Updated and refactored how items and characters are chosen for interactions in the world. The new system has more precision, with items under the cursor taking priority (this helps with small items which are in front of large items). A new method CanInteractWith(Item) has been added to the Character class which does all validation of interaction with items, including new distance calculations based on bounding boxes. This gives more consistency in selecting and interacting with all sizes and shapes of items. Because of this pickdistance (not interactdistance) has been removed from all item configurations (in their XML config files) and the default InteractDistance for all items is now 120.

This commit is contained in:
Faerdan
2017-06-18 22:30:54 +01:00
parent 5cd2a5a838
commit a09367c78f
45 changed files with 483 additions and 476 deletions

View File

@@ -4,7 +4,7 @@
name="Skyholder Artifact"
category="Alien"
Tags="alien"
pickdistance="150">
>
<Sprite texture="artifact.png" depth="0.7" sourcerect="59,0,60,61"/>
@@ -26,7 +26,7 @@
name="Thermal Artifact"
category="Alien"
Tags="alien"
pickdistance="150">
>
<Sprite texture="artifact.png" depth="0.7" sourcerect="0,0,58,56"/>
@@ -49,7 +49,7 @@
<Item
name="Faraday Artifact"
Tags="alien"
pickdistance="150">
>
<Sprite texture="artifact.png" depth="0.7" sourcerect="0,56,60,49"/>
@@ -68,7 +68,7 @@
<Item
name="Oxygenite Shard"
category="Alien"
pickdistance="150"
tags="alien,smallitem"
impacttolerance="8">
@@ -88,7 +88,7 @@
<Item
name="Sulphurite Shard"
category="Alien"
pickdistance="150"
tags="alien,smallitem"
impacttolerance="8"
spritecolor="1.0,0.0,0.0,1.0">
@@ -113,7 +113,7 @@
name="Ancient Weapon"
category="Alien"
Tags="alien,smallitem"
pickdistance="200">
>
<Deconstruct time="20">
<Item name="Steel Bar"/>
@@ -164,7 +164,7 @@
category="Alien"
Tags="alien"
linkable="true"
pickdistance="150.0">
>
<Sprite texture="Content/Map/ruins.png" sourcerect="747,0,260,95" depth="0.8" origin="0.5,0.5"/>
@@ -186,7 +186,7 @@
category="Alien"
linkable="true"
Tags="alien"
pickdistance="150.0">
>
<Sprite texture="Content/Map/ruins.png" sourcerect="746,101,93,259" depth="0.8" origin="0.5,0.5"/>
@@ -208,7 +208,7 @@
linkable="true"
category="Alien"
Tags="alien"
pickdistance="150.0">
>
<Sprite texture="Content/Map/ruins.png" sourcerect="55,608,81,103" depth="0.8" origin="0.5,0.5"/>
@@ -225,7 +225,7 @@
linkable="true"
category="Alien"
Tags="alien"
pickdistance="150.0">
>
<Sprite texture="artifactholder.png" depth="0.8"/>

View File

@@ -3,7 +3,7 @@
category="Electrical"
linkable="true"
tags="smallitem"
pickdistance="150.0"
price="10">
<Sprite texture ="button.png" depth="0.8"/>

View File

@@ -4,7 +4,7 @@
name="Oxygen Tank"
category="Equipment,Misc"
Tags="smallitem"
pickdistance="150"
price="50">
<Deconstruct time="10">
@@ -26,7 +26,7 @@
name="Diving Mask"
category="Equipment"
Tags="smallitem,diving"
pickdistance="200"
price="50"
description="Small enough to carry around in case of need, but won't protect you from the water pressure in the event of a full-blown hull breach.">
@@ -63,7 +63,7 @@
name="Diving Suit"
category="Equipment"
tags="diving"
pickdistance="200"
price="200"
fireproof="true"
description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
@@ -113,7 +113,7 @@
name="Underwater Scooter"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="50"
description="A battery-powered underwater propulsion device.">

View File

@@ -2,7 +2,7 @@
<Item
name="Door"
linkable="true"
pickdistance="150.0">
>
<Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/>
@@ -30,7 +30,7 @@
<Item
name="Windowed Door"
linkable="true"
pickdistance="150.0">
>
<Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/>
@@ -58,7 +58,7 @@
<Item
name="Hatch"
linkable="true"
pickdistance="150.0">
>
<Sprite texture ="door.png" sourcerect="0,209,128,46" depth="0.01" origin="0.5,0.5"/>
@@ -86,7 +86,7 @@
<Item
name="Docking Port"
linkable="true"
pickdistance="150.0">
>
<Sprite texture ="dockingport.png" sourcerect="0,0,112,208" depth="0.94" origin="0.5,0.5"/>
@@ -117,7 +117,7 @@
<Item
name="Docking Hatch"
linkable="true"
pickdistance="150.0">
>
<Sprite texture ="dockingport2.png" sourcerect="0,0,128,112" depth="0.94" origin="0.5,0.5"/>

View File

@@ -6,7 +6,7 @@
name="Lamp"
category="Electrical"
Tags="smallitem"
pickdistance="150">
>
<Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/>
@@ -26,7 +26,7 @@
name="Emergency Light"
category="Electrical"
Tags="smallitem"
pickdistance="150">
>
<Sprite texture="lamp.png" sourcerect="0,48,48,16" depth="0.8"/>

View File

@@ -2,7 +2,7 @@
<Item
name="Monitor"
linkable="true"
pickdistance="150">
>
<Sprite texture ="monitor.png" depth="0.85"/>

View File

@@ -4,7 +4,7 @@
name="Junction Box"
category="Electrical"
linkable="true"
pickdistance="150"
description="Serves as a hub for power distribution and relaying signals between devices.">
<Sprite texture="junctionbox.png" depth="0.8" canflipx="false"/>
@@ -40,7 +40,7 @@
name="Battery"
category="Electrical"
linkable="true"
pickdistance="150"
description="Generally used for storing backup power in case of a reactor failure.">
<Sprite texture ="battery.png" depth="0.8"/>
@@ -68,7 +68,7 @@
name="Supercapacitor"
category="Electrical"
linkable="true"
pickdistance="150"
description="Can deliver charge much faster than batteries.">
<Sprite texture ="supercapacitor.png" depth="0.8"/>

