(c1468d39d) Overhauled docking interface (WIP)
This commit is contained in:
@@ -320,9 +320,8 @@ namespace Barotrauma
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{
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State = AIState.Idle;
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}
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else if (Character.Health < fleeHealthThreshold && SwarmBehavior == null)
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else if (Character.Health < fleeHealthThreshold)
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{
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// Don't flee from damage if in a swarm.
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State = AIState.Escape;
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}
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else if (targetingPriority != null)
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@@ -331,6 +330,8 @@ namespace Barotrauma
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}
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}
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LatchOntoAI?.Update(this, deltaTime);
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if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
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{
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State = AIState.Idle;
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@@ -368,15 +369,8 @@ namespace Barotrauma
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default:
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throw new NotImplementedException();
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}
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LatchOntoAI?.Update(this, deltaTime);
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IsSteeringThroughGap = false;
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if (SwarmBehavior != null)
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{
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SwarmBehavior.IsActive = State == AIState.Idle && Character.CurrentHull == null;
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SwarmBehavior.Refresh();
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SwarmBehavior.UpdateSteering(deltaTime);
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}
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SwarmBehavior?.Update(deltaTime);
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steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
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}
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@@ -499,7 +493,7 @@ namespace Barotrauma
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}
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else
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{
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if (!IsLatchedOnSub)
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if (!IsProperlyLatchedOnSub)
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{
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UpdateWallTarget();
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}
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@@ -558,7 +552,7 @@ namespace Barotrauma
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{
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WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
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Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
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if (section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
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if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
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{
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return;
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}
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@@ -799,21 +793,9 @@ namespace Barotrauma
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}
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}
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public bool IsSteeringThroughGap { get; private set; }
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private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
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{
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IsSteeringThroughGap = true;
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SelectedAiTarget = wall.AiTarget;
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wallTarget = null;
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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Hull targetHull = section.gap?.FlowTargetHull;
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float distance = Vector2.Distance(Character.WorldPosition, targetWorldPos);
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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if (distance > maxDistance)
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{
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return false;
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}
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if (targetHull != null)
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{
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if (wall.IsHorizontal)
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@@ -824,7 +806,16 @@ namespace Barotrauma
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{
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targetWorldPos.X = targetHull.WorldRect.Center.X;
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}
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steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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if (steeringManager is IndoorsSteeringManager)
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{
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steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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}
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else
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{
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steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
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}
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return true;
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}
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return false;
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@@ -1056,43 +1047,19 @@ namespace Barotrauma
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#region Targeting
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private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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public AITarget UpdateTargets(Character character, out TargetingPriority priority)
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{
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if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
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if (IsProperlyLatchedOnSub)
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{
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var wall = SelectedAiTarget.Entity as Structure;
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if (wall == null)
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{
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wall = wallTarget?.Structure;
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}
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// The target is not a wall or it's not the same as we are attached to -> release
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bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
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if (!releaseTarget)
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{
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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if (CanPassThroughHole(wall, i))
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{
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releaseTarget = true;
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}
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}
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}
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if (releaseTarget)
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{
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SelectedAiTarget = null;
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wallTarget = null;
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LatchOntoAI.DeattachFromBody();
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}
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else if (SelectedAiTarget?.Entity == wallTarget?.Structure)
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{
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// If attached to a valid target, just keep the target.
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// Priority not used in this case.
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priority = null;
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return SelectedAiTarget;
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}
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// If attached to a valid target, just keep the target.
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// Priority not used in this case.
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priority = null;
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return SelectedAiTarget;
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}
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AITarget newTarget = null;
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priority = null;
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@@ -1175,7 +1142,7 @@ namespace Barotrauma
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else if (target.Entity != null)
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{
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//skip the target if it's a room and the character is already inside a sub
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if (character.CurrentHull != null && target.Entity is Hull) { continue; }
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if (character.CurrentHull != null && target.Entity is Hull) continue;
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Door door = null;
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if (target.Entity is Item item)
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@@ -1204,37 +1171,23 @@ namespace Barotrauma
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// Ignore structures that doesn't have a body (not walls)
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continue;
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}
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if (s.IsPlatform)
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{
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continue;
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}
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if (character.CurrentHull != null)
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{
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// Ignore walls when inside.
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continue;
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}
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valueModifier = 1;
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float wallMaxHealth = 400; // Anything more than this is ignored -> 200 = 1
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// Prefer weaker targets.
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valueModifier *= MathHelper.Lerp(1.5f, 0.5f, MathUtils.InverseLerp(0, 1, s.Health / wallMaxHealth));
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// Ignore walls when inside.
