ namespace Barotrauma
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}
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}
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}
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private void OnAttacked(Character attacker, AttackResult attackResult)
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{
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if (Math.Abs(attackResult.Damage) < 0.01f && attackResult.Afflictions.Count == 0) return;
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@@ -328,13 +328,13 @@ namespace Barotrauma
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{
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healthBar.RectTransform.SetPosition(Anchor.BottomLeft);
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healthBarShadow.RectTransform.SetPosition(Anchor.BottomLeft);
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healthBar.RectTransform.AbsoluteOffset = healthBarShadow.RectTransform.AbsoluteOffset =
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healthBar.RectTransform.AbsoluteOffset = healthBarShadow.RectTransform.AbsoluteOffset =
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new Point(HUDLayoutSettings.HealthBarAreaLeft.X, GameMain.GraphicsHeight - HUDLayoutSettings.HealthBarAreaLeft.Bottom);
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healthBar.RectTransform.NonScaledSize = healthBarShadow.RectTransform.NonScaledSize = HUDLayoutSettings.HealthBarAreaLeft.Size;
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healthWindow.RectTransform.AbsoluteOffset = HUDLayoutSettings.HealthWindowAreaLeft.Location + new Point(healthWindowHealthBarWidth, 0);
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healthWindow.RectTransform.NonScaledSize = new Point(
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HUDLayoutSettings.HealthWindowAreaLeft.Width / 3 - healthWindowHealthBarWidth,
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HUDLayoutSettings.HealthWindowAreaLeft.Width / 3 - healthWindowHealthBarWidth,
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HUDLayoutSettings.HealthWindowAreaLeft.Height);
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afflictionInfoFrame.RectTransform.AbsoluteOffset = new Point(
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@@ -346,7 +346,7 @@ namespace Barotrauma
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healthWindowHealthBar.RectTransform.NonScaledSize = healthWindowHealthBarShadow.RectTransform.NonScaledSize =
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new Point(healthWindowHealthBarWidth, healthWindow.Rect.Height);
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healthWindowHealthBar.RectTransform.AbsoluteOffset = healthWindowHealthBarShadow.RectTransform.AbsoluteOffset =
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healthWindowHealthBar.RectTransform.AbsoluteOffset = healthWindowHealthBarShadow.RectTransform.AbsoluteOffset =
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HUDLayoutSettings.HealthWindowAreaLeft.Location;
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int cprButtonSize = (int)(100 * GUI.Scale);
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@@ -365,7 +365,7 @@ namespace Barotrauma
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HUDLayoutSettings.HealthWindowAreaRight.X + HUDLayoutSettings.HealthWindowAreaRight.Width / 3 * 2,
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HUDLayoutSettings.HealthWindowAreaRight.Y);
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healthWindow.RectTransform.NonScaledSize = new Point(
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||||
HUDLayoutSettings.HealthWindowAreaRight.Width / 3 - healthWindowHealthBarWidth,
|
||||
HUDLayoutSettings.HealthWindowAreaRight.Width / 3 - healthWindowHealthBarWidth,
|
||||
HUDLayoutSettings.HealthWindowAreaRight.Height);
|
||||
|
||||
afflictionInfoFrame.RectTransform.AbsoluteOffset = new Point(
|
||||
@@ -384,7 +384,7 @@ namespace Barotrauma
|
||||
cprButton.RectTransform.AbsoluteOffset = new Point(HUDLayoutSettings.HealthWindowAreaRight.X - cprButtonSize, dropItemArea.Rect.Center.Y - cprButtonSize / 2);
|
||||
cprButton.RectTransform.NonScaledSize = new Point(cprButtonSize);
|
||||
}
|
||||
|
||||
|
||||
dropItemArea.RectTransform.NonScaledSize = new Point(dropItemArea.Rect.Width);
|
||||
|
||||
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
@@ -456,13 +456,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
dropItemArea.Visible = !Character.IsDead;
|
||||
|
||||
|
||||
float blurStrength = 0.0f;
|
||||
float distortStrength = 0.0f;
|
||||
float distortSpeed = 0.0f;
|
||||
float radialDistortStrength = 0.0f;
|
||||
float chromaticAberrationStrength = 0.0f;
|
||||
|
||||
|
||||
if (Character.IsUnconscious)
|
||||
{
|
||||
blurStrength = 1.0f;
|
||||
@@ -509,7 +509,7 @@ namespace Barotrauma
|
||||
distortTimer = 0.0f;
|
||||
}
|
||||
|
||||
if (PlayerInput.KeyHit(InputType.Health) && GUI.KeyboardDispatcher.Subscriber == null &&
|
||||
if (PlayerInput.KeyHit(InputType.Health) && GUI.KeyboardDispatcher.Subscriber == null &&
|
||||
Character.AllowInput && Character.FocusedCharacter == null && !toggledThisFrame)
|
||||
{
|
||||
if (openHealthWindow != null)
|
||||
@@ -529,8 +529,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
toggledThisFrame = false;
|
||||
|
||||
|
||||
|
||||
|
||||
if (Character.IsDead)
|
||||
{
|
||||
healthBar.Color = healthWindowHealthBar.Color = Color.Black;
|
||||
@@ -538,7 +538,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(Vitality / MaxVitality, Color.Red, Color.Orange, Color.Green );
|
||||
healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(Vitality / MaxVitality, Color.Red, Color.Orange, Color.Green);
|
||||
healthBar.HoverColor = healthWindowHealthBar.HoverColor = healthBar.Color * 2.0f;
|
||||
healthBar.BarSize = healthWindowHealthBar.BarSize = (Vitality > 0.0f) ? Vitality / MaxVitality : 1.0f - Vitality / MinVitality;
|
||||
|
||||
@@ -556,7 +556,7 @@ namespace Barotrauma
|
||||
healthBar.RectTransform.LocalScale = Vector2.One;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (OpenHealthWindow == this)
|
||||
{
|
||||
if (Character == Character.Controlled && !Character.AllowInput)
|
||||
@@ -600,8 +600,21 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Rectangle limbArea = healthWindow.Children.First().Rect;
|
||||
UpdateAfflictionContainer(
|
||||
selectedLimbIndex < 0 ? (highlightedLimbIndex < 0 ? null : limbHealths[highlightedLimbIndex]) : limbHealths[selectedLimbIndex]);
|
||||
|
||||
var highlightedLimb = highlightedLimbIndex < 0 ? null : limbHealths[highlightedLimbIndex];
|
||||
if (highlightedLimb == null && selectedLimbIndex < 0)
|
||||
{
|
||||
// If no limb is selected or highlighted, select the one with the most critical afflictions.
|
||||
var affliction = GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)
|
||||
.OrderByDescending(a => a.DamagePerSecond)
|
||||
.ThenByDescending(a => a.Strength).FirstOrDefault();
|
||||
var limbHealth = GetMathingLimbHealth(affliction);
|
||||
if (limbHealth != null)
|
||||
{
|
||||
selectedLimbIndex = limbHealths.IndexOf(limbHealth);
|
||||
}
|
||||
}
|
||||
UpdateAfflictionContainer(selectedLimbIndex < 0 ? highlightedLimb : limbHealths[selectedLimbIndex]);
|
||||
|
||||
if (Inventory.draggingItem != null)
|
||||
{
|
||||
@@ -691,7 +704,7 @@ namespace Barotrauma
|
||||
public void DrawHUD(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (GUI.DisableHUD) return;
|
||||
if (GameMain.GraphicsWidth != screenResolution.X ||
|
||||
if (GameMain.GraphicsWidth != screenResolution.X ||
|
||||
GameMain.GraphicsHeight != screenResolution.Y ||
|
||||
Math.Abs(inventoryScale - Inventory.UIScale) > 0.01f ||
|
||||
Math.Abs(uiScale - GUI.Scale) > 0.01f)
|
||||
@@ -755,12 +768,12 @@ namespace Barotrauma
|
||||
|
||||
Pair<Affliction, string> highlightedIcon = null;
|
||||
Vector2 highlightedIconPos = Vector2.Zero;
|
||||
Rectangle afflictionArea = alignment == Alignment.Left ? HUDLayoutSettings.AfflictionAreaLeft : HUDLayoutSettings.AfflictionAreaRight;
|
||||
Rectangle afflictionArea = alignment == Alignment.Left ? HUDLayoutSettings.AfflictionAreaLeft : HUDLayoutSettings.AfflictionAreaRight;
|
||||
Point pos = afflictionArea.Location + healthBar.RectTransform.ScreenSpaceOffset;
