v0.10.6.2
This commit is contained in:
@@ -52,11 +52,11 @@ namespace Barotrauma
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i.GetRootInventoryOwner() == character &&
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!i.SpawnedInOutpost &&
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(i.ContainedItems == null || i.ContainedItems.None() || i.ContainedItems.All(ci => soldEntities.Any(se => se.Item == ci))) &&
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i.Condition >= 0.9f * i.MaxCondition && soldEntities.None(se => se.Item == i));
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(i.Condition >= 0.9f * i.MaxCondition || i.Prefab.AllowSellingWhenBroken) && soldEntities.None(se => se.Item == i));
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// Prevent selling items in equipment slots
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var slots = new List<InvSlotType>() { InvSlotType.Head, InvSlotType.InnerClothes, InvSlotType.OuterClothes, InvSlotType.Headset, InvSlotType.Card };
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foreach (InvSlotType slot in slots)
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var equipmentSlots = new List<InvSlotType>() { InvSlotType.Head, InvSlotType.InnerClothes, InvSlotType.OuterClothes, InvSlotType.Headset, InvSlotType.Card };
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foreach (InvSlotType slot in equipmentSlots)
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{
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var index = character.Inventory.FindLimbSlot(slot);
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if (character.Inventory.Items[index] is Item item)
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@@ -69,18 +69,27 @@ namespace Barotrauma
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}
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}
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// Prevent selling items contained in certain equipped items (like battery cell in equipped headset or oxygen tank in equipped diving mask)
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slots = new List<InvSlotType>() { InvSlotType.Head, InvSlotType.OuterClothes, InvSlotType.Headset };
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foreach (InvSlotType slot in slots)
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// Prevent selling items contained inside equipped items
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foreach (InvSlotType slot in equipmentSlots)
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{
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var index = character.Inventory.FindLimbSlot(slot);
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if (character.Inventory.Items[index] is Item item &&
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item.ContainedItems != null && item.AllowedSlots.Contains(InvSlotType.Any))
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{
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foreach (Item containedItem in item.ContainedItems)
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RemoveContainedFromSellables(item);
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}
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}
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void RemoveContainedFromSellables(Item item)
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{
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foreach (Item containedItem in item.ContainedItems)
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{
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if (containedItem == null) { continue; }
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if (containedItem.ContainedItems != null)
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{
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sellables.Remove(containedItem);
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RemoveContainedFromSellables(containedItem);
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}
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sellables.Remove(containedItem);
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}
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}
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@@ -27,7 +27,7 @@ namespace Barotrauma
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private GUIListBox crewList;
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private GUIButton commandButton, toggleCrewButton;
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private float crewListOpenState;
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private bool toggleCrewListOpen = true;
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private bool _isCrewMenuOpen = true;
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private Point crewListEntrySize;
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private GUIFrame contextMenu;
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@@ -42,16 +42,26 @@ namespace Barotrauma
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public bool AllowCharacterSwitch = true;
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public bool ToggleCrewListOpen
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/// <summary>
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/// This property stores the preference in settings. Don't use for automatic logic.
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/// Use AutoShowCrewList(), AutoHideCrewList(), and ResetCrewList().
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/// </summary>
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public bool IsCrewMenuOpen
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{
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get { return toggleCrewListOpen; }
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get { return _isCrewMenuOpen; }
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set
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{
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if (toggleCrewListOpen == value) { return; }
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toggleCrewListOpen = GameMain.Config.CrewMenuOpen = value;
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if (_isCrewMenuOpen == value) { return; }
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_isCrewMenuOpen = GameMain.Config.CrewMenuOpen = value;
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}
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}
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public bool AutoShowCrewList() => _isCrewMenuOpen = true;
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public void AutoHideCrewList() => _isCrewMenuOpen = false;
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public void ResetCrewList() => _isCrewMenuOpen = GameMain.Config.CrewMenuOpen;
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const float CommandNodeAnimDuration = 0.2f;
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public List<GUIButton> OrderOptionButtons = new List<GUIButton>();
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@@ -139,7 +149,7 @@ namespace Barotrauma
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{
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OnClicked = (GUIButton btn, object userdata) =>
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{
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ToggleCrewListOpen = !ToggleCrewListOpen;
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IsCrewMenuOpen = !IsCrewMenuOpen;
