Merge branch 'master' into moStuff

# Conflicts:
#	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
This commit is contained in:
Alex Noir
2017-12-21 23:17:56 +03:00
46 changed files with 1801 additions and 494 deletions
@@ -64,7 +64,7 @@ namespace Barotrauma
protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
{
//find a new path if one hasn't been found yet or the target is different from the current target
if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -5.0f)
if (currentPath == null || Vector2.Distance(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
{
if (findPathTimer > 0.0f) return Vector2.Zero;
@@ -73,21 +73,21 @@ namespace Barotrauma
if (character != null && character.Submarine == null)
{
var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
if (targetHull!=null && targetHull.Submarine != null)
if (targetHull != null && targetHull.Submarine != null)
{
pos -= targetHull.SimPosition;
}
}
}
currentPath = pathFinder.FindPath(pos, target);
findPathTimer = Rand.Range(1.0f,1.2f);
findPathTimer = Rand.Range(1.0f, 1.2f);
return DiffToCurrentNode();
}
Vector2 diff = DiffToCurrentNode();
var collider = character.AnimController.Collider;
//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
if (!character.AnimController.InWater &&
@@ -104,7 +104,7 @@ namespace Barotrauma
private Vector2 DiffToCurrentNode()
{
if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
if (currentPath == null || currentPath.Unreachable) return Vector2.Zero;
if (currentPath.Finished)
{
@@ -113,8 +113,8 @@ namespace Barotrauma
{
//todo: take multiple subs into account
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
}
return currentTarget-pos2;
}
return currentTarget - pos2;
}
if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
@@ -4,21 +4,13 @@ using System.Linq;
namespace Barotrauma
{
class AIObjective
abstract class AIObjective
{
protected List<AIObjective> subObjectives;
protected readonly List<AIObjective> subObjectives;
protected float priority;
protected Character character;
protected readonly Character character;
protected string option;
public virtual bool IsCompleted()
{
return false;
}
public virtual bool CanBeCompleted
{
get { return true; }
@@ -27,15 +19,12 @@ namespace Barotrauma
public string Option
{
get { return option; }
}
}
public AIObjective(Character character, string option)
{
subObjectives = new List<AIObjective>();
this.character = character;
this.option = option;
#if DEBUG
@@ -60,8 +49,6 @@ namespace Barotrauma
Act(deltaTime);
}
protected virtual void Act(float deltaTime) { }
public void AddSubObjective(AIObjective objective)
{
if (subObjectives.Any(o => o.IsDuplicate(objective))) return;
@@ -69,19 +56,20 @@ namespace Barotrauma
subObjectives.Add(objective);
}
public virtual float GetPriority(Character character)
public AIObjective GetCurrentSubObjective()
{
return 0.0f;
AIObjective currentSubObjective = this;
while (currentSubObjective.subObjectives.Count > 0)
{
currentSubObjective = subObjectives[0];
}
return currentSubObjective;
}
public virtual bool IsDuplicate(AIObjective otherObjective)
{
#if DEBUG
throw new NotImplementedException();
#else
return (this.GetType() == otherObjective.GetType());
#endif
}
protected abstract void Act(float deltaTime);
public abstract bool IsCompleted();
public abstract float GetPriority(AIObjectiveManager objectiveManager);
public abstract bool IsDuplicate(AIObjective otherObjective);
}
}
@@ -33,7 +33,6 @@ namespace Barotrauma
}
coolDownTimer = CoolDown;
}
protected override void Act(float deltaTime)
@@ -41,17 +40,24 @@ namespace Barotrauma
coolDownTimer -= deltaTime;
var weapon = character.Inventory.FindItem("weapon");
if (weapon==null)
if (weapon == null)
{
Escape(deltaTime);
}
else
{
//TODO: make sure the weapon is ready to use (projectiles/batteries loaded)
if (!character.SelectedItems.Contains(weapon))
{
character.Inventory.TryPutItem(weapon, 3, false, character);
weapon.Equip(character);
if (character.Inventory.TryPutItem(weapon, 3, false, character))
{
weapon.Equip(character);
}
else
{
return;
}
}
character.CursorPosition = enemy.Position;
character.SetInput(InputType.Aim, false, true);
@@ -99,8 +105,13 @@ namespace Barotrauma
return enemy.IsDead || coolDownTimer <= 0.0f;
}
public override float GetPriority(Character character)
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
//clamp the strength to the health of this character
//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
@@ -19,15 +19,6 @@ namespace Barotrauma
{
this.itemName = itemName;
this.container = container;
//check if the container has room for more items
//canBeCompleted = false;
//foreach (Item contained in container.inventory.Items)
//{
// if (contained != null) continue;
// canBeCompleted = true;
// break;
//}
}
public override bool IsCompleted()
@@ -35,6 +26,16 @@ namespace Barotrauma
return isCompleted || container.Inventory.FindItem(itemName)!=null;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
protected override void Act(float deltaTime)
{
if (isCompleted) return;
@@ -15,7 +15,7 @@ namespace Barotrauma
if (item == null) return false;
var containedItems = item.ContainedItems;
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank") && i.Condition > 0.0f);
return oxygenTank != null;
}
@@ -42,7 +42,7 @@ namespace Barotrauma
if (containedItems == null) return;
//check if there's an oxygen tank in the mask
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank");
var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank"));
if (oxygenTank != null)
{
@@ -66,15 +66,18 @@ namespace Barotrauma
if (subObjective != null)
{
subObjective.TryComplete(deltaTime);
//isCompleted = subObjective.IsCompleted();
}
}
public override float GetPriority(Character character)
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (character.AnimController.CurrentHull == null) return 100.0f;
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 100.0f - character.Oxygen;
}
@@ -1,4 +1,5 @@
using System;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -27,39 +28,23 @@ namespace Barotrauma
unreachable = new List<Hull>();
}
public override bool IsCompleted()
{
return false;
}
protected override void Act(float deltaTime)
{
var currentHull = character.AnimController.CurrentHull;
currenthullSafety = OverrideCurrentHullSafety == null ?