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valueModifier = character.CurrentHull == null ? 1 : 0;
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if (aggressiveBoarding)
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{
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var hulls = s.Submarine.GetHulls(false);
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for (int i = 0; i < s.Sections.Length; i++)
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{
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var section = s.Sections[i];
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if (section.gap != null)
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if (CanPassThroughHole(s, i))
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{
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if (CanPassThroughHole(s, i))
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{
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bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null && hulls.Any(h => h.Rect.Intersects(section.rect));
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valueModifier *= leadsInside ? 5 : 0;
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}
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else
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{
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// up to 100% priority increase for every gap in the wall
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valueModifier *= 1 + section.gap.Open;
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}
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// Ignore walls that can be passed through
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valueModifier = 0;
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break;
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}
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else if (section.gap != null)
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{
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// up to 100% priority increase for every gap in the wall
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valueModifier *= 1 + section.gap.Open;
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}
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}
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}
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@@ -223,10 +223,8 @@ namespace Barotrauma
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}
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}
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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//only humanoids can climb ladders
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if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -236,7 +234,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !isDiving)
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if (character.IsClimbing)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -280,12 +278,6 @@ namespace Barotrauma
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}
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing && isDiving)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 3, 2))
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{
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currentPath.SkipToNextNode();
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@@ -54,7 +54,7 @@ namespace Barotrauma
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get { return attachJoints.Count > 0; }
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}
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public bool IsAttachedToSub => IsAttached && (attachTargetBody?.UserData is Submarine || attachTargetBody?.UserData is Entity entity && entity.Submarine != null);
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public bool IsAttachedToSub => IsAttached && attachTargetBody?.UserData is Entity entity && (entity is Submarine sub || entity?.Submarine != null);
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public LatchOntoAI(XElement element, EnemyAIController enemyAI)
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{
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@@ -190,7 +190,7 @@ namespace Barotrauma
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case AIController.AIState.Attack:
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if (enemyAI.AttackingLimb != null)
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{
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if (attachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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if (attachToSub && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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{
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// is not attached or is attached to something else
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if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
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@@ -14,16 +14,11 @@ namespace Barotrauma
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private float maxDistFromCenter;
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private float cohesion;
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public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
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public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
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private List<AICharacter> members = new List<AICharacter>();
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private EnemyAIController ai;
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private AIController ai;
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public bool IsActive { get; set; }
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public bool IsEnoughMembers => ActiveMembers.Count > 1;
