(1c6954251) Add IsLoop property. Fixes operate item orders being removed when they are done. Instead of calling loopable objectives done, let's just use the priority system.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:11:01 +03:00
parent 781fd44a8c
commit 9a1e7f8212
20 changed files with 174 additions and 65 deletions
@@ -172,6 +172,8 @@ namespace Barotrauma
public bool IgnoreLayoutGroups; public bool IgnoreLayoutGroups;
public bool IgnoreLayoutGroups;
public virtual ScalableFont Font public virtual ScalableFont Font
{ {
get; get;
@@ -167,6 +167,12 @@ namespace Barotrauma
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 }; Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag; Tag = tag;
InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
GUI.Style.Apply(InnerFrame, "", this);
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag;
if (height == 0) if (height == 0)
{ {
string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font); string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
@@ -69,11 +69,6 @@ namespace Barotrauma
public CrewManager(XElement element, bool isSinglePlayer) public CrewManager(XElement element, bool isSinglePlayer)
: this(isSinglePlayer) : this(isSinglePlayer)
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{ {
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent) guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
{ {
@@ -95,14 +90,64 @@ namespace Barotrauma
return true; return true;
}; };
var characterInfo = new CharacterInfo(subElement); characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
characterInfos.Add(characterInfo); {
foreach (XElement invElement in subElement.Elements()) //Spacing = (int)(3 * GUI.Scale),
ScrollBarEnabled = false,
ScrollBarVisible = false,
CanBeFocused = false
};
scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = -1,
OnClicked = ScrollCharacterList
};
scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = 1,
OnClicked = ScrollCharacterList
};
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
if (isSinglePlayer)
{
ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
{ {
if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue; OnEnterMessage = (textbox, text) =>
characterInfo.InventoryData = invElement; {
break; if (Character.Controlled?.Info == null)
} {
textbox.Deselect();
textbox.Text = "";
return true;
}
textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
if (!string.IsNullOrWhiteSpace(text))
{
string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
AddSinglePlayerChatMessage(
Character.Controlled.Info.Name,
msg,
((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
Character.Controlled);
var headset = GetHeadset(Character.Controlled, true);
if (headset != null && headset.CanTransmit())
{
headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
}
}
textbox.Deselect();
textbox.Text = "";
return true;
}
};
ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
} }
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null); var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
@@ -114,39 +159,14 @@ namespace Barotrauma
CanBeFocused = false CanBeFocused = false
}; };
//report buttons var characterInfo = new CharacterInfo(subElement);
foreach (Order order in reports) characterInfos.Add(characterInfo);
{ foreach (XElement invElement in subElement.Elements())
if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
{ {
OnClicked = (GUIButton button, object userData) => if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
{ characterInfo.InventoryData = invElement;
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false; break;
SetCharacterOrder(null, order, null, Character.Controlled); }
HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
return true;
},
UserData = order,
ToolTip = order.Name
};
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
{
Color = Color.Red * 0.8f,
HoverColor = Color.Red * 1.0f,
PressedColor = Color.Red * 0.6f,
UserData = "highlighted",
CanBeFocused = false,
Visible = false
};
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
{
Color = order.Color,
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
ToolTip = order.Name
};
} }
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight); screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
@@ -893,6 +893,33 @@ namespace Barotrauma
Color.Green, width: 2); Color.Green, width: 2);
} }
} }
foreach (MapEntity e in linkedTo)
{
if (e is Hull)
{
Hull linkedHull = (Hull)e;
Rectangle connectedHullRect = e.Submarine == null ?
linkedHull.rect :
new Rectangle(
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
//center of the hull
Rectangle currentHullRect = Submarine == null ?
WorldRect :
new Rectangle(
(int)(Submarine.DrawPosition.X + WorldPosition.X),
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
WorldRect.Width, WorldRect.Height);
GUI.DrawLine(spriteBatch,
new Vector2(currentHullRect.X, -currentHullRect.Y),
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
Color.Green, width: 2);
}
}
} }
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer) public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
@@ -1090,6 +1090,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure; private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target, //goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within //whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range //sight/hearing range
@@ -21,7 +21,15 @@ namespace Barotrauma
protected string option; protected string option;
protected bool abandon; protected bool abandon;
/// <summary>
/// Can the objective be completed. That is, does the objective have failing subobjectives or other conditions that prevent it from completing.
/// </summary>
public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted); public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
/// <summary>
/// When true, the objective is never completed, unless CanBeCompleted returns false.