GetHullSafety(currentHull, character) : (float)OverrideCurrentHullSafety;
if (currentHull != null)
if (NeedsDivingGear())
{
if (NeedsDivingGear())
{
if (!FindDivingGear(deltaTime)) return;
}
if (currenthullSafety > MinSafety)
{
if (Math.Abs(currentHull.WorldPosition.X - character.WorldPosition.X) > 100.0f)
{
character.AIController.SteeringManager.SteeringSeek(currentHull.SimPosition, 0.5f);
}
else
{
character.AIController.SteeringManager.Reset();
}
character.AIController.SelectTarget(null);
goToObjective = null;
return;
}
if (!FindDivingGear(deltaTime)) return;
}
if (searchHullTimer > 0.0f)
{
@@ -79,7 +64,7 @@ namespace Barotrauma
if (goToObjective != null)
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering!=null && pathSteering.CurrentPath!= null &&
if (pathSteering != null && pathSteering.CurrentPath != null &&
pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
{
unreachable.Add(goToObjective.Target as Hull);
@@ -92,7 +77,7 @@ namespace Barotrauma
private bool FindDivingGear(float deltaTime)
{
if (divingGearObjective==null)
if (divingGearObjective == null)
{
divingGearObjective = new AIObjectiveFindDivingGear(character, false);
}
@@ -113,8 +98,9 @@ namespace Barotrauma
if (hull == character.AnimController.CurrentHull || unreachable.Contains(hull)) continue;
float hullValue = GetHullSafety(hull, character);
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X));
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y) * 2.0f);
//slight preference over hulls that are closer
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X)) * 0.1f;
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)) * 0.2f;
if (bestHull == null || hullValue > bestValue)
{
@@ -144,13 +130,13 @@ namespace Barotrauma
return false;
}
public override float GetPriority(Character character)
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (character.Oxygen < 80.0f)
{
return 150.0f - character.Oxygen;
}
if (character.AnimController.CurrentHull == null) return 5.0f;
currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
priority = 100.0f - currenthullSafety;
@@ -171,13 +157,12 @@ namespace Barotrauma
}
}
}
if (NeedsDivingGear())
{
if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
}
return priority;
}
@@ -185,11 +170,28 @@ namespace Barotrauma
{
if (hull == null) return 0.0f;
float safety = 100.0f;
float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
if (hull.LethalPressure > 0.0f && character.PressureProtection <= 0.0f)
{
safety -= 100.0f;
}
else if (character.OxygenAvailable <= 0.0f)
{
safety -= waterPercentage;
}
else
{
safety -= waterPercentage * 0.1f;
}
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
if (safety <= 0.0f) return 0.0f;
float fireAmount = 0.0f;
var nearbyHulls = hull.GetConnectedHulls(3);
foreach (Hull hull2 in nearbyHulls)
{
foreach (FireSource fireSource in hull2.FireSources)
@@ -204,13 +206,9 @@ namespace Barotrauma
}
}
}
safety -= fireAmount;
float safety = 100.0f - fireAmount;
if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f) safety -= waterPercentage;
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
return safety;
return MathHelper.Clamp(safety, 0.0f, 100.0f);
}
}
}
@@ -7,7 +7,9 @@ namespace Barotrauma
{
class AIObjectiveFixLeak : AIObjective
{
private Gap leak;
private readonly Gap leak;
private AIObjectiveGoTo gotoObjective;
public Gap Leak
{
@@ -20,15 +22,20 @@ namespace Barotrauma
this.leak = leak;
}
public override float GetPriority(Character character)
public override bool IsCompleted()
{
return leak.Open <= 0.0f || leak.Removed;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (leak.Open == 0.0f) return 0.0f;
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
dist = Math.Max(dist/100.0f, 1.0f);
return Math.Min(leakSize/dist, 40.0f);
dist = Math.Max(dist / 100.0f, 1.0f);
return Math.Min(leakSize / dist, 40.0f);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -44,7 +51,7 @@ namespace Barotrauma
if (weldingTool == null)
{
subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool", true));
AddSubObjective(new AIObjectiveGetItem(character, "Welding Tool", true));
return;
}
else
@@ -52,25 +59,31 @@ namespace Barotrauma
var containedItems = weldingTool.ContainedItems;
if (containedItems == null) return;
var fuelTank = Array.Find(containedItems, i => i.Name == "Welding Fuel Tank" && i.Condition > 0.0f);
var fuelTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Welding Fuel Tank") && i.Condition > 0.0f);
if (fuelTank == null)
{
AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent<ItemContainer>()));
return;
}
}
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null) return;
if (Vector2.Distance(character.WorldPosition, leak.WorldPosition) > 300.0f)
Vector2 standPosition = GetStandPosition();
if (Vector2.DistanceSquared(character.WorldPosition, leak.WorldPosition) > 100.0f * 100.0f)
{
AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character));
var gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(standPosition), character);
if (!gotoObjective.IsCompleted())
{
AddSubObjective(gotoObjective);
return;
}
}
else
{
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", leak));
}
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", true, leak));
}
private Vector2 GetStandPosition()
@@ -7,38 +7,80 @@ namespace Barotrauma
{
class AIObjectiveFixLeaks : AIObjective
{
const float UpdateGapListInterval = 10.0f;
const float UpdateGapListInterval = 5.0f;
private float updateGapListTimer;
private double lastGapUpdate;