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public SwarmBehavior(XElement element, EnemyAIController ai)
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public SwarmBehavior(XElement element, AIController ai)
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{
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this.ai = ai;
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minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
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@@ -37,36 +32,21 @@ namespace Barotrauma
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{
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if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null)
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{
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enemyAI.SwarmBehavior.Members = swarm.ToList();
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enemyAI.SwarmBehavior.members = swarm.ToList();
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}
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}
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}
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public void Refresh()
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public void Update(float deltaTime)
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{
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Members.RemoveAll(m => m.IsDead || m.Removed);
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foreach (var member in Members)
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{
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if (!member.AIController.Enabled && member.IsRemotePlayer || Character.Controlled == member || !((EnemyAIController)member.AIController).SwarmBehavior.IsActive)
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{
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ActiveMembers.Remove(member);
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}
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else
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{
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ActiveMembers.Add(member);
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}
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}
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}
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members.RemoveAll(m => m.IsDead || m.Removed);
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if (members.Count < 2) { return; }
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public void UpdateSteering(float deltaTime)
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{
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if (!IsActive) { return; }
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if (!IsEnoughMembers) { return; }
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//calculate the "center of mass" of the swarm and the distance to the closest character in the swarm
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float closestDistSqr = float.MaxValue;
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Vector2 center = Vector2.Zero;
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AICharacter closest = null;
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foreach (AICharacter member in Members)
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foreach (AICharacter member in members)
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{
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center += member.SimPosition;
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if (member == ai.Character) { continue; }
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@@ -77,7 +57,7 @@ namespace Barotrauma
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closest = member;
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}
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}
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center /= Members.Count;
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center /= members.Count;
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if (closest == null) { return; }
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@@ -103,11 +83,11 @@ namespace Barotrauma
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if (cohesion > 0.0f)
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{
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Vector2 avgVel = Vector2.Zero;
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foreach (AICharacter member in Members)
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foreach (AICharacter member in members)
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{
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avgVel += member.AnimController.TargetMovement;
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}
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avgVel /= Members.Count;
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avgVel /= members.Count;
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ai.SteeringManager.SteeringManual(deltaTime, avgVel * cohesion);
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}
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}
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@@ -293,27 +293,6 @@ namespace Barotrauma
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return;
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}
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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//stop dragging if there's something between the pull limb and the target
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Vector2 sourceSimPos = mouthLimb.SimPosition;
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Vector2 targetSimPos = target.SimPosition;
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if (character.Submarine != null && character.SelectedCharacter.Submarine == null)