|
||||
|
||||
bool horizontal = afflictionArea.Width > afflictionArea.Height;
|
||||
int iconSize = horizontal ? afflictionArea.Height : afflictionArea.Width;
|
||||
|
||||
|
||||
foreach (Pair<Affliction, string> statusIcon in statusIcons)
|
||||
{
|
||||
Rectangle afflictionIconRect = new Rectangle(pos, new Point(iconSize));
|
||||
@@ -805,7 +818,7 @@ namespace Barotrauma
|
||||
highlightedIcon.Second,
|
||||
Color.White * 0.8f, Color.Black * 0.5f);
|
||||
}
|
||||
|
||||
|
||||
if (Vitality > 0.0f)
|
||||
{
|
||||
float currHealth = healthBar.BarSize;
|
||||
@@ -849,12 +862,7 @@ namespace Barotrauma
|
||||
afflictionInfoContainer.Content.ClearChildren();
|
||||
return;
|
||||
}
|
||||
|
||||
var currentAfflictions = selectedLimb.Afflictions.Where(a => a.Strength >= a.Prefab.ShowIconThreshold).ToList();
|
||||
currentAfflictions.AddRange(afflictions.Where(a => a.Strength >=
|
||||
a.Prefab.ShowIconThreshold &&
|
||||
limbHealths[Character.AnimController.GetLimb(a.Prefab.IndicatorLimb).HealthIndex] == selectedLimb));
|
||||
|
||||
var currentAfflictions = GetMatchingAfflictions(selectedLimb, a => a.Strength >= a.Prefab.ShowIconThreshold);
|
||||
var displayedAfflictions = afflictionInfoContainer.Content.Children.Select(c => c.UserData as Affliction);
|
||||
if (currentAfflictions.Any(a => !displayedAfflictions.Contains(a)) ||
|
||||
displayedAfflictions.Any(a => !currentAfflictions.Contains(a)))
|
||||
@@ -984,10 +992,18 @@ namespace Barotrauma
|
||||
itemSlot.ToolTip = item.Name + "\n" + item.Description;
|
||||
}
|
||||
|
||||
afflictionInfoContainer.Content.RectTransform.SortChildren((r1,r2) =>
|
||||
afflictionInfoContainer.Content.RectTransform.SortChildren((r1, r2) =>
|
||||
{
|
||||
return Math.Sign(((Affliction)r2.GUIComponent.UserData).GetVitalityDecrease(this) - ((Affliction)r1.GUIComponent.UserData).GetVitalityDecrease(this));
|
||||
var first = r1.GUIComponent.UserData as Affliction;
|
||||
var second = r2.GUIComponent.UserData as Affliction;
|
||||
int dmgPerSecond = Math.Sign(second.DamagePerSecond - first.DamagePerSecond);
|
||||
return dmgPerSecond != 0 ? dmgPerSecond : Math.Sign(second.Strength - first.Strength);
|
||||
});
|
||||
|
||||
//afflictionInfoContainer.Content.RectTransform.SortChildren((r1, r2) =>
|
||||
//{
|
||||
// return Math.Sign(((Affliction)r2.GUIComponent.UserData).GetVitalityDecrease(this) - ((Affliction)r1.GUIComponent.UserData).GetVitalityDecrease(this));
|
||||
//});
|
||||
}
|
||||
|
||||
private void UpdateAfflictionInfos(IEnumerable<Affliction> afflictions)
|
||||
|
||||
@@ -25,6 +25,7 @@ namespace Barotrauma
|
||||
private int currentFrameIndex = 0;
|
||||
|
||||
private Color backgroundColor = new Color(0f, 0f, 0f, 1f);
|
||||
private Action callbackOnStop;
|
||||
|
||||
private bool isPlaying;
|
||||
public bool IsPlaying
|
||||
@@ -117,17 +118,24 @@ namespace Barotrauma
|
||||
isPlaying = false;
|
||||
}
|
||||
|
||||
private bool OKButtonClicked(GUIButton button, object userData)
|
||||
{
|
||||
Stop();
|
||||
callbackOnStop?.Invoke();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddToGUIUpdateList()
|
||||
{
|
||||
if (!isPlaying) return;
|
||||
background.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public void LoadContent(string contentPath, XElement videoElement, string contentId, bool startPlayback)
|
||||
public void LoadContent(string contentPath, XElement videoElement, string contentId, bool startPlayback, bool hasButton, Action callback = null)
|
||||
{
|
||||
totalElapsed = loopTimer = 0.0f;
|
||||
animationSpeed = videoElement.GetAttributeFloat("animationspeed", 0.1f);
|
||||
loopDelay = videoElement.GetAttributeFloat("loopdelay", 0.0f); ;
|
||||
loopDelay = videoElement.GetAttributeFloat("loopdelay", 0.0f);
|
||||
|
||||
if (playingSheets != null)
|
||||
{
|
||||
@@ -155,6 +163,17 @@ namespace Barotrauma
|
||||
title.Text = TextManager.Get(contentId);
|
||||
title.RectTransform.NonScaledSize = new Point(resolution.X, 30);
|
||||
|
||||
callbackOnStop = callback;
|
||||
|
||||
if (hasButton)
|
||||
{
|
||||
var okButton = new GUIButton(new RectTransform(new Point(160, 50), videoFrame.RectTransform, Anchor.BottomCenter, Pivot.TopCenter) { AbsoluteOffset = new Point(0, -10) },
|
||||
TextManager.Get("OK"))
|
||||
{
|
||||
OnClicked = OKButtonClicked
|
||||
};
|
||||
}
|
||||
|
||||
if (startPlayback) Play();
|
||||
}
|
||||
|
||||
|
||||
@@ -669,7 +669,7 @@ namespace Barotrauma
|
||||
if (IsSinglePlayer)
|
||||
{
|
||||
orderGiver?.Speak(
|
||||
order.GetChatMessage(character.Name, orderGiver.CurrentHull?.RoomName, option), ChatMessageType.Order);
|
||||
order.GetChatMessage(character.Name, orderGiver.CurrentHull?.RoomName, option), null);
|
||||
}
|
||||
else if (orderGiver != null)
|
||||
{
|
||||
@@ -987,21 +987,25 @@ namespace Barotrauma
|
||||
chatBox.Update(deltaTime);
|
||||
chatBox.InputBox.Visible = Character.Controlled != null;
|
||||
|
||||
if ((PlayerInput.KeyHit(InputType.Chat) || PlayerInput.KeyHit(InputType.RadioChat)) &&
|
||||
!DebugConsole.IsOpen && chatBox.InputBox.Visible)
|
||||
if (!DebugConsole.IsOpen && chatBox.InputBox.Visible)
|
||||
{
|
||||
if (chatBox.InputBox.Selected)
|
||||
if (PlayerInput.KeyHit(InputType.Chat))
|
||||
{
|
||||
chatBox.InputBox.Text = "";
|
||||
chatBox.InputBox.Deselect();
|
||||
if (chatBox.InputBox.Selected)
|
||||
{
|
||||
chatBox.InputBox.Text = "";
|
||||
chatBox.InputBox.Deselect();
|
||||
}
|
||||
else
|
||||
{
|
||||
chatBox.InputBox.Select();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
if (PlayerInput.KeyHit(InputType.RadioChat) && !chatBox.InputBox.Selected)
|
||||
{
|
||||
chatBox.InputBox.Select();
|
||||
if (PlayerInput.KeyHit(InputType.RadioChat))
|
||||
{
|
||||
chatBox.InputBox.Text = "r; ";
|
||||
}
|
||||
chatBox.InputBox.Text = "r; ";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Linq;
|
||||
@@ -30,9 +29,7 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
private bool started = false;
|
||||
private string playableContentPath;
|
||||
|
||||
private float inputGracePeriodTimer;
|
||||
private const float inputGracePeriod = .5f;
|
||||
|
||||
private float tutorialTimer;
|
||||
private float degrading2ActivationCountdown;
|
||||
|
||||
@@ -161,7 +158,6 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
activeSegment = null;
|
||||
tutorialTimer = 0.0f;
|
||||
inputGracePeriodTimer = 0.0f;
|
||||
degrading2ActivationCountdown = -1;
|
||||
subStartingPosition = Vector2.Zero;
|
||||
characterTimeOnSonar.Clear();
|
||||
@@ -228,36 +224,10 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (!started) return;
|
||||
if (!started || ContentRunning) return;
|
||||
|
||||
deltaTime *= 0.5f;
|
||||
|
||||
if (ContentRunning) // Content is running, wait until dismissed
|
||||
{
|
||||
if (inputGracePeriodTimer < inputGracePeriod)
|
||||
{
|
||||
inputGracePeriodTimer += deltaTime;
|
||||
}
|
||||
else if (Keyboard.GetState().GetPressedKeys().Length > 0 || Mouse.GetState().LeftButton == ButtonState.Pressed || Mouse.GetState().RightButton == ButtonState.Pressed)
|
||||
{
|
||||
switch (activeSegment.ContentType)
|
||||
{
|
||||
case ContentTypes.None:
|
||||
break;
|
||||
case ContentTypes.Video:
|
||||
spriteSheetPlayer.Stop();
|
||||
break;
|
||||
case ContentTypes.Text:
|
||||
infoBox = null;
|
||||
break;
|
||||
}
|
||||
|
||||
activeSegment = null;
|
||||
ContentRunning = false;
|
||||
inputGracePeriodTimer = 0.0f;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < segments.Count; i++)
|
||||
{
|
||||
if (segments[i].IsTriggered) continue;
|
||||
@@ -268,6 +238,12 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
}
|
||||
|
||||
private void CurrentSegmentStopCallback()
|
||||
{
|
||||
activeSegment = null;
|
||||
ContentRunning = false;
|
||||
}
|
||||
|
||||
private bool CheckContextualTutorials(int index, float deltaTime)
|
||||
{
|
||||
switch (index)
|
||||
@@ -485,13 +461,13 @@ namespace Barotrauma.Tutorials
|
||||
case ContentTypes.None:
|
||||
break;
|
||||
case ContentTypes.Video:
|
||||
spriteSheetPlayer.LoadContent(playableContentPath, activeSegment.Content, activeSegment.Name, true);
|
||||
spriteSheetPlayer.LoadContent(playableContentPath, activeSegment.Content, activeSegment.Name, true, true, CurrentSegmentStopCallback);
|
||||
break;
|
||||
case ContentTypes.Text:
|
||||
infoBox = CreateInfoFrame(TextManager.Get(activeSegment.Name), TextManager.Get(activeSegment.Content.GetAttributeString("tag", ""), false, args),