/// </summary>
public virtual bool IsLoop { get; set; }
public IEnumerable<AIObjective> SubObjectives => subObjectives; public IEnumerable<AIObjective> SubObjectives => subObjectives;
public AIObjective CurrentSubObjective { get; private set; } public AIObjective CurrentSubObjective { get; private set; }
@@ -53,6 +53,6 @@ namespace Barotrauma
protected override bool Filter(PowerContainer battery) => true; protected override bool Filter(PowerContainer battery) => true;
protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage; protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage;
protected override IEnumerable<PowerContainer> GetList() => batteryList; protected override IEnumerable<PowerContainer> GetList() => batteryList;
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false); protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
} }
} }
@@ -33,6 +33,8 @@ namespace Barotrauma
public override bool IsCompleted() => false; public override bool IsCompleted() => false;
public override bool CanBeCompleted => true; public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override bool IsDuplicate(AIObjective otherObjective) public override bool IsDuplicate(AIObjective otherObjective)
{ {
return otherObjective is AIObjectiveExtinguishFires; return otherObjective is AIObjectiveExtinguishFires;
@@ -38,6 +38,8 @@ namespace Barotrauma
public override bool IsCompleted() => false; public override bool IsCompleted() => false;
public override bool CanBeCompleted => true; public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override float GetPriority(AIObjectiveManager objectiveManager) public override float GetPriority(AIObjectiveManager objectiveManager)
{ {
return 1.0f; return 1.0f;
@@ -26,6 +26,8 @@ namespace Barotrauma
public override bool IsCompleted() => false; public override bool IsCompleted() => false;
public override bool CanBeCompleted => true; public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override void Update(AIObjectiveManager objectiveManager, float deltaTime) public override void Update(AIObjectiveManager objectiveManager, float deltaTime)
{ {
base.Update(objectiveManager, deltaTime); base.Update(objectiveManager, deltaTime);
@@ -191,11 +191,11 @@ namespace Barotrauma
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>(); var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
if (order.TargetItemComponent == null) { return null; } if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier); newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
break; break;
default: default:
if (order.TargetItemComponent == null) { return null; } if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier); newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
break; break;
} }
return newObjective; return newObjective;
@@ -100,6 +100,12 @@ namespace Barotrauma
} }
return; return;
} }
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
return;
} }
AddSubObjective(gotoObjective = new AIObjectiveGoTo(target.Item, character)); AddSubObjective(gotoObjective = new AIObjectiveGoTo(target.Item, character));
@@ -155,14 +161,17 @@ namespace Barotrauma
return; return;
} }
if (component.AIOperate(deltaTime, character, this)) isCompleted = true; if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
} }
} }
} }
public override bool IsCompleted() public override bool IsCompleted()
{ {
return isCompleted; return isCompleted && !IsLoop;
} }
public override bool IsDuplicate(AIObjective otherObjective) public override bool IsDuplicate(AIObjective otherObjective)
@@ -53,7 +53,7 @@ namespace Barotrauma
protected override bool Filter(Pump pump) => true; protected override bool Filter(Pump pump) => true;
protected override IEnumerable<Pump> GetList() => pumpList; protected override IEnumerable<Pump> GetList() => pumpList;
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false);
protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow); protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow);
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
} }
} }
@@ -62,5 +62,7 @@ namespace Barotrauma
public override bool IsCompleted() => false; public override bool IsCompleted() => false;
public override bool CanBeCompleted => true; public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
} }
} }
@@ -2678,6 +2678,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this); GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif #endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT #if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this); GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif #endif
@@ -445,6 +445,19 @@ namespace Barotrauma.Items.Components
return true; return true;
} }
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam) public override void Update(float deltaTime, Camera cam)
{ {
networkUpdateTimer -= deltaTime; networkUpdateTimer -= deltaTime;
@@ -1160,6 +1160,10 @@ namespace Barotrauma
{ {
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
} }
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime); ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; } if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -24,6 +24,8 @@ namespace Barotrauma
private bool removed; private bool removed;
private bool removed;
#if CLIENT #if CLIENT
private List<Decal> burnDecals = new List<Decal>(); private List<Decal> burnDecals = new List<Decal>();
#endif #endif
@@ -470,6 +470,25 @@ namespace Barotrauma
} }
} }
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect public override Rectangle Rect
{ {
get get
@@ -162,21 +162,6 @@ namespace Barotrauma
get { return binding; } get { return binding; }
} }
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState() public void SetState()
{ {
hit = binding.IsHit(); hit = binding.IsHit();