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{
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targetSimPos -= character.Submarine.SimPosition;
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}
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else if (character.Submarine == null && character.SelectedCharacter.Submarine != null)
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{
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sourceSimPos -= character.SelectedCharacter.Submarine.SimPosition;
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}
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var body = Submarine.CheckVisibility(sourceSimPos, targetSimPos, ignoreSubs: true);
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if (body != null)
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{
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character.DeselectCharacter();
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return;
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}
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}
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Character targetCharacter = target;
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float eatSpeed = character.Mass / targetCharacter.Mass * 0.1f;
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eatTimer += deltaTime * eatSpeed;
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@@ -751,6 +730,22 @@ namespace Barotrauma
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
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{
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//make sure the angle "has the same number of revolutions" as the reference limb
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//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
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while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
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{
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angle += MathHelper.TwoPi;
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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public override void Flip()
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{
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base.Flip();
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@@ -560,8 +560,7 @@ namespace Barotrauma
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//TODO: take into account that the feet aren't necessarily in CurrentHull
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
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slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -426,7 +426,7 @@ namespace Barotrauma
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}
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}
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public bool CanSpeak;
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private bool canSpeak;
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private bool speechImpedimentSet;
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@@ -436,7 +436,7 @@ namespace Barotrauma
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{
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get
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{
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if (!CanSpeak || IsUnconscious || Stun > 0.0f || IsDead) return 100.0f;
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if (!canSpeak || IsUnconscious || Stun > 0.0f || IsDead) return 100.0f;
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return speechImpediment;
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}
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set
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@@ -710,7 +710,7 @@ namespace Barotrauma
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displayName = TextManager.Get($"Character.{Path.GetFileName(Path.GetDirectoryName(file))}", true);
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IsHumanoid = doc.Root.GetAttributeBool("humanoid", false);
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CanSpeak = doc.Root.GetAttributeBool("canspeak", false);
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canSpeak = doc.Root.GetAttributeBool("canspeak", false);
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needsAir = doc.Root.GetAttributeBool("needsair", false);
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Noise = doc.Root.GetAttributeFloat("noise", 100f);
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@@ -853,7 +853,7 @@ namespace Barotrauma
|
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{
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if (characterConfigFiles == null)
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{
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characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character, searchAllContentPackages: true);
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characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character);
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}
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return characterConfigFiles;
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}
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@@ -2555,9 +2555,11 @@ namespace Barotrauma
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||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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||||
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||||
CharacterList.Remove(this);
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||||
#if CLIENT
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||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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||||
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||||
if (Controlled == this) { Controlled = null; }