View File

@@ -6,7 +6,7 @@
name="Wire"
category="Electrical"
Tags="smallitem,wire"
pickdistance="150"
linkable="true"
canbepicked="true"
price="10">
@@ -29,7 +29,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="1.0,0.0,0.0,1.0"
pickdistance="150"
linkable="true"
canbepicked="true"
price="10">
@@ -51,7 +51,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="0.0,0.6,1.0,1.0"
pickdistance="150"
linkable="true"
canbepicked="true"
price="10">
@@ -73,7 +73,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="1.0,0.5,0.0,1.0"
pickdistance="150"
linkable="true"
canbepicked="true"
price="10">
@@ -94,7 +94,7 @@
name="FPGA Circuit"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="100"
description="Field-programmable gate array - a multi-purpose circuit which can be reconfigured for use in a large variety of electrical devices.">
@@ -110,7 +110,7 @@
name="And Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends a signal when both inputs receive a signal within a set period of each other.">
@@ -145,7 +145,7 @@
name="Or Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends a signal if either of the inputs receive a signal.">
@@ -179,7 +179,7 @@
name="Not Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends a signal when the input is NOT receiving a signal.">
@@ -211,7 +211,7 @@
name="Relay Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="When switched on, forwards all received signals from the input connections to the outputs.">
@@ -257,7 +257,7 @@
name="Delay Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Delays all received signals for a specific amount of time.">
@@ -289,7 +289,7 @@
name="Light Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10">
@@ -324,7 +324,7 @@
name="Oxygen Detector"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends out a value between 0-100 depending on the quality of the surrounding air.">
@@ -355,7 +355,7 @@
name="Water Detector"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends out a signal when the detector is submerged.">
@@ -386,7 +386,7 @@
name="Signal Check Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends a signal when a signal matching a specific value is received.">
@@ -420,7 +420,7 @@
name="RegEx Find Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Sends a signal if the received signal matches a specific regular expression pattern.">
@@ -452,7 +452,7 @@
name="Wifi Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="20"
description="Allows remote communication between other Wifi Components that are using the same channel.">
@@ -484,7 +484,7 @@
name="Emergency Siren"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10">
@@ -517,7 +517,7 @@
name="Alarm Buzzer"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10">
@@ -550,7 +550,7 @@
name="Camera"
category="Electrical"
Tags="smallitem"
pickdistance="150"
focusonselected="true"
offsetonselected="500"
linkable="true"

View File

@@ -6,7 +6,7 @@
linkable="true"
category="Machine"
pickthroughwalls="true"
pickdistance="150">
>
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,0,373,113" canflipx="true"/>
@@ -34,7 +34,7 @@
linkable="true"
category="Machine"
pickthroughwalls="true"
pickdistance="150">
>
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,115,224,73" canflipx="true"/>
@@ -60,7 +60,7 @@
name="Navigation Terminal"
linkable="true"
category="Machine"
pickdistance="150">
>
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,0,64,128"/>
@@ -96,7 +96,7 @@
name="Sonar Monitor"
linkable="true"
category="Machine"
pickdistance="150">
>
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/>

View File

@@ -3,7 +3,7 @@
<Item
name="Fabricator"
linkable="true"
pickdistance="150"
category="Machine"
description="A machine capable of manufacturing a wide range of items out of basic raw materials.">
@@ -84,7 +84,7 @@
<Item
name="Medical Fabricator"
linkable="true"
pickdistance="150"
category="Machine"
description="A machine that can be used to manufacture various medicines.">
@@ -157,7 +157,7 @@
<Item
name="Deconstructor"
linkable="true"
pickdistance="150"
category="Machine"
description="Disassembles and breaks down items to reusable components and material bars.">

View File

@@ -4,7 +4,7 @@
name="Steel Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
canbepicked="true"
price="50">
@@ -24,7 +24,7 @@
name="Uranium Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
spritecolor="0.2,0.35,0.06,1.0"
canbepicked="true"
price="100">
@@ -45,7 +45,7 @@
name="Copper Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
spritecolor="0.78,0.55,0.2,1.0"
canbepicked="true"
price="50">
@@ -61,7 +61,7 @@
name="Polycarbonate Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
spritecolor="0.9,0.9,1.0,0.9"
canbepicked="true"
price="50">
@@ -77,7 +77,7 @@
name="Incendium Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
spritecolor="0.5,0.0,0.0,1.0"
canbepicked="true">
@@ -97,7 +97,7 @@
name="Fulgurium Bar"
category="Material"
Tags="smallitem"
pickdistance="150"
spritecolor="1.0,0.7,0.05,1.0"
canbepicked="true">

View File

@@ -2,7 +2,7 @@
<Item
name="Captain's Cap"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="A token of the Captain's unquestionable authority.">
@@ -18,7 +18,7 @@
<Item
name="Captain's Jacket"
category="Equipment"
pickdistance="150"
tags="smallitem">
<Sprite texture ="captainLegs.png" sourcerect="0,49,52,17" depth="0.6"/>
@@ -39,7 +39,7 @@
<Item
name="Captain's Trousers"
category="Equipment"
pickdistance="150"
tags="smallitem">
<Sprite texture ="captainLegs.png" sourcerect="0,67,51,13" depth="0.6"/>

View File

@@ -2,7 +2,7 @@
<Item
name="Health Scanner HUD"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="A heads-up display that displays information of the vital signs and status of nearby humans.">
@@ -20,7 +20,7 @@
<Item
name="Doctor's Coat"
category="Equipment"
pickdistance="150"
tags="smallitem">
<Sprite texture ="doctorgear.png" sourcerect="75,0,53,18" depth="0.6"/>
@@ -45,7 +45,7 @@
<Item
name="Doctor's Trousers"
category="Equipment"
pickdistance="150"
tags="smallitem">
<Sprite texture ="doctorgear.png" sourcerect="76,19,51,13" depth="0.6"/>

View File

@@ -2,7 +2,7 @@
<Item
name="Orange Jumpsuit"
category="Equipment"
pickdistance="150"
tags="smallitem"
fireproof="true"
description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear an engineer might need.">
@@ -30,7 +30,7 @@
<Item
name="Blue Jumpsuit"
category="Equipment"
pickdistance="150"
tags="smallitem"
fireproof="true"
description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear a mechanic might need.">

View File

@@ -2,7 +2,7 @@
<Item
name="Headset"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="Allows remote communication between the crew.">
@@ -28,7 +28,7 @@
<Item
name="Clown Mask"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="Praise the honkmother.">
@@ -44,7 +44,7 @@
<Item
name="Clown Costume"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="Praise the honkmother.">

View File

@@ -2,7 +2,7 @@
<Item
name="Body Armor"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="While the body armor won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board.">
@@ -20,7 +20,7 @@
<Item
name="Ballistic Helmet"
category="Equipment"
pickdistance="150"
tags="smallitem"
description="While the helmet won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board.">
@@ -41,7 +41,7 @@
<Item
name="Handcuffs"
category="Equipment"
pickdistance="150"
tags="smallitem" >
<Sprite texture = "securitygear.png" sourcerect="0,63,32,14" depth="0.6"/>