private AIObjectiveIdle idleObjective;
private AIObjectiveFindDivingGear findDivingGear;
private List<AIObjectiveFixLeak> objectiveList;
public AIObjectiveFixLeaks(Character character)
: base (character, "")
{
objectiveList = new List<AIObjectiveFixLeak>();
}
public override bool IsCompleted()
{
return false;
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
{
UpdateGapList();
lastGapUpdate = Timing.TotalTime;
}
return objectiveList.Count == 0;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
{
UpdateGapList();
lastGapUpdate = Timing.TotalTime;
}
float priority = 0.0f;
foreach (AIObjectiveFixLeak fixObjective in objectiveList)
{
//gaps from outside to inside significantly increase the priority
if (!fixObjective.Leak.IsRoomToRoom)
{
priority = Math.Max(priority + fixObjective.Leak.Open * 100.0f, 50.0f);
}
else
{
priority += fixObjective.Leak.Open * 10.0f;
}
if (priority >= 100.0f) break;
}
return Math.Min(priority, 100.0f);
}
protected override void Act(float deltaTime)
{
updateGapListTimer -= deltaTime;
if (updateGapListTimer<=0.0f)
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
{
UpdateGapList();
updateGapListTimer = UpdateGapListInterval;
lastGapUpdate = Timing.TotalTime;
}
if (objectiveList.Any())
{
if (!objectiveList[objectiveList.Count - 1].Leak.IsRoomToRoom)
{
if (findDivingGear == null) findDivingGear = new AIObjectiveFindDivingGear(character, true);
if (!findDivingGear.IsCompleted() && findDivingGear.CanBeCompleted)
{
findDivingGear.TryComplete(deltaTime);
return;
}
}
objectiveList[objectiveList.Count - 1].TryComplete(deltaTime);
if (!objectiveList[objectiveList.Count - 1].CanBeCompleted ||
@@ -56,6 +98,7 @@ namespace Barotrauma
private void UpdateGapList()
{
if (objectiveList == null) objectiveList = new List<AIObjectiveFixLeak>();
objectiveList.Clear();
foreach (Gap gap in Gap.GapList)
@@ -2,6 +2,7 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
using System;
namespace Barotrauma
{
@@ -26,6 +27,16 @@ namespace Barotrauma
get { return canBeCompleted; }
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
: base(character, "")
{
@@ -18,6 +18,16 @@ namespace Barotrauma
private bool getDivingGearIfNeeded;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public override bool CanBeCompleted
{
get
@@ -93,7 +103,7 @@ namespace Barotrauma
}
}
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < 0.5f * 0.5f)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
@@ -104,7 +114,7 @@ namespace Barotrauma
var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (indoorsSteering.CurrentPath==null || indoorsSteering.CurrentPath.Unreachable)
if (indoorsSteering.CurrentPath == null || indoorsSteering.CurrentPath.Unreachable)
{
indoorsSteering.SteeringWander();
}
@@ -130,7 +140,7 @@ namespace Barotrauma
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
completed = completed || Vector2.DistanceSquared(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance * allowedDistance;
if (completed) character.AIController.SteeringManager.Reset();
@@ -9,15 +9,21 @@ namespace Barotrauma
{
const float WallAvoidDistance = 150.0f;
AITarget currentTarget;
private AITarget currentTarget;
private float newTargetTimer;
private AIObjectiveFindSafety findSafety;
public AIObjectiveIdle(Character character) : base(character, "")
{
}
public override float GetPriority(Character character)
public override bool IsCompleted()
{
return false;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
return 1.0f;
}
@@ -31,6 +37,14 @@ namespace Barotrauma
{
return;
}
if (character.AnimController.InWater)
{
//attempt to find a safer place if in water
if (findSafety == null) findSafety = new AIObjectiveFindSafety(character);
findSafety.TryComplete(deltaTime);
return;
}
if (newTargetTimer <= 0.0f)
{
@@ -92,17 +106,10 @@ namespace Barotrauma
return;
}
}
if (character.AnimController.InWater)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
}
else
{
character.AIController.SteeringManager.SteeringWander();
//reset vertical steering to prevent dropping down from platforms etc
character.AIController.SteeringManager.ResetY();
}
character.AIController.SteeringManager.SteeringWander();
//reset vertical steering to prevent dropping down from platforms etc
character.AIController.SteeringManager.ResetY();
return;
}
@@ -11,15 +11,17 @@ namespace Barotrauma
private Character character;
private AIObjective currentObjective;
private AIObjective currentOrder;
public AIObjective CurrentOrder
{
get { return currentOrder; }
}
public AIObjective CurrentObjective
{
get
{
if (currentObjective != null) return currentObjective;
return objectives.Any() ? objectives[0] : null;
}
get;
private set;
}
public AIObjectiveManager(Character character)
@@ -47,8 +49,13 @@ namespace Barotrauma
public float GetCurrentPriority(Character character)
{
if (currentObjective != null) return OrderPriority;
return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
if (CurrentOrder != null &&
(objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this)))
{
return CurrentOrder.GetPriority(this);
}
return objectives.Count == 0 ? 0.0f : objectives[0].GetPriority(this);
}
public void UpdateObjectives()
@@ -59,43 +66,46 @@ namespace Barotrauma
objectives = objectives.FindAll(o => !o.IsCompleted() && o.CanBeCompleted);
//sort objectives according to priority
objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
}
public void DoCurrentObjective(float deltaTime)
{
if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character) < OrderPriority))