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||||
CharacterList.Remove(this);
|
||||
|
||||
if (Inventory != null)
|
||||
{
|
||||
|
||||
@@ -399,7 +399,7 @@ namespace Barotrauma
|
||||
{
|
||||
ID = idCounter;
|
||||
idCounter++;
|
||||
Name = element.GetAttributeString("name", "");
|
||||
Name = element.GetAttributeString("name", "unnamed");
|
||||
string genderStr = element.GetAttributeString("gender", "male").ToLowerInvariant();
|
||||
File = element.GetAttributeString("file", "");
|
||||
SourceElement = GetConfig(File).Root;
|
||||
@@ -423,29 +423,6 @@ namespace Barotrauma
|
||||
element.GetAttributeInt("beardindex", -1),
|
||||
element.GetAttributeInt("moustacheindex", -1),
|
||||
element.GetAttributeInt("faceattachmentindex", -1));
|
||||
|
||||
if (string.IsNullOrEmpty(Name))
|
||||
{
|
||||
if (SourceElement.Element("name") != null)
|
||||
{
|
||||
string firstNamePath = SourceElement.Element("name").GetAttributeString("firstname", "");
|
||||
if (firstNamePath != "")
|
||||
{
|
||||
firstNamePath = firstNamePath.Replace("[GENDER]", (Head.gender == Gender.Female) ? "female" : "male");
|
||||
Name = ToolBox.GetRandomLine(firstNamePath);
|
||||
}
|
||||
|
||||
string lastNamePath = SourceElement.Element("name").GetAttributeString("lastname", "");
|
||||
if (lastNamePath != "")
|
||||
{
|
||||
lastNamePath = lastNamePath.Replace("[GENDER]", (Head.gender == Gender.Female) ? "female" : "male");
|
||||
if (Name != "") Name += " ";
|
||||
Name += ToolBox.GetRandomLine(lastNamePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
StartItemsGiven = element.GetAttributeBool("startitemsgiven", false);
|
||||
string personalityName = element.GetAttributeString("personality", "");
|
||||
ragdollFileName = element.GetAttributeString("ragdoll", string.Empty);
|
||||
|
||||
@@ -217,7 +217,6 @@ namespace Barotrauma
|
||||
{
|
||||
return corePackageRequiredFiles.All(fileType => Files.Any(file => file.Type == fileType));
|
||||
}
|
||||
|
||||
public bool ContainsRequiredCorePackageFiles(out List<ContentType> missingContentTypes)
|
||||
{
|
||||
missingContentTypes = new List<ContentType>();
|
||||
@@ -231,25 +230,6 @@ namespace Barotrauma
|
||||
return missingContentTypes.Count == 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Make sure all the files defined in the content package are present
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool VerifyFiles(out List<string> errorMessages)
|
||||
{
|
||||
errorMessages = new List<string>();
|
||||
foreach (ContentFile file in Files)
|
||||
{
|
||||
if (!File.Exists(file.Path))
|
||||
{
|
||||
errorMessages.Add("File \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
return errorMessages.Count == 0;
|
||||
}
|
||||
|
||||
public static ContentPackage CreatePackage(string name, string path, bool corePackage)
|
||||
{
|
||||
ContentPackage newPackage = new ContentPackage()
|
||||
@@ -418,13 +398,6 @@ namespace Barotrauma
|
||||
return path == "Mods";
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Are mods allowed to install a file into the specified path. If a content package XML includes files
|
||||
/// with a prohibited path, they are treated as references to external files. For example, a mod could include
|
||||
/// some vanilla files in the XML, in which case the game will simply use the vanilla files present in the game folder.
|
||||
/// </summary>
|
||||
/// <param name="path"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsModFilePathAllowed(string path)
|
||||
{
|
||||
while (true)
|
||||
@@ -449,6 +422,16 @@ namespace Barotrauma
|
||||
return contentPackages.SelectMany(f => f.Files).Where(f => f.Type == type).Select(f => f.Path);
|
||||
}
|
||||
|
||||
public IEnumerable<string> GetFilesOfType(ContentType type)
|
||||
{
|
||||
return Files.Where(f => f.Type == type).Select(f => f.Path);
|
||||
}
|
||||
|
||||
public static IEnumerable<string> GetFilesOfType(IEnumerable<ContentPackage> contentPackages, ContentType type)
|
||||
{
|
||||
return contentPackages.SelectMany(f => f.Files).Where(f => f.Type == type).Select(f => f.Path);
|
||||
}
|
||||
|
||||
public IEnumerable<string> GetFilesOfType(ContentType type)
|
||||
{
|
||||
return Files.Where(f => f.Type == type).Select(f => f.Path);
|
||||
|
||||
@@ -34,33 +34,14 @@ namespace Barotrauma
|
||||
{
|
||||
Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
|
||||
|
||||
//bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
|
||||
//for (int i = 0; i < monsterCount; i++)
|
||||
//{
|
||||
// monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
|
||||
//}
|
||||
//monsters.ForEach(m => m.Enabled = false);
|
||||
//SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
|
||||
//sonarPositions.Add(spawnPos);
|
||||
|
||||
float offsetAmount = 500;
|
||||
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
|
||||
for (int i = 0; i < monsterCount; i++)
|
||||
{
|
||||
CoroutineManager.InvokeAfter(() =>
|
||||
{
|
||||
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
|
||||
var monster = Character.Create(monsterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true);
|
||||
monster.Enabled = false;
|
||||
monsters.Add(monster);
|
||||
if (monsters.Count == monsterCount)
|
||||
{
|
||||
//this will do nothing if the monsters have no swarm behavior defined,
|
||||
//otherwise it'll make the spawned characters act as a swarm
|
||||
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
|
||||
sonarPositions.Add(spawnPos);
|
||||
}
|
||||
}, Rand.Range(0f, monsterCount / 2, Rand.RandSync.Server));
|
||||
monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
|
||||
}
|
||||
monsters.ForEach(m => m.Enabled = false);
|
||||
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
|
||||
sonarPositions.Add(spawnPos);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
|
||||
@@ -604,14 +604,13 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
bool packageOk = contentPackage.VerifyFiles(out List<string> errorMessages);
|
||||