View File

@@ -4,7 +4,7 @@
name="Medical Syringe"
category="Equipment"
Tags="smallitem,medical"
pickdistance="150"
price="50"
canuseonself="true"
description="Injection is often a much more effective method of administering drugs than taking them orally.">
@@ -31,7 +31,7 @@
name="Bandage"
category="Equipment"
Tags="smallitem,medical"
pickdistance="150"
canuseonself="true"
price="20"
description="Treated with a hemostatic agent that quickly seals most minor wounds.">
@@ -51,7 +51,7 @@
name="Iron Powder"
category="Material"
Tags="smallitem,chem"
pickdistance="150"
price="5">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6" color="0.2,0.2,0.2,1.0"/>
@@ -66,7 +66,7 @@
category="Material"
spritecolor="1.0,1.0,0.7,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A mild stimulant which is used as an incredient in the manufacture of various medicines."
price="10">
@@ -91,7 +91,7 @@
category="Material"
spritecolor="0.5,0.5,1.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="Most commonly used for treating oxygen deprivation."
price="50">
@@ -112,7 +112,7 @@
category="Material"
spritecolor="0.6,0.4,0.2,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="A hemostatic agent that slows down bleeding."
price="50">
@@ -138,7 +138,7 @@
category="Material"
spritecolor="0.8,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="Highly effective at treating various types of physical trauma."
price="50">
@@ -164,7 +164,7 @@
category="Material"
spritecolor="1.0,1.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A highly potent corrigodone-based stimulant."
price="150">
@@ -184,7 +184,7 @@
category="Material"
spritecolor="1.0,1.0,1.0,0.6"
Tags="smallitem,chem,medical"
pickdistance="150"
price="20">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
@@ -204,7 +204,7 @@
spritecolor="0.0,0.9,0.1,1.0"
Tags="smallitem,chem,medical"
canuseonself="true"
pickdistance="150"
price="20">
<ItemComponent>
@@ -228,7 +228,7 @@
category="Material"
spritecolor="0.7,0.7,0.7,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -247,7 +247,7 @@
category="Material"
spritecolor="0.8,0.8,0.8,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -266,7 +266,7 @@
category="Material"
spritecolor="0.1,0.1,0.1,1.0"
Tags="smallitem,chem,explosive"
pickdistance="150"
price="50">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -287,7 +287,7 @@
category="Material"
spritecolor="1.0,1.0,1.0,0.8"
Tags="smallitem,chem,medical"
pickdistance="150"
price="20">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
@@ -306,7 +306,7 @@
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -325,7 +325,7 @@
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
price="50">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
@@ -344,7 +344,7 @@
category="Material"
spritecolor="0.2,0.35,0.06,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
price="50">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -363,7 +363,7 @@
category="Material"
spritecolor="0.8,0.3,0.8,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A potent muscle stimulant."
price="50">
@@ -383,7 +383,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A highly potent neurotoxin."
price="200">
@@ -403,7 +403,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'."
price="200">
@@ -423,7 +423,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
description="An antiparasitic drug used in the treatment of husk parasite infections."
price="300">
@@ -443,7 +443,7 @@
category="Material"
spritecolor="0.6,0.8,1.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="A mildy toxic solution that slowly releases oxygen into the bloodstream when injected.">

View File

@@ -3,7 +3,7 @@
aliases="MiniMap"
category="Machine"
linkable="true"
pickdistance="150">
>
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/>

View File

@@ -3,7 +3,7 @@
name="Pump"
linkable="true"
category="Machine"
pickdistance="200">
>
<Sprite texture ="pump.png" depth="0.8"/>
@@ -26,7 +26,7 @@
name="Small Pump"
linkable="true"
category="Machine"
pickdistance="150">
>
<Sprite texture ="smallpump.png" depth="0.8" sourcerect="0,0,64,48"/>

View File

@@ -55,7 +55,7 @@
<Item
name="Fuel Rod"
Tags="smallitem"
pickdistance="150"
price="200">
<Deconstruct time="10">
@@ -73,7 +73,7 @@
<Item
name="Incendium Fuel Rod"
Tags="smallitem"
pickdistance="150"
spritecolor="0.5,0.0,0.0,1.0">
<Deconstruct time="10">
@@ -92,7 +92,7 @@
<Item
name="Heat Absorber"
Tags="smallitem"
pickdistance="150">
>
<Sprite texture ="heatabsorber.png"/>

View File

@@ -4,7 +4,7 @@
name="Welding Tool"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="100"
description="One of the most crucial tools on board the submarine. Also works underwater.">
@@ -60,7 +60,7 @@
name="Plasma Cutter"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="100"
description="Cuts through various materials using a jet of ionized oxygen.">
@@ -105,7 +105,7 @@
name="Welding Fuel Tank"
category="Equipment"
Tags="smallitem"
pickdistance="150"
price="50">
<Deconstruct time="10">
@@ -127,7 +127,7 @@
name="Fire Extinguisher"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="100"
description="A handheld carbon dioxide extinguisher.">
@@ -156,7 +156,7 @@
name="Screwdriver"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="10">
<Sprite texture ="tools.png" sourcerect="0,58,31,6" depth="0.55"/>
@@ -171,7 +171,7 @@
name="Wrench"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="10">
<Sprite texture ="tools.png" sourcerect="0,50,26,7" depth="0.55"/>
@@ -188,7 +188,7 @@
name="Handheld Sonar"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="10">
<Sprite texture ="tools.png" sourcerect="42,0,22,9" depth="0.55"/>
@@ -218,7 +218,7 @@
name="Flashlight"
category="Equipment"
Tags="smallitem"
pickdistance="200"
price="10">
<Deconstruct time="15">
@@ -249,7 +249,7 @@
<Item
name="Flare"
category="Equipment"
pickdistance="150"
price="5"
spritecolor="1.0,0.0,0.0,1.0"
tags="smallitem">

View File

@@ -6,7 +6,7 @@
focusonselected="true"
offsetonselected="700"
linkable="true"
pickdistance="150">
>
<Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/>
@@ -24,7 +24,7 @@
name="Depth Charge Loader"
category="Machine"
linkable="true"
pickdistance="150">
>
<Sprite texture="railgunetc.png" depth="0.8" sourcerect="0,160,61,96"/>
@@ -37,7 +37,7 @@
<Item
name="Depth Charge Shell"
category="Misc"
pickdistance="150"
price="200">
<Deconstruct time="10">
@@ -65,7 +65,7 @@
<Item
name="Nuclear Depth Charge"
category="Misc"
pickdistance="150"
price="500">
<Deconstruct time="20">

View File

@@ -4,7 +4,7 @@
name="C-4 Block"
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150"
price="100">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -22,7 +22,7 @@
name="Compound N"
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150">
>
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -40,7 +40,7 @@
name="Volatile Compound N"
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150">
>
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -60,7 +60,7 @@
description="A compound made of C-4 and incendium."
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150">
>
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -80,7 +80,7 @@
description="A device that detonates any contained explosive when receiving a signal."
category="Equipment"
Tags="smallitem"
pickdistance="150"
price="50">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,7,16,9"/>
@@ -109,7 +109,7 @@
description="A highly unstable liquid that may explode when subjected to heat or physical shock."
spritecolor="1.0,1.0,1.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150"
impacttolerance="4">
<Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/>