if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(this) < currentOrder.GetPriority(this)))
{
currentObjective.TryComplete(deltaTime);
CurrentObjective = currentOrder;
currentOrder.TryComplete(deltaTime);
return;
}
if (!objectives.Any()) return;
objectives[0].TryComplete(deltaTime);
CurrentObjective = objectives[0];
}
public void SetOrder(Order order, string option)
{
if (order == null) return;
currentObjective = null;
currentOrder = null;
switch (order.Name.ToLowerInvariant())
{
case "follow":
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
break;
case "wait":
currentObjective = new AIObjectiveGoTo(character, character, true);
currentOrder = new AIObjectiveGoTo(character, character, true);
break;
case "fixleaks":
case "fix leaks":
currentObjective = new AIObjectiveFixLeaks(character);
currentOrder = new AIObjectiveFixLeaks(character);
break;
default:
if (order.TargetItem == null) return;
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option, null, order.UseController);
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option, false, null, order.UseController);
break;
}
@@ -1,5 +1,6 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
@@ -14,6 +15,8 @@ namespace Barotrauma
private bool canBeCompleted;
private bool requireEquip;
public override bool CanBeCompleted
{
get
@@ -27,11 +30,21 @@ namespace Barotrauma
get { return operateTarget; }
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
:base (character, option)
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false)
: base (character, option)
{
this.component = item;
this.requireEquip = requireEquip;
this.operateTarget = operateTarget;
if (useController)
@@ -72,6 +85,43 @@ namespace Barotrauma
}
else
{
if (requireEquip && !character.HasEquippedItem(component.Item))
{
//the item has to be equipped before using it if it's holdable
var holdable = component.Item.GetComponent<Holdable>();
if (holdable == null)
{
DebugConsole.ThrowError("AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
return;
}
for (int i = 0; i < CharacterInventory.limbSlots.Length; i++)
{
if (CharacterInventory.limbSlots[i] == InvSlotType.Any ||
!holdable.AllowedSlots.Any(s => s.HasFlag(CharacterInventory.limbSlots[i])))
{
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop();
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, character))
{
component.Item.Equip(character);
break;
}
}
return;
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
}
}
@@ -3,7 +3,7 @@ using System.Diagnostics;
namespace Barotrauma
{
class AIObjectiveRescue : AIObjective
/*class AIObjectiveRescue : AIObjective
{
private readonly Character targetCharacter;
@@ -30,5 +30,5 @@ namespace Barotrauma
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
}
}
}*/
}
@@ -3,7 +3,7 @@ using System.Linq;
namespace Barotrauma
{
class AIObjectiveRescueAll : AIObjective
/*class AIObjectiveRescueAll : AIObjective
{
private List<Character> rescueTargets;
@@ -44,5 +44,5 @@ namespace Barotrauma
AddSubObjective(new AIObjectiveRescue(character, target));
}
}
}
}*/
}
@@ -9,6 +9,8 @@ namespace Barotrauma
public enum Animation { None, Climbing, UsingConstruction, Struggle, CPR };
public Animation Anim;
public LimbType GrabLimb;
protected Character character;
protected float walkSpeed, swimSpeed;
@@ -20,6 +20,7 @@ namespace Barotrauma
private float thighTorque;
private float cprAnimState;
private float cprPump;
private float inWaterTimer;
private bool swimming;
@@ -872,7 +873,34 @@ namespace Barotrauma
character.SelectedConstruction = null;
IgnorePlatforms = false;
}
else if (character.SelectedCharacter != null && !character.SelectedCharacter.AllowInput)
{
Limb targetLeftHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.LeftHand);
Limb targetRightHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.RightHand);
Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
if (character.SelectedCharacter.AnimController.Dir != Dir)
character.SelectedCharacter.AnimController.Flip();
targetTorso.pullJoint.Enabled = true;
targetTorso.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * -Dir) * 0.2f;
targetTorso.pullJoint.MaxForce = 5000.0f;
if (!targetLeftHand.IsSevered)
{
targetLeftHand.pullJoint.Enabled = true;
targetLeftHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
targetLeftHand.pullJoint.MaxForce = 5000.0f;
}
if (!targetRightHand.IsSevered)
{
targetRightHand.pullJoint.Enabled = true;
targetRightHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
targetRightHand.pullJoint.MaxForce = 5000.0f;
}
character.SelectedCharacter.AnimController.IgnorePlatforms = true;
}
}
private void UpdateCPR(float deltaTime)
@@ -883,11 +911,16 @@ namespace Barotrauma
return;
}
Character target = character.SelectedCharacter;
Crouching = true;
Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
Vector2 diff = target.SimPosition - character.SimPosition;
Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
targetMovement = new Vector2(diff.X, 0.0f);
@@ -895,21 +928,98 @@ namespace Barotrauma
UpdateStanding();
Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
Grab(handPos, handPos);
float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
cprAnimState += deltaTime * 8.0f;
Vector2 colliderPos = GetColliderBottom();
var head = GetLimb(LimbType.Head);
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
head.pullJoint.Enabled = true;
if (GameMain.Client == null) //Serverside code
{
if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
{