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return true;
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}
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};
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@@ -251,12 +261,7 @@ namespace Barotrauma
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var sub = Character.Controlled.Submarine;
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if (sub == null || sub.TeamID != Character.Controlled.TeamID || sub.Info.IsWreck) { return false; }
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SetCharacterOrder(null, order, null, Character.Controlled);
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var visibleHulls = new List<Hull>(Character.Controlled.GetVisibleHulls());
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foreach (var hull in visibleHulls)
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{
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HumanAIController.PropagateHullSafety(Character.Controlled, hull);
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HumanAIController.RefreshTargets(Character.Controlled, order, hull);
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}
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if (IsSinglePlayer) { HumanAIController.ReportProblem(Character.Controlled, order); }
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return true;
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},
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UserData = order,
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@@ -286,7 +291,7 @@ namespace Barotrauma
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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prevUIScale = GUI.Scale;
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ToggleCrewListOpen = GameMain.Config.CrewMenuOpen;
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_isCrewMenuOpen = GameMain.Config.CrewMenuOpen;
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dismissedOrderPrefab ??= Order.GetPrefab("dismissed");
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}
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@@ -318,7 +323,7 @@ namespace Barotrauma
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{
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if (character == null)
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{
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DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace.CleanupStackTrace());
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return;
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}
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characters.Remove(character);
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@@ -567,7 +572,7 @@ namespace Barotrauma
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{
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if (!IsSinglePlayer)
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{
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DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace.CleanupStackTrace());
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return;
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}
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if (string.IsNullOrEmpty(text)) { return; }
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@@ -583,7 +588,7 @@ namespace Barotrauma
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{
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if (!IsSinglePlayer)
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{
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DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace.CleanupStackTrace());
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return;
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}
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if (string.IsNullOrEmpty(message.Text)) { return; }
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@@ -675,8 +680,7 @@ namespace Barotrauma
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AddOrder(new Order(order.Prefab ?? order, hull, null, orderGiver), order.FadeOutTime);
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if (IsSinglePlayer)
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{
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orderGiver.Speak(
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order.GetChatMessage("", hull.DisplayName, givingOrderToSelf: character == orderGiver), ChatMessageType.Order);
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orderGiver.Speak(order.GetChatMessage("", hull.DisplayName, givingOrderToSelf: character == orderGiver), ChatMessageType.Order);
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}
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else
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{
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@@ -692,12 +696,11 @@ namespace Barotrauma
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if (IsSinglePlayer)
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{
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character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
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orderGiver?.Speak(
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order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null);
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orderGiver?.Speak(order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null);
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}
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else if (orderGiver != null)
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{
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OrderChatMessage msg = new OrderChatMessage(order, option, order?.TargetEntity ?? order?.TargetItemComponent?.Item, character, orderGiver);
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OrderChatMessage msg = new OrderChatMessage(order, option, order?.TargetSpatialEntity ?? order?.TargetItemComponent?.Item as ISpatialEntity, character, orderGiver);
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GameMain.Client?.SendChatMessage(msg);
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}
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}
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@@ -1290,7 +1293,7 @@ namespace Barotrauma
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{
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CreateCommandUI(HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) ? Character.Controlled : GUI.MouseOn?.UserData as Character);
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}
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GUI.PlayUISound(GUISoundType.PopupMenu);
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SoundPlayer.PlayUISound(GUISoundType.PopupMenu);
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clicklessSelectionActive = isOpeningClick = true;
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}
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@@ -1524,14 +1527,15 @@ namespace Barotrauma
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new Vector2(-crewArea.Rect.Width - HUDLayoutSettings.Padding, 0.0f),
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Vector2.Zero,
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crewListOpenState).ToPoint();
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crewListOpenState = ToggleCrewListOpen ?
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crewListOpenState = IsCrewMenuOpen ?
