Merged branch master into combat-mission
This commit is contained in:
@@ -11,7 +11,7 @@
|
||||
<!-- head -->
|
||||
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
|
||||
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
|
||||
<attack range="700" duration="0.2" damage="200" stun="5" force="25" damagetype="blunt" targetforce="100"/>
|
||||
<attack range="700" duration="0.2" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/>
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||||
</limb>
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||||
|
||||
<limb id = "1" width="50" height="440" flip="true">
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||||
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||||
@@ -51,7 +51,8 @@
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||||
name="Iron Powder"
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||||
category="Material"
|
||||
Tags="smallitem,chem"
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||||
pickdistance="150">
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||||
pickdistance="150"
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||||
price="5">
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||||
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||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6" color="0.2,0.2,0.2,1.0"/>
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||||
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||||
@@ -66,7 +67,8 @@
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||||
spritecolor="1.0,1.0,0.7,1.0"
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||||
Tags="smallitem,chem,medical"
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||||
pickdistance="150"
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||||
description="A mild stimulant which is used as an incredient in the manufacture of various medicines.">
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||||
description="A mild stimulant which is used as an incredient in the manufacture of various medicines."
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||||
price="10">
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||||
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||||
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6" />
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||||
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||||
@@ -91,7 +93,8 @@
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||||
Tags="smallitem,chem,medical"
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||||
pickdistance="150"
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||||
canuseonself="true"
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||||
description="Most commonly used for treating oxygen deprivation.">
|
||||
description="Most commonly used for treating oxygen deprivation."
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||||
price="50">
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||||
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||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6" />
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||||
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||||
@@ -111,7 +114,8 @@
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||||
Tags="smallitem,chem,medical"
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||||
pickdistance="150"
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||||
canuseonself="true"
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||||
description="A hemostatic agent that slows down bleeding.">
|
||||
description="A hemostatic agent that slows down bleeding."
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||||
price="50">
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||||
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||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6" />
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||||
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||||
@@ -136,7 +140,8 @@
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||||
Tags="smallitem,chem,medical"
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||||
pickdistance="150"
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||||
canuseonself="true"
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||||
description="Highly effective at treating various types of physical trauma.">
|
||||
description="Highly effective at treating various types of physical trauma."
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||||
price="50">
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||||
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||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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||||
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||||
@@ -160,7 +165,8 @@
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||||
spritecolor="1.0,1.0,0.0,1.0"
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||||
Tags="smallitem,chem,medical"
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||||
pickdistance="150"
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||||
description="A highly potent corrigodone-based stimulant.">
|
||||
description="A highly potent corrigodone-based stimulant."
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||||
price="150">
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||||
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||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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||||
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||||
@@ -178,7 +184,8 @@
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||||
category="Material"
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||||
spritecolor="1.0,1.0,1.0,0.6"
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||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
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||||
|
||||
@@ -197,7 +204,8 @@
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||||
spritecolor="0.0,0.9,0.1,1.0"
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||||
Tags="smallitem,chem,medical"
|
||||
canuseonself="true"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<ItemComponent>
|
||||
<StatusEffect type="OnUse" target="This" Condition="-25.0" disabledeltatime="true"/>
|
||||
@@ -220,7 +228,8 @@
|
||||
category="Material"
|
||||
spritecolor="0.7,0.7,0.7,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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||||
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||||
@@ -238,7 +247,8 @@
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||||
category="Material"
|
||||
spritecolor="0.8,0.8,0.8,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -256,7 +266,8 @@
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||||
category="Material"
|
||||
spritecolor="0.1,0.1,0.1,1.0"
|
||||
Tags="smallitem,chem,explosive"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="50">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -276,7 +287,8 @@
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||||
category="Material"
|
||||
spritecolor="1.0,1.0,1.0,0.8"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
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||||
|
||||
@@ -294,7 +306,8 @@
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||||
category="Material"
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||||
spritecolor="0.5,0.0,0.0,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="20">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -312,7 +325,8 @@
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||||
category="Material"
|
||||
spritecolor="0.5,0.0,0.0,1.0"
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||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="50">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
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||||
|
||||
@@ -330,7 +344,8 @@
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||||
category="Material"
|
||||
spritecolor="0.2,0.35,0.06,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150">
|
||||
pickdistance="150"
|
||||
price="50">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -349,7 +364,8 @@
|
||||
spritecolor="0.8,0.3,0.8,1.0"
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||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150"
|
||||
description="A potent muscle stimulant.">
|
||||
description="A potent muscle stimulant."
|
||||
price="50">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -368,7 +384,8 @@
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||||
spritecolor="0.0,0.0,0.0,1.0"
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||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150"
|
||||
description="A highly potent neurotoxin.">
|
||||
description="A highly potent neurotoxin."
|
||||
price="200">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -387,7 +404,8 @@
|
||||
spritecolor="0.0,0.0,0.0,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150"
|
||||
description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'.">
|
||||
description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'."
|
||||
price="200">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
@@ -406,7 +424,8 @@
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||||
spritecolor="0.0,0.0,0.0,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150"
|
||||
description="An antiparasitic drug used in the treatment of husk parasite infections.">
|
||||
description="An antiparasitic drug used in the treatment of husk parasite infections."
