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
@@ -4,7 +4,7 @@
name="Skyholder Artifact" name="Skyholder Artifact"
category="Alien" category="Alien"
Tags="alien" Tags="alien"
pickdistance="150"> >
<Sprite texture="artifact.png" depth="0.7" sourcerect="59,0,60,61"/> <Sprite texture="artifact.png" depth="0.7" sourcerect="59,0,60,61"/>
@@ -26,7 +26,7 @@
name="Thermal Artifact" name="Thermal Artifact"
category="Alien" category="Alien"
Tags="alien" Tags="alien"
pickdistance="150"> >
<Sprite texture="artifact.png" depth="0.7" sourcerect="0,0,58,56"/> <Sprite texture="artifact.png" depth="0.7" sourcerect="0,0,58,56"/>
@@ -49,7 +49,7 @@
<Item <Item
name="Faraday Artifact" name="Faraday Artifact"
Tags="alien" Tags="alien"
pickdistance="150"> >
<Sprite texture="artifact.png" depth="0.7" sourcerect="0,56,60,49"/> <Sprite texture="artifact.png" depth="0.7" sourcerect="0,56,60,49"/>
@@ -68,7 +68,7 @@
<Item <Item
name="Oxygenite Shard" name="Oxygenite Shard"
category="Alien" category="Alien"
pickdistance="150"
tags="alien,smallitem" tags="alien,smallitem"
impacttolerance="8"> impacttolerance="8">
@@ -88,7 +88,7 @@
<Item <Item
name="Sulphurite Shard" name="Sulphurite Shard"
category="Alien" category="Alien"
pickdistance="150"
tags="alien,smallitem" tags="alien,smallitem"
impacttolerance="8" impacttolerance="8"
spritecolor="1.0,0.0,0.0,1.0"> spritecolor="1.0,0.0,0.0,1.0">
@@ -113,7 +113,7 @@
name="Ancient Weapon" name="Ancient Weapon"
category="Alien" category="Alien"
Tags="alien,smallitem" Tags="alien,smallitem"
pickdistance="200"> >
<Deconstruct time="20"> <Deconstruct time="20">
<Item name="Steel Bar"/> <Item name="Steel Bar"/>
@@ -164,7 +164,7 @@
category="Alien" category="Alien"
Tags="alien" Tags="alien"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture="Content/Map/ruins.png" sourcerect="747,0,260,95" depth="0.8" origin="0.5,0.5"/> <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" category="Alien"
linkable="true" linkable="true"
Tags="alien" Tags="alien"
pickdistance="150.0"> >
<Sprite texture="Content/Map/ruins.png" sourcerect="746,101,93,259" depth="0.8" origin="0.5,0.5"/> <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" linkable="true"
category="Alien" category="Alien"
Tags="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"/> <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" linkable="true"
category="Alien" category="Alien"
Tags="alien" Tags="alien"
pickdistance="150.0"> >
<Sprite texture="artifactholder.png" depth="0.8"/> <Sprite texture="artifactholder.png" depth="0.8"/>
+1 -1
View File
@@ -3,7 +3,7 @@
category="Electrical" category="Electrical"
linkable="true" linkable="true"
tags="smallitem" tags="smallitem"
pickdistance="150.0"
price="10"> price="10">
<Sprite texture ="button.png" depth="0.8"/> <Sprite texture ="button.png" depth="0.8"/>
@@ -4,7 +4,7 @@
name="Oxygen Tank" name="Oxygen Tank"
category="Equipment,Misc" category="Equipment,Misc"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
price="50"> price="50">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -26,7 +26,7 @@
name="Diving Mask" name="Diving Mask"
category="Equipment" category="Equipment"
Tags="smallitem,diving" Tags="smallitem,diving"
pickdistance="200"
price="50" 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."> 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" name="Diving Suit"
category="Equipment" category="Equipment"
tags="diving" tags="diving"
pickdistance="200"
price="200" price="200"
fireproof="true" fireproof="true"
description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust."> description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
@@ -113,7 +113,7 @@
name="Underwater Scooter" name="Underwater Scooter"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="50" price="50"
description="A battery-powered underwater propulsion device."> description="A battery-powered underwater propulsion device.">
+5 -5
View File
@@ -2,7 +2,7 @@
<Item <Item
name="Door" name="Door"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/> <Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/>
@@ -30,7 +30,7 @@
<Item <Item
name="Windowed Door" name="Windowed Door"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/> <Sprite texture ="door.png" sourcerect="1,0,48,208" depth="0.01" origin="0.5,0.5"/>
@@ -58,7 +58,7 @@
<Item <Item
name="Hatch" name="Hatch"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture ="door.png" sourcerect="0,209,128,46" depth="0.01" origin="0.5,0.5"/> <Sprite texture ="door.png" sourcerect="0,209,128,46" depth="0.01" origin="0.5,0.5"/>
@@ -86,7 +86,7 @@
<Item <Item
name="Docking Port" name="Docking Port"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture ="dockingport.png" sourcerect="0,0,112,208" depth="0.94" origin="0.5,0.5"/> <Sprite texture ="dockingport.png" sourcerect="0,0,112,208" depth="0.94" origin="0.5,0.5"/>
@@ -117,7 +117,7 @@
<Item <Item
name="Docking Hatch" name="Docking Hatch"
linkable="true" linkable="true"
pickdistance="150.0"> >
<Sprite texture ="dockingport2.png" sourcerect="0,0,128,112" depth="0.94" origin="0.5,0.5"/> <Sprite texture ="dockingport2.png" sourcerect="0,0,128,112" depth="0.94" origin="0.5,0.5"/>
@@ -6,7 +6,7 @@
name="Lamp" name="Lamp"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"> >
<Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/> <Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/>
@@ -26,7 +26,7 @@
name="Emergency Light" name="Emergency Light"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"> >
<Sprite texture="lamp.png" sourcerect="0,48,48,16" depth="0.8"/> <Sprite texture="lamp.png" sourcerect="0,48,48,16" depth="0.8"/>
@@ -2,7 +2,7 @@
<Item <Item
name="Monitor" name="Monitor"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture ="monitor.png" depth="0.85"/> <Sprite texture ="monitor.png" depth="0.85"/>
@@ -4,7 +4,7 @@
name="Junction Box" name="Junction Box"
category="Electrical" category="Electrical"
linkable="true" linkable="true"
pickdistance="150"
description="Serves as a hub for power distribution and relaying signals between devices."> description="Serves as a hub for power distribution and relaying signals between devices.">
<Sprite texture="junctionbox.png" depth="0.8" canflipx="false"/> <Sprite texture="junctionbox.png" depth="0.8" canflipx="false"/>
@@ -40,7 +40,7 @@
name="Battery" name="Battery"
category="Electrical" category="Electrical"
linkable="true" linkable="true"
pickdistance="150"
description="Generally used for storing backup power in case of a reactor failure."> description="Generally used for storing backup power in case of a reactor failure.">
<Sprite texture ="battery.png" depth="0.8"/> <Sprite texture ="battery.png" depth="0.8"/>
@@ -68,7 +68,7 @@
name="Supercapacitor" name="Supercapacitor"
category="Electrical" category="Electrical"
linkable="true" linkable="true"
pickdistance="150"
description="Can deliver charge much faster than batteries."> description="Can deliver charge much faster than batteries.">