if (!packageOk)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\":\n" + string.Join("\n", errorMessages));
|
||||
continue;
|
||||
}
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
@@ -971,14 +970,13 @@ namespace Barotrauma
|
||||
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
bool packageOk = contentPackage.VerifyFiles(out List<string> errorMessages);
|
||||
if (!packageOk)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\":\n" + string.Join("\n", errorMessages));
|
||||
continue;
|
||||
}
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -293,35 +293,10 @@ namespace Barotrauma.Items.Components
|
||||
//steer closer if almost in range
|
||||
if (dist > Range)
|
||||
{
|
||||
Vector2 standPos = new Vector2(Math.Sign(-fromItemToLeak.X), Math.Sign(-fromItemToLeak.Y)) / 2;
|
||||
if (!character.AnimController.InWater)
|
||||
{
|
||||
if (leak.IsHorizontal)
|
||||
{
|
||||
standPos.X *= 2;
|
||||
standPos.Y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
standPos.X = 0;
|
||||
}
|
||||
}
|
||||
if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
|
||||
{
|
||||
if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(standPos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(standPos);
|
||||
}
|
||||
Vector2 standPos = leak.IsHorizontal ? new Vector2(Math.Sign(-fromItemToLeak.X), 0.0f) : new Vector2(0.0f, Math.Sign(-fromItemToLeak.Y) * 0.5f);
|
||||
standPos = leak.WorldPosition + standPos * Range;
|
||||
Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -330,29 +305,30 @@ namespace Barotrauma.Items.Components
|
||||
// Too close -> steer away
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
|
||||
}
|
||||
else if (dist <= Range)
|
||||
{
|
||||
// In range
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
sinTime += deltaTime;
|
||||
character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
|
||||
if (item.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
|
||||
// Press the trigger only when the tool is approximately facing the target.
|
||||
var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
|
||||
if (angle < MathHelper.PiOver4)
|
||||
// If the character is climbing, ignore the check, because we cannot aim while climbing.
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Use(deltaTime, character);
|
||||
}
|
||||
else
|
||||
{
|
||||
sinTime -= deltaTime * 2;
|
||||
}
|
||||
|
||||
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
|
||||
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
|
||||
|
||||
@@ -801,7 +801,10 @@ namespace Barotrauma.Items.Components
|
||||
string msg = TextManager.Get(Msg, true);
|
||||
if (msg != null)
|
||||
{
|
||||
msg = TextManager.ParseInputTypes(msg);
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
}
|
||||
DisplayMsg = msg;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -13,11 +13,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private ItemContainer inputContainer, outputContainer;
|
||||
|
||||
public ItemContainer InputContainer
|
||||
{
|
||||
get { return inputContainer; }
|
||||
}
|
||||
|
||||
public ItemContainer OutputContainer
|
||||
{
|
||||
get { return outputContainer; }
|
||||
|
||||
@@ -23,16 +23,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private ItemContainer inputContainer, outputContainer;
|
||||
|
||||
public ItemContainer InputContainer
|
||||
{
|
||||
get { return inputContainer; }
|
||||
}
|
||||
|
||||
public ItemContainer OutputContainer
|
||||
{
|
||||
get { return outputContainer; }
|
||||
}
|
||||
|
||||
private float progressState;
|
||||
|
||||
public Fabricator(Item item, XElement element)
|
||||
@@ -108,23 +98,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
return (picker != null);
|
||||
}
|
||||
|
||||
public void RemoveFabricationRecipes(List<string> allowedIdentifiers)
|
||||
{
|
||||
for (int i = 0; i < fabricationRecipes.Count; i++)
|
||||
{
|
||||
if (!allowedIdentifiers.Contains(fabricationRecipes[i].TargetItem.Identifier))
|
||||
{
|
||||
fabricationRecipes.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
CreateRecipes();
|
||||
}
|
||||
|
||||
partial void CreateRecipes();
|
||||
|
||||
|
||||
private void StartFabricating(FabricationRecipe selectedItem, Character user)
|
||||
{
|
||||
if (selectedItem == null) return;
|
||||
|
||||
@@ -259,7 +259,7 @@ namespace Barotrauma.Items.Components
|
||||
int clockDir = (int)Math.Round((angle / MathHelper.TwoPi) * 12);
|
||||
if (clockDir == 0) clockDir = 12;
|
||||
|
||||
return TextManager.Get("roomname.subdiroclock").Replace("[dir]", clockDir.ToString());
|
||||
return TextManager.Get("SubDirOClock").Replace("[dir]", clockDir.ToString());
|
||||
}
|
||||
|
||||
private Vector2 GetTransducerCenter()
|
||||
|
||||
@@ -206,16 +206,6 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsFull()
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (Items[i] == null) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool TrySwapping(int index, Item item, Character user, bool createNetworkEvent)
|
||||
{
|
||||
if (item?.ParentInventory == null || Items[index] == null) return false;
|
||||
|
||||
@@ -1149,10 +1149,6 @@ namespace Barotrauma
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
|
||||
@@ -40,7 +40,7 @@ namespace Barotrauma
|
||||
flames = true;
|
||||
underwaterBubble = true;
|
||||
}
|
||||
|
||||
|
||||
public Explosion(XElement element, string parentDebugName)
|
||||
{
|
||||
attack = new Attack(element, parentDebugName + ", Explosion");
|
||||
@@ -62,16 +62,6 @@ namespace Barotrauma
|
||||
CameraShake = element.GetAttributeFloat("camerashake", attack.Range * 0.1f);
|
||||
}
|
||||
|
||||
public void DisableParticles()
|
||||
{
|
||||
sparks = false;
|
||||
shockwave = false;
|
||||
smoke = false;
|
||||
flash = false;
|
||||
flames = false;
|
||||
underwaterBubble = false;
|
||||
}
|
||||
|
||||
public List<Triplet<Explosion, Vector2, float>> GetRecentExplosions(float maxSecondsAgo)
|
||||
{
|
||||
return prevExplosions.FindAll(e => e.Third >= Timing.TotalTime - maxSecondsAgo);
|
||||
|
||||