|
||||
price="300">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
name="Depth Charge Shell"
|
||||
category="Misc"
|
||||
pickdistance="150"
|
||||
price="50">
|
||||
price="200">
|
||||
|
||||
<Deconstruct time="10">
|
||||
<Item name="Steel Bar"/>
|
||||
@@ -66,7 +66,7 @@
|
||||
name="Nuclear Depth Charge"
|
||||
category="Misc"
|
||||
pickdistance="150"
|
||||
price="50">
|
||||
price="500">
|
||||
|
||||
<Deconstruct time="20">
|
||||
<Item name="Steel Bar"/>
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
name="Railgun Shell"
|
||||
category="Misc"
|
||||
pickdistance="200"
|
||||
price="100">
|
||||
price="200">
|
||||
|
||||
<Deconstruct time="10">
|
||||
<Item name="Steel Bar"/>
|
||||
@@ -93,7 +93,7 @@
|
||||
name="Nuclear Shell"
|
||||
category="Misc"
|
||||
pickdistance="200"
|
||||
price="100">
|
||||
price="500">
|
||||
|
||||
<Deconstruct time="10">
|
||||
<Item name="Steel Bar"/>
|
||||
|
||||
BIN
Subsurface/Content/damageshader_opengl.xnb
Normal file
BIN
Subsurface/Content/damageshader_opengl.xnb
Normal file
Binary file not shown.
@@ -46,6 +46,7 @@
|
||||
<BackgroundSpritePrefabs file="Content/BackgroundSprites/BackgroundSpritePrefabs.xml" />
|
||||
<RandomEvents file="Content/randomevents.xml" />
|
||||
<LocationTypes file="Content/Map/locationTypes.xml" />
|
||||
<LevelGenerationParameters file="Content/Map/LevelGenerationParameters.xml" />
|
||||
<Missions file="Content/Missions.xml" />
|
||||
<Jobs file="Content/Jobs.xml" />
|
||||
<Executable file="Barotrauma.exe" />
|
||||
|
||||
@@ -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("0.5.1.3")]
|
||||
[assembly: AssemblyFileVersion("0.5.1.3")]
|
||||
[assembly: AssemblyVersion("0.5.2.0")]
|
||||
[assembly: AssemblyFileVersion("0.5.2.0")]
|
||||
|
||||
@@ -341,7 +341,7 @@ namespace Barotrauma
|
||||
{
|
||||
wallAttackPos = Vector2.Zero;
|
||||
limb.AttackTimer = 0.0f;
|
||||
if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
|
||||
coolDownTimer = attackCoolDown;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Barotrauma
|
||||
Structure,
|
||||
Executable,
|
||||
LocationTypes,
|
||||
LevelGenerationPresets,
|
||||
LevelGenerationParameters,
|
||||
RandomEvents,
|
||||
Missions,
|
||||
BackgroundCreaturePrefabs, BackgroundSpritePrefabs
|
||||
|
||||
@@ -286,9 +286,15 @@ namespace Barotrauma
|
||||
toolTipBlock.rect.Height = toolTipBlock.WrappedText.Split('\n').Length * 18;
|
||||
toolTipBlock.Color = Color.Black * 0.7f;
|
||||
toolTipBlock.userData = ToolTip;
|
||||
|
||||
}
|
||||
|
||||
toolTipBlock.rect = new Rectangle(MouseOn.Rect.Center.X, MouseOn.rect.Bottom, toolTipBlock.rect.Width, toolTipBlock.rect.Height);
|
||||
if (toolTipBlock.rect.Right > GameMain.GraphicsWidth - 10)
|
||||
{
|
||||
toolTipBlock.rect.Location -= new Point(toolTipBlock.rect.Right - (GameMain.GraphicsWidth - 10), 0);
|
||||
}
|
||||
|
||||
toolTipBlock.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
|
||||
@@ -122,7 +122,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public GUIListBox(Rectangle rect, GUIStyle style, Alignment alignment, GUIComponent parent = null)
|
||||
: this(rect, null, style, parent)
|
||||
: this(rect, null, alignment, style, parent, false)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -26,6 +26,11 @@ namespace Barotrauma
|
||||
|
||||
private bool savedOnStart;
|
||||
|
||||
private List<Submarine> subsToLeaveBehind;
|
||||
|
||||
private Submarine leavingSub;
|
||||
private bool atEndPosition;
|
||||
|
||||
public override Mission Mission
|
||||
{
|
||||
get
|
||||
@@ -80,18 +85,28 @@ namespace Barotrauma
|
||||
|
||||
public SinglePlayerMode(XElement element)
|
||||
: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
|
||||
{
|
||||
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
|
||||
|
||||
GenerateMap(mapSeed);
|
||||
|
||||
Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
|
||||
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "crew") continue;
|
||||
|
||||
GameMain.GameSession.CrewManager = new CrewManager(subElement);
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "crew":
|
||||
GameMain.GameSession.CrewManager = new CrewManager(subElement);
|
||||
break;
|
||||
case "map":
|
||||
Map = Map.Load(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//backwards compatibility with older save files
|
||||
if (Map==null)
|
||||
{
|
||||
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
|
||||
|
||||
GenerateMap(mapSeed);
|
||||
|
||||
Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
|
||||
}
|
||||
|
||||
savedOnStart = true;
|
||||
@@ -198,12 +213,6 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
endShiftButton.Draw(spriteBatch);
|
||||
//chatBox.Draw(spriteBatch);
|
||||
//textBox.Draw(spriteBatch);
|
||||
|
||||
//timerBar.Draw(spriteBatch);
|
||||
|
||||
//if (Game1.Client == null) endShiftButton.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
@@ -230,10 +239,17 @@ namespace Barotrauma
|
||||
|
||||
public override void End(string endMessage = "")
|
||||
{
|
||||
|
||||
isRunning = false;
|
||||
|
||||
//if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
|
||||