<Sprite texture ="supercapacitor.png" depth="0.8"/> <Sprite texture ="supercapacitor.png" depth="0.8"/>
@@ -6,7 +6,7 @@
name="Wire" name="Wire"
category="Electrical" category="Electrical"
Tags="smallitem,wire" Tags="smallitem,wire"
pickdistance="150"
linkable="true" linkable="true"
canbepicked="true" canbepicked="true"
price="10"> price="10">
@@ -29,7 +29,7 @@
category="Electrical" category="Electrical"
Tags="smallitem,wire" Tags="smallitem,wire"
spritecolor="1.0,0.0,0.0,1.0" spritecolor="1.0,0.0,0.0,1.0"
pickdistance="150"
linkable="true" linkable="true"
canbepicked="true" canbepicked="true"
price="10"> price="10">
@@ -51,7 +51,7 @@
category="Electrical" category="Electrical"
Tags="smallitem,wire" Tags="smallitem,wire"
spritecolor="0.0,0.6,1.0,1.0" spritecolor="0.0,0.6,1.0,1.0"
pickdistance="150"
linkable="true" linkable="true"
canbepicked="true" canbepicked="true"
price="10"> price="10">
@@ -73,7 +73,7 @@
category="Electrical" category="Electrical"
Tags="smallitem,wire" Tags="smallitem,wire"
spritecolor="1.0,0.5,0.0,1.0" spritecolor="1.0,0.5,0.0,1.0"
pickdistance="150"
linkable="true" linkable="true"
canbepicked="true" canbepicked="true"
price="10"> price="10">
@@ -94,7 +94,7 @@
name="FPGA Circuit" name="FPGA Circuit"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="100" price="100"
description="Field-programmable gate array - a multi-purpose circuit which can be reconfigured for use in a large variety of electrical devices."> 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" name="And Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends a signal when both inputs receive a signal within a set period of each other."> description="Sends a signal when both inputs receive a signal within a set period of each other.">
@@ -145,7 +145,7 @@
name="Or Component" name="Or Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends a signal if either of the inputs receive a signal."> description="Sends a signal if either of the inputs receive a signal.">
@@ -179,7 +179,7 @@
name="Not Component" name="Not Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends a signal when the input is NOT receiving a signal."> description="Sends a signal when the input is NOT receiving a signal.">
@@ -211,7 +211,7 @@
name="Relay Component" name="Relay Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="When switched on, forwards all received signals from the input connections to the outputs."> description="When switched on, forwards all received signals from the input connections to the outputs.">
@@ -257,7 +257,7 @@
name="Delay Component" name="Delay Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Delays all received signals for a specific amount of time."> description="Delays all received signals for a specific amount of time.">
@@ -289,7 +289,7 @@
name="Light Component" name="Light Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10"> price="10">
@@ -324,7 +324,7 @@
name="Oxygen Detector" name="Oxygen Detector"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends out a value between 0-100 depending on the quality of the surrounding air."> description="Sends out a value between 0-100 depending on the quality of the surrounding air.">
@@ -355,7 +355,7 @@
name="Water Detector" name="Water Detector"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends out a signal when the detector is submerged."> description="Sends out a signal when the detector is submerged.">
@@ -386,7 +386,7 @@
name="Signal Check Component" name="Signal Check Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends a signal when a signal matching a specific value is received."> description="Sends a signal when a signal matching a specific value is received.">
@@ -420,7 +420,7 @@
name="RegEx Find Component" name="RegEx Find Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10" price="10"
description="Sends a signal if the received signal matches a specific regular expression pattern."> description="Sends a signal if the received signal matches a specific regular expression pattern.">
@@ -452,7 +452,7 @@
name="Wifi Component" name="Wifi Component"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="20" price="20"
description="Allows remote communication between other Wifi Components that are using the same channel."> description="Allows remote communication between other Wifi Components that are using the same channel.">
@@ -484,7 +484,7 @@
name="Emergency Siren" name="Emergency Siren"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10"> price="10">
@@ -517,7 +517,7 @@
name="Alarm Buzzer" name="Alarm Buzzer"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
linkable="true" linkable="true"
price="10"> price="10">
@@ -550,7 +550,7 @@
name="Camera" name="Camera"
category="Electrical" category="Electrical"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
focusonselected="true" focusonselected="true"
offsetonselected="500" offsetonselected="500"
linkable="true" linkable="true"
+4 -4
View File
@@ -6,7 +6,7 @@
linkable="true" linkable="true"
category="Machine" category="Machine"
pickthroughwalls="true" pickthroughwalls="true"
pickdistance="150"> >
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,0,373,113" canflipx="true"/> <Sprite texture ="engine.png" depth="0.8" sourcerect="0,0,373,113" canflipx="true"/>
@@ -34,7 +34,7 @@
linkable="true" linkable="true"
category="Machine" category="Machine"
pickthroughwalls="true" pickthroughwalls="true"
pickdistance="150"> >
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,115,224,73" canflipx="true"/> <Sprite texture ="engine.png" depth="0.8" sourcerect="0,115,224,73" canflipx="true"/>
@@ -60,7 +60,7 @@
name="Navigation Terminal" name="Navigation Terminal"
linkable="true" linkable="true"
category="Machine" category="Machine"
pickdistance="150"> >
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,0,64,128"/> <Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,0,64,128"/>
@@ -96,7 +96,7 @@
name="Sonar Monitor" name="Sonar Monitor"
linkable="true" linkable="true"
category="Machine" category="Machine"
pickdistance="150"> >
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/> <Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/>
@@ -3,7 +3,7 @@
<Item <Item
name="Fabricator" name="Fabricator"
linkable="true" linkable="true"
pickdistance="150"
category="Machine" category="Machine"
description="A machine capable of manufacturing a wide range of items out of basic raw materials."> description="A machine capable of manufacturing a wide range of items out of basic raw materials.">
@@ -84,7 +84,7 @@
<Item <Item
name="Medical Fabricator" name="Medical Fabricator"
linkable="true" linkable="true"
pickdistance="150"
category="Machine" category="Machine"
description="A machine that can be used to manufacture various medicines."> description="A machine that can be used to manufacture various medicines.">
@@ -157,7 +157,7 @@