@@ -14,15 +14,15 @@ namespace Barotrauma
|
||||
{
|
||||
const float OxygenConsumption = 50.0f;
|
||||
const float GrowSpeed = 5.0f;
|
||||
|
||||
private Hull hull;
|
||||
|
||||
protected Hull hull;
|
||||
|
||||
protected Vector2 position;
|
||||
protected Vector2 size;
|
||||
private Vector2 position;
|
||||
private Vector2 size;
|
||||
|
||||
private Entity Submarine;
|
||||
|
||||
protected bool removed;
|
||||
private bool removed;
|
||||
|
||||
#if CLIENT
|
||||
private List<Decal> burnDecals = new List<Decal>();
|
||||
@@ -182,16 +182,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ReduceOxygen(float deltaTime)
|
||||
{
|
||||
hull.Oxygen -= size.X * deltaTime * OxygenConsumption;
|
||||
}
|
||||
|
||||
protected virtual void AdjustXPos(float growModifier, float deltaTime)
|
||||
{
|
||||
position.X -= GrowSpeed * growModifier * 0.5f * deltaTime;
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float growModifier);
|
||||
|
||||
private void OnChangeHull(Vector2 pos, Hull particleHull)
|
||||
|
||||
@@ -138,9 +138,6 @@ namespace Barotrauma
|
||||
public Submarine StartOutpost { get; private set; }
|
||||
public Submarine EndOutpost { get; private set; }
|
||||
|
||||
private Submarine preSelectedStartOutpost;
|
||||
private Submarine preSelectedEndOutpost;
|
||||
|
||||
public string Seed
|
||||
{
|
||||
get { return seed; }
|
||||
@@ -212,7 +209,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
/// <param name="difficulty">A scalar between 0-100</param>
|
||||
/// <param name="sizeFactor">A scalar between 0-1 (0 = the minimum width defined in the generation params is used, 1 = the max width is used)</param>
|
||||
public Level(string seed, float difficulty, float sizeFactor, LevelGenerationParams generationParams, Biome biome, Submarine startOutpost = null, Submarine endOutPost = null)
|
||||
public Level(string seed, float difficulty, float sizeFactor, LevelGenerationParams generationParams, Biome biome)
|
||||
: base(null)
|
||||
{
|
||||
|
||||
@@ -228,9 +225,6 @@ namespace Barotrauma
|
||||
(width / GridCellSize) * GridCellSize,
|
||||
(generationParams.Height / GridCellSize) * GridCellSize);
|
||||
|
||||
preSelectedStartOutpost = startOutpost;
|
||||
preSelectedEndOutpost = endOutPost;
|
||||
|
||||
//remove from entity dictionary
|
||||
base.Remove();
|
||||
}
|
||||
@@ -1516,24 +1510,14 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
|
||||
//only create a starting outpost in campaign and tutorial modes
|
||||
if (!IsModeStartOutpostCompatible() && ((i == 0) == !Mirrored))
|
||||
//only create a starting outpost in campaign mode
|
||||
if (GameMain.GameSession?.GameMode as CampaignMode == null && ((i == 0) == !Mirrored))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Submarine outpost = null;
|
||||
|
||||
if (i == 0 && preSelectedStartOutpost == null || i == 1 && preSelectedEndOutpost == null)
|
||||
{
|
||||
string outpostFile = outpostFiles.GetRandom(Rand.RandSync.Server);
|
||||
outpost = new Submarine(outpostFile, tryLoad: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
outpost = (i == 0) ? preSelectedStartOutpost : preSelectedEndOutpost;
|
||||
}
|
||||
|
||||
|
||||
string outpostFile = outpostFiles.GetRandom(Rand.RandSync.Server);
|
||||
var outpost = new Submarine(outpostFile, tryLoad: false);
|
||||
outpost.Load(unloadPrevious: false);
|
||||
outpost.MakeOutpost();
|
||||
|
||||
@@ -1585,15 +1569,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsModeStartOutpostCompatible()
|
||||
{
|
||||
#if CLIENT
|
||||
return GameMain.GameSession?.GameMode as CampaignMode != null || GameMain.GameSession?.GameMode as TutorialMode != null;
|
||||
#else
|
||||
return GameMain.GameSession?.GameMode as CampaignMode != null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
base.Remove();
|
||||
|
||||
@@ -635,6 +635,24 @@ namespace Barotrauma
|
||||
var character = ((Limb)f2.Body.UserData).character;
|
||||
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
|
||||
}
|
||||
|
||||
if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
|
||||
|
||||
int section = FindSectionIndex(pos);
|
||||
if (section > -1)
|
||||
{
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
|
||||
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
|
||||
if (impact < 10.0f) return true;
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
|
||||
#endif
|
||||
AddDamage(section, impact);
|
||||
}
|
||||
}
|
||||
|
||||
OnImpactProjSpecific(f1, f2, contact);
|
||||
|
||||
|
||||
@@ -431,12 +431,6 @@ namespace Barotrauma
|
||||
else if (ic is Pickable pickable)
|
||||
{
|
||||
//prevent picking up (or deattaching) items
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.GameMode is TutorialMode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
pickable.CanBePicked = false;
|
||||
pickable.CanBeSelected = false;
|
||||
}
|
||||
@@ -542,6 +536,20 @@ namespace Barotrauma
|
||||
{
|
||||
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
|
||||
{
|
||||
//no walls found at either side, just use the initial spawnpos and hope for the best
|
||||
}
|
||||
else if (minX < 0)
|
||||
{
|
||||
//no wall found at the left side, spawn to the left from the right-side wall
|
||||
spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
|
||||
}
|
||||
|
||||
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
|
||||
|
||||
@@ -468,7 +468,7 @@ namespace Barotrauma
|
||||
|
||||
var gaps = newHull?.ConnectedGaps ?? Gap.GapList.Where(g => g.Submarine == submarine);
|
||||
targetPos = character.WorldPosition;
|
||||
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 500.0f);
|
||||
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
|
||||
if (adjacentGap == null) return true;
|
||||
|
||||
if (newHull != null)
|
||||
|
||||
@@ -102,7 +102,7 @@ namespace Barotrauma
|
||||
{
|
||||
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
|
||||
@@ -115,7 +115,7 @@ namespace Barotrauma
|
||||
{
|
||||
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
|
||||
|
||||
@@ -401,7 +401,7 @@ namespace Barotrauma.Networking