if (subsToLeaveBehind == null || leavingSub == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
|
||||
|
||||
leavingSub = GetLeavingSub();
|
||||
|
||||
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
|
||||
}
|
||||
|
||||
|
||||
bool success = CrewManager.characters.Any(c => !c.IsDead);
|
||||
|
||||
@@ -241,19 +257,13 @@ namespace Barotrauma
|
||||
|
||||
if (success)
|
||||
{
|
||||
var leavingSub = GetLeavingSub();
|
||||
|
||||
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition)
|
||||
if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(leavingSub != Submarine.MainSub);
|
||||
|
||||
Submarine oldMainSub = Submarine.MainSub;
|
||||
Submarine.MainSub = leavingSub;
|
||||
|
||||
GameMain.GameSession.Submarine = leavingSub;
|
||||
|
||||
List<Submarine> subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
|
||||
|
||||
|
||||
foreach (Submarine sub in subsToLeaveBehind)
|
||||
{
|
||||
MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
|
||||
@@ -261,13 +271,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Submarine.MainSub.AtEndPosition)
|
||||
if (atEndPosition)
|
||||
{
|
||||
Map.MoveToNextLocation();
|
||||
}
|
||||
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
|
||||
}
|
||||
|
||||
@@ -302,18 +310,18 @@ namespace Barotrauma
|
||||
|
||||
private bool TryEndShift(GUIButton button, object obj)
|
||||
{
|
||||
List<Submarine> subsNotDocked = new List<Submarine>();
|
||||
|
||||
var leavingSub = obj as Submarine;
|
||||
leavingSub = obj as Submarine;
|
||||
if (leavingSub != null)
|
||||
{
|
||||
subsNotDocked = GetSubsToLeaveBehind(leavingSub);
|
||||
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
|
||||
}
|
||||
|
||||
if (subsNotDocked.Any())
|
||||
atEndPosition = leavingSub.AtEndPosition;
|
||||
|
||||
if (subsToLeaveBehind.Any())
|
||||
{
|
||||
string msg = "";
|
||||
if (subsNotDocked.Count==1)
|
||||
if (subsToLeaveBehind.Count == 1)
|
||||
{
|
||||
msg = "One of your vessels isn't at the exit yet. Do you want to leave it behind?";
|
||||
}
|
||||
@@ -325,7 +333,7 @@ namespace Barotrauma
|
||||
var msgBox = new GUIMessageBox("Warning", msg, new string[] {"Yes", "No"});
|
||||
msgBox.Buttons[0].OnClicked += EndShift;
|
||||
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsNotDocked.Contains(s));
|
||||
msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsToLeaveBehind.Contains(s));
|
||||
|
||||
msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
}
|
||||
@@ -343,7 +351,7 @@ namespace Barotrauma
|
||||
|
||||
List<Submarine> leavingSubs = obj as List<Submarine>;
|
||||
if (leavingSubs == null) leavingSubs = new List<Submarine>() { GetLeavingSub() };
|
||||
|
||||
|
||||
var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
|
||||
|
||||
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
|
||||
@@ -378,13 +386,14 @@ namespace Barotrauma
|
||||
//element.Add(new XAttribute("day", day));
|
||||
XElement modeElement = new XElement("gamemode");
|
||||
|
||||
modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
|
||||
modeElement.Add(new XAttribute("mapseed", Map.Seed));
|
||||
|
||||
//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
|
||||
//modeElement.Add(new XAttribute("mapseed", Map.Seed));
|
||||
|
||||
|
||||
CrewManager.Save(modeElement);
|
||||
Map.Save(modeElement);
|
||||
|
||||
element.Add(modeElement);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -283,7 +283,7 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
|
||||
|
||||
while (Submarine.MainSub.WorldPosition.Y > 24600.0f)
|
||||
while (Submarine.MainSub.WorldPosition.Y > 31900.0f)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace Barotrauma.Tutorials
|
||||
GameMain.GameSession = new GameSession(Submarine.MainSub, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
|
||||
(GameMain.GameSession.gameMode as TutorialMode).tutorialType = this;
|
||||
|
||||
GameMain.GameSession.StartShift("tuto1");
|
||||
GameMain.GameSession.StartShift("tuto2");
|
||||
|
||||
GameMain.GameSession.TaskManager.Tasks.Clear();
|
||||
|
||||
|
||||
@@ -25,10 +25,8 @@ namespace Barotrauma
|
||||
|
||||
private KeyOrMouse[] keyMapping;
|
||||
|
||||
|
||||
private bool unsavedSettings;
|
||||
|
||||
|
||||
public GUIFrame SettingsFrame
|
||||
{
|
||||
get
|
||||
@@ -287,7 +285,7 @@ namespace Barotrauma
|
||||
private bool ChangeSoundVolume(GUIScrollBar scrollBar, float barScroll)
|
||||
{
|
||||
UnsavedSettings = true;
|
||||
SoundVolume = MathHelper.Clamp(barScroll, 0.0f, 1.0f);
|
||||
SoundVolume = barScroll;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -295,22 +293,11 @@ namespace Barotrauma
|
||||
private bool ChangeMusicVolume(GUIScrollBar scrollBar, float barScroll)
|
||||
{
|
||||
UnsavedSettings = true;
|
||||
MusicVolume = MathHelper.Clamp(barScroll, 0.0f, 1.0f);
|
||||
MusicVolume = barScroll;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//private bool ToggleFullScreen(object userData)
|
||||
//{
|
||||
// UnsavedSettings = true;
|
||||
// FullScreenEnabled = !FullScreenEnabled;
|
||||
|
||||
// GameMain.Graphics.IsFullScreen = FullScreenEnabled;
|
||||
// GameMain.Graphics.ApplyChanges();
|
||||
|
||||
// return true;
|
||||
//}
|
||||
|
||||
|
||||