<Item <Item
name="Deconstructor" name="Deconstructor"
linkable="true" linkable="true"
pickdistance="150"
category="Machine" category="Machine"
description="Disassembles and breaks down items to reusable components and material bars."> description="Disassembles and breaks down items to reusable components and material bars.">
@@ -4,7 +4,7 @@
name="Steel Bar" name="Steel Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
canbepicked="true" canbepicked="true"
price="50"> price="50">
@@ -24,7 +24,7 @@
name="Uranium Bar" name="Uranium Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="0.2,0.35,0.06,1.0" spritecolor="0.2,0.35,0.06,1.0"
canbepicked="true" canbepicked="true"
price="100"> price="100">
@@ -45,7 +45,7 @@
name="Copper Bar" name="Copper Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="0.78,0.55,0.2,1.0" spritecolor="0.78,0.55,0.2,1.0"
canbepicked="true" canbepicked="true"
price="50"> price="50">
@@ -61,7 +61,7 @@
name="Polycarbonate Bar" name="Polycarbonate Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="0.9,0.9,1.0,0.9" spritecolor="0.9,0.9,1.0,0.9"
canbepicked="true" canbepicked="true"
price="50"> price="50">
@@ -77,7 +77,7 @@
name="Incendium Bar" name="Incendium Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="0.5,0.0,0.0,1.0" spritecolor="0.5,0.0,0.0,1.0"
canbepicked="true"> canbepicked="true">
@@ -97,7 +97,7 @@
name="Fulgurium Bar" name="Fulgurium Bar"
category="Material" category="Material"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="1.0,0.7,0.05,1.0" spritecolor="1.0,0.7,0.05,1.0"
canbepicked="true"> canbepicked="true">
@@ -2,7 +2,7 @@
<Item <Item
name="Captain's Cap" name="Captain's Cap"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
description="A token of the Captain's unquestionable authority."> description="A token of the Captain's unquestionable authority.">
@@ -18,7 +18,7 @@
<Item <Item
name="Captain's Jacket" name="Captain's Jacket"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem"> tags="smallitem">
<Sprite texture ="captainLegs.png" sourcerect="0,49,52,17" depth="0.6"/> <Sprite texture ="captainLegs.png" sourcerect="0,49,52,17" depth="0.6"/>
@@ -39,7 +39,7 @@
<Item <Item
name="Captain's Trousers" name="Captain's Trousers"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem"> tags="smallitem">
<Sprite texture ="captainLegs.png" sourcerect="0,67,51,13" depth="0.6"/> <Sprite texture ="captainLegs.png" sourcerect="0,67,51,13" depth="0.6"/>
@@ -2,7 +2,7 @@
<Item <Item
name="Health Scanner HUD" name="Health Scanner HUD"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
description="A heads-up display that displays information of the vital signs and status of nearby humans."> description="A heads-up display that displays information of the vital signs and status of nearby humans.">
@@ -20,7 +20,7 @@
<Item <Item
name="Doctor's Coat" name="Doctor's Coat"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem"> tags="smallitem">
<Sprite texture ="doctorgear.png" sourcerect="75,0,53,18" depth="0.6"/> <Sprite texture ="doctorgear.png" sourcerect="75,0,53,18" depth="0.6"/>
@@ -45,7 +45,7 @@
<Item <Item
name="Doctor's Trousers" name="Doctor's Trousers"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem"> tags="smallitem">
<Sprite texture ="doctorgear.png" sourcerect="76,19,51,13" depth="0.6"/> <Sprite texture ="doctorgear.png" sourcerect="76,19,51,13" depth="0.6"/>
@@ -2,7 +2,7 @@
<Item <Item
name="Orange Jumpsuit" name="Orange Jumpsuit"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
fireproof="true" fireproof="true"
description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear an engineer might need."> 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 <Item
name="Blue Jumpsuit" name="Blue Jumpsuit"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
fireproof="true" fireproof="true"
description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear a mechanic might need."> description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear a mechanic might need.">
+3 -3
View File
@@ -2,7 +2,7 @@
<Item <Item
name="Headset" name="Headset"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
description="Allows remote communication between the crew."> description="Allows remote communication between the crew.">
@@ -28,7 +28,7 @@
<Item <Item
name="Clown Mask" name="Clown Mask"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
description="Praise the honkmother."> description="Praise the honkmother.">
@@ -44,7 +44,7 @@
<Item <Item
name="Clown Costume" name="Clown Costume"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" tags="smallitem"
description="Praise the honkmother."> description="Praise the honkmother.">
@@ -2,7 +2,7 @@
<Item <Item
name="Body Armor" name="Body Armor"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" 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."> 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 <Item
name="Ballistic Helmet" name="Ballistic Helmet"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" 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."> 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 <Item
name="Handcuffs" name="Handcuffs"
category="Equipment" category="Equipment"
pickdistance="150"
tags="smallitem" > tags="smallitem" >
<Sprite texture = "securitygear.png" sourcerect="0,63,32,14" depth="0.6"/> <Sprite texture = "securitygear.png" sourcerect="0,63,32,14" depth="0.6"/>
+22 -22
View File
@@ -4,7 +4,7 @@
name="Medical Syringe" name="Medical Syringe"
category="Equipment" category="Equipment"
Tags="smallitem,medical" Tags="smallitem,medical"
pickdistance="150"
price="50" price="50"
canuseonself="true" canuseonself="true"
description="Injection is often a much more effective method of administering drugs than taking them orally."> description="Injection is often a much more effective method of administering drugs than taking them orally.">
@@ -31,7 +31,7 @@
name="Bandage" name="Bandage"
category="Equipment" category="Equipment"
Tags="smallitem,medical" Tags="smallitem,medical"
pickdistance="150"
canuseonself="true" canuseonself="true"
price="20" price="20"
description="Treated with a hemostatic agent that quickly seals most minor wounds."> description="Treated with a hemostatic agent that quickly seals most minor wounds.">
@@ -51,7 +51,7 @@
name="Iron Powder" name="Iron Powder"
category="Material" category="Material"
Tags="smallitem,chem" Tags="smallitem,chem"
pickdistance="150"
price="5"> price="5">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6" color="0.2,0.2,0.2,1.0"/> <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" category="Material"
spritecolor="1.0,1.0,0.7,1.0" spritecolor="1.0,1.0,0.7,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="A mild stimulant which is used as an incredient in the manufacture of various medicines." description="A mild stimulant which is used as an incredient in the manufacture of various medicines."