|
||||
activeSegment.Content.GetAttributeInt("width", 300),
|
||||
activeSegment.Content.GetAttributeInt("height", 80),
|
||||
activeSegment.Content.GetAttributeString("anchor", "Center"), false);
|
||||
activeSegment.Content.GetAttributeString("anchor", "Center"), true, CurrentSegmentStopCallback);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace Barotrauma.Tutorials
|
||||
public static List<Tutorial> Tutorials;
|
||||
|
||||
protected GUIComponent infoBox;
|
||||
private Action infoBoxClosedCallback;
|
||||
protected XElement configElement;
|
||||
|
||||
private enum TutorialType { None, Scenario, Contextual };
|
||||
@@ -136,10 +137,11 @@ namespace Barotrauma.Tutorials
|
||||
protected bool CloseInfoFrame(GUIButton button, object userData)
|
||||
{
|
||||
infoBox = null;
|
||||
infoBoxClosedCallback?.Invoke();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected GUIComponent CreateInfoFrame(string text, bool hasButton = false)
|
||||
protected GUIComponent CreateInfoFrame(string text, bool hasButton = false, Action callback = null)
|
||||
{
|
||||
int width = 300;
|
||||
int height = hasButton ? 110 : 80;
|
||||
@@ -154,9 +156,11 @@ namespace Barotrauma.Tutorials
|
||||
var textBlock = new GUITextBlock(new RectTransform(new Vector2(0.9f, 0.7f), infoBlock.RectTransform, Anchor.Center),
|
||||
text, wrap: true);
|
||||
|
||||
infoBoxClosedCallback = callback;
|
||||
|
||||
if (hasButton)
|
||||
{
|
||||
var okButton = new GUIButton(new RectTransform(new Point(80, 25), infoBlock.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(0, 5) },
|
||||
var okButton = new GUIButton(new RectTransform(new Point(160, 50), infoBlock.RectTransform, Anchor.BottomCenter, Pivot.TopCenter) { AbsoluteOffset = new Point(0, -10) },
|
||||
TextManager.Get("OK"))
|
||||
{
|
||||
OnClicked = CloseInfoFrame
|
||||
@@ -168,7 +172,7 @@ namespace Barotrauma.Tutorials
|
||||
return infoBlock;
|
||||
}
|
||||
|
||||
protected GUIComponent CreateInfoFrame(string title, string text, int width, int height, string anchorStr, bool hasButton = false)
|
||||
protected GUIComponent CreateInfoFrame(string title, string text, int width, int height, string anchorStr, bool hasButton = false, Action callback = null)
|
||||
{
|
||||
if (hasButton) height += 30;
|
||||
|
||||
@@ -196,9 +200,11 @@ namespace Barotrauma.Tutorials
|
||||
var textBlock = new GUITextBlock(new RectTransform(new Vector2(0.9f, 1f), infoBlock.RectTransform, Anchor.BottomCenter),
|
||||
text, wrap: true);
|
||||
|
||||
infoBoxClosedCallback = callback;
|
||||
|
||||
if (hasButton)
|
||||
{
|
||||
var okButton = new GUIButton(new RectTransform(new Point(80, 25), infoBlock.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(0, 5) },
|
||||
var okButton = new GUIButton(new RectTransform(new Point(160, 50), infoBlock.RectTransform, Anchor.BottomCenter, Pivot.TopCenter) { AbsoluteOffset = new Point(0, -10) },
|
||||
TextManager.Get("OK"))
|
||||
{
|
||||
OnClicked = CloseInfoFrame
|
||||
|
||||
@@ -306,6 +306,13 @@ namespace Barotrauma.Items.Components
|
||||
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), paddedFrame.RectTransform), text,
|
||||
textColor: inadequateSkills.Any() ? Color.Red : Color.LightGreen, font: GUI.SmallFont);
|
||||
}
|
||||
}
|
||||
|
||||
private bool SelectItem(Character user, FabricableItem selectedItem)
|
||||
{
|
||||
selectedItemFrame.ClearChildren();
|
||||
|
||||
var paddedFrame = new GUILayoutGroup(new RectTransform(new Vector2(0.95f, 0.9f), selectedItemFrame.RectTransform, Anchor.Center)) { RelativeSpacing = 0.03f, Stretch = true };
|
||||
|
||||
float degreeOfSuccess = user == null ? 0.0f : DegreeOfSuccess(user, selectedItem.RequiredSkills);
|
||||
if (degreeOfSuccess > 0.5f) { degreeOfSuccess = 1.0f; }
|
||||
@@ -321,6 +328,12 @@ namespace Barotrauma.Items.Components
|
||||
private bool StartButtonClicked(GUIButton button, object obj)
|
||||
{
|
||||
if (selectedItem == null) { return false; }
|
||||
if (!outputContainer.Inventory.IsEmpty())
|
||||
{
|
||||
outputInventoryHolder.Flash(Color.Red);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fabricatedItem == null)
|
||||
{
|
||||
StartFabricating(selectedItem, Character.Controlled);
|
||||
|
||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Lights
|
||||
{
|
||||
@@ -112,11 +113,11 @@ namespace Barotrauma.Lights
|
||||
|
||||
public int shadowVertexCount;
|
||||
|
||||
private Entity parentEntity;
|
||||
private MapEntity parentEntity;
|
||||
|
||||
private Rectangle boundingBox;
|
||||
|
||||
public Entity ParentEntity
|
||||
public MapEntity ParentEntity
|
||||
{
|
||||
get { return parentEntity; }
|
||||
|
||||
@@ -151,7 +152,7 @@ namespace Barotrauma.Lights
|
||||
get { return boundingBox; }
|
||||
}
|
||||
|
||||
public ConvexHull(Vector2[] points, Color color, Entity parent)
|
||||
public ConvexHull(Vector2[] points, Color color, MapEntity parent)
|
||||
{
|
||||
if (shadowEffect == null)
|
||||
{
|
||||
@@ -567,8 +568,18 @@ namespace Barotrauma.Lights
|
||||
else
|
||||
{
|
||||
//light is inside, convexhull outside
|
||||
if (chList.Submarine == null) continue;
|
||||
|
||||
if (chList.Submarine == null)
|
||||
{
|
||||
lightPos += (ParentSub.WorldPosition - ParentSub.HiddenSubPosition);
|
||||
HashSet<RuinGeneration.Ruin> visibleRuins = new HashSet<RuinGeneration.Ruin>();
|
||||
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
|
||||
{
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, ruin.Area)) { continue; }
|
||||
visibleRuins.Add(ruin);
|
||||
}
|
||||
list.AddRange(chList.List.FindAll(ch => ch.ParentEntity?.ParentRuin != null && visibleRuins.Contains(ch.ParentEntity.ParentRuin)));
|
||||
continue;
|
||||
}
|
||||
//light and convexhull are both inside the same sub
|
||||
if (chList.Submarine == ParentSub)
|
||||
{
|
||||
|
||||
@@ -1182,6 +1182,15 @@ namespace Barotrauma.Networking
|
||||
ConnectedClients.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
//remove clients that aren't present anymore
|
||||
for (int i = ConnectedClients.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (!currentClients.Contains(ConnectedClients[i]))
|
||||
{
|
||||
GameMain.NetLobbyScreen.RemovePlayer(ConnectedClients[i].Name);
|
||||
ConnectedClients.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
Voting.AllowSubVoting = allowSubVoting;
|
||||
Voting.AllowModeVoting = allowModeVoting;
|
||||
|
||||
@@ -160,23 +160,32 @@ namespace Barotrauma.Networking
|
||||
|
||||
//tab doesn't autoselect the chatbox when debug console is open,
|
||||
//because tab is used for autocompleting console commands
|
||||
if ((PlayerInput.KeyHit(InputType.Chat) || PlayerInput.KeyHit(InputType.RadioChat)) &&
|
||||
!DebugConsole.IsOpen && (Screen.Selected != GameMain.GameScreen || msgBox.Visible))
|
||||
|
||||
if (!DebugConsole.IsOpen && (Screen.Selected != GameMain.GameScreen || msgBox.Visible))
|
||||
{
|
||||
if (msgBox.Selected)
|
||||
if (PlayerInput.KeyHit(InputType.Chat))
|
||||
{
|
||||
msgBox.Text = "";
|
||||
msgBox.Deselect();
|
||||
}
|
||||
else
|
||||
{
|
||||
msgBox.Select();
|
||||
if (Screen.Selected == GameMain.GameScreen && PlayerInput.KeyHit(InputType.RadioChat))
|
||||
if (msgBox.Selected)
|
||||
{
|
||||
msgBox.Text = "r; ";
|
||||
msgBox.Text = "";
|
||||
msgBox.Deselect();
|
||||
}
|
||||
else
|
||||
{
|
||||
msgBox.Select();
|
||||
if ( PlayerInput.KeyHit(InputType.RadioChat))
|
||||
{
|
||||
msgBox.Text = "r; ";
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Screen.Selected == GameMain.GameScreen && PlayerInput.KeyHit(InputType.RadioChat) && !msgBox.Selected)
|
||||
{
|
||||
msgBox.Select();
|
||||
msgBox.Text = "r; ";
|
||||
}
|
||||
}
|
||||
|
||||
if (ServerLog.LogFrame != null) ServerLog.LogFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
|
||||
@@ -1559,6 +1559,7 @@ namespace Barotrauma
|
||||
};
|
||||
void UpdateJointScale(float value)
|
||||
{
|
||||
freezeToggle.Selected = false;
|
||||
TryUpdateRagdollParam("jointscale", value);
|
||||
jointScaleText.Text = $"Joint Scale: {RagdollParams.JointScale.FormatDoubleDecimal()}";
|
||||
character.AnimController.ResetJoints();
|
||||
@@ -4301,11 +4302,15 @@ namespace Barotrauma
|
||||
};
|
||||
break;
|
||||
case 1:
|
||||
new GUITextBlock(leftElement, "Is Humanoid?");
|
||||
new GUITextBlock(leftElement, "Is Humanoid?")