public void ResetSettingsFrame()
|
||||
{
|
||||
settingsFrame = null;
|
||||
@@ -363,14 +350,16 @@ namespace Barotrauma
|
||||
y += 70;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, y, 100, 20), "Sound volume:", GUI.Style, settingsFrame);
|
||||
GUIScrollBar soundScrollBar = new GUIScrollBar(new Rectangle(0, y+20, 150, 20), GUI.Style,0.1f, settingsFrame);
|
||||
GUIScrollBar soundScrollBar = new GUIScrollBar(new Rectangle(0, y + 20, 150, 20), GUI.Style, 0.1f, settingsFrame);
|
||||
soundScrollBar.BarScroll = SoundVolume;
|
||||
soundScrollBar.OnMoved = ChangeSoundVolume;
|
||||
soundScrollBar.Step = 0.05f;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, y+40, 100, 20), "Music volume:", GUI.Style, settingsFrame);
|
||||
GUIScrollBar musicScrollBar = new GUIScrollBar(new Rectangle(0, y+60, 150, 20), GUI.Style, 0.1f, settingsFrame);
|
||||
new GUITextBlock(new Rectangle(0, y + 40, 100, 20), "Music volume:", GUI.Style, settingsFrame);
|
||||
GUIScrollBar musicScrollBar = new GUIScrollBar(new Rectangle(0, y + 60, 150, 20), GUI.Style, 0.1f, settingsFrame);
|
||||
musicScrollBar.BarScroll = MusicVolume;
|
||||
musicScrollBar.OnMoved = ChangeMusicVolume;
|
||||
musicScrollBar.Step = 0.05f;
|
||||
|
||||
x = 200;
|
||||
y = 10;
|
||||
|
||||
@@ -133,33 +133,7 @@ namespace Barotrauma
|
||||
get { return bottomHoleProbability; }
|
||||
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
|
||||
}
|
||||
|
||||
//public LevelGenerationParams()
|
||||
//{
|
||||
// Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
// width = 100000.0f;
|
||||
// height = 50000.0f;
|
||||
|
||||
// voronoiSiteInterval = 2000.0f;
|
||||
// voronoiSiteVariance = new Vector2(voronoiSiteInterval, voronoiSiteInterval) * 0.4f;
|
||||
|
||||
// mainPathNodeIntervalRange = new Vector2(5000.0f, 10000.0f);
|
||||
|
||||
// float brightness = Rand.Range(1.0f, 1.3f, false);
|
||||
// BackgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(50, 46, 20), Rand.Range(0.0f, 1.0f, false)) * brightness;
|
||||
// BackgroundColor = new Color(BackgroundColor, 1.0f);
|
||||
|
||||
// smallTunnelCount = 5;
|
||||
// smallTunnelLengthRange = new Vector2(5000.0f, 10000.0f);
|
||||
|
||||
// ruinCount = 1;
|
||||
|
||||
// bottomHoleProbability = Rand.Range(0.1f, 0.8f, false);
|
||||
|
||||
// BackgroundSpriteAmount = (int)((new Vector2(width, height)).Length() / 100);
|
||||
//}
|
||||
|
||||
|
||||
public static LevelGenerationParams GetRandom(string seed)
|
||||
{
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
@@ -194,7 +168,7 @@ namespace Barotrauma
|
||||
{
|
||||
presets = new List<LevelGenerationParams>();
|
||||
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationPresets);
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationParameters);
|
||||
if (!files.Any())
|
||||
{
|
||||
files.Add("Content/Map/LevelGenerationParameters.xml");
|
||||
@@ -202,7 +176,6 @@ namespace Barotrauma
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -28,6 +29,8 @@ namespace Barotrauma
|
||||
private Location currentLocation;
|
||||
private Location selectedLocation;
|
||||
|
||||
private Location highlightedLocation;
|
||||
|
||||
private LocationConnection selectedConnection;
|
||||
|
||||
public Location CurrentLocation
|
||||
@@ -55,6 +58,35 @@ namespace Barotrauma
|
||||
get { return seed; }
|
||||
}
|
||||
|
||||
public static Map Load(XElement element)
|
||||
{
|
||||
string mapSeed = ToolBox.GetAttributeString(element, "seed", "a");
|
||||
|
||||
int size = ToolBox.GetAttributeInt(element, "size", 500);
|
||||
Map map = new Map(mapSeed, size);
|
||||
|
||||
map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
|
||||
|
||||
string discoveredStr = ToolBox.GetAttributeString(element, "discovered", "");
|
||||
|
||||
string[] discoveredStrs = discoveredStr.Split(',');
|
||||
for (int i = 0; i < discoveredStrs.Length; i++ )
|
||||
{
|
||||
int index = -1;
|
||||
if (int.TryParse(discoveredStrs[i], out index)) map.locations[index].Discovered = true;
|
||||
}
|
||||
|
||||
string passedStr = ToolBox.GetAttributeString(element, "passed", "");
|
||||
string[] passedStrs = passedStr.Split(',');
|
||||
for (int i = 0; i < passedStrs.Length; i++)
|
||||
{
|
||||
int index = -1;
|
||||
if (int.TryParse(passedStrs[i], out index)) map.connections[index].Passed = true;
|
||||
}
|
||||
|
||||
return map;
|
||||
}
|
||||
|
||||
public Map(string seed, int size)
|
||||
{
|
||||
this.seed = seed;
|
||||
@@ -67,15 +99,16 @@ namespace Barotrauma
|
||||
|
||||
connections = new List<LocationConnection>();
|
||||
|
||||
if (iceTexture==null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
|
||||
if (iceTexture == null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
|
||||
if (iceCraters == null) iceCraters = TextureLoader.FromFile("Content/Map/iceCraters.png");
|
||||
if (iceCrack == null) iceCrack = TextureLoader.FromFile("Content/Map/iceCrack.png");
|
||||
if (iceCrack == null) iceCrack = TextureLoader.FromFile("Content/Map/iceCrack.png");
|
||||
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(this.seed));
|
||||
|
||||
GenerateLocations();
|
||||
|
||||
currentLocation = locations[locations.Count / 2];
|
||||