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Math.Min(crewListOpenState + deltaTime * 2.0f, 1.0f) :
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Math.Max(crewListOpenState - deltaTime * 2.0f, 0.0f);
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if (GUI.KeyboardDispatcher.Subscriber == null && PlayerInput.KeyHit(InputType.CrewOrders))
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{
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GUI.PlayUISound(GUISoundType.PopupMenu);
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ToggleCrewListOpen = !ToggleCrewListOpen;
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SoundPlayer.PlayUISound(GUISoundType.PopupMenu);
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IsCrewMenuOpen = !IsCrewMenuOpen;
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}
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}
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@@ -1589,8 +1593,8 @@ namespace Barotrauma
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private Hull hullContext;
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private bool isContextual;
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private readonly List<Order> contextualOrders = new List<Order>();
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private Point shortcutCenterNodeOffset;
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private const int maxShortcutNodeCount = 4;
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private Point shorcutCenterNodeOffset;
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private const int maxShortCutNodeCount = 4;
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private bool WasCommandInterfaceDisabledThisUpdate { get; set; }
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private bool CanIssueOrders
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@@ -1773,7 +1777,7 @@ namespace Barotrauma
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returnNodeMargin = returnNodeSize.X * 0.5f;
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nodeDistance = (int)(150 * GUI.Scale);
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shortcutCenterNodeOffset = new Point(0, (int)(1.25f * nodeDistance));
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shorcutCenterNodeOffset = new Point(0, (int)(1.25f * nodeDistance));
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}
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private List<OrderCategory> GetAvailableCategories()
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@@ -2057,7 +2061,7 @@ namespace Barotrauma
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shortcutNodes.Clear();
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if (shortcutNodes.Count < maxShortcutNodeCount && sub.GetItems(false).Find(i => i.HasTag("reactor") && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
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if (shortcutNodes.Count < maxShortCutNodeCount && sub.GetItems(false).Find(i => i.HasTag("reactor") && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
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{
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var reactorOutput = -reactor.CurrPowerConsumption;
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// If player is not an engineer AND the reactor is not powered up AND nobody is using the reactor
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@@ -2075,7 +2079,7 @@ namespace Barotrauma
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// TODO: Reconsider the conditions as bot captain can have the nav term selected without operating it
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// If player is not a captain AND nobody is using the nav terminal AND the nav terminal is powered up
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// --> Create shortcut node for Steer order
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if (shortcutNodes.Count < maxShortcutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("captain")) &&
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if (shortcutNodes.Count < maxShortCutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("captain")) &&
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sub.GetItems(false).Find(i => i.HasTag("navterminal") && !i.NonInteractable) is Item nav && characters.None(c => c.SelectedConstruction == nav) &&
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nav.GetComponent<Steering>() is Steering steering && steering.Voltage > steering.MinVoltage)
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{
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@@ -2085,7 +2089,7 @@ namespace Barotrauma
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// If player is not a security officer AND invaders are reported
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// --> Create shorcut node for Fight Intruders order
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if (shortcutNodes.Count < maxShortcutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("securityofficer")) &&
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if (shortcutNodes.Count < maxShortCutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("securityofficer")) &&
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(Order.GetPrefab("reportintruders") is Order reportIntruders && ActiveOrders.Any(o => o.First.Prefab == reportIntruders)))
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{
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shortcutNodes.Add(
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@@ -2094,7 +2098,7 @@ namespace Barotrauma
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// If player is not a mechanic AND a breach has been reported
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// --> Create shorcut node for Fix Leaks order
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if (shortcutNodes.Count < maxShortcutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("mechanic")) &&
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if (shortcutNodes.Count < maxShortCutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("mechanic")) &&
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(Order.GetPrefab("reportbreach") is Order reportBreach && ActiveOrders.Any(o => o.First.Prefab == reportBreach)))
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{
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shortcutNodes.Add(
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@@ -2103,7 +2107,7 @@ namespace Barotrauma
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// If player is not an engineer AND broken devices have been reported
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// --> Create shortcut node for Repair Damaged Systems order
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if (shortcutNodes.Count < maxShortcutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("engineer")) &&
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if (shortcutNodes.Count < maxShortCutNodeCount && (Character.Controlled == null || Character.Controlled.Info?.Job?.Prefab != JobPrefab.Get("engineer")) &&
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(Order.GetPrefab("reportbrokendevices") is Order reportBrokenDevices && ActiveOrders.Any(o => o.First.Prefab == reportBrokenDevices)))
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{
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shortcutNodes.Add(
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@@ -2112,13 +2116,13 @@ namespace Barotrauma
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// If fire is reported
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// --> Create shortcut node for Extinguish Fires order
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if (shortcutNodes.Count < maxShortcutNodeCount && ActiveOrders.Any(o=> o.First.Prefab == Order.GetPrefab("reportfire")))
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if (shortcutNodes.Count < maxShortCutNodeCount && ActiveOrders.Any(o=> o.First.Prefab == Order.GetPrefab("reportfire")))
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{
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shortcutNodes.Add(