|
||||
{
|
||||
TextColor = Color.White * 0.3f
|
||||
};
|
||||
new GUITickBox(rightElement, string.Empty)
|
||||
{
|
||||
Selected = IsHumanoid,
|
||||
OnSelected = (tB) => IsHumanoid = tB.Selected
|
||||
OnSelected = (tB) => IsHumanoid = tB.Selected,
|
||||
Enabled = false
|
||||
};
|
||||
break;
|
||||
case 2:
|
||||
|
||||
@@ -692,6 +692,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.Client == null) return;
|
||||
spectateButton.Visible = true;
|
||||
spectateButton.Enabled = true;
|
||||
}
|
||||
|
||||
public void SetCampaignCharacterInfo(CharacterInfo characterInfo)
|
||||
@@ -1510,14 +1511,16 @@ namespace Barotrauma
|
||||
if ((prevSize == 1.0f && chatBox.BarScroll == 0.0f) || (prevSize < 1.0f && chatBox.BarScroll == 1.0f)) chatBox.BarScroll = 1.0f;
|
||||
}
|
||||
|
||||
// TODO: remember the previous head(s), check that the next is unique
|
||||
private bool ToggleHead(GUIButton button, object userData)
|
||||
{
|
||||
if (GameMain.NetworkMember.CharacterInfo == null) return true;
|
||||
|
||||
int dir = (int)userData;
|
||||
GameMain.NetworkMember.CharacterInfo.HeadSpriteId += dir;
|
||||
GameMain.NetworkMember.CharacterInfo.LoadHeadAttachments();
|
||||
GameMain.NetworkMember.CharacterInfo.LoadHeadSprite();
|
||||
var info = GameMain.NetworkMember.CharacterInfo;
|
||||
info.SetRandomRace();
|
||||
info.SetRandomHead();
|
||||
info.LoadHeadAttachments();
|
||||
info.LoadHeadSprite();
|
||||
StoreHead();
|
||||
GameMain.Config.Save();
|
||||
return true;
|
||||
@@ -1526,26 +1529,27 @@ namespace Barotrauma
|
||||
private bool SwitchGender(GUIButton button, object obj)
|
||||
{
|
||||
Gender gender = (Gender)obj;
|
||||
GameMain.NetworkMember.CharacterInfo.Gender = gender;
|
||||
GameMain.NetworkMember.CharacterInfo.SetRandomHead();
|
||||
GameMain.NetworkMember.CharacterInfo.LoadHeadAttachments();
|
||||
GameMain.NetworkMember.CharacterInfo.LoadHeadSprite();
|
||||
var info = GameMain.NetworkMember.CharacterInfo;
|
||||
info.Gender = gender;
|
||||
info.SetRandomHead();
|
||||
info.LoadHeadAttachments();
|
||||
info.LoadHeadSprite();
|
||||
StoreHead();
|
||||
GameMain.Config.Save();
|
||||
return true;
|
||||
}
|
||||
|
||||
// TODO: switch race
|
||||
|
||||
private void StoreHead()
|
||||
{
|
||||
GameMain.Config.CharacterRace = GameMain.NetworkMember.CharacterInfo.Race;
|
||||
GameMain.Config.CharacterGender = GameMain.NetworkMember.CharacterInfo.Gender;
|
||||
GameMain.Config.CharacterHeadIndex = GameMain.NetworkMember.CharacterInfo.HeadSpriteId;
|
||||
GameMain.Config.CharacterHairIndex = GameMain.NetworkMember.CharacterInfo.HairIndex;
|
||||
GameMain.Config.CharacterBeardIndex = GameMain.NetworkMember.CharacterInfo.BeardIndex;
|
||||
GameMain.Config.CharacterMoustacheIndex = GameMain.NetworkMember.CharacterInfo.MoustacheIndex;
|
||||
GameMain.Config.CharacterFaceAttachmentIndex = GameMain.NetworkMember.CharacterInfo.FaceAttachmentIndex;
|
||||
var info = GameMain.NetworkMember.CharacterInfo;
|
||||
var config = GameMain.Config;
|
||||
config.CharacterRace = info.Race;
|
||||
config.CharacterGender = info.Gender;
|
||||
config.CharacterHeadIndex = info.HeadSpriteId;
|
||||
config.CharacterHairIndex = info.HairIndex;
|
||||
config.CharacterBeardIndex = info.BeardIndex;
|
||||
config.CharacterMoustacheIndex = info.MoustacheIndex;
|
||||
config.CharacterFaceAttachmentIndex = info.FaceAttachmentIndex;
|
||||
}
|
||||
|
||||
public void SelectMode(int modeIndex)
|
||||
|
||||
@@ -333,6 +333,8 @@ namespace Barotrauma
|
||||
element.Elements("BrokenSprite").ForEach(s => CreateSprite(s));
|
||||
element.Elements("containedsprite").ForEach(s => CreateSprite(s));
|
||||
element.Elements("ContainedSprite").ForEach(s => CreateSprite(s));
|
||||
element.Elements("inventoryicon").ForEach(s => CreateSprite(s));
|
||||
element.Elements("InventoryIcon").ForEach(s => CreateSprite(s));
|
||||
//decorativesprites don't necessarily have textures (can be used to hide/disable other sprites)
|
||||
element.Elements("decorativesprite").ForEach(s => { if (s.Attribute("texture") != null) CreateSprite(s); });
|
||||
element.Elements("DecorativeSprite").ForEach(s => { if (s.Attribute("texture") != null) CreateSprite(s); });
|
||||
|
||||
@@ -613,7 +613,7 @@ namespace Barotrauma
|
||||
new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), modificationDate.RectTransform, Anchor.TopRight), item.Modified.ToString(), textAlignment: Alignment.TopRight);
|
||||
|
||||
var fileSize = new GUITextBlock(new RectTransform(new Vector2(0.5f, 0.0f), content.RectTransform), TextManager.Get("WorkshopItemFileSize") + ": ");
|
||||
new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), fileSize.RectTransform, Anchor.TopRight), MathUtils.GetBytesReadable((long)item.Size), textAlignment: Alignment.TopRight);
|
||||
new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), fileSize.RectTransform, Anchor.TopRight), MathUtils.GetBytesReadable(item.Installed ? (long)item.Size : item.DownloadSize), textAlignment: Alignment.TopRight);
|
||||
|
||||
new GUIButton(new RectTransform(new Vector2(0.2f, 0.05f), content.RectTransform), TextManager.Get("WorkshopShowItemInSteam"))
|
||||
{
|
||||
|
||||
@@ -457,7 +457,11 @@ namespace Barotrauma.Sounds
|
||||
{
|
||||
startedPlaying = false;
|
||||
buffersToUnqueue = 4;
|
||||
unqueuedBuffers = (int[])streamBuffers.Clone();
|
||||
unqueuedBuffers = new int[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
unqueuedBuffers[i] = (int)streamBuffers[i];
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < buffersToUnqueue; i++)
|
||||
|
||||
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.8.9.2")]
|
||||
[assembly: AssemblyFileVersion("0.8.9.2")]
|
||||
[assembly: AssemblyVersion("0.8.9.3")]
|
||||
[assembly: AssemblyFileVersion("0.8.9.3")]
|
||||
|
||||
@@ -246,6 +246,21 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Husk\Ragdolls\HuskDefaultRagdoll.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Molochbaby\Animations\MolochbabySwimFast.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Molochbaby\Animations\MolochbabySwimSlow.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Molochbaby\Molochbaby.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Molochbaby\Molochbaby.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Molochbaby\Ragdolls\MolochbabyDefaultRagdoll.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Mudraptor\Animations\MudraptorRun.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
|
||||
@@ -60,6 +60,7 @@
|
||||
<Character file="Content/Characters/Mudraptor/Mudraptor.xml" />
|
||||
<Character file="Content/Characters/Mantis/Mantis.xml" />
|
||||
<Character file="Content/Characters/Moloch/Moloch.xml" />
|
||||
<Character file="Content/Characters/Molochbaby/Molochbaby.xml" />
|
||||
<Character file="Content/Characters/Molochboss/Molochboss.xml" />
|
||||
<Character file="Content/Characters/Tigerthresher/Tigerthresher.xml" />
|
||||
<Character file="Content/Characters/Tigerthresherboss/Tigerthresherboss.xml" />
|
||||
|
||||
@@ -21,13 +21,13 @@ namespace Barotrauma
|
||||
public float SoundRange
|
||||
{
|
||||
get { return soundRange; }
|
||||
set { soundRange = Math.Max(value, MinSoundRange); }
|
||||
set { soundRange = MathHelper.Clamp(value, MinSoundRange, MaxSoundRange); }
|
||||
}
|
||||
|
||||
public float SightRange
|
||||
{
|
||||
get { return sightRange; }
|
||||
set { sightRange = Math.Max(value, MinSightRange); }
|
||||
set { sightRange = MathHelper.Clamp(value, MinSightRange, MaxSoundRange); }
|
||||
}
|
||||
|
||||
private float sectorRad = MathHelper.TwoPi;
|
||||
@@ -58,7 +58,8 @@ namespace Barotrauma
|
||||
|
||||
public bool Enabled = true;
|
||||
|
||||
public float MinSoundRange, MinSightRange;
|
||||
public readonly float MinSoundRange, MinSightRange;
|
||||
public readonly float MaxSoundRange = float.MaxValue, MaxSightRange = float.MaxValue;
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
@@ -102,6 +103,17 @@ namespace Barotrauma
|
||||
{
|
||||
SightRange = MinSightRange = element.GetAttributeFloat("sightrange", 0.0f);
|
||||
SoundRange = MinSoundRange = element.GetAttributeFloat("soundrange", 0.0f);
|
||||
// Use the min and max definitions if found.