target.Oxygen += deltaTime * 0.5f; //Stabilize them
}
}
int skill = character.GetSkillLevel("Medical");
if (cprAnimState % 17 > 15.0f)
{
float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
head.pullJoint.Enabled = true;
torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
torso.pullJoint.Enabled = true;
if (GameMain.Client == null) //Serverside code
{
float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
target.Oxygen += cpr * deltaTime;
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
}
}
else
{
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
head.pullJoint.Enabled = true;
torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
torso.pullJoint.Enabled = true;
if (cprPump >= 1)
{
torso.body.ApplyForce(new Vector2(0, -1000f));
targetTorso.body.ApplyForce(new Vector2(0, -1000f));
cprPump = 0;
if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
{
if (GameMain.Client == null) //Serverside code
{
float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
float rng = Rand.Int(100, Rand.RandSync.Server);
//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
{
target.Oxygen = Math.Max(target.Oxygen, 10.0f);
target.Health = 2.0f;
Anim = Animation.None;
return;
}
}
}
else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
{
//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
if (target.Bleeding <= 0.5f)
target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
{
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
for (int i = 0; i < 4; i++)
{
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
}
#endif
}
}
}
cprPump += deltaTime;
}
cprAnimState += deltaTime;
}
public override void DragCharacter(Character target)
{
if (target == null) return;
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
@@ -922,31 +1032,34 @@ namespace Barotrauma
for (int i = 0; i < 2; i++)
{
Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
if (i == 0)
if (targetLimb == null || targetLimb.IsSevered)
{
if (!targetLeftHand.IsSevered)
targetLimb = target.AnimController.GetLimb(LimbType.Torso);
if (i == 0)
{
targetLimb = targetLeftHand;
if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
else if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
}
else if (!targetRightHand.IsSevered)
else
{
targetLimb = targetRightHand;
if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
else if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
}
}
else
{
if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
else if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
}
Limb pullLimb = i == 0 ? leftHand : rightHand;
if (i == 1 && inWater)
@@ -958,12 +1071,32 @@ namespace Barotrauma
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
pullLimb.pullJoint.Enabled = true;
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
pullLimb.pullJoint.MaxForce = 10000.0f;
if (targetLimb.type == LimbType.Torso)
{
pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
pullLimb.pullJoint.MaxForce = 5000.0f;
targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
if (target.AnimController.Dir != Dir)
target.AnimController.Flip();
}
else
{
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
pullLimb.pullJoint.MaxForce = 5000.0f;
}
targetLimb.pullJoint.Enabled = true;
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
targetLimb.pullJoint.MaxForce = 10000.0f;
if (targetLimb.type == LimbType.Torso)
{
targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
targetLimb.pullJoint.MaxForce = 300.0f;
}
else
{
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
targetLimb.pullJoint.MaxForce = 5000.0f;
}
target.AnimController.movement = -diff;
}
@@ -1384,7 +1384,7 @@ namespace Barotrauma
findFocusedTimer -= deltaTime;
}
if (SelectedCharacter != null && IsKeyHit(InputType.Select))
if (SelectedCharacter != null && focusedItem == null && IsKeyHit(InputType.Select)) //Let people use ladders and buttons and stuff when dragging chars
{
DeselectCharacter();
}
@@ -1542,26 +1542,42 @@ namespace Barotrauma
}
}
//Skip health effects as critical health handles it differently
if (IsUnconscious)
{
UpdateUnconscious(deltaTime);
return;
}
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
if (IsForceRagdolled)
IsRagdolled = IsForceRagdolled;
else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
//Health effects
if (needsAir) UpdateOxygen(deltaTime);
Health -= bleeding * deltaTime;
Bleeding -= BleedingDecreaseSpeed * deltaTime;
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
if (!IsDead) LockHands = false;
//ragdoll button
if (IsRagdolled)
{
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
if(GameMain.Server != null)
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
AnimController.ResetPullJoints();
selectedConstruction = null;
return;
}
//AI and control stuff
Control(deltaTime, cam);
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
{
@@ -1574,11 +1590,6 @@ namespace Barotrauma
selectedConstruction = null;
}
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
{
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
}
UpdateSightRange();
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
@@ -1595,6 +1606,7 @@ namespace Barotrauma
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
if (!IsDead) LockHands = false;
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
}
partial void UpdateControlled(float deltaTime, Camera cam);
@@ -1634,12 +1646,17 @@ namespace Barotrauma
AnimController.ResetPullJoints();
selectedConstruction = null;
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f;
