Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar

This commit is contained in:
Regalis
2016-07-20 17:13:34 +03:00
parent 2bdd6ff916
commit b81417ad16
3 changed files with 64 additions and 22 deletions
+19 -4
View File
@@ -22,6 +22,8 @@ namespace Barotrauma
private List<ushort> pickedItems;
public ushort? HullID = null;
private Vector2[] headSpriteRange;
private Gender gender;
@@ -134,7 +136,7 @@ namespace Barotrauma
HeadSpriteId = Rand.Range((int)headSpriteRange[genderIndex].X, (int)headSpriteRange[genderIndex].Y + 1);
}
this.Job = (jobPrefab == null) ? Job.Random() : new Job(jobPrefab);
this.Job = (jobPrefab == null) ? Job.Random() : new Job(jobPrefab);
if (!string.IsNullOrEmpty(name))
{
@@ -294,6 +296,9 @@ namespace Barotrauma
Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
headSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
StartItemsGiven = ToolBox.GetAttributeBool(element, "startitemsgiven", false);
int hullId = ToolBox.GetAttributeInt(element, "hull", -1);
if (hullId > 0 && hullId <= ushort.MaxValue) this.HullID = (ushort)hullId;
pickedItems = new List<ushort>();
@@ -341,10 +346,19 @@ namespace Barotrauma
new XAttribute("salary", Salary),
new XAttribute("headspriteid", HeadSpriteId),
new XAttribute("startitemsgiven", StartItemsGiven));
if (Character != null && Character.Inventory != null)
if (Character != null)
{
UpdateCharacterItems();
if (Character.Inventory != null)
{
UpdateCharacterItems();
}
if (Character.AnimController.CurrentHull != null)
{
HullID = Character.AnimController.CurrentHull.ID;
charElement.Add(new XAttribute("hull", Character.AnimController.CurrentHull.ID));
}
}
if (pickedItems.Count > 0)
@@ -360,6 +374,7 @@ namespace Barotrauma
public void Remove()
{
Character = null;
//if (headSprite != null)
//{
// headSprite.Remove();
+16 -8
View File
@@ -281,16 +281,24 @@ namespace Barotrauma
for (int i = 0; i < waypoints.Length; i++)
{
//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
//Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
Character character = Character.Create(characterInfos[i], waypoints[i].WorldPosition);
Character.Controlled = character;
Character character;
if (character.Info!=null && !character.Info.StartItemsGiven)
if (characterInfos[i].HullID != null)
{
character.GiveJobItems(waypoints[i]);
character.Info.StartItemsGiven = true;
var hull = Entity.FindEntityByID((ushort)characterInfos[i].HullID) as Hull;
if (hull == null) continue;
character = Character.Create(characterInfos[i], hull.WorldPosition);
}
else
{
character = Character.Create(characterInfos[i], waypoints[i].WorldPosition);
Character.Controlled = character;
if (character.Info != null && !character.Info.StartItemsGiven)
{
character.GiveJobItems(waypoints[i]);
character.Info.StartItemsGiven = true;
}
}
AddCharacter(character);
@@ -114,7 +114,7 @@ namespace Barotrauma.Items.Components
private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
{
Vector2 center = new Vector2(rect.Center.X, rect.Center.Y);
Vector2 center = new Vector2(rect.X + rect.Width*0.75f, rect.Center.Y);
if (!IsActive) return;
@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
CreateBlipsForLine(
new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
radius, displayScale, 300.0f, 1.0f);
radius, displayScale, 500.0f, 10.0f);
}
List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
@@ -254,11 +254,11 @@ namespace Barotrauma.Items.Components
DrawMarker(spriteBatch,
(GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
DrawMarker(spriteBatch,
(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
if (GameMain.GameSession.Mission != null)
{
@@ -272,6 +272,13 @@ namespace Barotrauma.Items.Components
}
}
foreach (Submarine sub in Submarine.Loaded)
{
if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
}
if (!GameMain.DebugDraw) return;
var steering = item.GetComponent<Steering>();
@@ -361,15 +368,27 @@ namespace Barotrauma.Items.Components
position *= scale;
position.Y = -position.Y;
Vector2 markerPos = (dist*scale>radius) ? Vector2.Normalize(position) * radius : position;
float textAlpha = MathHelper.Clamp(1.5f - dist / 50000.0f, 0.5f, 1.0f);
Vector2 dir = Vector2.Normalize(position);
Vector2 markerPos = (dist*scale>radius) ? dir * radius : position;
markerPos += center;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen);
markerPos.X = (int)markerPos.X;
markerPos.Y = (int)markerPos.Y;
spriteBatch.DrawString(GUI.SmallFont, label, new Vector2(markerPos.X + 10, markerPos.Y), Color.LightGreen);
spriteBatch.DrawString(GUI.SmallFont, (int)(dist * Physics.DisplayToRealWorldRatio) + " m",
new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen * textAlpha);
if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X+10;
GUI.DrawString(spriteBatch, new Vector2(markerPos.X + 10, markerPos.Y), label, Color.LightGreen * textAlpha, Color.Black * textAlpha*0.5f, 2, GUI.SmallFont);
GUI.DrawString(spriteBatch, new Vector2(markerPos.X + 10, markerPos.Y + 15), (int)(dist * Physics.DisplayToRealWorldRatio) + " m",
Color.LightGreen * textAlpha,
Color.Black * textAlpha, 2, GUI.SmallFont);
}
protected override void RemoveComponentSpecific()