price="10"> price="10">
@@ -91,7 +91,7 @@
category="Material" category="Material"
spritecolor="0.5,0.5,1.0,1.0" spritecolor="0.5,0.5,1.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true" canuseonself="true"
description="Most commonly used for treating oxygen deprivation." description="Most commonly used for treating oxygen deprivation."
price="50"> price="50">
@@ -112,7 +112,7 @@
category="Material" category="Material"
spritecolor="0.6,0.4,0.2,1.0" spritecolor="0.6,0.4,0.2,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true" canuseonself="true"
description="A hemostatic agent that slows down bleeding." description="A hemostatic agent that slows down bleeding."
price="50"> price="50">
@@ -138,7 +138,7 @@
category="Material" category="Material"
spritecolor="0.8,0.0,0.0,1.0" spritecolor="0.8,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true" canuseonself="true"
description="Highly effective at treating various types of physical trauma." description="Highly effective at treating various types of physical trauma."
price="50"> price="50">
@@ -164,7 +164,7 @@
category="Material" category="Material"
spritecolor="1.0,1.0,0.0,1.0" spritecolor="1.0,1.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="A highly potent corrigodone-based stimulant." description="A highly potent corrigodone-based stimulant."
price="150"> price="150">
@@ -184,7 +184,7 @@
category="Material" category="Material"
spritecolor="1.0,1.0,1.0,0.6" spritecolor="1.0,1.0,1.0,0.6"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="20"> price="20">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/> <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" spritecolor="0.0,0.9,0.1,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
canuseonself="true" canuseonself="true"
pickdistance="150"
price="20"> price="20">
<ItemComponent> <ItemComponent>
@@ -228,7 +228,7 @@
category="Material" category="Material"
spritecolor="0.7,0.7,0.7,1.0" spritecolor="0.7,0.7,0.7,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="20"> price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -247,7 +247,7 @@
category="Material" category="Material"
spritecolor="0.8,0.8,0.8,1.0" spritecolor="0.8,0.8,0.8,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="20"> price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -266,7 +266,7 @@
category="Material" category="Material"
spritecolor="0.1,0.1,0.1,1.0" spritecolor="0.1,0.1,0.1,1.0"
Tags="smallitem,chem,explosive" Tags="smallitem,chem,explosive"
pickdistance="150"
price="50"> price="50">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -287,7 +287,7 @@
category="Material" category="Material"
spritecolor="1.0,1.0,1.0,0.8" spritecolor="1.0,1.0,1.0,0.8"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="20"> price="20">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/> <Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
@@ -306,7 +306,7 @@
category="Material" category="Material"
spritecolor="0.5,0.0,0.0,1.0" spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="20"> price="20">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -325,7 +325,7 @@
category="Material" category="Material"
spritecolor="0.5,0.0,0.0,1.0" spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="50"> price="50">
<Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/> <Sprite texture ="med.png" sourcerect="15,15,8,17" depth="0.6"/>
@@ -344,7 +344,7 @@
category="Material" category="Material"
spritecolor="0.2,0.35,0.06,1.0" spritecolor="0.2,0.35,0.06,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
price="50"> price="50">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -363,7 +363,7 @@
category="Material" category="Material"
spritecolor="0.8,0.3,0.8,1.0" spritecolor="0.8,0.3,0.8,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="A potent muscle stimulant." description="A potent muscle stimulant."
price="50"> price="50">
@@ -383,7 +383,7 @@
category="Material" category="Material"
spritecolor="0.0,0.0,0.0,1.0" spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="A highly potent neurotoxin." description="A highly potent neurotoxin."
price="200"> price="200">
@@ -403,7 +403,7 @@
category="Material" category="Material"
spritecolor="0.0,0.0,0.0,1.0" spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'." description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'."
price="200"> price="200">
@@ -423,7 +423,7 @@
category="Material" category="Material"
spritecolor="0.0,0.0,0.0,1.0" spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
description="An antiparasitic drug used in the treatment of husk parasite infections." description="An antiparasitic drug used in the treatment of husk parasite infections."