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
if (health <= 0.0f)
if (health <= 0.0f) //Critical health - use current state for crit time
{
AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null);
}
else //Keep on bleedin'
{
Health -= bleeding * deltaTime;
Bleeding -= BleedingDecreaseSpeed * deltaTime;
}
}
private void UpdateSightRange()
@@ -325,7 +325,7 @@ namespace Barotrauma
break;
case ClientNetObject.ENTITY_STATE:
int eventType = msg.ReadRangedInteger(0,2);
int eventType = msg.ReadRangedInteger(0,3);
switch (eventType)
{
case 0:
@@ -357,6 +357,9 @@ namespace Barotrauma
Kill(lastAttackCauseOfDeath);
}
break;
case 3:
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
break;
}
break;
}
@@ -436,6 +439,7 @@ namespace Barotrauma
if (AnimController is HumanoidAnimController)
{
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
tempBuffer.Write((UInt16)AnimController.GrabLimb);
}
bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
@@ -534,6 +538,8 @@ namespace Barotrauma
msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
}
msg.Write(IsRagdolled);
msg.Write(HuskInfectionState > 0.0f);
}
}
File diff suppressed because it is too large Load Diff
@@ -103,11 +103,7 @@ namespace Barotrauma.Items.Components
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim)) return false;
//if (DoesUseFail(Character)) return false;
//targetPosition = targetPosition.X, -targetPosition.Y);
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
@@ -241,7 +237,7 @@ namespace Barotrauma.Items.Components
{
Gap leak = objective.OperateTarget as Gap;
if (leak == null) return true;
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
//too far away -> consider this done and hope the AI is smart enough to move closer
@@ -258,9 +258,9 @@ namespace Barotrauma.Items.Components
if (batteryToLoad == null) return true;
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
{
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, "", false));
return false;
}
}
@@ -678,14 +678,13 @@ namespace Barotrauma
if (!MathUtils.IsValid(damage)) return;
float damageDiff = damage - sections[sectionIndex].damage;
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
{
GameMain.Server.CreateEntityEvent(this);
}
AdjustKarma(attacker, damageDiff);
if (damage < prefab.Health*0.5f)
{
if (sections[sectionIndex].gap != null)
@@ -717,10 +716,14 @@ namespace Barotrauma
sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
}
float damageDiff = damage - sections[sectionIndex].damage;
bool hadHole = SectionBodyDisabled(sectionIndex);
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
if (sections[sectionIndex].damage < prefab.Health) //otherwise it's possible to infinitely gain karma by welding fixed things
AdjustKarma(attacker, damageDiff);
bool hasHole = SectionBodyDisabled(sectionIndex);
if (hadHole == hasHole) return;
@@ -7,7 +7,7 @@ namespace Barotrauma.Networking
{
enum ChatMessageType
{
Default, Error, Dead, Server, Radio, Private, MessageBox
Default, Error, Dead, Server, Radio, Private, Console, MessageBox
}
partial class ChatMessage
@@ -25,7 +25,8 @@ namespace Barotrauma.Networking
new Color(63, 72, 204), //dead
new Color(157, 225, 160), //server
new Color(238, 208, 0), //radio
new Color(64, 240, 89) //private
new Color(64, 240, 89), //private
new Color(255, 255, 255) //console
};
public readonly string Text;
@@ -1,29 +1,10 @@
using Lidgren.Network;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
namespace Barotrauma.Networking
{
[Flags]
enum ClientPermissions
{
None = 0,
[Description("End round")]
EndRound = 1,
[Description("Kick")]
Kick = 2,
[Description("Ban")]
Ban = 4,
[Description("Select submarine")]
SelectSub = 8,
[Description("Select game mode")]
SelectMode = 16,
[Description("Manage campaign")]
ManageCampaign = 32
}
class Client
{
public string Name;
@@ -96,6 +77,11 @@ namespace Barotrauma.Networking
public float DeleteDisconnectedTimer;
public ClientPermissions Permissions = ClientPermissions.None;
public List<DebugConsole.Command> PermittedConsoleCommands
{
get;
private set;
}
public bool SpectateOnly;
@@ -130,6 +116,7 @@ namespace Barotrauma.Networking
this.Name = name;
this.ID = ID;
PermittedConsoleCommands = new List<DebugConsole.Command>();
kickVoters = new List<Client>();
votes = new object[Enum.GetNames(typeof(VoteType)).Length];
@@ -171,9 +158,10 @@ namespace Barotrauma.Networking
return rName;
}
public void SetPermissions(ClientPermissions permissions)
public void SetPermissions(ClientPermissions permissions, List<DebugConsole.Command> permittedConsoleCommands)
{
this.Permissions = permissions;
this.PermittedConsoleCommands = new List<DebugConsole.Command>(permittedConsoleCommands);
}
public void GivePermission(ClientPermissions permission)
@@ -0,0 +1,82 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Xml.Linq;
namespace Barotrauma.Networking
{
[Flags]
enum ClientPermissions
{
None = 0,
[Description("End round")]
EndRound = 1,
[Description("Kick")]
Kick = 2,
[Description("Ban")]
Ban = 4,
[Description("Select submarine")]
SelectSub = 8,
[Description("Select game mode")]
SelectMode = 16,
[Description("Manage campaign")]
ManageCampaign = 32,
[Description("Console commands")]
ConsoleCommands = 64
}
class PermissionPreset
{
public static List<PermissionPreset> List = new List<PermissionPreset>();
public readonly string Name;
public readonly string Description;
public readonly ClientPermissions Permissions;
public readonly List<DebugConsole.Command> PermittedCommands;