View File

@@ -5,7 +5,7 @@
focusonselected="true"
offsetonselected="700"
linkable="true"
pickdistance="150">
>
<Sprite texture ="railgunbase.png" depth = "0.01"/>
@@ -30,7 +30,7 @@
category="Machine"
type="Controller"
linkable="true"
pickdistance="150">
>
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="182,0,61,97"/>
@@ -53,7 +53,7 @@
name="Railgun Loader"
category="Machine"
linkable="true"
pickdistance="150">
>
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="0,0,177,128"/>
@@ -67,7 +67,7 @@
<Item
name="Railgun Shell"
category="Misc"
pickdistance="200"
price="200">
<Deconstruct time="10">
@@ -98,7 +98,7 @@
<Item
name="Nuclear Shell"
category="Misc"
pickdistance="200"
price="500">
<Deconstruct time="10">

View File

@@ -4,7 +4,7 @@
<Item
name="Spear"
category="Equipment"
pickdistance="200"
pickthroughwalls="true"
price="50">
@@ -25,7 +25,7 @@
<Item
name="Harpoon Gun"
category="Equipment"
pickdistance="200"
price="500"
tags="weapon">
@@ -57,7 +57,7 @@
<Item
name="Stun Grenade"
category="Equipment"
pickdistance="200"
price="200"
tags="smallitem,weapon">
@@ -75,7 +75,7 @@
<Item
name="Incendium Grenade"
category="Equipment"
pickdistance="200"
tags="smallitem,weapon">
<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
@@ -94,7 +94,7 @@
name="Stun Baton"
category="Equipment"
Tags="smallitem,weapon"
pickdistance="150"
price="100"
description="If verbal orders are insufficient, a high-voltage shock from a Stun Baton may be enough to beat an unruly crew member into submission.">
@@ -129,7 +129,7 @@
<Item
name="Battery Cell"
category="Equipment,Electrical"
pickdistance="150"
tags="smallitem,loadable"
price="50"
description="Used as a power source for various handheld devices. Most submarines have several stationary backup batteries with recharge docks for battery cells.">
@@ -150,7 +150,7 @@
<Item
name="Fulgurium Battery Cell"
category="Equipment,Electrical"
pickdistance="150"
tags="smallitem,loadable"
description="A battery cell contructed of the rare and poorly understood compound Fulgurium.">
@@ -170,7 +170,7 @@
<Item
name="Bike Horn"
category="Equipment"
pickdistance="200"
tags="weapon,smallitem"
description="HONK">

View File

@@ -4,7 +4,7 @@
name="ID Card"
category="Equipment"
Tags="smallitem"
pickdistance="150">
>
<Sprite texture ="idcard.png" depth="0.8"/>

View File

@@ -141,7 +141,7 @@ namespace Barotrauma
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
{
currentPath.CurrentNode.Ladders.Item.Pick(character, false, true);
currentPath.CurrentNode.Ladders.Item.TryInteract(character, false, true);
}
}
@@ -239,7 +239,7 @@ namespace Barotrauma
foreach (Controller controller in buttons)
{
float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition);
if (dist > controller.Item.PickDistance * 2.0f) continue;
if (dist > controller.Item.InteractDistance * 2.0f) continue;
if (dist < closestDist || closestButton == null)
{
@@ -256,7 +256,7 @@ namespace Barotrauma
return;
}
closestButton.Item.Pick(character, false, true);
closestButton.Item.TryInteract(character, false, true);
break;
}
}

View File

@@ -64,7 +64,7 @@ namespace Barotrauma
}
else
{
if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.PickDistance
if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance
&& !container.Item.IsInsideTrigger(character.Position))
{
AddSubObjective(new AIObjectiveGoTo(container.Item, character));

View File

@@ -57,7 +57,7 @@ namespace Barotrauma
FindTargetItem();
if (targetItem == null || moveToTarget == null) return;
if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.InteractDistance*2.0f)
{
int targetSlot = -1;
if (equip)
@@ -93,7 +93,7 @@ namespace Barotrauma
}
}
targetItem.Pick(character, false, true);
targetItem.TryInteract(character, false, true);
if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
{

View File

@@ -126,7 +126,7 @@ namespace Barotrauma
if (item != null)
{
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.PickDistance), allowedDistance);
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), allowedDistance);
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}

View File

@@ -53,12 +53,12 @@ namespace Barotrauma
if (target.CanBeSelected)
{
if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.InteractDistance
|| target.Item.IsInsideTrigger(character.WorldPosition))
{
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{
target.Item.Pick(character, false, true);
target.Item.TryInteract(character, false, true);
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;

View File

@@ -1270,7 +1270,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)character.MemState[0].Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
newSelectedConstruction.Pick(character, true, true);
newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = newSelectedConstruction;
}
@@ -1362,7 +1362,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
newSelectedConstruction.Pick(character, true, true);
newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = newSelectedConstruction;
}

