diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs index cbb751f50..ec5b88851 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs @@ -656,13 +656,6 @@ namespace Barotrauma msg.Timer -= deltaTime; msg.Pos += msg.Velocity * deltaTime; } - - foreach (GUIMessage msg in messages) - { - if (!msg.WorldSpace) continue; - msg.Timer -= deltaTime; - msg.Pos += msg.Velocity * deltaTime; - } } messages.RemoveAll(m => m.Timer <= 0.0f); diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Sonar.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Sonar.cs index a4935fd62..9cc203358 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Sonar.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Sonar.cs @@ -44,7 +44,9 @@ namespace Barotrauma.Items.Components private float displayScale; private float zoomSqrt; - + + private float showDirectionalIndicatorTimer; + //Vector2 = vector from the ping source to the position of the disruption //float = strength of the disruption, between 0-1 List> disruptedDirections = new List>(); @@ -145,6 +147,7 @@ namespace Barotrauma.Items.Components { OnMoved = (scrollbar, scroll) => { + showDirectionalIndicatorTimer = 1.0f; float pingAngle = MathHelper.Lerp(0.0f, MathHelper.TwoPi, scroll); pingDirection = new Vector2((float)Math.Cos(pingAngle), (float)Math.Sin(pingAngle)); if (GameMain.Client != null) @@ -175,6 +178,7 @@ namespace Barotrauma.Items.Components public override void UpdateHUD(Character character, float deltaTime, Camera cam) { + showDirectionalIndicatorTimer -= deltaTime; if (GameMain.Client != null) { if (unsentChanges) @@ -378,12 +382,13 @@ namespace Barotrauma.Items.Components spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); } - if (useDirectionalPing && IsActive) + float directionalPingVisibility = useDirectionalPing && IsActive ? 1.0f : showDirectionalIndicatorTimer; + if (directionalPingVisibility > 0.0f) { Vector2 sector1 = MathUtils.RotatePointAroundTarget(pingDirection * DisplayRadius, Vector2.Zero, DirectionalPingSector * 0.5f); Vector2 sector2 = MathUtils.RotatePointAroundTarget(pingDirection * DisplayRadius, Vector2.Zero, -DirectionalPingSector * 0.5f); - GUI.DrawLine(spriteBatch, center, center + sector1, Color.LightCyan * 0.2f, width: 3); - GUI.DrawLine(spriteBatch, center, center + sector2, Color.LightCyan * 0.2f, width: 3); + GUI.DrawLine(spriteBatch, center, center + sector1, Color.LightCyan * 0.2f * directionalPingVisibility, width: 3); + GUI.DrawLine(spriteBatch, center, center + sector2, Color.LightCyan * 0.2f * directionalPingVisibility, width: 3); } if (GameMain.DebugDraw) diff --git a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs index a4be15f3c..f09171b13 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs @@ -332,7 +332,8 @@ namespace Barotrauma.Networking } } - foreach (NetEntityEvent entityEvent in sentEvents) + //too many events for one packet + if (eventsToSync.Count > 200) { msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL); msg.Write(client.UnreceivedEntityEventCount); diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 8b57c71ba..582c7bcf3 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -726,8 +726,7 @@ namespace Barotrauma if (!canAttack && !IsCoolDownRunning) { // If not, reset the attacking limb, if the cooldown is not running - // Don't use the property, because we don't want cancel reversing, if we are reversing. - _attackingLimb = null; + AttackingLimb = null; } } @@ -1148,6 +1147,65 @@ namespace Barotrauma //skip the target if it's a room and the character is already inside a sub if (character.CurrentHull != null && target.Entity is Hull) continue; + Door door = null; + if (target.Entity is Item item) + { + targetingTag = "dead"; + if (targetCharacter.Submarine != Character.Submarine) + { + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; + } + } + else if (targetCharacter.AIController is EnemyAIController enemy) + { + if (enemy.combatStrength > combatStrength) + { + targetingTag = "stronger"; + } + else if (enemy.combatStrength < combatStrength) + { + targetingTag = "weaker"; + } + if (State == AIState.Escape && targetingTag == "stronger") + { + // Frightened + valueModifier = 2; + } + else + { + if (targetCharacter.Submarine != Character.Submarine) + { + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; + } + } + } + else