currentLocation.Discovered = true;
|
||||
GenerateDifficulties(currentLocation, new List<LocationConnection> (connections), 10.0f);
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
@@ -202,7 +235,10 @@ namespace Barotrauma
|
||||
|
||||
public void MoveToNextLocation()
|
||||
{
|
||||
selectedConnection.Passed = true;
|
||||
|
||||
currentLocation = selectedLocation;
|
||||
currentLocation.Discovered = true;
|
||||
selectedLocation = null;
|
||||
}
|
||||
|
||||
@@ -213,23 +249,18 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Location index out of bounds");
|
||||
return;
|
||||
}
|
||||
|
||||
currentLocation = locations[index];
|
||||
currentLocation.Discovered = true;
|
||||
}
|
||||
|
||||
private Location highlightedLocation;
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
//GUI.DrawRectangle(spriteBatch, rect, Color.DarkBlue, true);
|
||||
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.White);
|
||||
//spriteBatch.Draw(iceTexture, offset, rect, null, null, 0f, null, Color.White, SpriteEffects.None, 0.0f);
|
||||
|
||||
//Vector2 scale = new Vector2((float)rect.Width/ size, (float)rect.Height/size);
|
||||
|
||||
|
||||
float maxDist = 20.0f;
|
||||
float closestDist = 0.0f;
|
||||
highlightedLocation = null;
|
||||
@@ -248,10 +279,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 0.5f);
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
|
||||
|
||||
if (highlightedLocation != currentLocation &&
|
||||
connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
|
||||
@@ -267,29 +297,58 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (selectedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
{
|
||||
crackColor = Color.Red;
|
||||
}
|
||||
|
||||
foreach (Vector2[] segment in connection.CrackSegments)
|
||||
else if (!connection.Passed)
|
||||
{
|
||||
Vector2 start = rectCenter + (segment[0] + offset) * scale;
|
||||
Vector2 end = rectCenter + (segment[1] + offset) * scale;
|
||||
|
||||
if (!rect.Contains(start) || !rect.Contains(end)) continue;
|
||||
crackColor *= 0.2f;
|
||||
}
|
||||
|
||||
for (int i = 0; i < connection.CrackSegments.Count; i++ )
|
||||
{
|
||||
var segment = connection.CrackSegments[i];
|
||||
|
||||
Vector2 start = rectCenter + (segment[0] + offset) * scale;
|
||||
Vector2 end = rectCenter + (segment[1] + offset) * scale;
|
||||
|
||||
if (!rect.Contains(start) && !rect.Contains(end))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2? intersection = MathUtils.GetLineRectangleIntersection(start, end, new Rectangle(rect.X, rect.Y + rect.Height, rect.Width, rect.Height));
|
||||
if (intersection != null)
|
||||
{
|
||||
if (!rect.Contains(start))
|
||||
{
|
||||
start = (Vector2)intersection;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = (Vector2)intersection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float dist = Vector2.Distance(start, end);
|
||||
|
||||
int width = (int)(MathHelper.Clamp(connection.Difficulty, 2.0f, 20.0f) * scale);
|
||||
|
||||
spriteBatch.Draw(iceCrack,
|
||||
new Rectangle((int)start.X, (int)start.Y, (int)dist+2, 30),
|
||||
new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end -start),
|
||||
new Rectangle((int)start.X, (int)start.Y, (int)dist + 2, width),
|
||||
new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0, 30), SpriteEffects.None, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
rect.Inflate(8, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.Black, 8);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.LightGray);
|
||||
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
@@ -304,7 +363,7 @@ namespace Barotrauma
|
||||
|
||||
Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
|
||||
|
||||
color *= (location.Discovered) ? 0.8f : 0.4f;
|
||||
color *= (location.Discovered) ? 0.8f : 0.2f;
|
||||
|
||||
if (location == currentLocation) color = Color.Orange;
|
||||
|
||||
@@ -344,15 +403,37 @@ namespace Barotrauma
|
||||
if (location == null) continue;
|
||||
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
pos.X = (int)pos.X;
|
||||
pos.Y = (int)pos.Y;
|
||||
if (highlightedLocation == location)
|
||||
{
|
||||
spriteBatch.DrawString(GUI.Font, location.Name, pos + new Vector2(0, 50), Color.DarkRed, 0.0f, GUI.Font.MeasureString(location.Name)/2.0f, 1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
pos.X = (int)(pos.X + location.Type.Sprite.SourceRect.Width*0.6f);
|
||||
pos.Y = (int)(pos.Y - 10);
|
||||
GUI.DrawString(spriteBatch, pos, location.Name, Color.White, Color.Black * 0.8f, 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Save(XElement element)
|
||||
{
|
||||
XElement mapElement = new XElement("map");
|
||||
|
||||
mapElement.Add(new XAttribute("currentlocation", CurrentLocationIndex));
|
||||
mapElement.Add(new XAttribute("seed", Seed));
|
||||
mapElement.Add(new XAttribute("size", size));
|
||||
|
||||
List<int> discoveredLocations = new List<int>();
|
||||
for (int i = 0; i < locations.Count; i++ )
|
||||
{
|
||||
if (locations[i].Discovered) discoveredLocations.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("discovered", string.Join(",", discoveredLocations)));
|
||||
|
||||