View File

@@ -9,6 +9,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -94,8 +95,8 @@ namespace Barotrauma
private float health, lastSentHealth;
protected float minHealth, maxHealth;
protected Item closestItem;
private Character closestCharacter, selectedCharacter;
protected Item focusedItem;
private Character focusedCharacter, selectedCharacter;
private Dictionary<object, HUDProgressBar> hudProgressBars;
@@ -184,6 +185,11 @@ namespace Barotrauma
get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
}
public bool CanInteract
{
get { return AllowInput && !LockHands; }
}
public Vector2 CursorPosition
{
get { return cursorPosition; }
@@ -199,9 +205,9 @@ namespace Barotrauma
get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
}
public Character ClosestCharacter
public Character FocusedCharacter
{
get { return closestCharacter; }
get { return focusedCharacter; }
}
public Character SelectedCharacter
@@ -421,9 +427,9 @@ namespace Barotrauma
set { selectedConstruction = value; }
}
public Item ClosestItem
public Item FocusedItem
{
get { return closestItem; }
get { return focusedItem; }
}
public virtual AIController AIController
@@ -622,7 +628,7 @@ namespace Barotrauma
System.Diagnostics.Debug.Assert(item != null);
if (item == null) continue;
item.Pick(this, true, true, true);
item.TryInteract(this, true, true, true);
inventory.TryPutItem(item, i, false, false);
}
}
@@ -764,7 +770,7 @@ namespace Barotrauma
return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName);
}
float findClosestTimer;
float findFocusedTimer;
public Vector2 GetTargetMovement()
{
@@ -1003,7 +1009,7 @@ namespace Barotrauma
public bool CanAccessInventory(Inventory inventory)
{
if (!AllowInput || LockHands) return false;
if (!CanInteract) return false;
//the inventory belongs to some other character
if (inventory.Owner is Character && inventory.Owner != this)
@@ -1011,14 +1017,13 @@ namespace Barotrauma
var owner = (Character)inventory.Owner;
//can only be accessed if the character is incapacitated and has been selected
return selectedCharacter == owner &&
(owner.isDead || owner.IsUnconscious || owner.Stun > 0.0f || owner.LockHands);
return selectedCharacter == owner && (!owner.CanInteract);
}
if (inventory.Owner is Item)
{
var owner = (Item)inventory.Owner;
if (!CanAccessItem(owner))
if (!CanInteractWith(owner))
{
return false;
}
@@ -1026,53 +1031,162 @@ namespace Barotrauma
return true;
}
public bool CanAccessItem(Item item)
public bool CanInteractWith(Item item)
{
if (!AllowInput || LockHands) return false;
float distanceToItem;
return CanInteractWith(item, out distanceToItem);
}
public bool CanInteractWith(Item item, out float distanceToItem)
{
distanceToItem = -1.0f;
if (!CanInteract) return false;
if (item.ParentInventory != null)
{
return CanAccessInventory(item.ParentInventory);
}
float maxDist = item.PickDistance * 1.2f;
if (maxDist <= 0.01f)
{
maxDist = 150.0f;
}
if (item.InteractDistance == 0.0f && !item.Prefab.Triggers.Any()) return false;
if (Vector2.DistanceSquared(WorldPosition, item.WorldPosition) < maxDist*maxDist ||
item.IsInsideTrigger(WorldPosition))
{
return true;
}
Pickable pickableComponent = item.GetComponent<Pickable>();
if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) return false;
Vector2 characterDirection = Vector2.Transform(Vector2.UnitY, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
return item.GetComponent<Items.Components.Ladder>() != null;
}
private Item FindClosestItem(Vector2 mouseSimPos, out float distance)
{
distance = 0.0f;
Limb torso = AnimController.GetLimb(LimbType.Torso);
if (torso == null) return null;
Vector2 pos = (torso.body.TargetPosition != null) ? (Vector2)torso.body.TargetPosition : torso.SimPosition;
Vector2 pickPos = mouseSimPos;
Vector2 upperBodyPosition = Position + (characterDirection * 20.0f);
Vector2 lowerBodyPosition = Position - (characterDirection * 60.0f);
if (Submarine != null)
{
pos += Submarine.SimPosition;
pickPos += Submarine.SimPosition;
upperBodyPosition += Submarine.Position;
lowerBodyPosition += Submarine.Position;
}
if (selectedConstruction != null) pickPos = ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition);
Vector2 playerDistanceCheckPosition;
Rectangle itemDisplayRect;
return Item.FindPickable(pos, pickPos, AnimController.CurrentHull, selectedItems, out distance);
bool insideTrigger = false;
if (item.Prefab.Triggers.Any())
{
foreach (Rectangle trigger in item.Prefab.Triggers)
{
Rectangle transformedTrigger = new Rectangle(
item.WorldRect.X + trigger.X,
(item.WorldRect.Y + trigger.Y) - ((trigger.Height == 0) ? item.Rect.Height : trigger.Height),
(trigger.Width == 0) ? item.Rect.Width : trigger.Width,
(trigger.Height == 0) ? item.Rect.Height : trigger.Height);
// Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
playerDistanceCheckPosition = Vector2.Clamp(transformedTrigger.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
if (!transformedTrigger.Contains(upperBodyPosition)) return false;
insideTrigger = true;
}
if (!insideTrigger) return false;
}
itemDisplayRect = new Rectangle(item.InteractionRect.X, item.InteractionRect.Y - item.InteractionRect.Height, item.InteractionRect.Width, item.InteractionRect.Height);
// Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
playerDistanceCheckPosition = Vector2.Clamp(itemDisplayRect.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
// Here we get the point on the itemDisplayRect which is closest to playerDistanceCheckPosition
Vector2 rectIntersectionPoint = new Vector2(Math.Max(itemDisplayRect.X, Math.Min(itemDisplayRect.X + itemDisplayRect.Width, playerDistanceCheckPosition.X)), Math.Max(itemDisplayRect.Y, Math.Min(itemDisplayRect.Y + itemDisplayRect.Height, playerDistanceCheckPosition.Y)));
// If playerDistanceCheckPosition is inside the itemDisplayRect then we consider the character to within 0 distance of the item
if (!itemDisplayRect.Contains(playerDistanceCheckPosition))
{
distanceToItem = Vector2.Distance(rectIntersectionPoint, playerDistanceCheckPosition);
}
if (distanceToItem > item.InteractDistance && item.InteractDistance > 0.0f) return false;
if (!item.Prefab.InteractThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
{
Vector2 itemPosition = item.SimPosition;
if (Submarine == null && item.Submarine != null)
{
//character is outside, item inside
itemPosition += item.Submarine.SimPosition;
}
else if (Submarine != null && item.Submarine == null)
{
//character is inside, item outside
itemPosition -= Submarine.SimPosition;
}
else if (Submarine != item.Submarine)
{
//character and the item are inside different subs
itemPosition += item.Submarine.SimPosition;
itemPosition -= Submarine.SimPosition;
}
Body body = Submarine.CheckVisibility(SimPosition, itemPosition, true);
if (body != null && body.UserData as Item != item) return false;
}
return true;
}
private Character FindClosestCharacter(Vector2 mouseSimPos, float maxDist = 150.0f)
/// <summary>
/// Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item.
/// </summary>
/// <param name="character">The Character who is looking for the interactable item, only items that are close enough to this character are returned</param>
/// <param name="simPosition">The item at the simPosition, with the lowest depth, is returned</param>
/// <param name="allowFindingNearestItem">If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible</param>
/// <param name="hull">If a hull is specified, only items within that hull are returned</param>
public Item FindItemAtPosition(Vector2 simPosition, float aimAssistModifier = 0.0f, Hull hull = null, Item[] ignoredItems = null)
{
if (Submarine != null)
{
simPosition += Submarine.SimPosition;
}
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
Item highestPriorityItemAtPosition = null;
Item closestItem = null;
float closestItemDistance = 0.0f;
foreach (Item item in Item.ItemList)
{
if (ignoredItems != null && ignoredItems.Contains(item)) continue;
