(0c86b4b28) Revert "Don't reset the los if there is no client (single player). Fixes los resetting between game sessions (less tedious debugging)."

This commit is contained in:
Joonas Rikkonen
2019-06-04 16:02:25 +03:00
parent 51c311aecb
commit 81dd2f3202
72 changed files with 490 additions and 374 deletions
@@ -202,22 +202,18 @@ namespace Barotrauma
if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
Character.AnimController.TargetMovement = targetMovement;
if (!NeedsDivingGear(Character.CurrentHull))
{
bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs
bool removeDivingSuit =
(oxygenLow && !highPressure) ||
(!shouldKeepTheGearOn &&
Character.CurrentHull.WaterPercentage < 1 &&
!Character.IsClimbing &&
steeringManager == insideSteering &&
!PathSteering.InStairs);
bool removeDivingSuit = oxygenLow && !highPressure;
if (!removeDivingSuit)
{
bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character);
bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs;
removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit;
}
if (removeDivingSuit)
{
var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
@@ -227,7 +223,8 @@ namespace Barotrauma
divingSuit.Drop(Character);
}
}
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20);
bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character);
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask;
if (takeMaskOff)
{
var mask = Character.Inventory.FindItemByIdentifier("divingmask");
@@ -336,7 +333,7 @@ namespace Barotrauma
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
{
AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap);
if (newOrder == null)
if (newOrder == null && !gap.IsRoomToRoom)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
@@ -384,8 +381,8 @@ namespace Barotrauma
}
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
Character.Speak(TextManager.Get("DialogPressure").Replace("[roomname]", Character.CurrentHull.DisplayName), null, 0, "pressure", 30.0f);
{
Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, true), null, 0, "pressure", 30.0f);
}
}
@@ -110,8 +110,8 @@ namespace Barotrauma
move = false;
extinguisher.Use(deltaTime, character);
if (!targetHull.FireSources.Contains(fs))
{
character.Speak(TextManager.Get("DialogPutOutFire").Replace("[roomname]", targetHull.Name), null, 0, "putoutfire", 10.0f);
{
character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.Name, true), null, 0, "putoutfire", 10.0f);
}
}
}
@@ -122,9 +122,8 @@ namespace Barotrauma
goToObjective = null;
}
TryAddSubObjective(ref goToObjective,
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: false)
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
{
// If we need diving gear, we should already have it, if possible.
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
},
onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
@@ -234,6 +234,7 @@ namespace Barotrauma
switch (order.AITag.ToLowerInvariant())
{
case "follow":
if (orderGiver == null) { return null; }
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
{
CloseEnough = 150,
@@ -60,7 +60,7 @@ namespace Barotrauma
ItemComponent target = useController ? controller : component;
if (useController && controller == null)
{
character.Speak(TextManager.Get("DialogCantFindController").Replace("[item]", component.Item.Name), null, 2.0f, "cantfindcontroller", 30.0f);
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
abandon = true;
return;
}
@@ -44,8 +44,8 @@ namespace Barotrauma
{
bool isCompleted = Item.IsFullCondition;
if (isCompleted)
{
character?.Speak(TextManager.Get("DialogItemRepaired").Replace("[itemname]", Item.Name), null, 0.0f, "itemrepaired", 10.0f);
{
character?.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
}
return isCompleted;
}
@@ -140,7 +140,7 @@ namespace Barotrauma
{
// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
abandon = true;
character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
character?.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
}
}
repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character;
@@ -161,8 +161,8 @@ namespace Barotrauma
objective.CloseEnough = repairTool.Range * 0.75f;
}
return objective;
},
onAbandon: () => character.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f));
},
onAbandon: () => character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f));
}
}
@@ -57,11 +57,10 @@ namespace Barotrauma
if (targetCharacter.IsUnconscious && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
{
if (character.SelectedCharacter != targetCharacter)
{
character.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
null, 1.0f,
"foundunconscioustarget" + targetCharacter.Name, 60.0f);
{
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
// Go to the target and select it
if (!character.CanInteractWith(targetCharacter))
@@ -113,11 +112,10 @@ namespace Barotrauma
{
// We can start applying treatment
if (character.SelectedCharacter != targetCharacter)
{
character.Speak(TextManager.Get("DialogFoundWoundedTarget")
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
null, 1.0f,
"foundwoundedtarget" + targetCharacter.Name, 60.0f);
{
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget", new string[2] { "[targetname]", "[roomname]" },
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
null, 1.0f, "foundwoundedtarget" + targetCharacter.Name, 60.0f);
character.SelectCharacter(targetCharacter);
}
@@ -191,9 +189,10 @@ namespace Barotrauma
{
itemListStr = string.Join(" or ", string.Join(", ", itemNameList.Take(itemNameList.Count - 1)), itemNameList.Last());
}
character.Speak(TextManager.Get("DialogListRequiredTreatments")
.Replace("[targetname]", targetCharacter.Name)
.Replace("[treatmentlist]", itemListStr),
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments", new string[2] { "[targetname]", "[treatmentlist]" },
new string[2] { targetCharacter.Name, itemListStr }, new bool[2] { false, true }),
null, 2.0f, "listrequiredtreatments" + targetCharacter.Name, 60.0f);
}
character.DeselectCharacter();
@@ -235,8 +234,8 @@ namespace Barotrauma
bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);
if (isCompleted)
{
character.Speak(TextManager.Get("DialogTargetHealed").Replace("[targetname]", targetCharacter.Name),
{
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
}
return isCompleted || targetCharacter.IsDead;
@@ -171,12 +171,12 @@ namespace Barotrauma
string messageTag = (givingOrderToSelf && !TargetAllCharacters ? "OrderDialogSelf." : "OrderDialog.") + AITag;
if (!string.IsNullOrEmpty(orderOption)) messageTag += "." + orderOption;
string msg = TextManager.Get(messageTag, true);
if (targetCharacterName == null) targetCharacterName = "";
if (targetRoomName == null) targetRoomName = "";
string msg = TextManager.GetWithVariables(messageTag, new string[2] { "[name]", "[roomname]" }, new string[2] { targetCharacterName, targetRoomName }, new bool[2] { false, true });
if (msg == null) return "";
if (targetCharacterName == null) targetCharacterName = "";
if (targetRoomName == null) targetRoomName = "";
return msg.Replace("[name]", targetCharacterName).Replace("[roomname]", targetRoomName);
return msg;
}
}