public PermissionPreset(XElement element)
{
Name = element.GetAttributeString("name", "");
Description = element.GetAttributeString("description", "");
string permissionsStr = element.GetAttributeString("permissions", "");
if (!Enum.TryParse(permissionsStr, out Permissions))
{
DebugConsole.ThrowError("Error in permission preset \"" + Name + "\" - " + permissionsStr + " is not a valid permission!");
}
PermittedCommands = new List<DebugConsole.Command>();
if (Permissions.HasFlag(ClientPermissions.ConsoleCommands))
{
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "command") continue;
string commandName = subElement.GetAttributeString("name", "");
DebugConsole.Command command = DebugConsole.FindCommand(commandName);
if (command == null)
{
DebugConsole.ThrowError("Error in permission preset \"" + Name + "\" - " + commandName + "\" is not a valid console command.");
continue;
}
PermittedCommands.Add(command);
}
}
}
public static void LoadAll(string file)
{
if (!File.Exists(file)) return;
XDocument doc = XMLExtensions.TryLoadXml(file);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
{
List.Add(new PermissionPreset(element));
}
}
}
}
@@ -125,8 +125,9 @@ namespace Barotrauma.Networking
banList = new BanList();
LoadSettings();
PermissionPreset.LoadAll(PermissionPresetFile);
LoadClientPermissions();
CoroutineManager.StartCoroutine(StartServer(isPublic));
}
@@ -795,6 +796,11 @@ namespace Barotrauma.Networking
campaign.ServerRead(inc, sender);
}
break;
case ClientPermissions.ConsoleCommands:
string consoleCommand = inc.ReadString();
Vector2 clientCursorPos = new Vector2(inc.ReadSingle(), inc.ReadSingle());
DebugConsole.ExecuteClientCommand(sender, clientCursorPos, consoleCommand);
break;
}
inc.ReadPadBits();
@@ -853,7 +859,7 @@ namespace Barotrauma.Networking
outmsg.Write(GameStarted);
outmsg.Write(AllowSpectating);
outmsg.Write((byte)c.Permissions);
WritePermissions(outmsg, c);
}
private void ClientWriteIngame(Client c)
@@ -1636,6 +1642,18 @@ namespace Barotrauma.Networking
}
}
public void SendChatMessage(string txt, Client recipient)
{
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Server, null);
SendChatMessage(msg, recipient);
}
public void SendConsoleMessage(string txt, Client recipient)
{
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
SendChatMessage(msg, recipient);
}
public void SendChatMessage(ChatMessage msg, Client recipient)
{
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
@@ -1936,16 +1954,34 @@ namespace Barotrauma.Networking
clientPermissions.Add(new SavedClientPermission(
client.Name,
client.Connection.RemoteEndPoint.Address.ToString(),
client.Permissions));
client.Permissions,
client.PermittedConsoleCommands));
}
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
msg.Write((byte)client.Permissions);
WritePermissions(msg, client);
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
SaveClientPermissions();
}
private void WritePermissions(NetBuffer msg, Client client)
{
msg.Write((byte)client.Permissions);
if (client.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
{
msg.Write((UInt16)client.PermittedConsoleCommands.Sum(c => c.names.Length));
foreach (DebugConsole.Command command in client.PermittedConsoleCommands)
{
foreach (string commandName in command.names)
{
msg.Write(commandName);
}
}
}
}
public void SetClientCharacter(Client client, Character newCharacter)
{
@@ -179,7 +179,7 @@ namespace Barotrauma.Networking
DebugConsole.NewMessage(clName + " (" + inc.SenderConnection.RemoteEndPoint.Address.ToString() + ") couldn't join the server (name taken by the server)", Color.Red);
return;
}
Client nameTaken = ConnectedClients.Find(c => c.Name.ToLower() == clName.ToLower());
Client nameTaken = ConnectedClients.Find(c => Homoglyphs.Compare(c.Name.ToLower(), clName.ToLower()));
if (nameTaken != null)
{
if (nameTaken.Connection.RemoteEndPoint.Address.ToString() == inc.SenderEndPoint.Address.ToString())
@@ -218,11 +218,11 @@ namespace Barotrauma.Networking
var savedPermissions = clientPermissions.Find(cp => cp.IP == newClient.Connection.RemoteEndPoint.Address.ToString());
if (savedPermissions != null)
{
newClient.SetPermissions(savedPermissions.Permissions);
newClient.SetPermissions(savedPermissions.Permissions, savedPermissions.PermittedCommands);
}
else
{
newClient.SetPermissions(ClientPermissions.None);
newClient.SetPermissions(ClientPermissions.None, new List<DebugConsole.Command>());
}
}
@@ -25,20 +25,23 @@ namespace Barotrauma.Networking
{
public readonly string IP;
public readonly string Name;
public List<DebugConsole.Command> PermittedCommands;
public ClientPermissions Permissions;
public SavedClientPermission(string name, string ip, ClientPermissions permissions)
public SavedClientPermission(string name, string ip, ClientPermissions permissions, List<DebugConsole.Command> permittedCommands)
{
this.Name = name;
this.IP = ip;
this.Permissions = permissions;
this.PermittedCommands = permittedCommands;
}
}
public const string SettingsFile = "serversettings.xml";
public static readonly string ClientPermissionsFile = "Data" + Path.DirectorySeparatorChar + "clientpermissions.txt";
public static readonly string PermissionPresetFile = "Data" + Path.DirectorySeparatorChar + "permissionpresets.xml";
public static readonly string ClientPermissionsFile = "Data" + Path.DirectorySeparatorChar + "clientpermissions.xml";
public Dictionary<string, SerializableProperty> SerializableProperties
{