price="300"> price="300">
@@ -443,7 +443,7 @@
category="Material" category="Material"
spritecolor="0.6,0.8,1.0,1.0" spritecolor="0.6,0.8,1.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true" canuseonself="true"
description="A mildy toxic solution that slowly releases oxygen into the bloodstream when injected."> description="A mildy toxic solution that slowly releases oxygen into the bloodstream when injected.">
+1 -1
View File
@@ -3,7 +3,7 @@
aliases="MiniMap" aliases="MiniMap"
category="Machine" category="Machine"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/> <Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,0,64,128"/>
+2 -2
View File
@@ -3,7 +3,7 @@
name="Pump" name="Pump"
linkable="true" linkable="true"
category="Machine" category="Machine"
pickdistance="200"> >
<Sprite texture ="pump.png" depth="0.8"/> <Sprite texture ="pump.png" depth="0.8"/>
@@ -26,7 +26,7 @@
name="Small Pump" name="Small Pump"
linkable="true" linkable="true"
category="Machine" category="Machine"
pickdistance="150"> >
<Sprite texture ="smallpump.png" depth="0.8" sourcerect="0,0,64,48"/> <Sprite texture ="smallpump.png" depth="0.8" sourcerect="0,0,64,48"/>
+3 -3
View File
@@ -55,7 +55,7 @@
<Item <Item
name="Fuel Rod" name="Fuel Rod"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
price="200"> price="200">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -73,7 +73,7 @@
<Item <Item
name="Incendium Fuel Rod" name="Incendium Fuel Rod"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
spritecolor="0.5,0.0,0.0,1.0"> spritecolor="0.5,0.0,0.0,1.0">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -92,7 +92,7 @@
<Item <Item
name="Heat Absorber" name="Heat Absorber"
Tags="smallitem" Tags="smallitem"
pickdistance="150"> >
<Sprite texture ="heatabsorber.png"/> <Sprite texture ="heatabsorber.png"/>
+9 -9
View File
@@ -4,7 +4,7 @@
name="Welding Tool" name="Welding Tool"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="100" price="100"
description="One of the most crucial tools on board the submarine. Also works underwater."> description="One of the most crucial tools on board the submarine. Also works underwater.">
@@ -60,7 +60,7 @@
name="Plasma Cutter" name="Plasma Cutter"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="100" price="100"
description="Cuts through various materials using a jet of ionized oxygen."> description="Cuts through various materials using a jet of ionized oxygen.">
@@ -105,7 +105,7 @@
name="Welding Fuel Tank" name="Welding Fuel Tank"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
price="50"> price="50">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -127,7 +127,7 @@
name="Fire Extinguisher" name="Fire Extinguisher"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="100" price="100"
description="A handheld carbon dioxide extinguisher."> description="A handheld carbon dioxide extinguisher.">
@@ -156,7 +156,7 @@
name="Screwdriver" name="Screwdriver"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="10"> price="10">
<Sprite texture ="tools.png" sourcerect="0,58,31,6" depth="0.55"/> <Sprite texture ="tools.png" sourcerect="0,58,31,6" depth="0.55"/>
@@ -171,7 +171,7 @@
name="Wrench" name="Wrench"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="10"> price="10">
<Sprite texture ="tools.png" sourcerect="0,50,26,7" depth="0.55"/> <Sprite texture ="tools.png" sourcerect="0,50,26,7" depth="0.55"/>
@@ -188,7 +188,7 @@
name="Handheld Sonar" name="Handheld Sonar"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="10"> price="10">
<Sprite texture ="tools.png" sourcerect="42,0,22,9" depth="0.55"/> <Sprite texture ="tools.png" sourcerect="42,0,22,9" depth="0.55"/>
@@ -218,7 +218,7 @@
name="Flashlight" name="Flashlight"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="200"
price="10"> price="10">
<Deconstruct time="15"> <Deconstruct time="15">
@@ -249,7 +249,7 @@
<Item <Item
name="Flare" name="Flare"
category="Equipment" category="Equipment"
pickdistance="150"
price="5" price="5"
spritecolor="1.0,0.0,0.0,1.0" spritecolor="1.0,0.0,0.0,1.0"
tags="smallitem"> tags="smallitem">
@@ -6,7 +6,7 @@
focusonselected="true" focusonselected="true"
offsetonselected="700" offsetonselected="700"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/> <Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/>
@@ -24,7 +24,7 @@
name="Depth Charge Loader" name="Depth Charge Loader"
category="Machine" category="Machine"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture="railgunetc.png" depth="0.8" sourcerect="0,160,61,96"/> <Sprite texture="railgunetc.png" depth="0.8" sourcerect="0,160,61,96"/>
@@ -37,7 +37,7 @@
<Item <Item
name="Depth Charge Shell" name="Depth Charge Shell"
category="Misc" category="Misc"
pickdistance="150"
price="200"> price="200">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -65,7 +65,7 @@
<Item <Item
name="Nuclear Depth Charge" name="Nuclear Depth Charge"
category="Misc" category="Misc"
pickdistance="150"
price="500"> price="500">
<Deconstruct time="20"> <Deconstruct time="20">
@@ -4,7 +4,7 @@
name="C-4 Block" name="C-4 Block"
category="Equipment" category="Equipment"
Tags="smallitem,explosive" Tags="smallitem,explosive"
pickdistance="150"
price="100"> price="100">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/> <Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -22,7 +22,7 @@
name="Compound N" name="Compound N"
category="Equipment" category="Equipment"
Tags="smallitem,explosive" Tags="smallitem,explosive"
pickdistance="150"> >
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/> <Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
@@ -40,7 +40,7 @@
name="Volatile Compound N" name="Volatile Compound N"
category="Equipment" category="Equipment"
Tags="smallitem,explosive" Tags="smallitem,explosive"
pickdistance="150"> >
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/> <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." description="A compound made of C-4 and incendium."
category="Equipment" category="Equipment"
Tags="smallitem,explosive" Tags="smallitem,explosive"
pickdistance="150"> >
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/> <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." description="A device that detonates any contained explosive when receiving a signal."
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="150"
price="50"> price="50">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,7,16,9"/> <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." description="A highly unstable liquid that may explode when subjected to heat or physical shock."