|
||||
if (element.Attribute("minsightrange") != null)
|
||||
{
|
||||
MinSightRange = element.GetAttributeFloat("minsightrange", MinSightRange);
|
||||
}
|
||||
if (element.Attribute("minsoundrange") != null)
|
||||
{
|
||||
MinSoundRange = element.GetAttributeFloat("minsoundrange", MinSoundRange);
|
||||
}
|
||||
MaxSightRange = element.GetAttributeFloat("maxsightrange", MaxSightRange);
|
||||
MaxSoundRange = element.GetAttributeFloat("maxsoundrange", MaxSoundRange);
|
||||
SonarLabel = element.GetAttributeString("sonarlabel", "");
|
||||
}
|
||||
|
||||
|
||||
@@ -432,6 +432,20 @@ namespace Barotrauma
|
||||
attackSimPosition = ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition - Character.Submarine.Position);
|
||||
}
|
||||
|
||||
if (selectedAiTarget.Entity is Item item)
|
||||
{
|
||||
// If the item is held by a character, attack the character instead.
|
||||
var pickable = item.components.Select(c => c as Pickable).FirstOrDefault();
|
||||
if (pickable != null)
|
||||
{
|
||||
var target = pickable.Picker?.AiTarget;
|
||||
if (target != null)
|
||||
{
|
||||
selectedAiTarget = target;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wallTarget != null)
|
||||
{
|
||||
attackSimPosition = ConvertUnits.ToSimUnits(wallTarget.Position);
|
||||
|
||||
@@ -21,8 +21,13 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (targetCharacter.Removed) return false;
|
||||
if (goToObjective != null && !goToObjective.CanBeCompleted) return false;
|
||||
if (targetCharacter.Removed ||
|
||||
targetCharacter.IsDead ||
|
||||
targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.VitalityThreshold)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (goToObjective != null && !goToObjective.CanBeCompleted) { return false; }
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -208,7 +213,8 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
bool isCompleted = !targetCharacter.IsUnconscious || targetCharacter.IsDead;
|
||||
bool isCompleted =
|
||||
targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.VitalityThreshold;
|
||||
|
||||
if (isCompleted)
|
||||
{
|
||||
@@ -216,14 +222,19 @@ namespace Barotrauma
|
||||
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
|
||||
return isCompleted;
|
||||
return isCompleted || targetCharacter.IsDead;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (targetCharacter.AnimController.CurrentHull == null) return 0.0f;
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, targetCharacter.WorldPosition);
|
||||
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
|
||||
if (targetCharacter.AnimController.CurrentHull == null || targetCharacter.IsDead) { return 0.0f; }
|
||||
|
||||
Vector2 diff = targetCharacter.WorldPosition - character.WorldPosition;
|
||||
float distance = Math.Abs(diff.X) + Math.Abs(diff.Y);
|
||||
|
||||
float vitalityFactor = (targetCharacter.MaxVitality - targetCharacter.Vitality) / targetCharacter.MaxVitality;
|
||||
|
||||
return 1000.0f * vitalityFactor / distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,9 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescueAll : AIObjective
|
||||
{
|
||||
//only treat characters whose vitality is below this (0.8 = 80% of max vitality)
|
||||
public const float VitalityThreshold = 0.8f;
|
||||
|
||||
private List<Character> rescueTargets;
|
||||
|
||||
public AIObjectiveRescueAll(Character character)
|
||||
@@ -38,7 +41,8 @@ namespace Barotrauma
|
||||
rescueTargets = Character.CharacterList.FindAll(c =>
|
||||
c.AIController is HumanAIController &&
|
||||
c != character &&
|
||||
c.IsUnconscious);
|
||||
!c.IsDead &&
|
||||
c.Vitality / c.MaxVitality < VitalityThreshold);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
@@ -52,7 +56,6 @@ namespace Barotrauma
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -349,7 +349,7 @@ namespace Barotrauma
|
||||
if (movement.LengthSquared() < 0.00001f)
|
||||
{
|
||||
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
|
||||
MainLimb.PullJointWorldAnchorB = Vector2.Lerp(MainLimb.PullJointWorldAnchorB, Collider.SimPosition, 0.5f);
|
||||
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -459,14 +459,21 @@ namespace Barotrauma
|
||||
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
|
||||
}
|
||||
|
||||
Vector2 mainLimbDiff = MainLimb.PullJointWorldAnchorB - MainLimb.SimPosition;
|
||||
if (CurrentSwimParams.UseSineMovement)
|
||||
{
|
||||
MainLimb.PullJointWorldAnchorB = Vector2.SmoothStep(MainLimb.PullJointWorldAnchorB, Collider.SimPosition, (float)Math.Abs(Math.Sin(WalkPos)));
|
||||
MainLimb.PullJointWorldAnchorB = Vector2.SmoothStep(
|
||||
MainLimb.PullJointWorldAnchorB,
|
||||
Collider.SimPosition,
|
||||
mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : (float)Math.Abs(Math.Sin(WalkPos)));
|
||||
}
|
||||
else
|
||||
{
|
||||
//MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
MainLimb.PullJointWorldAnchorB = Vector2.Lerp(MainLimb.PullJointWorldAnchorB, Collider.SimPosition, 0.5f);
|
||||
MainLimb.PullJointWorldAnchorB = Vector2.Lerp(
|
||||
MainLimb.PullJointWorldAnchorB,
|
||||
Collider.SimPosition,
|
||||
mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : 0.5f);
|
||||
}
|
||||
|
||||
floorY = Limbs[0].SimPosition.Y;
|
||||
|
||||
@@ -1694,26 +1694,33 @@ namespace Barotrauma
|
||||
|
||||
if (holdable.Pusher != null)
|
||||
{
|
||||
if (!holdable.Pusher.Enabled)
|
||||
if (character.IsUnconscious || character.Stun > 0.0f)
|
||||
{
|
||||
holdable.Pusher.Enabled = true;
|
||||
holdable.Pusher.ResetDynamics();
|
||||
holdable.Pusher.SetTransform(currItemPos, itemAngle);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
holdable.Pusher.FarseerBody.RestoreCollisionWith(character.AnimController.Collider.FarseerBody);
|
||||
}
|
||||
holdable.Pusher.FarseerBody.IgnoreCollisionWith(Collider.FarseerBody);
|
||||
holdable.Pusher.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
holdable.Pusher.TargetPosition = currItemPos;
|
||||
holdable.Pusher.TargetRotation = character.IsUnconscious || character.Stun > 0.0f ? itemAngle : holdAngle * Dir;
|
||||
if (!holdable.Pusher.Enabled)
|
||||
{
|
||||
holdable.Pusher.Enabled = true;
|
||||
holdable.Pusher.ResetDynamics();
|
||||
holdable.Pusher.SetTransform(currItemPos, itemAngle);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
holdable.Pusher.FarseerBody.RestoreCollisionWith(character.AnimController.Collider.FarseerBody);
|
||||
}
|
||||
holdable.Pusher.FarseerBody.IgnoreCollisionWith(Collider.FarseerBody);
|
||||
}
|
||||
else
|
||||
{
|
||||
holdable.Pusher.TargetPosition = currItemPos;
|
||||
holdable.Pusher.TargetRotation = character.IsUnconscious || character.Stun > 0.0f ? itemAngle : holdAngle * Dir;
|
||||
|
||||
holdable.Pusher.MoveToTargetPosition(true);
|
||||
holdable.Pusher.MoveToTargetPosition(true);
|
||||
|
||||
currItemPos = holdable.Pusher.SimPosition;
|
||||
itemAngle = holdable.Pusher.Rotation;
|
||||
currItemPos = holdable.Pusher.SimPosition;
|
||||
itemAngle = holdable.Pusher.Rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -216,6 +216,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (limb.IsSevered) continue;
|
||||
limb.body.SetTransform(Collider.SimPosition, Collider.Rotation);
|
||||
//reset pull joints (they may be somewhere far away if the character has moved from the position where animations were last updated)
|
||||
limb.PullJointEnabled = false;
|
||||
limb.PullJointWorldAnchorB = limb.SimPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -903,7 +906,10 @@ namespace Barotrauma
|
||||