if (item.body != null && !item.body.Enabled) continue;
if (CanInteractWith(item))
{
if (item.IsMouseOn(displayPosition))
{
Console.WriteLine("Name: " + item.Name + " Priority:" + item.InteractPriority);
}
if (item.IsMouseOn(displayPosition) && (highestPriorityItemAtPosition == null ||
((highestPriorityItemAtPosition.InteractPriority < item.InteractPriority) ||
(highestPriorityItemAtPosition.InteractPriority == item.InteractPriority && highestPriorityItemAtPosition.GetDrawDepth() > item.GetDrawDepth()))))
{
highestPriorityItemAtPosition = item;
}
else if (aimAssistModifier > 0.0f)
{
float distanceToItem = Vector2.Distance(item.WorldPosition, displayPosition);
if (distanceToItem < (100.0f * aimAssistModifier) && (closestItem == null || distanceToItem < closestItemDistance))
{
closestItem = item;
closestItemDistance = distanceToItem;
}
}
}
}
if (highestPriorityItemAtPosition == null)
{
return closestItem;
}
return highestPriorityItemAtPosition;
}
private Character FindCharacterAtPosition(Vector2 mouseSimPos, float maxDist = 150.0f)
{
Character closestCharacter = null;
float closestDist = 0.0f;
@@ -1081,17 +1195,25 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
if (c == this || !c.enabled) continue;
if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist*maxDist) continue;
if (c == this || !c.enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) continue;
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition);
if (dist < maxDist*maxDist && (closestCharacter==null || dist<closestDist))
if (dist < maxDist*maxDist && (closestCharacter == null || dist < closestDist))
{
closestCharacter = c;
closestDist = dist;
continue;
}
/*FarseerPhysics.Common.Transform transform;
c.AnimController.Collider.FarseerBody.GetTransform(out transform);
for (int i = 0; i < c.AnimController.Collider.FarseerBody.FixtureList.Count; i++)
{
if (c.AnimController.Collider.FarseerBody.FixtureList[i].Shape.TestPoint(ref transform, ref mouseSimPos))
{
Console.WriteLine("Hit: " + i);
closestCharacter = c;
}
}*/
}
return closestCharacter;
@@ -1140,6 +1262,65 @@ namespace Barotrauma
selectedCharacter = null;
}
public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
{
bool isLocalPlayer = (controlled == this);
if (!isLocalPlayer && (this is AICharacter || !IsRemotePlayer))
{
return;
}
if (!AllowInput || LockHands)
{
if (selectedCharacter != null)
{
DeselectCharacter();
}
selectedConstruction = null;
focusedItem = null;
focusedCharacter = null;
return;
}
if ((!isLocalPlayer && IsKeyHit(InputType.Select) && GameMain.Server == null) || (isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)))
{
focusedCharacter = FindCharacterAtPosition(mouseSimPos);
if (focusedCharacter != null)
{
focusedItem = null; // We can only focus one thing at a time
}
else
{
focusedItem = FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f);
}
findFocusedTimer = 0.05f;
}
else
{
findFocusedTimer -= deltaTime;
}
if (focusedCharacter != null && IsKeyHit(InputType.Select))
{
if (selectedCharacter != null)
{
DeselectCharacter();
}
else
{
SelectCharacter(focusedCharacter);
}
}
else if (focusedItem != null)
{
focusedItem.IsHighlighted = true;
focusedItem.TryInteract(this);
}
else if (IsKeyHit(InputType.Select) && selectedConstruction != null)
{
selectedConstruction = null;
}
}
/// <summary>
/// Control the Character according to player input
/// </summary>
@@ -1147,7 +1328,7 @@ namespace Barotrauma
{
if (!DisableControls)
{
for (int i = 0; i < keys.Length; i++ )
for (int i = 0; i < keys.Length; i++)
{
keys[i].SetState();
}
@@ -1163,7 +1344,7 @@ namespace Barotrauma
if (moveCam && needsAir)
{
if (pressureProtection < 80.0f &&
if (pressureProtection < 80.0f &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
{
float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
@@ -1197,69 +1378,7 @@ namespace Barotrauma
}
}
if (!LockHands)
{
//find the closest item if selectkey has been hit, or if the Character is being
//controlled by the player (in order to highlight it)
if (findClosestTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)
{
closestCharacter = FindClosestCharacter(mouseSimPos);
if (closestCharacter != null && closestCharacter.info==null)
{
closestCharacter = null;
}
float closestItemDist = 0.0f;
closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
if (closestCharacter != null && closestItem != null)
{
if (Vector2.DistanceSquared(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist)*ConvertUnits.ToSimUnits(closestItemDist))
{
if (selectedConstruction != closestItem) closestItem = null;
}
else
{
closestCharacter = null;
}
}
findClosestTimer = 0.1f;
}
else
{
findClosestTimer -= deltaTime;
}
if (selectedCharacter == null && closestItem != null)
{
closestItem.IsHighlighted = true;
if (!LockHands && closestItem.Pick(this))
{
}
}
if (IsKeyHit(InputType.Select))
{
if (selectedCharacter != null)
{
DeselectCharacter();
}
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
{
SelectCharacter(closestCharacter);
}
}
}
else
{
if (selectedCharacter != null) DeselectCharacter();
selectedConstruction = null;
closestItem = null;
closestCharacter = null;
}
DoInteractionUpdate(deltaTime, mouseSimPos);
DisableControls = false;
}
@@ -1424,78 +1543,18 @@ namespace Barotrauma
{
ControlLocalPlayer(deltaTime, cam);
}
else
{
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
DoInteractionUpdate(deltaTime, mouseSimPos);
}
Control(deltaTime, cam);
if (selectedConstruction != null && !selectedConstruction.IsInPickRange(WorldPosition))
if (selectedConstruction != null && !CanInteractWith(selectedConstruction))
{
selectedConstruction = null;
}
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
{
if (!LockHands)
{
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
if (IsKeyHit(InputType.Select) && GameMain.Server==null)
{
closestCharacter = FindClosestCharacter(mouseSimPos);
if (closestCharacter != null && closestCharacter.info == null)
{
closestCharacter = null;
}
float closestItemDist = 0.0f;
closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
if (closestCharacter != null && closestItem != null)
{
if (closestItem != null) closestItemDist = (closestItem.Position - AnimController.Collider.Position).Length();
if (Vector2.Distance(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist))
{
if (selectedConstruction != closestItem) closestItem = null;
}
else
{
closestCharacter = null;
}
}
}
if (selectedCharacter == null && closestItem != null)
{
//DebugConsole.NewMessage(closestItem.ToString(), Color.Yellow);
//closestItem.IsHighlighted = true;
if (!LockHands && closestItem.Pick(this))
{
if (AnimController.Anim == AnimController.Animation.Climbing)
{
//DebugConsole.NewMessage("ladder woo",Color.Lime);
}
}
}
if (IsKeyHit(InputType.Select))
{
if (selectedCharacter != null)
{
DeselectCharacter();
}
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
{
SelectCharacter(closestCharacter);
}
}
}
else
{
if (selectedCharacter != null) DeselectCharacter();
selectedConstruction = null;
closestItem = null;
closestCharacter = null;
}
}
if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
{
@@ -1574,6 +1633,21 @@ namespace Barotrauma
if (!Enabled) return;
AnimController.Draw(spriteBatch);
/*Console.WriteLine("Rotation: " + AnimController.Collider.Rotation);
Vector2 dir = Vector2.Transform(Vector2.UnitY, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
Vector2 pos1 = Position + (dir * 20.0f);
Vector2 pos2 = Position - (dir * 60.0f);
if (Submarine != null)
{
pos1 += Submarine.Position;
pos2 += Submarine.Position;
}
GUI.DrawLine(spriteBatch, new Vector2(pos1.X, -pos1.Y), new Vector2(pos2.X, -(pos2.Y)), Color.Green);*/
}
public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
@@ -1956,7 +2030,7 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
if (c.closestCharacter == this) c.closestCharacter = null;
if (c.focusedCharacter == this) c.focusedCharacter = null;
if (c.selectedCharacter == this) c.selectedCharacter = null;
}
}