spritecolor="1.0,1.0,1.0,1.0" spritecolor="1.0,1.0,1.0,1.0"
Tags="smallitem,chem,medical" Tags="smallitem,chem,medical"
pickdistance="150"
impacttolerance="4"> impacttolerance="4">
<Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/> <Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/>
+5 -5
View File
@@ -5,7 +5,7 @@
focusonselected="true" focusonselected="true"
offsetonselected="700" offsetonselected="700"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture ="railgunbase.png" depth = "0.01"/> <Sprite texture ="railgunbase.png" depth = "0.01"/>
@@ -30,7 +30,7 @@
category="Machine" category="Machine"
type="Controller" type="Controller"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="182,0,61,97"/> <Sprite texture ="railgunetc.png" depth="0.8" sourcerect="182,0,61,97"/>
@@ -53,7 +53,7 @@
name="Railgun Loader" name="Railgun Loader"
category="Machine" category="Machine"
linkable="true" linkable="true"
pickdistance="150"> >
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="0,0,177,128"/> <Sprite texture ="railgunetc.png" depth="0.8" sourcerect="0,0,177,128"/>
@@ -67,7 +67,7 @@
<Item <Item
name="Railgun Shell" name="Railgun Shell"
category="Misc" category="Misc"
pickdistance="200"
price="200"> price="200">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -98,7 +98,7 @@
<Item <Item
name="Nuclear Shell" name="Nuclear Shell"
category="Misc" category="Misc"
pickdistance="200"
price="500"> price="500">
<Deconstruct time="10"> <Deconstruct time="10">
+8 -8
View File
@@ -4,7 +4,7 @@
<Item <Item
name="Spear" name="Spear"
category="Equipment" category="Equipment"
pickdistance="200"
pickthroughwalls="true" pickthroughwalls="true"
price="50"> price="50">
@@ -25,7 +25,7 @@
<Item <Item
name="Harpoon Gun" name="Harpoon Gun"
category="Equipment" category="Equipment"
pickdistance="200"
price="500" price="500"
tags="weapon"> tags="weapon">
@@ -57,7 +57,7 @@
<Item <Item
name="Stun Grenade" name="Stun Grenade"
category="Equipment" category="Equipment"
pickdistance="200"
price="200" price="200"
tags="smallitem,weapon"> tags="smallitem,weapon">
@@ -75,7 +75,7 @@
<Item <Item
name="Incendium Grenade" name="Incendium Grenade"
category="Equipment" category="Equipment"
pickdistance="200"
tags="smallitem,weapon"> tags="smallitem,weapon">
<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/> <Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
@@ -94,7 +94,7 @@
name="Stun Baton" name="Stun Baton"
category="Equipment" category="Equipment"
Tags="smallitem,weapon" Tags="smallitem,weapon"
pickdistance="150"
price="100" 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."> 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 <Item
name="Battery Cell" name="Battery Cell"
category="Equipment,Electrical" category="Equipment,Electrical"
pickdistance="150"
tags="smallitem,loadable" tags="smallitem,loadable"
price="50" 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."> 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 <Item
name="Fulgurium Battery Cell" name="Fulgurium Battery Cell"
category="Equipment,Electrical" category="Equipment,Electrical"
pickdistance="150"
tags="smallitem,loadable" tags="smallitem,loadable"
description="A battery cell contructed of the rare and poorly understood compound Fulgurium."> description="A battery cell contructed of the rare and poorly understood compound Fulgurium.">
@@ -170,7 +170,7 @@
<Item <Item
name="Bike Horn" name="Bike Horn"
category="Equipment" category="Equipment"
pickdistance="200"
tags="weapon,smallitem" tags="weapon,smallitem"
description="HONK"> description="HONK">
+1 -1
View File
@@ -4,7 +4,7 @@
name="ID Card" name="ID Card"
category="Equipment" category="Equipment"
Tags="smallitem" Tags="smallitem"
pickdistance="150"> >
<Sprite texture ="idcard.png" depth="0.8"/> <Sprite texture ="idcard.png" depth="0.8"/>
@@ -141,7 +141,7 @@ namespace Barotrauma
{ {
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition)) 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) foreach (Controller controller in buttons)
{ {
float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition); 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) if (dist < closestDist || closestButton == null)
{ {
@@ -256,7 +256,7 @@ namespace Barotrauma
return; return;
} }
closestButton.Item.Pick(character, false, true); closestButton.Item.TryInteract(character, false, true);
break; break;
} }
} }
@@ -64,7 +64,7 @@ namespace Barotrauma
} }
else 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)) && !container.Item.IsInsideTrigger(character.Position))
{ {
AddSubObjective(new AIObjectiveGoTo(container.Item, character)); AddSubObjective(new AIObjectiveGoTo(container.Item, character));
@@ -57,7 +57,7 @@ namespace Barotrauma
FindTargetItem(); FindTargetItem();
if (targetItem == null || moveToTarget == null) return; 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; int targetSlot = -1;
if (equip) 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)) if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
{ {
@@ -126,7 +126,7 @@ namespace Barotrauma
if (item != null) 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; if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
} }
@@ -53,12 +53,12 @@ namespace Barotrauma
if (target.CanBeSelected) 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)) || target.Item.IsInsideTrigger(character.WorldPosition))
{ {
if (character.SelectedConstruction != target.Item && target.CanBeSelected) 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; if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
@@ -1270,7 +1270,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)character.MemState[0].Interact; var newSelectedConstruction = (Item)character.MemState[0].Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction) if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{ {
newSelectedConstruction.Pick(character, true, true); newSelectedConstruction.TryInteract(character, true, true);
} }
character.SelectedConstruction = newSelectedConstruction; character.SelectedConstruction = newSelectedConstruction;
} }
@@ -1362,7 +1362,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)serverPos.Interact; var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction) if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{ {
newSelectedConstruction.Pick(character, true, true); newSelectedConstruction.TryInteract(character, true, true);
} }
character.SelectedConstruction = newSelectedConstruction; character.SelectedConstruction = newSelectedConstruction;
} }
+251 -177
View File
@@ -9,6 +9,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
using Barotrauma.Items.Components;
namespace Barotrauma namespace Barotrauma
{ {
@@ -94,8 +95,8 @@ namespace Barotrauma
private float health, lastSentHealth; private float health, lastSentHealth;
protected float minHealth, maxHealth; protected float minHealth, maxHealth;
protected Item closestItem; protected Item focusedItem;
private Character closestCharacter, selectedCharacter; private Character focusedCharacter, selectedCharacter;
private Dictionary<object, HUDProgressBar> hudProgressBars; private Dictionary<object, HUDProgressBar> hudProgressBars;
@@ -184,6 +185,11 @@ namespace Barotrauma
get { return !IsUnconscious && Stun <= 0.0f && !isDead; } get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
} }
public bool CanInteract
{
get { return AllowInput && !LockHands; }
}
public Vector2 CursorPosition public Vector2 CursorPosition
{ {
get { return cursorPosition; } get { return cursorPosition; }
@@ -199,9 +205,9 @@ namespace Barotrauma