List<int> passedConnections = new List<int>();
|
||||
for (int i = 0; i < connections.Count; i++)
|
||||
{
|
||||
if (connections[i].Passed) passedConnections.Add(i);
|
||||
}
|
||||
mapElement.Add(new XAttribute("passed", string.Join(",", passedConnections)));
|
||||
|
||||
element.Add(mapElement);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -365,19 +446,21 @@ namespace Barotrauma
|
||||
|
||||
public List<Vector2[]> CrackSegments;
|
||||
|
||||
public bool Passed;
|
||||
|
||||
private int missionsCompleted;
|
||||
|
||||
private Mission mission;
|
||||
public Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
if (mission==null || mission.Completed)
|
||||
{
|
||||
if (mission == null || mission.Completed)
|
||||
{
|
||||
if (mission !=null && mission.Completed) missionsCompleted++;
|
||||
if (mission != null && mission.Completed) missionsCompleted++;
|
||||
|
||||
long seed = (long)locations[0].MapPosition.X + (long)locations[0].MapPosition.Y * 100;
|
||||
seed += (long)locations[1].MapPosition.X*10000 + (long)locations[1].MapPosition.Y * 1000000;
|
||||
seed += (long)locations[1].MapPosition.X * 10000 + (long)locations[1].MapPosition.Y * 1000000;
|
||||
|
||||
MTRandom rand = new MTRandom((int)((seed + missionsCompleted) % int.MaxValue));
|
||||
|
||||
@@ -390,8 +473,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public Location[] Locations
|
||||
{
|
||||
get { return locations; }
|
||||
|
||||
@@ -46,13 +46,13 @@ namespace Barotrauma
|
||||
|
||||
#if LINUX
|
||||
var blurEffect = content.Load<Effect>("blurshader_opengl");
|
||||
damageEffect = content.Load<Effect>("damageshader_opengl");
|
||||
#else
|
||||
var blurEffect = content.Load<Effect>("blurshader");
|
||||
damageEffect = content.Load<Effect>("damageshader");
|
||||
#endif
|
||||
|
||||
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
|
||||
|
||||
damageEffect = content.Load<Effect>("damageshader");
|
||||
damageEffect.Parameters["xStencil"].SetValue(damageStencil);
|
||||
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
|
||||
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
|
||||
@@ -108,19 +108,16 @@ namespace Barotrauma
|
||||
GameMain.GameSession.Submarine.ApplyForce(targetMovement * GameMain.GameSession.Submarine.SubBody.Body.Mass * 100.0f);
|
||||
}
|
||||
#endif
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
|
||||
//Physics.accumulator = Physics.step;
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
{
|
||||
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
|
||||
//EventManager.Update(gameTime);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
|
||||
|
||||
Character.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
BackgroundCreatureManager.Update(cam, (float)Physics.step);
|
||||
|
||||
GameMain.ParticleManager.Update((float)Physics.step);
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Barotrauma
|
||||
{
|
||||
class LobbyScreen : Screen
|
||||
{
|
||||
enum PanelTab { Crew = 0, Map = 1, CurrentLocation = 2, Store = 3 }
|
||||
enum PanelTab { Crew = 0, Map = 1, Store = 3 }
|
||||
|
||||
private GUIFrame topPanel;
|
||||
private GUIFrame[] bottomPanel;
|
||||
@@ -72,19 +72,15 @@ namespace Barotrauma
|
||||
Alignment.BottomLeft, Alignment.BottomLeft, topPanel);
|
||||
moneyText.TextGetter = GetMoney;
|
||||
|
||||
GUIButton button = new GUIButton(new Rectangle(-360, 0, 100, 30), "Map", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
GUIButton button = new GUIButton(new Rectangle(-240, 0, 100, 30), "Map", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
button.UserData = PanelTab.Map;
|
||||
button.OnClicked = SelectRightPanel;
|
||||
SelectRightPanel(button, button.UserData);
|
||||
|
||||
button = new GUIButton(new Rectangle(-240, 0, 100, 30), "Crew", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
button = new GUIButton(new Rectangle(-120, 0, 100, 30), "Crew", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
button.UserData = PanelTab.Crew;
|
||||
button.OnClicked = SelectRightPanel;
|
||||
|
||||
button = new GUIButton(new Rectangle(-120, 0, 100, 30), "Hire", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
button.UserData = PanelTab.CurrentLocation;
|
||||
button.OnClicked = SelectRightPanel;
|
||||
|
||||
|
||||
button = new GUIButton(new Rectangle(0, 0, 100, 30), "Store", null, Alignment.BottomRight, GUI.Style, topPanel);
|
||||
button.UserData = PanelTab.Store;
|
||||
button.OnClicked = SelectRightPanel;
|
||||
@@ -106,7 +102,9 @@ namespace Barotrauma
|
||||
//new GUITextBlock(new Rectangle(0, 0, 200, 25), "Crew:", Color.Transparent, Color.White, Alignment.Left, GUI.Style, bottomPanel[(int)PanelTab.Crew]);
|
||||
|
||||
int crewColumnWidth = Math.Min(300, (panelRect.Width - 40) / 2);
|
||||
characterList = new GUIListBox(new Rectangle(0, 0, crewColumnWidth, 0), GUI.Style, bottomPanel[(int)PanelTab.Crew]);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 100, 20), "Crew:", GUI.Style, bottomPanel[(int)PanelTab.Crew], GUI.LargeFont);
|
||||
characterList = new GUIListBox(new Rectangle(0, 40, crewColumnWidth, 0), GUI.Style, bottomPanel[(int)PanelTab.Crew]);
|
||||
characterList.OnSelected = SelectCharacter;
|
||||
|
||||