View File

@@ -182,27 +182,27 @@ namespace Barotrauma
if (cprButton.Visible) cprButton.Draw(spriteBatch);
}
if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected)
{
Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f;
startPos = cam.WorldToScreen(startPos);
Vector2 textPos = startPos;
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
textPos -= new Vector2(GUI.Font.MeasureString(character.FocusedCharacter.Info.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.Info.Name, Color.White, Color.Black, 2);
}
else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
else if (character.SelectedCharacter == null && character.FocusedItem != null && character.SelectedConstruction == null)
{
var hudTexts = character.ClosestItem.GetHUDTexts(character);
var hudTexts = character.FocusedItem.GetHUDTexts(character);
Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
startPos.Y -= 50 + hudTexts.Count * 25;
Vector2 textPos = startPos;
textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
textPos -= new Vector2((int)GUI.Font.MeasureString(character.FocusedItem.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
GUI.DrawString(spriteBatch, textPos, character.FocusedItem.Name, Color.White, Color.Black * 0.7f, 2);
textPos.Y += 30.0f;
foreach (ColoredText coloredText in hudTexts)

View File

@@ -147,13 +147,13 @@ namespace Barotrauma
var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
if (closestEntity is Item)
{
closestItem = (Item)closestEntity;
closestCharacter = null;
focusedItem = (Item)closestEntity;
focusedCharacter = null;
}
else if (closestEntity is Character)
{
closestCharacter = (Character)closestEntity;
closestItem = null;
focusedCharacter = (Character)closestEntity;
focusedItem = null;
}
memInput.RemoveAt(memInput.Count - 1);
@@ -205,13 +205,13 @@ namespace Barotrauma
NetInputMem newMem = new NetInputMem();
newMem.states = newInput;
newMem.intAim = intAngle;
if (closestItem != null)
if (focusedItem != null)
{
newMem.interact = closestItem.ID;
newMem.interact = focusedItem.ID;
}
else if (closestCharacter != null)
else if (focusedCharacter != null)
{
newMem.interact = closestCharacter.ID;
newMem.interact = focusedCharacter.ID;
}
memInput.Insert(0, newMem);

View File

@@ -388,7 +388,7 @@ namespace Barotrauma.Tutorials
while (!HasItem("Diving Mask") && !HasItem("Diving Suit"))
{
if (!divingMaskSelected &&
Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
Character.Controlled.FocusedItem != null && Character.Controlled.FocusedItem.Name == "Diving Suit")
{
infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
+ "the jumpsuit if you wish to wear a diving suit.");

View File

@@ -105,9 +105,7 @@ namespace Barotrauma.Items.Components
pickTimer = 0.0f;
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
{
if (picker.IsKeyDown(InputType.Aim) ||
!item.IsInPickRange(picker.WorldPosition) ||
picker.Stun > 0.0f || picker.IsDead)
if (picker.IsKeyDown(InputType.Aim) || !picker.CanInteractWith(item))
{
StopPicking(picker);
yield return CoroutineStatus.Success;

View File

@@ -77,10 +77,8 @@ namespace Barotrauma.Items.Components
this.cam = cam;
if (character == null
|| character.IsDead
|| character.Stun > 0.0f
|| character.SelectedConstruction != item
|| Vector2.Distance(character.Position, item.Position) > item.PickDistance * 2.0f)
|| !character.CanInteractWith(item))
{
if (character != null)
{
@@ -150,7 +148,7 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character activator = null)
{
if (character == null || activator != character || character.SelectedConstruction != item)
if (character == null || activator != character || character.SelectedConstruction != item || !character.CanInteractWith(item))
{
character = null;
return false;
@@ -165,7 +163,7 @@ namespace Barotrauma.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
{
character = null;
return;

View File

@@ -28,9 +28,9 @@ namespace Barotrauma.Items.Components
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Green * 0.1f, true);
if (character.ClosestCharacter == null) return;
if (character.FocusedCharacter == null) return;
var target = character.ClosestCharacter;
var target = character.FocusedCharacter;
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
hudPos += Vector2.UnitX * 50.0f;