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
|
||||
{
|
||||
character.MemLocalState?.Clear();
|
||||
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
|
||||
Vector2 newSubPos = newHull.Submarine == null ? Vector2.Zero : newHull.Submarine.Position;
|
||||
Vector2 prevSubPos = currentHull.Submarine == null ? Vector2.Zero : currentHull.Submarine.Position;
|
||||
|
||||
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos),
|
||||
Vector2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -486,22 +486,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool canBeDragged = true;
|
||||
public bool CanBeDragged
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Removed || !AnimController.Draggable) return false;
|
||||
if (!canBeDragged) { return false; }
|
||||
if (Removed || !AnimController.Draggable) { return false; }
|
||||
return IsDead || Stun > 0.0f || LockHands || IsUnconscious;
|
||||
}
|
||||
set { canBeDragged = value; }
|
||||
}
|
||||
|
||||
|
||||
//can other characters access the inventory of this character
|
||||
private bool canInventoryBeAccessed = true;
|
||||
public bool CanInventoryBeAccessed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Removed || Inventory == null) return false;
|
||||
|
||||
if (!canInventoryBeAccessed || Removed || Inventory == null) { return false; }
|
||||
if (!Inventory.AccessibleWhenAlive)
|
||||
{
|
||||
return IsDead;
|
||||
@@ -511,6 +514,7 @@ namespace Barotrauma
|
||||
return (IsDead || Stun > 0.0f || LockHands || IsUnconscious);
|
||||
}
|
||||
}
|
||||
set { canInventoryBeAccessed = value; }
|
||||
}
|
||||
|
||||
public override Vector2 SimPosition
|
||||
@@ -1580,12 +1584,12 @@ namespace Barotrauma
|
||||
if (!CanInteractWith(c)) continue;
|
||||
|
||||
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition);
|
||||
if (dist < maxDist*maxDist && (closestCharacter == null || dist < closestDist))
|
||||
if (dist < maxDist * maxDist && (closestCharacter == null || dist < closestDist))
|
||||
{
|
||||
closestCharacter = c;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
|
||||
/*FarseerPhysics.Common.Transform transform;
|
||||
c.AnimController.Collider.FarseerBody.GetTransform(out transform);
|
||||
for (int i = 0; i < c.AnimController.Collider.FarseerBody.FixtureList.Count; i++)
|
||||
@@ -1717,7 +1721,7 @@ namespace Barotrauma
|
||||
{
|
||||
SelectCharacter(focusedCharacter);
|
||||
}
|
||||
else if (focusedCharacter != null && IsKeyHit(InputType.Health))
|
||||
else if (focusedCharacter != null && IsKeyHit(InputType.Health) && focusedCharacter.CharacterHealth.UseHealthWindow)
|
||||
{
|
||||
if (focusedCharacter == SelectedCharacter)
|
||||
{
|
||||
@@ -2018,15 +2022,16 @@ namespace Barotrauma
|
||||
private void UpdateSightRange()
|
||||
{
|
||||
if (aiTarget == null) { return; }
|
||||
// TODO: the formula might need some tweaking
|
||||
float range = (float)Math.Sqrt(Mass) * 1000.0f + AnimController.Collider.LinearVelocity.Length() * 500.0f;
|
||||
aiTarget.SightRange = MathHelper.Clamp(range, 2000.0f, 50000.0f);
|
||||
aiTarget.SightRange = MathHelper.Clamp(range, 0, 15000.0f);
|
||||
}
|
||||
|
||||
private void UpdateSoundRange()
|
||||
{
|
||||
if (aiTarget == null) { return; }
|
||||
float range = (float)Math.Sqrt(Mass) * 100.0f + AnimController.Collider.LinearVelocity.Length() * Noise;
|
||||
aiTarget.SoundRange = MathHelper.Clamp(range, 2000f, 50000f);
|
||||
float range = Mass / 5 * AnimController.TargetMovement.Length() * Noise;
|
||||
aiTarget.SoundRange = MathHelper.Clamp(range, 0f, 5000f);
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string orderOption, Character orderGiver, bool speak = true)
|
||||
@@ -2306,15 +2311,17 @@ namespace Barotrauma
|
||||
|
||||
private void Implode(bool isNetworkMessage = false)
|
||||
{
|
||||
if (CharacterHealth.Unkillable) { return; }
|
||||
|
||||
if (!isNetworkMessage)
|
||||
{
|
||||
if (GameMain.Client != null) return;
|
||||
if (GameMain.Client != null) return;
|
||||
}
|
||||
|
||||
Kill(CauseOfDeathType.Pressure, null, isNetworkMessage);
|
||||
CharacterHealth.PressureAffliction.Strength = CharacterHealth.PressureAffliction.Prefab.MaxStrength;
|
||||
CharacterHealth.SetAllDamage(200.0f, 0.0f, 0.0f);
|
||||
BreakJoints();
|
||||
BreakJoints();
|
||||
}
|
||||
|
||||
public void BreakJoints()
|
||||
|
||||
@@ -200,12 +200,9 @@ namespace Barotrauma
|
||||
if (headSpriteId < (int)spriteRange.X) headSpriteId = (int)(spriteRange.Y);
|
||||
if (headSpriteId > (int)spriteRange.Y) headSpriteId = (int)(spriteRange.X);
|
||||
|
||||
if (headSpriteId != oldId)
|
||||
{
|
||||
headSprite = null;
|
||||
attachmentSprites = null;
|
||||
ResetHeadAttachments();
|
||||
}
|
||||
headSprite = null;
|
||||
attachmentSprites = null;
|
||||
ResetHeadAttachments();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -282,12 +279,15 @@ namespace Barotrauma
|
||||
SourceElement = doc.Root;
|
||||
if (doc.Root.GetAttributeBool("genders", false))
|
||||
{
|
||||
this.gender = gender == Gender.None ? SetRandomGender() : gender;
|
||||
this.gender = gender == Gender.None ? GetRandomGender() : gender;
|
||||
}
|
||||
if (!Enum.TryParse(doc.Root.GetAttributeString("race", "None"), true, out race))
|
||||
{
|
||||
race = GetRandomRace();
|
||||
}
|
||||
Enum.TryParse(doc.Root.GetAttributeString("race", "None"), true, out race);
|
||||
if (race == Race.None)
|
||||
{
|
||||
SetRandomRace();
|
||||
race = GetRandomRace();
|
||||
}
|
||||
CalculateHeadSpriteRange();
|
||||
SetRandomHeadID();
|
||||
@@ -403,10 +403,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Gender SetRandomGender() => gender = (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < SourceElement.GetAttributeFloat("femaleratio", 0.5f)) ? Gender.Female : Gender.Male;
|
||||
public Race SetRandomRace() => race = new Race[] { Race.White, Race.Black, Race.Asian }.GetRandom(Rand.RandSync.Server);
|
||||
public int SetRandomHead() => HeadSpriteId = SetRandomHeadID();
|
||||
|
||||
private XDocument GetConfig(string file)
|
||||
{
|
||||
if (!cachedConfigs.TryGetValue(file, out XDocument doc))
|
||||
@@ -418,6 +414,12 @@ namespace Barotrauma
|
||||
return doc;
|
||||
}
|
||||
|
||||
public Gender SetRandomGender() => Gender = GetRandomGender();
|
||||
public Race SetRandomRace() => Race = GetRandomRace();
|
||||
public int SetRandomHead() => HeadSpriteId = SetRandomHeadID();
|
||||
public Gender GetRandomGender() => (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < SourceElement.GetAttributeFloat("femaleratio", 0.5f)) ? Gender.Female : Gender.Male;
|
||||
public Race GetRandomRace() => new Race[] { Race.White, Race.Black, Race.Asian }.GetRandom(Rand.RandSync.Server);
|
||||
|
||||
private int SetRandomHeadID()
|
||||
{
|
||||
if (headSpriteRange != Vector2.Zero)
|
||||
|
||||
@@ -96,7 +96,7 @@ namespace Barotrauma
|
||||
private Affliction oxygenLowAffliction;
|
||||
private Affliction pressureAffliction;
|
||||
private Affliction stunAffliction;
|
||||
|
||||
|
||||
public bool IsUnconscious
|
||||
{
|
||||
get { return Vitality <= 0.0f; }
|
||||
@@ -222,11 +222,22 @@ namespace Barotrauma
|
||||
|
||||
partial void InitProjSpecific(XElement element, Character character);
|
||||
|
||||
public IEnumerable<Affliction> GetAllAfflictions()
|
||||
public IEnumerable<Affliction> GetAllAfflictions(Func<Affliction, bool> limbHealthFilter = null)
|
||||
{
|
||||
return afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions).ToList());
|
||||
// TODO: If there can be duplicates, we should use Union instead.