|
||||
public bool AllowRagdollButton
|
||||
{
|
||||
get;
|
||||
set;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
|
||||
@@ -46,15 +46,7 @@ namespace Barotrauma
|
||||
|
||||
if (File.Exists(filePath))
|
||||
{
|
||||
try
|
||||
{
|
||||
doc = XDocument.Load(filePath, LoadOptions.SetBaseUri);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
doc = XDocument.Load(filePath, LoadOptions.SetBaseUri);
|
||||
if (doc.Root == null) return null;
|
||||
}
|
||||
|
||||
|
||||
@@ -118,14 +118,160 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static string ParseInputTypes(string text)
|
||||
public static string GetFormatted(string textTag, bool returnNull = false, params object[] args)
|
||||
{
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
string text = Get(textTag, returnNull);
|
||||
|
||||
if (text == null || text.Length == 0)
|
||||
{
|
||||
text = text.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
text = text.Replace("[InputType." + inputType.ToString() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
||||
if (returnNull)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Text \"" + textTag + "\" not found.");
|
||||
return textTag;
|
||||
}
|
||||
}
|
||||
return text;
|
||||
|
||||
return string.Format(text, args);
|
||||
}
|
||||
|
||||
// Format: ServerMessage.Identifier1/ServerMessage.Indentifier2~[variable1]=value~[variable2]=value
|
||||
public static string GetServerMessage(string serverMessage)
|
||||
{
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
|
||||
Language = "English";
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
throw new Exception("No text packs available in English!");
|
||||
}
|
||||
}
|
||||
|
||||
string[] messages = serverMessage.Split('/');
|
||||
|
||||
try
|
||||
{
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
if (!IsServerMessageWithVariables(messages[i])) // No variables, try to translate
|
||||
{
|
||||
if (messages[i].Contains(" ")) continue; // Spaces found, do not translate
|
||||
string msg = Get(messages[i], true);
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string[] messageWithVariables = messages[i].Split('~');
|
||||
string msg = Get(messageWithVariables[0], true);
|
||||
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue; // No translation found, probably caused by player input -> skip variable handling
|
||||
}
|
||||
|
||||
// First index is always the message identifier -> start at 1
|
||||
for (int j = 1; j < messageWithVariables.Length; j++)
|
||||
{
|
||||
string[] variableAndValue = messageWithVariables[j].Split('=');
|
||||
messages[i] = messages[i].Replace(variableAndValue[0], variableAndValue[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
string translatedServerMessage = string.Empty;
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
translatedServerMessage += messages[i];
|
||||
}
|
||||
return translatedServerMessage;
|
||||
}
|
||||
|
||||
catch (IndexOutOfRangeException exception)
|
||||
{
|
||||
string errorMsg = "Failed to translate server message \"" + serverMessage + "\".";
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg, exception);
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("TextManager.GetServerMessage:" + serverMessage, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return errorMsg;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsServerMessageWithVariables(string message)
|
||||
{
|
||||
for (int i = 0; i < serverMessageCharacters.Length; i++)
|
||||
{
|
||||
if (!message.Contains(serverMessageCharacters[i])) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static List<string> GetAll(string textTag)
|
||||
{
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
|
||||
Language = "English";
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
throw new Exception("No text packs available in English!");
|
||||
}
|
||||
}
|
||||
|
||||
List<string> allText;
|
||||
|
||||
foreach (TextPack textPack in textPacks[Language])
|
||||
{
|
||||
allText = textPack.GetAll(textTag);
|
||||
if (allText != null) return allText;
|
||||
}
|
||||
|
||||
//if text was not found and we're using a language other than English, see if we can find an English version
|
||||
//may happen, for example, if a user has selected another language and using mods that haven't been translated to that language
|
||||
if (Language != "English" && textPacks.ContainsKey("English"))
|
||||
{
|
||||
foreach (TextPack textPack in textPacks["English"])
|
||||
{
|
||||
allText = textPack.GetAll(textTag);
|
||||
if (allText != null) return allText;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static List<KeyValuePair<string, string>> GetAllTagTextPairs()
|
||||
{
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
|
||||
Language = "English";
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
throw new Exception("No text packs available in English!");
|
||||
}
|
||||
}
|
||||
|
||||
List<KeyValuePair<string, string>> allText = new List<KeyValuePair<string, string>>();
|
||||
|
||||
foreach (TextPack textPack in textPacks[Language])
|
||||
{
|
||||
allText.AddRange(textPack.GetAllTagTextPairs());
|
||||
}
|
||||
|
||||
return allText;
|
||||
}
|
||||
|
||||
public static string GetFormatted(string textTag, bool returnNull = false, params object[] args)
|
||||
|
||||
@@ -795,6 +795,18 @@ namespace Barotrauma
|
||||
return new Vector2((float)x, (float)y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates a point in 2d space around the origin
|
||||
/// </summary>
|
||||
public static Vector2 RotatePoint(Vector2 point, float radians)
|
||||
{
|
||||
var sin = Math.Sin(radians);
|
||||
var cos = Math.Cos(radians);
|
||||
var x = (cos * point.X) - (sin * point.Y);
|
||||
var y = (sin * point.X) + (cos * point.Y);
|
||||
return new Vector2((float)x, (float)y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the corners of an imaginary rectangle.
|
||||
/// Unlike the XNA rectangle, this can be rotated with the up parameter.
|
||||
|
||||
Reference in New Issue
Block a user