View File

@@ -136,9 +136,14 @@ namespace Barotrauma
get { return prefab.sprite; }
}
public float PickDistance
public float InteractDistance
{
get { return prefab.PickDistance; }
get { return prefab.InteractDistance; }
}
public float InteractPriority
{
get { return prefab.InteractPriority; }
}
public override Vector2 SimPosition
@@ -919,8 +924,7 @@ namespace Barotrauma
if (prefab.sprite != null)
{
float depth = Sprite.Depth;
depth += (ID % 255) * 0.000001f;
float depth = GetDrawDepth();
if (body == null)
{
@@ -975,7 +979,7 @@ namespace Barotrauma
if (IsSelected || isHighlighted)
{
GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), Color.Green,false,0,(int)Math.Max((1.5f/GameScreen.Selected.Cam.Zoom),1.0f));
foreach (Rectangle t in prefab.Triggers)
{
Rectangle transformedTrigger = TransformTrigger(t);
@@ -1304,77 +1308,11 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems = null)
public float GetDrawDepth()
{
float dist;
return FindPickable(position, pickPosition, hull, ignoredItems, out dist);
}
return Sprite.Depth + ((ID % 255) * 0.000001f);
}
/// <param name="position">Position of the Character doing the pick, only items that are close enough to this are checked</param>
/// <param name="pickPosition">the item closest to pickPosition is returned</param>
/// <param name="hull">If a hull is specified, only items within that hull are checked</param>
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull, Item[] ignoredItems, out float distance)
{
float closestDist = 0.0f, dist;
Item closest = null;
Vector2 displayPos = ConvertUnits.ToDisplayUnits(position);
Vector2 displayPickPos = ConvertUnits.ToDisplayUnits(pickPosition);
distance = 1000.0f;
foreach (Item item in ItemList)
{
if (ignoredItems != null && ignoredItems.Contains(item)) continue;
if (item.body != null && !item.body.Enabled) continue;
if (item.PickDistance == 0.0f && !item.prefab.Triggers.Any()) continue;
Pickable pickableComponent = item.GetComponent<Pickable>();
if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) continue;
float pickDist = Vector2.Distance(item.WorldPosition, displayPickPos);
bool insideTrigger = false;
foreach (Rectangle trigger in item.prefab.Triggers)
{
Rectangle transformedTrigger = item.TransformTrigger(trigger, true);
if (!Submarine.RectContains(transformedTrigger, displayPos)) continue;
insideTrigger = true;
Vector2 triggerCenter = new Vector2(transformedTrigger.Center.X, transformedTrigger.Y - transformedTrigger.Height / 2);
pickDist = Math.Min(Math.Abs(triggerCenter.X - displayPickPos.X), Math.Abs(triggerCenter.Y - displayPickPos.Y));
}
if (!insideTrigger && item.prefab.Triggers.Any()) continue;
if (pickDist > item.PickDistance && item.PickDistance > 0.0f) continue;
dist = item.Sprite.Depth * 10.0f + pickDist;
if (item.IsMouseOn(displayPickPos)) dist = dist * 0.1f;
if (closest == null || dist < closestDist)
{
if (item.PickDistance > 0.0f && Vector2.Distance(displayPos, item.WorldPosition) > item.prefab.PickDistance) continue;
if (!item.prefab.PickThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
{
Body body = Submarine.CheckVisibility(item.Submarine == null ? position : position - item.Submarine.SimPosition, item.SimPosition, true);
if (body != null && body.UserData as Item != item) continue;
}
closestDist = dist;
closest = item;
distance = pickDist;
}
}
return closest;
}
public bool IsInsideTrigger(Vector2 worldPosition)
{
foreach (Rectangle trigger in prefab.Triggers)
@@ -1387,26 +1325,19 @@ namespace Barotrauma
return false;
}
public bool IsInPickRange(Vector2 worldPosition)
{
if (IsInsideTrigger(worldPosition)) return true;
return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
}
public bool CanClientAccess(Client c)
{
return c != null && c.Character != null && c.Character.CanAccessItem(this);
return c != null && c.Character != null && c.Character.CanInteractWith(this);
}
public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
public bool TryInteract(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
{
bool hasRequiredSkills = true;
bool picked = false, selected = false;
Skill requiredSkill = null;
foreach (ItemComponent ic in components)
{
bool pickHit = false, selectHit = false;
@@ -1434,7 +1365,6 @@ namespace Barotrauma
}
}
if (!pickHit && !selectHit) continue;
Skill tempRequiredSkill;
@@ -1444,7 +1374,7 @@ namespace Barotrauma
bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.EditMapScreen;
if (!ignoreRequiredItems && !ic.HasRequiredItems(picker, showUiMsg)) continue;
if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
(ic.CanBeSelected && selectHit && ic.Select(picker)))
{
picked = true;
@@ -1466,22 +1396,22 @@ namespace Barotrauma
if (picker.IsKeyHit(InputType.Select) || forceSelectKey) picker.SelectedConstruction = null;
}
else if (selected)
{
{
picker.SelectedConstruction = this;
}
if (!hasRequiredSkills && Character.Controlled==picker && Screen.Selected != GameMain.EditMapScreen)
if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.EditMapScreen)
{
GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
if (requiredSkill != null)
{
GUI.AddMessage("("+requiredSkill.Name+" level "+requiredSkill.Level+" required)", Color.Red, 5.0f);
GUI.AddMessage("(" + requiredSkill.Name + " level " + requiredSkill.Level + " required)", Color.Red, 5.0f);
}
}
if (Container!=null) Container.RemoveContained(this);
if (Container != null) Container.RemoveContained(this);
return true;
return true;
}
@@ -1853,7 +1783,7 @@ namespace Barotrauma
int requirementIndex = FixRequirements.Count == 1 ?
0 : msg.ReadRangedInteger(0, FixRequirements.Count - 1);
if (c.Character == null || !c.Character.CanAccessItem(this)) return;
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
if (!FixRequirements[requirementIndex].CanBeFixed(c.Character)) return;
FixRequirements[requirementIndex].Fixed = true;
@@ -1866,7 +1796,7 @@ namespace Barotrauma
break;
case NetEntityEvent.Type.ApplyStatusEffect:
if (c.Character == null || !c.Character.CanAccessItem(this)) return;
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
ApplyStatusEffects(ActionType.OnUse, (float)Timing.Step, c.Character);

View File

@@ -35,9 +35,11 @@ namespace Barotrauma
protected Vector2 size;
//how close the Character has to be to the item to pick it up
private float pickDistance;
private float interactDistance;
// this can be used to allow items which are behind other items tp
private float interactPriority;
private bool pickThroughWalls;
private bool interactThroughWalls;
//an area next to the construction
//the construction can be Activated() by a Character inside the area
@@ -80,14 +82,19 @@ namespace Barotrauma
private set;
}
public float PickDistance
public float InteractDistance
{
get { return pickDistance; }
get { return interactDistance; }
}
public bool PickThroughWalls
public float InteractPriority
{
get { return pickThroughWalls; }
get { return interactPriority; }
}
public bool InteractThroughWalls
{
get { return interactThroughWalls; }
}
public override bool IsLinkable
@@ -268,9 +275,10 @@ namespace Barotrauma
Description = ToolBox.GetAttributeString(element, "description", "");
pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false);
pickDistance = ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f);
interactThroughWalls = ToolBox.GetAttributeBool(element, "interactthroughwalls", false);
interactDistance = ToolBox.GetAttributeFloat(element, "interactdistance", 120.0f); // Default to 120 as the new item picking method is tuned to this number
interactPriority = ToolBox.GetAttributeFloat(element, "interactpriority", 0.0f);
isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
resizeHorizontal = ToolBox.GetAttributeBool(element, "resizehorizontal", false);

View File

@@ -164,15 +164,15 @@ namespace Barotrauma.Lights
if (Character.Controlled != null)
{
if (Character.Controlled.ClosestItem != null)
if (Character.Controlled.FocusedItem != null)
{
Character.Controlled.ClosestItem.IsHighlighted = true;
Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
Character.Controlled.ClosestItem.IsHighlighted = true;
Character.Controlled.FocusedItem.IsHighlighted = true;
Character.Controlled.FocusedItem.Draw(spriteBatch, false, true);
Character.Controlled.FocusedItem.IsHighlighted = true;
}
else if (Character.Controlled.ClosestCharacter != null)
else if (Character.Controlled.FocusedCharacter != null)
{
Character.Controlled.ClosestCharacter.Draw(spriteBatch);
Character.Controlled.FocusedCharacter.Draw(spriteBatch);
}
}

View File

@@ -110,6 +110,14 @@ namespace Barotrauma
get { return Submarine == null ? rect : new Rectangle((int)(Submarine.Position.X + rect.X), (int)(Submarine.Position.Y + rect.Y), rect.Width, rect.Height); }
}
public Rectangle InteractionRect
{
get
{
return WorldRect;
}
}
public virtual Sprite Sprite
{
get { return null; }
@@ -231,7 +239,7 @@ namespace Barotrauma
public virtual bool IsMouseOn(Vector2 position)
{
return (Submarine.RectContains(WorldRect, position));
return (Submarine.RectContains(InteractionRect, position));
}
public virtual MapEntity Clone()

View File

@@ -1072,7 +1072,7 @@ namespace Barotrauma
dummyCharacter.SelectedConstruction.UpdateHUD(cam, dummyCharacter);
}
if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.ClosestItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.FocusedItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
}
CharacterHUD.Update((float)deltaTime, dummyCharacter);

View File

@@ -90,12 +90,9 @@ namespace Barotrauma
public override void AddToGUIUpdateList()
{
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
{
Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
}
Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
}
if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
@@ -137,12 +134,9 @@ namespace Barotrauma
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
{
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
}
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
}
Character.UpdateAll(cam, (float)deltaTime);
@@ -199,12 +193,9 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
{
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
}
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
}
if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);