Merge remote-tracking branch 'origin/master' into moRags
This commit is contained in:
@@ -120,7 +120,7 @@ namespace Barotrauma
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}
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.Update(deltaTime);
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}
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@@ -170,7 +170,7 @@ namespace Barotrauma
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character.Inventory.DrawOwn(spriteBatch);
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
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@@ -233,10 +233,15 @@ namespace Barotrauma
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Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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string focusName = character.FocusedCharacter.SpeciesName;
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if (character.FocusedCharacter.Info != null)
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{
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focusName = character.FocusedCharacter.Info.Name;
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}
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Vector2 textPos = startPos;
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textPos -= new Vector2(GUI.Font.MeasureString(character.FocusedCharacter.Info.Name).X / 2, 20);
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textPos -= new Vector2(GUI.Font.MeasureString(focusName).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.Info.Name, Color.White, Color.Black, 2);
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GUI.DrawString(spriteBatch, textPos, focusName, Color.White, Color.Black, 2);
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}
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else if (character.SelectedCharacter == null && character.FocusedItem != null && character.SelectedConstruction == null)
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{
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -7,6 +8,81 @@ namespace Barotrauma.Items.Components
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{
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partial class StatusHUD : ItemComponent
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{
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private static readonly string[] BleedingTexts = { "Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding" };
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private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
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private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
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[Serialize(500.0f, false)]
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public float Range
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{
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get;
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private set;
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}
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[Serialize(50.0f, false)]
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public float FadeOutRange
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{
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get;
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private set;
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}
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private List<Character> visibleCharacters = new List<Character>();
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private const float UpdateInterval = 0.5f;
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private float updateTimer;
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private Character equipper;
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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if (equipper == null)
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{
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IsActive = false;
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return;
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}
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if (updateTimer > 0.0f)
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{
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updateTimer -= deltaTime;
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return;
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}
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visibleCharacters.Clear();
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foreach (Character c in Character.CharacterList)
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{
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if (c == equipper) continue;
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float dist = Vector2.DistanceSquared(equipper.WorldPosition, c.WorldPosition);
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if (dist < Range * Range)
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{
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Vector2 diff = c.WorldPosition - equipper.WorldPosition;
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if (Submarine.CheckVisibility(equipper.SimPosition, equipper.SimPosition + ConvertUnits.ToSimUnits(diff)) == null)
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{
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visibleCharacters.Add(c);
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}
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}
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}
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updateTimer = UpdateInterval;
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}
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public override void Equip(Character character)
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{
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updateTimer = 0.0f;
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equipper = character;
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IsActive = true;
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}
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public override void Unequip(Character character)
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{
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equipper = null;
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IsActive = false;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character == null) return;
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@@ -14,16 +90,27 @@ namespace Barotrauma.Items.Components
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Green * 0.1f, true);
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if (character.FocusedCharacter == null) return;
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foreach (Character c in visibleCharacters)
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{
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if (c == character) continue;
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var target = character.FocusedCharacter;
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float dist = Vector2.Distance(character.WorldPosition, c.WorldPosition);
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DrawCharacterInfo(spriteBatch, c, 1.0f - MathHelper.Max((dist - (Range - FadeOutRange)) / FadeOutRange, 0.0f));
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}
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}
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private void DrawCharacterInfo(SpriteBatch spriteBatch, Character target, float alpha = 1.0f)
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{
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Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
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hudPos += Vector2.UnitX * 50.0f;
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List<string> texts = new List<string>();
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texts.Add(target.Name);
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if (target.Info != null)
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{
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texts.Add(target.Name);
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}
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if (target.IsDead)
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{
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@@ -63,7 +150,7 @@ namespace Barotrauma.Items.Components
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foreach (string text in texts)
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{
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GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen, Color.Black * 0.7f, 2);
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GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen * alpha, Color.Black * 0.7f * alpha, 2);
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hudPos.Y += 24.0f;
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}
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}
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@@ -154,6 +154,8 @@ namespace Barotrauma
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}
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}
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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if (!flip) return;
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flipTimer += deltaTime;
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@@ -169,6 +171,79 @@ namespace Barotrauma