get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; } get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
} }
public Character ClosestCharacter public Character FocusedCharacter
{ {
get { return closestCharacter; } get { return focusedCharacter; }
} }
public Character SelectedCharacter public Character SelectedCharacter
@@ -421,9 +427,9 @@ namespace Barotrauma
set { selectedConstruction = value; } set { selectedConstruction = value; }
} }
public Item ClosestItem public Item FocusedItem
{ {
get { return closestItem; } get { return focusedItem; }
} }
public virtual AIController AIController public virtual AIController AIController
@@ -622,7 +628,7 @@ namespace Barotrauma
System.Diagnostics.Debug.Assert(item != null); System.Diagnostics.Debug.Assert(item != null);
if (item == null) continue; if (item == null) continue;
item.Pick(this, true, true, true); item.TryInteract(this, true, true, true);
inventory.TryPutItem(item, i, false, false); inventory.TryPutItem(item, i, false, false);
} }
} }
@@ -764,7 +770,7 @@ namespace Barotrauma
return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName); return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName);
} }
float findClosestTimer; float findFocusedTimer;
public Vector2 GetTargetMovement() public Vector2 GetTargetMovement()
{ {
@@ -1003,7 +1009,7 @@ namespace Barotrauma
public bool CanAccessInventory(Inventory inventory) public bool CanAccessInventory(Inventory inventory)
{ {
if (!AllowInput || LockHands) return false; if (!CanInteract) return false;
//the inventory belongs to some other character //the inventory belongs to some other character
if (inventory.Owner is Character && inventory.Owner != this) if (inventory.Owner is Character && inventory.Owner != this)
@@ -1011,14 +1017,13 @@ namespace Barotrauma
var owner = (Character)inventory.Owner; var owner = (Character)inventory.Owner;
//can only be accessed if the character is incapacitated and has been selected //can only be accessed if the character is incapacitated and has been selected
return selectedCharacter == owner && return selectedCharacter == owner && (!owner.CanInteract);
(owner.isDead || owner.IsUnconscious || owner.Stun > 0.0f || owner.LockHands);
} }
if (inventory.Owner is Item) if (inventory.Owner is Item)
{ {
var owner = (Item)inventory.Owner; var owner = (Item)inventory.Owner;
if (!CanAccessItem(owner)) if (!CanInteractWith(owner))
{ {
return false; return false;
} }
@@ -1026,53 +1031,162 @@ namespace Barotrauma
return true; 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) if (item.ParentInventory != null)
{ {
return CanAccessInventory(item.ParentInventory); return CanAccessInventory(item.ParentInventory);
} }
float maxDist = item.PickDistance * 1.2f; if (item.InteractDistance == 0.0f && !item.Prefab.Triggers.Any()) return false;
if (maxDist <= 0.01f)
{
maxDist = 150.0f;
}
if (Vector2.DistanceSquared(WorldPosition, item.WorldPosition) < maxDist*maxDist || Pickable pickableComponent = item.GetComponent<Pickable>();
item.IsInsideTrigger(WorldPosition)) if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) return false;
{
return true;
}
return item.GetComponent<Items.Components.Ladder>() != null; Vector2 characterDirection = Vector2.Transform(Vector2.UnitY, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
}
private Item FindClosestItem(Vector2 mouseSimPos, out float distance) Vector2 upperBodyPosition = Position + (characterDirection * 20.0f);
{ Vector2 lowerBodyPosition = Position - (characterDirection * 60.0f);
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;
if (Submarine != null) if (Submarine != null)
{ {
pos += Submarine.SimPosition; upperBodyPosition += Submarine.Position;
pickPos += Submarine.SimPosition; 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; Character closestCharacter = null;
float closestDist = 0.0f; float closestDist = 0.0f;
@@ -1081,17 +1195,25 @@ namespace Barotrauma
foreach (Character c in CharacterList) foreach (Character c in CharacterList)
{ {
if (c == this || !c.enabled) continue; if (c == this || !c.enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) continue;
if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist*maxDist) continue;
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition); 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; closestCharacter = c;
closestDist = dist; 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; return closestCharacter;
@@ -1140,6 +1262,65 @@ namespace Barotrauma
selectedCharacter = null; 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> /// <summary>
/// Control the Character according to player input /// Control the Character according to player input
/// </summary> /// </summary>
@@ -1147,7 +1328,7 @@ namespace Barotrauma
{ {
if (!DisableControls) if (!DisableControls)
{ {
for (int i = 0; i < keys.Length; i++ ) for (int i = 0; i < keys.Length; i++)
{ {
keys[i].SetState(); keys[i].SetState();
} }
@@ -1197,69 +1378,7 @@ namespace Barotrauma
} }
} }
if (!LockHands) DoInteractionUpdate(deltaTime, mouseSimPos);
{
//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;
}
DisableControls = false; DisableControls = false;
} }
@@ -1424,79 +1543,19 @@ namespace Barotrauma
{ {
ControlLocalPlayer(deltaTime, cam); ControlLocalPlayer(deltaTime, cam);
} }
else
{
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
DoInteractionUpdate(deltaTime, mouseSimPos);
}
Control(deltaTime, cam); Control(deltaTime, cam);
if (selectedConstruction != null && !selectedConstruction.IsInPickRange(WorldPosition)) if (selectedConstruction != null && !CanInteractWith(selectedConstruction))
{ {
selectedConstruction = null; 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) if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
{ {
if (GameMain.Client == null) selectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime; if (GameMain.Client == null) selectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
@@ -1574,6 +1633,21 @@ namespace Barotrauma
if (!Enabled) return; if (!Enabled) return;
AnimController.Draw(spriteBatch); 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) public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
@@ -1956,7 +2030,7 @@ namespace Barotrauma
foreach (Character c in CharacterList) 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; if (c.selectedCharacter == this) c.selectedCharacter = null;
} }
} }
+8 -8
View File
@@ -182,27 +182,27 @@ namespace Barotrauma
if (cprButton.Visible) cprButton.Draw(spriteBatch); 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); startPos = cam.WorldToScreen(startPos);
Vector2 textPos = 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); Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
startPos.Y -= 50 + hudTexts.Count * 25; startPos.Y -= 50 + hudTexts.Count * 25;
Vector2 textPos = startPos; 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; textPos.Y += 30.0f;
foreach (ColoredText coloredText in hudTexts) foreach (ColoredText coloredText in hudTexts)
@@ -147,13 +147,13 @@ namespace Barotrauma
var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact); var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
if (closestEntity is Item) if (closestEntity is Item)
{ {
closestItem = (Item)closestEntity; focusedItem = (Item)closestEntity;
closestCharacter = null; focusedCharacter = null;
} }
else if (closestEntity is Character) else if (closestEntity is Character)
{ {
closestCharacter = (Character)closestEntity; focusedCharacter = (Character)closestEntity;
closestItem = null; focusedItem = null;
} }