//---------------------------------------
|
||||
@@ -118,12 +116,7 @@ namespace Barotrauma
|
||||
Alignment.BottomRight, GUI.Style, bottomPanel[(int)PanelTab.Map]);
|
||||
startButton.OnClicked = StartShift;
|
||||
startButton.Enabled = false;
|
||||
|
||||
//---------------------------------------
|
||||
|
||||
bottomPanel[(int)PanelTab.CurrentLocation] = new GUIFrame(panelRect, GUI.Style);
|
||||
bottomPanel[(int)PanelTab.CurrentLocation].Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
|
||||
bottomPanel[(int)PanelTab.Store] = new GUIFrame(panelRect, GUI.Style);
|
||||
@@ -131,13 +124,13 @@ namespace Barotrauma
|
||||
|
||||
int sellColumnWidth = (panelRect.Width - 40) / 2 - 20;
|
||||
|
||||
selectedItemList = new GUIListBox(new Rectangle(0, 0, sellColumnWidth, 400), Color.White * 0.7f, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
selectedItemList = new GUIListBox(new Rectangle(0, 30, sellColumnWidth, 400), Color.White * 0.7f, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
selectedItemList.OnSelected = DeselectItem;
|
||||
|
||||
var costText = new GUITextBlock(new Rectangle(0, 0, 100, 25), "Cost: ", GUI.Style, Alignment.BottomLeft, Alignment.TopLeft, bottomPanel[(int)PanelTab.Store]);
|
||||
costText.TextGetter = CostTextGetter;
|
||||
|
||||
buyButton = new GUIButton(new Rectangle(sellColumnWidth + 20, 0, 100, 25), "Buy", Alignment.Bottom, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
buyButton = new GUIButton(new Rectangle(selectedItemList.Rect.Width - 100, 0, 100, 25), "Buy", Alignment.Bottom, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
buyButton.OnClicked = BuyItems;
|
||||
|
||||
storeItemList = new GUIListBox(new Rectangle(0, 30, sellColumnWidth, 400), Color.White * 0.7f, Alignment.TopRight, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
@@ -158,10 +151,7 @@ namespace Barotrauma
|
||||
SelectItemCategory(categoryButton, category);
|
||||
}
|
||||
x += 110;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void Select()
|
||||
@@ -170,49 +160,51 @@ namespace Barotrauma
|
||||
|
||||
gameMode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
|
||||
foreach (GUIComponent component in topPanel.children)
|
||||
{
|
||||
var button = component as GUIButton;
|
||||
if (button == null || button.Text != "Hire") continue;
|
||||
|
||||
button.Enabled = GameMain.GameSession.Map.CurrentLocation.Type.HasHireableCharacters;
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateCharacterLists();
|
||||
}
|
||||
|
||||
private void UpdateLocationTab(Location location)
|
||||
{
|
||||
topPanel.RemoveChild(topPanel.FindChild("locationtitle"));
|
||||
|
||||
topPanel.UserData = location;
|
||||
|
||||
var locationTitle = new GUITextBlock(new Rectangle(0, 0, 200, 25),
|
||||
"Location: "+location.Name, Color.Transparent, Color.White, Alignment.TopLeft, GUI.Style, topPanel);
|
||||
locationTitle.UserData = "locationtitle";
|
||||
locationTitle.Font = GUI.LargeFont;
|
||||
|
||||
bottomPanel[(int)PanelTab.CurrentLocation].ClearChildren();
|
||||
bottomPanel[(int)PanelTab.CurrentLocation].UserData = location;
|
||||
|
||||
if (location.HireManager != null)
|
||||
|
||||
|
||||
if (hireList == null)
|
||||
{
|
||||
hireList = new GUIListBox(new Rectangle(0, 0, 300, 0), GUI.Style, Alignment.Left, bottomPanel[(int)PanelTab.CurrentLocation]);
|
||||
hireList = new GUIListBox(new Rectangle(0, 40, 300, 0), GUI.Style, Alignment.Right, bottomPanel[(int)PanelTab.Crew]);
|
||||
new GUITextBlock(new Rectangle(0, 0, 300, 20), "Hire:", GUI.Style, Alignment.Right, Alignment.Left, bottomPanel[(int)PanelTab.Crew], false, GUI.LargeFont);
|
||||
|
||||
hireList.OnSelected = SelectCharacter;
|
||||
|
||||
hireList.ClearChildren();
|
||||
foreach (CharacterInfo c in location.HireManager.availableCharacters)
|
||||
{
|
||||
var frame = c.CreateCharacterFrame(hireList, c.Name + " (" + c.Job.Name + ")", c);
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Salary.ToString(),
|
||||
null, null,
|
||||
Alignment.TopRight, GUI.Style, frame);
|
||||
}
|
||||
}
|
||||
|
||||
if (location.HireManager == null)
|
||||
{
|
||||
hireList.ClearChildren();
|
||||
hireList.Enabled = false;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 0, 0), "No-one available for hire", Color.Transparent, Color.LightGray, Alignment.Center, Alignment.Center, GUI.Style, hireList);
|
||||
return;
|
||||
}
|
||||
|
||||
hireList.Enabled = true;
|
||||
hireList.ClearChildren();
|
||||
|
||||
foreach (CharacterInfo c in location.HireManager.availableCharacters)
|
||||
{
|
||||
var frame = c.CreateCharacterFrame(hireList, c.Name + " (" + c.Job.Name + ")", c);
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Salary.ToString(),
|
||||
null, null,
|
||||
Alignment.TopRight, GUI.Style, frame);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -273,6 +265,8 @@ namespace Barotrauma
|
||||
frame.HoverColor = Color.Gold * 0.2f;
|
||||
frame.SelectedColor = Color.Gold * 0.5f;
|
||||
|
||||
frame.ToolTip = ep.Description;
|
||||
|
||||
SpriteFont font = listBox.Rect.Width < 280 ? GUI.SmallFont : GUI.Font;
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
@@ -283,6 +277,7 @@ namespace Barotrauma
|
||||