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}
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}
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private float eatTimer = 0.0f;
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb mouthLimb = Array.Find(Limbs, l => l != null && l.MouthPos.HasValue);
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if (mouthLimb == null) mouthLimb = GetLimb(LimbType.Head);
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if (mouthLimb == null)
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{
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DebugConsole.ThrowError("Character \"" + character.SpeciesName + "\" failed to eat a target (a head or a limb with a mouthpos required)");
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return;
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}
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Character targetCharacter = target;
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float eatSpeed = character.Mass / targetCharacter.Mass * 0.1f;
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eatTimer += (float)Timing.Step * eatSpeed;
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Vector2 mouthPos = mouthLimb.SimPosition;
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if (mouthLimb.MouthPos.HasValue)
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{
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float cos = (float)Math.Cos(mouthLimb.Rotation);
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float sin = (float)Math.Sin(mouthLimb.Rotation);
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mouthPos += new Vector2(
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mouthLimb.MouthPos.Value.X * cos - mouthLimb.MouthPos.Value.Y * sin,
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mouthLimb.MouthPos.Value.X * sin + mouthLimb.MouthPos.Value.Y * cos);
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}
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Vector2 attackSimPosition = character.Submarine == null ? ConvertUnits.ToSimUnits(target.WorldPosition) : target.SimPosition;
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Vector2 limbDiff = attackSimPosition - mouthPos;
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float limbDist = limbDiff.Length();
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if (limbDist < 1.0f)
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{
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//pull the target character to the position of the mouth
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//(+ make the force fluctuate to waggle the character a bit)
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targetCharacter.AnimController.MainLimb.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
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targetCharacter.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation);
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targetCharacter.AnimController.Collider.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
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//pull the character's mouth to the target character (again with a fluctuating force)
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float pullStrength = (float)(Math.Sin(eatTimer) * Math.Max(Math.Sin(eatTimer * 0.5f), 0.0f));
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mouthLimb.body.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f * pullStrength);
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if (eatTimer % 1.0f < 0.5f && (eatTimer - (float)Timing.Step * eatSpeed) % 1.0f > 0.5f)
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{
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//apply damage to the target character to get some blood particles flying
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targetCharacter.AnimController.MainLimb.AddDamage(targetCharacter.SimPosition, DamageType.None, Rand.Range(10.0f, 25.0f), 10.0f, false);
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//keep severing joints until there is only one limb left
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LimbJoint[] nonSeveredJoints = Array.FindAll(targetCharacter.AnimController.LimbJoints, l => !l.IsSevered && l.CanBeSevered);
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if (nonSeveredJoints.Length == 0)
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{
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//only one limb left, the character is now full eaten
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Entity.Spawner.AddToRemoveQueue(targetCharacter);
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character.SelectedCharacter = null;
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character.Health += 10.0f;
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}
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else //sever a random joint
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{
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targetCharacter.AnimController.SeverLimbJoint(nonSeveredJoints[Rand.Int(nonSeveredJoints.Length)]);
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}
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}
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}
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else
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{
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character.SelectedCharacter = null;
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}
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}
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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@@ -175,7 +175,7 @@ namespace Barotrauma
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{
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get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
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}
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public bool CanInteract
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{
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get { return AllowInput && IsHumanoid && !LockHands; }
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@@ -206,6 +206,7 @@ namespace Barotrauma
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get { return selectedCharacter; }
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set
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{
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if (value == selectedCharacter) return;
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if (selectedCharacter != null)
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selectedCharacter.selectedBy = null;
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selectedCharacter = value;
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@@ -303,7 +304,7 @@ namespace Barotrauma
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private float stunTimer;
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public float Stun
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{
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get { return stunTimer; }
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get { return IsRagdolled ? 1.0f : stunTimer; }
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set
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{
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if (GameMain.Client != null) return;
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@@ -686,7 +687,7 @@ namespace Barotrauma
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case InputType.Use:
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return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
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case InputType.Ragdoll:
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return !(dequeuedInput.HasFlag(InputType.Ragdoll)) && (prevDequeuedInput.HasFlag(InputType.Ragdoll));
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return !(dequeuedInput.HasFlag(InputNetFlags.Ragdoll)) && (prevDequeuedInput.HasFlag(InputNetFlags.Ragdoll));
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default:
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return false;
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}
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@@ -1030,7 +1031,7 @@ namespace Barotrauma
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public bool CanInteractWith(Character c, float maxDist = 200.0f)
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{
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if (c == this || !c.Enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) return false;
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if (c == this || !c.Enabled || !c.IsHumanoid || !c.CanBeSelected) return false;
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) return false;
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@@ -1058,6 +1059,9 @@ namespace Barotrauma
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Wire wire = item.GetComponent<Wire>();
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if (wire != null)
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{
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//locked wires are never interactable
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if (wire.Locked) return false;
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//wires are interactable if the character has selected either of the items the wire is connected to