memInput.RemoveAt(memInput.Count - 1); memInput.RemoveAt(memInput.Count - 1);
@@ -205,13 +205,13 @@ namespace Barotrauma
NetInputMem newMem = new NetInputMem(); NetInputMem newMem = new NetInputMem();
newMem.states = newInput; newMem.states = newInput;
newMem.intAim = intAngle; 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); memInput.Insert(0, newMem);
@@ -388,7 +388,7 @@ namespace Barotrauma.Tutorials
while (!HasItem("Diving Mask") && !HasItem("Diving Suit")) while (!HasItem("Diving Mask") && !HasItem("Diving Suit"))
{ {
if (!divingMaskSelected && 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 " 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."); + "the jumpsuit if you wish to wear a diving suit.");
@@ -105,9 +105,7 @@ namespace Barotrauma.Items.Components
pickTimer = 0.0f; pickTimer = 0.0f;
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen) while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
{ {
if (picker.IsKeyDown(InputType.Aim) || if (picker.IsKeyDown(InputType.Aim) || !picker.CanInteractWith(item))
!item.IsInPickRange(picker.WorldPosition) ||
picker.Stun > 0.0f || picker.IsDead)
{ {
StopPicking(picker); StopPicking(picker);
yield return CoroutineStatus.Success; yield return CoroutineStatus.Success;
@@ -77,10 +77,8 @@ namespace Barotrauma.Items.Components
this.cam = cam; this.cam = cam;
if (character == null if (character == null
|| character.IsDead
|| character.Stun > 0.0f
|| character.SelectedConstruction != item || character.SelectedConstruction != item
|| Vector2.Distance(character.Position, item.Position) > item.PickDistance * 2.0f) || !character.CanInteractWith(item))
{ {
if (character != null) if (character != null)
{ {
@@ -150,7 +148,7 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character activator = null) 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; character = null;
return false; return false;
@@ -165,7 +163,7 @@ namespace Barotrauma.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null) 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; character = null;
return; return;
@@ -28,9 +28,9 @@ namespace Barotrauma.Items.Components
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Green * 0.1f, true); 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); Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
hudPos += Vector2.UnitX * 50.0f; hudPos += Vector2.UnitX * 50.0f;
+17 -87
View File
@@ -136,9 +136,14 @@ namespace Barotrauma
get { return prefab.sprite; } 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 public override Vector2 SimPosition
@@ -919,8 +924,7 @@ namespace Barotrauma
if (prefab.sprite != null) if (prefab.sprite != null)
{ {
float depth = Sprite.Depth; float depth = GetDrawDepth();
depth += (ID % 255) * 0.000001f;
if (body == null) if (body == null)
{ {
@@ -1304,75 +1308,9 @@ namespace Barotrauma
yield return CoroutineStatus.Success; yield return CoroutineStatus.Success;
} }
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems = null) public float GetDrawDepth()
{ {
float dist; return Sprite.Depth + ((ID % 255) * 0.000001f);
return FindPickable(position, pickPosition, hull, ignoredItems, out dist);
}
/// <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) public bool IsInsideTrigger(Vector2 worldPosition)
@@ -1387,19 +1325,12 @@ namespace Barotrauma
return false; return false;
} }
public bool IsInPickRange(Vector2 worldPosition)
{
if (IsInsideTrigger(worldPosition)) return true;
return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
}
public bool CanClientAccess(Client c) 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 hasRequiredSkills = true;
@@ -1434,7 +1365,6 @@ namespace Barotrauma
} }
} }
if (!pickHit && !selectHit) continue; if (!pickHit && !selectHit) continue;
Skill tempRequiredSkill; Skill tempRequiredSkill;
@@ -1470,16 +1400,16 @@ namespace Barotrauma
picker.SelectedConstruction = this; 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); GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
if (requiredSkill != null) 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 ? int requirementIndex = FixRequirements.Count == 1 ?
0 : msg.ReadRangedInteger(0, 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; if (!FixRequirements[requirementIndex].CanBeFixed(c.Character)) return;
FixRequirements[requirementIndex].Fixed = true; FixRequirements[requirementIndex].Fixed = true;
@@ -1866,7 +1796,7 @@ namespace Barotrauma
break; break;
case NetEntityEvent.Type.ApplyStatusEffect: 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); ApplyStatusEffects(ActionType.OnUse, (float)Timing.Step, c.Character);
+16 -8
View File
@@ -35,9 +35,11 @@ namespace Barotrauma
protected Vector2 size; protected Vector2 size;
//how close the Character has to be to the item to pick it up //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 //an area next to the construction
//the construction can be Activated() by a Character inside the area //the construction can be Activated() by a Character inside the area
@@ -80,14 +82,19 @@ namespace Barotrauma
private set; 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 public override bool IsLinkable
@@ -268,8 +275,9 @@ namespace Barotrauma
Description = ToolBox.GetAttributeString(element, "description", ""); Description = ToolBox.GetAttributeString(element, "description", "");
pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false); interactThroughWalls = ToolBox.GetAttributeBool(element, "interactthroughwalls", false);
pickDistance = ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f); 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); isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
+6 -6
View File
@@ -164,15 +164,15 @@ namespace Barotrauma.Lights
if (Character.Controlled != null) if (Character.Controlled != null)
{ {
if (Character.Controlled.ClosestItem != null) if (Character.Controlled.FocusedItem != null)
{ {
Character.Controlled.ClosestItem.IsHighlighted = true; Character.Controlled.FocusedItem.IsHighlighted = true;
Character.Controlled.ClosestItem.Draw(spriteBatch, false, true); Character.Controlled.FocusedItem.Draw(spriteBatch, false, true);
Character.Controlled.ClosestItem.IsHighlighted = 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);
} }
} }
+9 -1
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); } 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 public virtual Sprite Sprite
{ {
get { return null; } get { return null; }
@@ -231,7 +239,7 @@ namespace Barotrauma
public virtual bool IsMouseOn(Vector2 position) public virtual bool IsMouseOn(Vector2 position)
{ {
return (Submarine.RectContains(WorldRect, position)); return (Submarine.RectContains(InteractionRect, position));
} }
public virtual MapEntity Clone() public virtual MapEntity Clone()
+1 -1
View File
@@ -1072,7 +1072,7 @@ namespace Barotrauma
dummyCharacter.SelectedConstruction.UpdateHUD(cam, dummyCharacter); 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); CharacterHUD.Update((float)deltaTime, dummyCharacter);
+6 -15
View File
@@ -90,12 +90,9 @@ namespace Barotrauma
public override void AddToGUIUpdateList() 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(); if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
@@ -137,12 +134,9 @@ namespace Barotrauma
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime); 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); Character.UpdateAll(cam, (float)deltaTime);
@@ -199,12 +193,9 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable); 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); if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);