|
||||
return limbHealthFilter == null
|
||||
? afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions))
|
||||
: afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions.Where(limbHealthFilter)));
|
||||
}
|
||||
|
||||
private LimbHealth GetMathingLimbHealth(Affliction affliction) => limbHealths[Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb).HealthIndex];
|
||||
|
||||
/// <summary>
|
||||
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
|
||||
/// </summary>
|
||||
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
|
||||
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
|
||||
|
||||
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
|
||||
{
|
||||
foreach (Affliction affliction in afflictions)
|
||||
@@ -466,9 +477,11 @@ namespace Barotrauma
|
||||
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality) Kill();
|
||||
#if CLIENT
|
||||
selectedLimbIndex = -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
private void AddAffliction(Affliction newAffliction)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
|
||||
@@ -675,7 +688,7 @@ namespace Barotrauma
|
||||
|
||||
return allAfflictions;
|
||||
}
|
||||
|
||||
|
||||
public void ServerWrite(NetBuffer msg)
|
||||
{
|
||||
List<Affliction> activeAfflictions = afflictions.FindAll(a => a.Strength > 0.0f && a.Strength >= a.Prefab.ActivationThreshold);
|
||||
|
||||
@@ -1909,11 +1909,20 @@ namespace Barotrauma
|
||||
|
||||
commands.Add(new Command("fixhulls|fixwalls", "fixwalls/fixhulls: Fixes all walls.", (string[] args) =>
|
||||
{
|
||||
foreach (Structure w in Structure.WallList)
|
||||
var walls = new List<Structure>(Structure.WallList);
|
||||
foreach (Structure w in walls)
|
||||
{
|
||||
for (int i = 0; i < w.SectionCount; i++)
|
||||
try
|
||||
{
|
||||
w.AddDamage(i, -100000.0f);
|
||||
for (int i = 0; i < w.SectionCount; i++)
|
||||
{
|
||||
w.AddDamage(i, -100000.0f);
|
||||
}
|
||||
}
|
||||
catch (InvalidOperationException e)
|
||||
{
|
||||
string errorMsg = "Error while executing the fixhulls command.\n" + e.StackTrace;
|
||||
GameAnalyticsManager.AddErrorEventOnce("DebugConsole.FixHulls", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
}
|
||||
}
|
||||
}, null, null, isCheat: true));
|
||||
|
||||
@@ -133,8 +133,10 @@ namespace Barotrauma
|
||||
CharacterInfo characterInfo = new CharacterInfo(Character.HumanConfigFile, jobPrefab: watchmanJob);
|
||||
var spawnedCharacter = Character.Create(characterInfo, watchmanSpawnpoint.WorldPosition,
|
||||
Level.Loaded.Seed + (outpost == Level.Loaded.StartOutpost ? "start" : "end"));
|
||||
spawnedCharacter.CharacterHealth.Unkillable = true;
|
||||
spawnedCharacter.CharacterHealth.UseHealthWindow = false;
|
||||
spawnedCharacter.CharacterHealth.Unkillable = true;
|
||||
spawnedCharacter.CanInventoryBeAccessed = false;
|
||||
spawnedCharacter.CanBeDragged = false;
|
||||
spawnedCharacter.SetCustomInteract(
|
||||
WatchmanInteract,
|
||||
hudText: TextManager.Get("TalkHint").Replace("[key]", GameMain.Config.KeyBind(InputType.Select).ToString()));
|
||||
|
||||
@@ -383,6 +383,10 @@ namespace Barotrauma
|
||||
{
|
||||
CharacterRace = r;
|
||||
}
|
||||
else
|
||||
{
|
||||
CharacterRace = Race.White;
|
||||
}
|
||||
CharacterHairIndex = subElement.GetAttributeInt("hairindex", -1);
|
||||
CharacterBeardIndex = subElement.GetAttributeInt("beardindex", -1);
|
||||
CharacterMoustacheIndex = subElement.GetAttributeInt("moustacheindex", -1);
|
||||
|
||||
@@ -449,12 +449,11 @@ namespace Barotrauma.Items.Components
|
||||
hullRects[1].Width += rightHullDiff;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
|
||||
hulls[i] = new Hull(MapEntityPrefab.Find(null, "Hull"), hullRects[i], subs[i]);
|
||||
hulls[i] = new Hull(MapEntityPrefab.Find(null, "hull"), hullRects[i], subs[i]);
|
||||
hulls[i].AddToGrid(subs[i]);
|
||||
hulls[i].FreeID();
|
||||
|
||||
|
||||
@@ -53,6 +53,7 @@ namespace Barotrauma.Items.Components
|
||||
usableIn = UsableIn.Both;
|
||||
break;
|
||||
}
|
||||
ResetSoundRange();
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
@@ -108,7 +109,25 @@ namespace Barotrauma.Items.Components
|
||||
useState -= deltaTime;
|
||||
|
||||
if (useState <= 0.0f) IsActive = false;
|
||||
|
||||
if (item.AiTarget != null)
|
||||
{
|
||||
item.AiTarget.SoundRange = IsActive ? item.AiTarget.MaxSoundRange : item.AiTarget.MinSoundRange;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
base.Unequip(character);
|
||||
ResetSoundRange();
|
||||
}
|
||||
|
||||
private void ResetSoundRange()
|
||||
{
|
||||
if (item.AiTarget != null)
|
||||
{
|
||||
item.AiTarget.SoundRange = item.AiTarget.MinSoundRange;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -210,6 +210,7 @@ namespace Barotrauma.Items.Components
|
||||
private void StartFabricating(FabricableItem selectedItem, Character user)
|
||||
{
|
||||
if (selectedItem == null) return;
|
||||
if (!outputContainer.Inventory.IsEmpty()) return;
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
|
||||
@@ -355,6 +355,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
float desiredTurbineOutput = (optimalTurbineOutput.X + optimalTurbineOutput.Y) / 2.0f;
|
||||
targetTurbineOutput += MathHelper.Clamp(desiredTurbineOutput - targetTurbineOutput, -speed, speed) * deltaTime;
|
||||
targetTurbineOutput = MathHelper.Clamp(targetTurbineOutput, 0.0f, 100.0f);
|
||||
|
||||
float desiredFissionRate = (optimalFissionRate.X + optimalFissionRate.Y) / 2.0f;
|
||||
targetFissionRate += MathHelper.Clamp(desiredFissionRate - targetFissionRate, -speed, speed) * deltaTime;
|
||||
@@ -367,6 +368,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, allowedFissionRate.Y);
|
||||
}
|
||||
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
|
||||
@@ -83,7 +83,8 @@ namespace Barotrauma.Items.Components
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
charge = MathHelper.Clamp(value, 0.0f, capacity);
|
||||
|
||||
if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
|
||||
//send a network event if the charge has changed by more than 5%
|
||||
if (Math.Abs(charge - lastSentCharge) / capacity > 0.05f)
|
||||
{
|
||||
if (GameMain.Server != null) item.CreateServerEvent(this);
|
||||
lastSentCharge = charge;
|
||||
|
||||
@@ -189,6 +189,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsEmpty()
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (Items[i] != null) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool TrySwapping(int index, Item item, Character user, bool createNetworkEvent)
|
||||
{
|
||||
if (item?.ParentInventory == null || Items[index] == null) return false;
|
||||
|
||||
@@ -191,6 +191,14 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
private BTRoom entranceRoom;
|
||||
|
||||
private List<RuinEntity> ruinEntities = new List<RuinEntity>();
|
||||
private List<Door> doors = new List<Door>();
|
||||
|
||||
public IEnumerable<RuinEntity> RuinEntities
|
||||
{
|
||||
get { return ruinEntities; }
|
||||
}
|
||||
|
||||
public List<RuinShape> RuinShapes
|
||||
{
|
||||
get { return allShapes; }
|
||||
@@ -303,7 +311,7 @@ namespace Barotrauma.RuinGeneration
|
||||
GenerateRuinEntities(caveCells, area, mirror);
|
||||
}
|
||||
|
||||
class RuinEntity
|
||||
public class RuinEntity
|
||||
{
|
||||
public readonly RuinEntityConfig Config;
|
||||
public readonly MapEntity Entity;
|
||||
@@ -319,8 +327,6 @@ namespace Barotrauma.RuinGeneration
|
||||
}
|
||||
}
|
||||
|
||||
private List<RuinEntity> ruinEntities = new List<RuinEntity>();
|
||||
private List<Door> doors = new List<Door>();
|
||||
private void GenerateRuinEntities(List<VoronoiCell> caveCells, Rectangle ruinArea, bool mirror)
|
||||
{
|
||||
var entityGrid = Hull.GenerateEntityGrid(new Rectangle(ruinArea.X, ruinArea.Y + ruinArea.Height, ruinArea.Width, ruinArea.Height));
|
||||
|
||||
@@ -208,16 +208,16 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//remove connections that are too short
|
||||
float minDistance = generationParams.MinConnectionDistance;
|
||||
float minConnectionDistanceSqr = generationParams.MinConnectionDistance * generationParams.MinConnectionDistance;
|
||||
for (int i = connections.Count - 1; i >= 0; i--)
|
||||
{
|
||||
LocationConnection connection = connections[i];
|
||||
|
||||
if (Vector2.Distance(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minDistance)
|
||||
if (Vector2.DistanceSquared(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minConnectionDistanceSqr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
//locations.Remove(connection.Locations[0]);
|
||||
connections.Remove(connection);
|
||||
|
||||
@@ -227,7 +227,7 @@ namespace Barotrauma
|
||||
if (connection2.Locations[1] == connection.Locations[0]) connection2.Locations[1] = connection.Locations[1];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
HashSet<Location> connectedLocations = new HashSet<Location>();
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
@@ -238,15 +238,44 @@ namespace Barotrauma
|
||||
connectedLocations.Add(connection.Locations[1]);
|
||||
}
|
||||
|
||||
//remove orphans
|
||||
Locations.RemoveAll(c => !connectedLocations.Contains(c));
|
||||
|
||||
//remove locations that are too close to each other
|
||||
float minLocationDistanceSqr = generationParams.MinLocationDistance * generationParams.MinLocationDistance;
|
||||
for (int i = Locations.Count - 1; i >= 0; i--)
|
||||
{
|
||||
for (int j = Locations.Count - 1; j > i; j--)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(Locations[i].MapPosition, Locations[j].MapPosition);
|
||||
if (dist > minLocationDistanceSqr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//move connections from Locations[j] to Locations[i]
|
||||
foreach (LocationConnection connection in Locations[j].Connections)
|
||||
{
|
||||
if (connection.Locations[0] == Locations[j])
|
||||
{
|
||||
connection.Locations[0] = Locations[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
connection.Locations[1] = Locations[i];
|
||||
}
|
||||
Locations[i].Connections.Add(connection);
|
||||
}
|
||||
Locations.RemoveAt(j);
|
||||
}
|
||||
}
|
||||
|
||||
//remove orphans
|
||||
Locations.RemoveAll(c => !connectedLocations.Contains(c));
|
||||
|
||||
for (int i = connections.Count - 1; i >= 0; i--)
|
||||
{
|
||||
i = Math.Min(i, connections.Count - 1);
|
||||
|
||||
LocationConnection connection = connections[i];
|
||||
|
||||
for (int n = Math.Min(i - 1, connections.Count - 1); n >= 0; n--)
|
||||
{
|
||||
if (connection.Locations.Contains(connections[n].Locations[0])
|
||||
@@ -399,6 +428,7 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce("Map.SelectLocation:LocationNotFound", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
CurrentLocation.SelectedMissionIndex = missionIndex;
|
||||
|
||||
SelectedLocation = location;
|
||||
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
|
||||
|
||||
@@ -108,6 +108,9 @@ namespace Barotrauma
|
||||
[Serialize(10.0f, true), Editable(0.0f, 500.0f, ToolTip = "Connections smaller than this are removed.")]