@@ -130,6 +133,13 @@ namespace Barotrauma.Networking
private set;
}
[Serialize(true, true)]
public bool AllowRagdollButton
{
get;
private set;
}
[Serialize(true, true)]
public bool AllowFileTransfers
{
@@ -210,6 +220,20 @@ namespace Barotrauma.Networking
private set;
}
[Serialize(true, true)]
public bool TraitorUseRatio
{
get;
private set;
}
[Serialize(0.2f, true)]
public float TraitorRatio
{
get;
private set;
}
[Serialize(false,true)]
public bool KarmaEnabled
{
@@ -323,12 +347,67 @@ namespace Barotrauma.Networking
public void LoadClientPermissions()
{
if (!File.Exists(ClientPermissionsFile)) return;
clientPermissions.Clear();
if (File.Exists("Data/clientpermissions.txt") && !File.Exists(ClientPermissionsFile))
{
LoadClientPermissionsOld("Data/clientpermissions.txt");
return;
}
XDocument doc = XMLExtensions.TryLoadXml(ClientPermissionsFile);
foreach (XElement clientElement in doc.Root.Elements())
{
string clientName = clientElement.GetAttributeString("name", "");
string clientIP = clientElement.GetAttributeString("ip", "");
if (string.IsNullOrWhiteSpace(clientName) || string.IsNullOrWhiteSpace(clientIP))
{
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - all clients must have a name and an IP address.");
continue;
}
string permissionsStr = clientElement.GetAttributeString("permissions", "");
ClientPermissions permissions;
if (!Enum.TryParse(permissionsStr, out permissions))
{
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - \"" + permissionsStr + "\" is not a valid client permission.");
continue;
}
List<DebugConsole.Command> permittedCommands = new List<DebugConsole.Command>();
if (permissions.HasFlag(ClientPermissions.ConsoleCommands))
{
foreach (XElement commandElement in clientElement.Elements())
{
if (commandElement.Name.ToString().ToLowerInvariant() != "command") continue;
string commandName = commandElement.GetAttributeString("name", "");
DebugConsole.Command command = DebugConsole.FindCommand(commandName);
if (command == null)
{
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - \"" + commandName + "\" is not a valid console command.");
continue;
}
permittedCommands.Add(command);
}
}
clientPermissions.Add(new SavedClientPermission(clientName, clientIP, permissions, permittedCommands));
}
}
/// <summary>
/// Method for loading old .txt client permission files to provide backwards compatibility
/// </summary>
private void LoadClientPermissionsOld(string file)
{
if (!File.Exists(file)) return;
string[] lines;
try
{
lines = File.ReadAllLines(ClientPermissionsFile);
lines = File.ReadAllLines(file);
}
catch (Exception e)
{
@@ -337,36 +416,63 @@ namespace Barotrauma.Networking
}
clientPermissions.Clear();
foreach (string line in lines)
{
string[] separatedLine = line.Split('|');
if (separatedLine.Length < 3) continue;
string name = String.Join("|", separatedLine.Take(separatedLine.Length - 2));
string name = string.Join("|", separatedLine.Take(separatedLine.Length - 2));
string ip = separatedLine[separatedLine.Length - 2];
ClientPermissions permissions = ClientPermissions.None;
if (Enum.TryParse<ClientPermissions>(separatedLine.Last(), out permissions))
if (Enum.TryParse(separatedLine.Last(), out permissions))
{
clientPermissions.Add(new SavedClientPermission(name, ip, permissions));
clientPermissions.Add(new SavedClientPermission(name, ip, permissions, new List<DebugConsole.Command>()));
}
}
}
public void SaveClientPermissions()
{
GameServer.Log("Saving client permissions", ServerLog.MessageType.ServerMessage);
//delete old client permission file
if (File.Exists("Data/clientpermissions.txt"))
{
File.Delete("Data/clientpermissions.txt");
}
List<string> lines = new List<string>();
Log("Saving client permissions", ServerLog.MessageType.ServerMessage);
XDocument doc = new XDocument(new XElement("ClientPermissions"));
foreach (SavedClientPermission clientPermission in clientPermissions)
{
lines.Add(clientPermission.Name + "|" + clientPermission.IP+"|"+clientPermission.Permissions.ToString());
XElement clientElement = new XElement("Client",
new XAttribute("name", clientPermission.Name),
new XAttribute("ip", clientPermission.IP),
new XAttribute("permissions", clientPermission.Permissions.ToString()));
if (clientPermission.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
{
foreach (DebugConsole.Command command in clientPermission.PermittedCommands)
{
clientElement.Add(new XElement("command", new XAttribute("name", command.names[0])));
}
}
doc.Root.Add(clientElement);
}
try
{
File.WriteAllLines(ClientPermissionsFile, lines);
XmlWriterSettings settings = new XmlWriterSettings();
settings.Indent = true;
settings.NewLineOnAttributes = true;
using (var writer = XmlWriter.Create(ClientPermissionsFile, settings))
{
doc.Save(writer);
}
}
catch (Exception e)
{
@@ -28,18 +28,20 @@ namespace Barotrauma.Networking
Attack,
Spawning,
ServerMessage,
ConsoleUsage,
Error
}
private readonly Color[] messageColor =
{
Color.LightBlue,
new Color(255, 142, 0),
new Color(238, 208, 0),
new Color(204, 74, 78),
new Color(163, 73, 164),
new Color(157, 225, 160),
Color.Red
Color.LightBlue, //Chat
new Color(255, 142, 0), //ItemInteraction
new Color(238, 208, 0), //Inventory
new Color(204, 74, 78), //Attack
new Color(163, 73, 164), //Spawning
new Color(157, 225, 160), //ServerMessage
new Color(0, 162, 232), //ConsoleUsage
Color.Red //Error
};
private readonly string[] messageTypeName =
@@ -50,6 +52,7 @@ namespace Barotrauma.Networking
"Attack & death",
"Spawning",
"Server message",
"Console usage",
"Error"
};