null, frame);
|
||||
textBlock.Font = font;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
textBlock.ToolTip = ep.Description;
|
||||
|
||||
if (ep.sprite != null)
|
||||
{
|
||||
@@ -297,6 +292,7 @@ namespace Barotrauma
|
||||
null, null, Alignment.TopLeft,
|
||||
Alignment.TopLeft, GUI.Style, frame);
|
||||
textBlock.Font = font;
|
||||
textBlock.ToolTip = ep.Description;
|
||||
|
||||
}
|
||||
|
||||
@@ -342,7 +338,6 @@ namespace Barotrauma
|
||||
selectedItemList.RemoveChild(child);
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -360,7 +355,6 @@ namespace Barotrauma
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
|
||||
if (characterList.CountChildren != CrewManager.characterInfos.Count)
|
||||
{
|
||||
UpdateCharacterLists();
|
||||
@@ -426,12 +420,7 @@ namespace Barotrauma
|
||||
|
||||
private bool SelectItemCategory(GUIButton button, object selection)
|
||||
{
|
||||
|
||||
if (!(selection is MapEntityCategory)) return false;
|
||||
//var existingList = bottomPanel[(int)PanelTab.Store].children.Find(c => c is GUIListBox && c.UserData is MapEntityCategory);
|
||||
//if (existingList != null) bottomPanel[(int)PanelTab.Store].RemoveChild(existingList);
|
||||
|
||||
//bottomPanel[(int)PanelTab.Store].AddChild(storeItemLists[(int)selection]);
|
||||
|
||||
storeItemList.ClearChildren();
|
||||
|
||||
@@ -480,27 +469,32 @@ namespace Barotrauma
|
||||
CharacterInfo characterInfo = selection as CharacterInfo;
|
||||
if (characterInfo == null) return false;
|
||||
|
||||
characterList.Deselect();
|
||||
hireList.Deselect();
|
||||
|
||||
if (Character.Controlled != null && characterInfo == Character.Controlled.Info) return false;
|
||||
|
||||
if (previewFrame == null || previewFrame.UserData != characterInfo)
|
||||
{
|
||||
previewFrame = new GUIFrame(new Rectangle(bottomPanel[(int)PanelTab.Crew].Rect.Width/2, 60, Math.Min(300,bottomPanel[(int)PanelTab.Crew].Rect.Width/2 - 40), 300),
|
||||
int width = Math.Min(300, bottomPanel[(int)PanelTab.Crew].Rect.Width - hireList.Rect.Width - characterList.Rect.Width - 50);
|
||||
|
||||
previewFrame = new GUIFrame(new Rectangle(0, 60, width, 300),
|
||||
new Color(0.0f, 0.0f, 0.0f, 0.8f),
|
||||
Alignment.Top, GUI.Style, bottomPanel[selectedRightPanel]);
|
||||
Alignment.TopCenter, GUI.Style, bottomPanel[selectedRightPanel]);
|
||||
previewFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
|
||||
previewFrame.UserData = characterInfo;
|
||||
|
||||
characterInfo.CreateInfoFrame(previewFrame);
|
||||
}
|
||||
|
||||
if (selectedRightPanel == (int)PanelTab.CurrentLocation)
|
||||
if (component.Parent == hireList)
|
||||
{
|
||||
GUIButton hireButton = new GUIButton(new Rectangle(0,0, 100, 20), "Hire", Alignment.BottomCenter, GUI.Style, previewFrame);
|
||||
hireButton.UserData = characterInfo;
|
||||
hireButton.OnClicked = HireCharacter;
|
||||
}
|
||||
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool HireCharacter(GUIButton button, object selection)
|
||||
@@ -511,6 +505,8 @@ namespace Barotrauma
|
||||
if (gameMode.TryHireCharacter(GameMain.GameSession.Map.CurrentLocation.HireManager, characterInfo))
|
||||
{
|
||||
UpdateLocationTab(GameMain.GameSession.Map.CurrentLocation);
|
||||
|
||||
SelectCharacter(null,null);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -23,21 +23,14 @@ namespace Barotrauma
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
if (Directory.Exists(tempPath))
|
||||
{
|
||||
Directory.Delete(tempPath, true);
|
||||
}
|
||||
Directory.CreateDirectory(tempPath);
|
||||
|
||||
try
|
||||
{
|
||||
|
||||
|
||||
|
||||
if (Submarine.MainSub != null)
|
||||
{
|
||||
Submarine.MainSub.FilePath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
|
||||
Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
|
||||
Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
|
||||
@@ -1,3 +1,25 @@
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.5.2.0
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Level generation improvements:
|
||||
- customizable level generation parameters (see Content/Map/LevelGenerationParameters.xml)
|
||||
- different "level types" - each uses a different set of parameters, resulting in more varied levels
|
||||
- more vegetation & other decorative background sprites
|
||||
- the entrances and exits of the levels have more variety (not always straight vertical tunnels)
|
||||
|
||||
Improved MiniMap (now called "Status Monitor"):
|
||||
- shows hull integrity and oxygen levels
|
||||
- can be configured to only show oxygen/water levels if the rooms have detectors installed
|
||||
|
||||
- improved wall damage visuals
|
||||
- the single player map shows which locations have been visited and the passageways that have been used
|
||||
- minor visual improvements to the single player campaign menus
|
||||
- huskification bugfixes
|
||||
- oxygen isn't distributed through gaps or vents that are underwater (i.e. air pockets can form when the
|
||||
sub is flooding)
|
||||
- molochs (or other large creatures) can't push the sub around as easily anymore
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.5.1.3
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user