|
||||
public float MinConnectionDistance { get; set; }
|
||||
|
||||
[Serialize(5.0f, true), Editable(0.0f, 100.0f, ToolTip = "Locations that are closer than this to another location are removed.")]
|
||||
public float MinLocationDistance { get; set; }
|
||||
|
||||
[Serialize(0.2f, true), Editable(0.0f, 10.0f,
|
||||
ToolTip = "Affects how many iterations are done when generating the jagged shape of the connections (iterations = Sqrt(connectionLength * multiplier)).")]
|
||||
public float ConnectionIterationMultiplier { get; set; }
|
||||
|
||||
@@ -1897,6 +1897,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
Log(msg, ServerLog.MessageType.ServerMessage);
|
||||
|
||||
if (client.SteamID > 0) { SteamManager.StopAuthSession(client.SteamID); }
|
||||
|
||||
client.Connection.Disconnect(targetmsg);
|
||||
connectedClients.Remove(client);
|
||||
|
||||
|
||||
@@ -183,6 +183,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
//server is full, can't allow new connection
|
||||
connection.Disconnect(DisconnectReason.ServerFull.ToString());
|
||||
if (steamID > 0) { Steam.SteamManager.StopAuthSession(steamID); }
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -224,6 +225,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
//client did not ask for nonce first, can't authorize
|
||||
inc.SenderConnection.Disconnect(DisconnectReason.AuthenticationRequired.ToString());
|
||||
if (unauthClient.SteamID > 0) { Steam.SteamManager.StopAuthSession(unauthClient.SteamID); }
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -450,7 +452,7 @@ namespace Barotrauma.Networking
|
||||
private void DisconnectUnauthClient(NetIncomingMessage inc, UnauthenticatedClient unauthClient, DisconnectReason reason, string message)
|
||||
{
|
||||
inc.SenderConnection.Disconnect(reason.ToString() + "; " + message);
|
||||
|
||||
if (unauthClient.SteamID > 0) { Steam.SteamManager.StopAuthSession(unauthClient.SteamID); }
|
||||
if (unauthClient != null)
|
||||
{
|
||||
unauthenticatedClients.Remove(unauthClient);
|
||||
|
||||
@@ -408,6 +408,14 @@ namespace Barotrauma.Steam
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void StopAuthSession(ulong clientSteamID)
|
||||
{
|
||||
if (instance == null || !instance.isInitialized || instance.server == null) return;
|
||||
|
||||
DebugConsole.Log("SteamManager ending auth session with Steam client " + clientSteamID);
|
||||
instance.server.Auth.EndSession(clientSteamID);
|
||||
}
|
||||
|
||||
public static bool CloseServer()
|
||||
{
|
||||
if (instance == null || !instance.isInitialized || instance.server == null) return false;
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,3 +1,68 @@
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.8.9.3
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
- Made molochs slower.
|
||||
- Watchmen cannot be dragged or grabbed.
|
||||
- AI characters can give treatment to characters who aren't unconscious.
|
||||
- Added a button that dismisses the tutorial popups to prevent accidentally closing the popups.
|
||||
- Underwater scooters now attract monsters.
|
||||
- Improvements and balancing to vanilla submarines.
|
||||
- Made alien ruin walls more durable.
|
||||
- Reduced item deterioration speeds.
|
||||
- Added "yes to all" and "no to all" buttons to the prompts when deleting containers in the submarine editor.
|
||||
- Improved the background smoke texture in hydrothermal wastes.
|
||||
- Baby moloch, doo doo doo doo doo doo
|
||||
|
||||
- Fixed console errors in the chemical shipment mission due to auxiliorizine being still present in the
|
||||
mission configuration despite the item being removed.
|
||||
- Made coilgun ammunition boxes craftable and purchaseable, coilgun bolts cannot be purchased anymore.
|
||||
- Fixed AI-controlled husk not spawning when a huskified player dies.
|
||||
- Fixed AI crew occasionally going outside to fix leaks.
|
||||
- Fixed server failing to sync clients who join the server after a character has been removed during
|
||||
the round (e.g. eaten, turned into a husk).
|
||||
- Fixed server-side console errors when clients attempt to use a fabricator.
|
||||
- Display Steam authentication errors in the server logs.
|
||||
- Fixed status effects with a ReduceAffliction value of 0 freezing the game.
|
||||
- Fixed sliders not moving in the battery/supercapacitor interface when an AI character is operating it.
|
||||
- Fixed chatbox being deselected in the net lobby when receiving a lobby update from the server (i.e.
|
||||
whenever the server host changes any setting).
|
||||
- Fixed OnBroken status effects firing in the submarine editor when an item's condition is set to zero
|
||||
(for example, reactors exploding and breaking all the nearby walls).
|
||||
- Fixed file number being added to the file extension of debug console log files ("file123.txt (2)"
|
||||
instead of "file123 (2).txt").
|
||||
- Fixed battery positioning in charging docks.
|
||||
- Fixed crashing when ending a single player round while a character is outside the sub.
|
||||
- Fixed "attempting to remove an already removed item" console errors when ending a round.
|
||||
- Fixed fire sounds persisting in menus.
|
||||
- Fixed the layout of the extra cargo menu in server settings.
|
||||
- Fixed depth charges disappearing from loaders when interacting them with both hand slots full.
|
||||
- Fixed StatusEffects not being able to target item components. Caused doors to be impossible to weld
|
||||
and most likely other issues with item StatusEffects as well.
|
||||
- Artifacts spawn in artifact holders again.
|
||||
- Fixes to "attempted to move pulljoint extremely far" errors which occasionally caused severe problems
|
||||
in syncing characters' positions.
|
||||
- Fixed a bug that occasionally caused monsters to spawn very close to the submarine in monster missions.
|
||||
- Fixed servers occasionally starting the round multiple times when automatically starting the game via
|
||||
autorestart or clients being ready.
|
||||
- Fixed up-to-date content packages being reported as incompatible in the Steam workshop menu.
|
||||
- Changed the default radio chat hotkey to T.
|
||||
- Fixed the line of sight effect not working on ruins when looking at them from inside a sub.
|
||||
- Fixed fabricator allowing new items to be created when the output is not empty, resulting in wasted materials.
|
||||
- Fixed servers reporting incorrect player counts in the server list.
|
||||
- Fixed order messages not being visible in single player if the character issuing the order has no headset.
|
||||
- Fixed riot shields retaining their pushing ability even when the user is stunned or unconscious.
|
||||
- Fixed rubber ducks not floating like a good duck should.
|
||||
- Prevent locations from being generated too close to each other in the campaign map.
|
||||
- Fixed battery and supercapacitor charges not staying in sync between the server and clients.
|
||||
- Fixed watchmen imploding continuously if they end up outside.
|
||||
- Fixed non-downloaded workshop items showing zero as the file size.
|
||||
- Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example).
|
||||
- Fixed crashing when teleporting characters from a submarine to ruins in multiplayer.
|
||||
- Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher
|
||||
than what the reactor can generate. Caused "failed to write an event for the entity" errors in multiplayer.
|
||||
- Fixed AI characters attempting to treat dead characters.
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.8.9.2
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -26,6 +26,7 @@ namespace Facepunch.Steamworks
|
||||
public uint VotesUp { get; private set; }
|
||||
public DateTime Modified { get; private set; }
|
||||
public DateTime Created { get; private set; }
|
||||
public int DownloadSize { get; private set; }
|
||||
|
||||
public Item( ulong Id, Workshop workshop )
|
||||
{
|
||||
@@ -46,6 +47,7 @@ namespace Facepunch.Steamworks
|
||||
item.VotesDown = details.VotesDown;
|
||||
item.Modified = Utility.Epoch.ToDateTime( details.TimeUpdated );
|
||||
item.Created = Utility.Epoch.ToDateTime( details.TimeCreated );
|
||||
item.DownloadSize = details.FileSize;
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user