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if (wire.Connections[0]?.Item != null && selectedConstruction == wire.Connections[0].Item) return true;
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if (wire.Connections[1]?.Item != null && selectedConstruction == wire.Connections[1].Item) return true;
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@@ -1242,7 +1246,7 @@ namespace Barotrauma
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public void SelectCharacter(Character character)
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{
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if (character == null) return;
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SelectedCharacter = character;
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}
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@@ -1264,27 +1268,27 @@ namespace Barotrauma
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public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
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{
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bool isLocalPlayer = (controlled == this);
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if (!isLocalPlayer && (this is AICharacter || !IsRemotePlayer))
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if (!isLocalPlayer && (this is AICharacter && !IsRemotePlayer))
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{
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return;
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}
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if (!CanInteract)
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{
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if (SelectedCharacter != null)
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{
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DeselectCharacter();
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}
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selectedConstruction = null;
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focusedItem = null;
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focusedCharacter = null;
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return;
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if (!AllowInput)
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{
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focusedCharacter = null;
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if (SelectedCharacter != null) DeselectCharacter();
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return;
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}
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}
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if ((!isLocalPlayer && IsKeyHit(InputType.Select) && GameMain.Server == null) ||
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(isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)))
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{
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focusedCharacter = FindCharacterAtPosition(mouseSimPos);
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focusedItem = FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f);
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focusedItem = CanInteract ? FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f) : null;
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if (focusedCharacter != null && focusedItem != null)
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{
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@@ -1303,7 +1307,7 @@ namespace Barotrauma
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{
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findFocusedTimer -= deltaTime;
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}
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if (SelectedCharacter != null && IsKeyHit(InputType.Select))
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{
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DeselectCharacter();
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@@ -1448,7 +1452,7 @@ namespace Barotrauma
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UpdateControlled(deltaTime, cam);
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if (Stun > 0.0f)
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if (stunTimer > 0.0f)
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{
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stunTimer -= deltaTime;
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if (stunTimer < 0.0f && GameMain.Server != null)
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@@ -1471,8 +1475,7 @@ namespace Barotrauma
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if (IsRagdolled)
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{
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((HumanoidAnimController)AnimController).Crouching = false;
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Stun = Math.Max(0.1f, Stun);
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if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
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AnimController.ResetPullJoints();
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selectedConstruction = null;
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@@ -128,6 +128,12 @@ namespace Barotrauma
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if (!AllowInput)
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{
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AnimController.Frozen = false;
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if (memInput.Count > 0)
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{
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prevDequeuedInput = dequeuedInput;
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dequeuedInput = memInput[memInput.Count - 1].states;
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memInput.RemoveAt(memInput.Count - 1);
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}
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}
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else if (memInput.Count == 0)
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{
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@@ -289,20 +295,20 @@ namespace Barotrauma
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newInteract = msg.ReadUInt16();
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}
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if (AllowInput)
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//if (AllowInput)
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//{
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = newAim;
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newMem.interact = newInteract;
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = newAim;
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newMem.interact = newInteract;
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newMem.networkUpdateID = (ushort)(networkUpdateID - i);
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newMem.networkUpdateID = (ushort)(networkUpdateID - i);
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memInput.Insert(i, newMem);
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}
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memInput.Insert(i, newMem);
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}
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//}
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}
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if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
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@@ -212,6 +212,14 @@ namespace Barotrauma.Items.Components
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//existing wire not in the list of new wires -> disconnect it
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if (!wires[i].Contains(existingWire))
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{
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if (existingWire.Locked)
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{
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//this should not be possible unless the client is running a modified version of the game
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GameServer.Log(c.Character.Name + " attempted to disconnect a locked wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
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continue;
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}
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existingWire.RemoveConnection(item);
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if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
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@@ -4,12 +4,6 @@ namespace Barotrauma.Items.Components
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{
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partial class StatusHUD : ItemComponent
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{
|
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private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
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|
||||
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
|
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private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
|
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|
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public StatusHUD(Item item, XElement element)
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: base(item, element)
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{
|
||||
|
||||
Reference in New Issue
Block a user