if (targetCharacter.Submarine != null && Character.Submarine == null) + { + //target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms + targetingTag = "room"; + } + else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant())) + { + targetingTag = targetCharacter.SpeciesName.ToLowerInvariant(); + } + } + else if (target.Entity != null) + { + //skip the target if it's a room and the character is already inside a sub + if (character.CurrentHull != null && target.Entity is Hull) continue; + Door door = null; if (target.Entity is Item item) { @@ -1217,49 +1275,11 @@ namespace Barotrauma valueModifier = isOutdoor ? 1 : 0; valueModifier *= isOpen ? 5 : 1; } - } - } - else if (targetCharacter.Submarine != null && Character.Submarine == null) - { - targetingTag = "dead"; - if (targetCharacter.Submarine != Character.Submarine) - { - // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target - continue; - } - else if (targetCharacter.CurrentHull != Character.CurrentHull) - { - // In the same sub, halve the priority, if not in the same hull. - valueModifier = 0.5f; - } - } - else if (targetCharacter.AIController is EnemyAIController enemy) - { - if (enemy.combatStrength > combatStrength) - { - targetingTag = "stronger"; - } - else if (enemy.combatStrength < combatStrength) - { - targetingTag = "weaker"; - } - if (State == AIState.Escape && targetingTag == "stronger") - { - // Frightened - valueModifier = 2; - } - else - { - if (targetCharacter.Submarine != Character.Submarine) + else if (targetCharacter.CurrentHull != Character.CurrentHull) { valueModifier = isOutdoor ? 0 : 1; valueModifier *= isOpen ? 0 : 1; } - else if (targetCharacter.CurrentHull != Character.CurrentHull) - { - // In the same sub, halve the priority, if not in the same hull. - valueModifier = 0.5f; - } } else if (isOpen) //ignore broken and open doors { @@ -1277,11 +1297,6 @@ namespace Barotrauma valueModifier *= targetingPriorities[targetingTag].Priority; - if (targetingTag == null) continue; - if (!targetingPriorities.ContainsKey(targetingTag)) continue; - - valueModifier *= targetingPriorities[targetingTag].Priority; - if (valueModifier == 0.0f) continue; Vector2 toTarget = target.WorldPosition - character.WorldPosition; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs index e0050c17c..d74524d9e 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs @@ -538,7 +538,6 @@ namespace Barotrauma.Items.Components GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return 0.0f; } - float average = skillSuccessSum / requiredSkills.Count; float skillSuccessSum = 0.0f; for (int i = 0; i < requiredSkills.Count; i++) @@ -735,15 +734,13 @@ namespace Barotrauma.Items.Components private void OverrideRequiredItems(XElement element) { var prevRequiredItems = new Dictionary>(requiredItems); - bool overrideRequiredItems = false; + requiredItems.Clear(); + foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "requireditem": - if (!overrideRequiredItems) requiredItems.Clear(); - overrideRequiredItems = true; - RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name); if (newRequiredItem == null) continue; diff --git a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs index 4569eb0b6..898506400 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs @@ -752,6 +752,39 @@ namespace Barotrauma AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList(); + if (sprite == null) + { + DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!"); +#if SERVER + sprite = new Sprite("", Vector2.Zero); + sprite.SourceRect = new Rectangle(0, 0, 32, 32); +#else + sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null) + { + Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2 + }; +#endif + size = sprite.size; + sprite.EntityID = identifier; + } + + if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier)) + { + DebugConsole.ThrowError( + "Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading."); + } + if (!string.IsNullOrEmpty(identifier)) + { + MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier); + if (existingPrefab != null) + { + DebugConsole.ThrowError( + "Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!"); + } + } + + AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList(); + List.Add(this); }