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CreateOrderNode(shortcutNodeSize, null, Point.Zero, Order.GetPrefab("extinguishfires"), -1));
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}
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if (shortcutNodes.Count < maxShortcutNodeCount && characterContext?.Info?.Job?.Prefab?.AppropriateOrders != null)
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if (shortcutNodes.Count < maxShortCutNodeCount && characterContext?.Info?.Job?.Prefab?.AppropriateOrders != null)
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{
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foreach (string orderIdentifier in characterContext.Info.Job.Prefab.AppropriateOrders)
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{
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@@ -2131,11 +2135,17 @@ namespace Barotrauma
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{
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shortcutNodes.Add(CreateOrderNode(shortcutNodeSize, null, Point.Zero, orderPrefab, -1));
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}
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if (shortcutNodes.Count >= maxShortcutNodeCount) { break; }
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if (shortcutNodes.Count >= maxShortCutNodeCount) { break; }
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}
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}
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}
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if (shortcutNodes.Count < maxShortCutNodeCount && characterContext != null && !characterContext.IsDismissed)
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{
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shortcutNodes.Add(
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CreateOrderNode(shortcutNodeSize, null, Point.Zero, dismissedOrderPrefab, -1));
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}
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if (shortcutNodes.Count < 1) { return; }
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shortcutCenterNode = new GUIButton(
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@@ -2148,7 +2158,7 @@ namespace Barotrauma
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c.PressedColor = c.Color;
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c.SelectedColor = c.Color;
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}
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shortcutCenterNode.RectTransform.MoveOverTime(shortcutCenterNodeOffset, CommandNodeAnimDuration);
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shortcutCenterNode.RectTransform.MoveOverTime(shorcutCenterNodeOffset, CommandNodeAnimDuration);
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var nodeCountForCalculations = shortcutNodes.Count * 2 + 2;
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var offsets = MathUtils.GetPointsOnCircumference(Vector2.Zero, 0.75f * nodeDistance, nodeCountForCalculations);
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@@ -2156,7 +2166,7 @@ namespace Barotrauma
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for (int i = 0; i < shortcutNodes.Count; i++)
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{
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shortcutNodes[i].RectTransform.Parent = commandFrame.RectTransform;
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shortcutNodes[i].RectTransform.MoveOverTime(shortcutCenterNodeOffset + offsets[firstOffsetIndex - i].ToPoint(), CommandNodeAnimDuration);
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shortcutNodes[i].RectTransform.MoveOverTime(shorcutCenterNodeOffset + offsets[firstOffsetIndex - i].ToPoint(), CommandNodeAnimDuration);
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}
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}
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@@ -2171,7 +2181,7 @@ namespace Barotrauma
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{
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order = orders[i];
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disableNode = !CanSomeoneHearCharacter() ||
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(order.MustSetTarget && (order.ItemComponentType != null || order.ItemIdentifiers.Length > 0) && order.GetMatchingItems(true).None());
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(order.MustSetTarget && (order.ItemComponentType != null || order.TargetItems.Length > 0) && order.GetMatchingItems(true).None());
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optionNodes.Add(new Tuple<GUIComponent, Keys>(
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CreateOrderNode(nodeSize, commandFrame.RectTransform, offsets[i].ToPoint(), order, (i + 1) % 10, disableNode: disableNode, checkIfOrderCanBeHeard: false),
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!disableNode ? Keys.D0 + (i + 1) % 10 : Keys.None));
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@@ -2190,13 +2200,14 @@ namespace Barotrauma
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// Check if targeting an item or a hull
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if (itemContext != null && !itemContext.NonInteractable)
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{
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ItemComponent targetComponent;
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foreach (Order p in Order.PrefabList)
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{
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if ((p.ItemIdentifiers.Length > 0 && (p.ItemIdentifiers.Contains(itemContext.Prefab.Identifier) || itemContext.HasTag(p.ItemIdentifiers))) ||
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(p.ItemComponentType != null && itemContext.Components.Any(c => c?.GetType() == p.ItemComponentType)))
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targetComponent = null;
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if ((p.TargetItems.Length > 0 && (p.TargetItems.Contains(itemContext.Prefab.Identifier) || itemContext.HasTag(p.TargetItems))) ||
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p.TryGetTargetItemComponent(itemContext, out targetComponent))
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{
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contextualOrders.Add(p.HasOptions ? p :
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new Order(p, itemContext, itemContext.Components.FirstOrDefault(c => c?.GetType() == p.ItemComponentType), Character.Controlled));
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contextualOrders.Add(p.HasOptions ? p : new Order(p, itemContext, targetComponent, Character.Controlled));
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}
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}
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@@ -2205,8 +2216,8 @@ namespace Barotrauma
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var operateWeaponsPrefab = Order.GetPrefab(orderIdentifier);
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if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) && itemContext.Components.Any(c => c is Controller))
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{
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var turret = itemContext.GetConnectedComponents<Turret>().FirstOrDefault(c => operateWeaponsPrefab.ItemIdentifiers.Contains(c.Item.Prefab.Identifier)) ??
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itemContext.GetConnectedComponents<Turret>(recursive: true).FirstOrDefault(c => operateWeaponsPrefab.ItemIdentifiers.Contains(c.Item.Prefab.Identifier));
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var turret = itemContext.GetConnectedComponents<Turret>().FirstOrDefault(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)) ??
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itemContext.GetConnectedComponents<Turret>(recursive: true).FirstOrDefault(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems));
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if (turret != null) { contextualOrders.Add(new Order(operateWeaponsPrefab, turret.Item, turret, Character.Controlled)); }
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}
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@@ -2214,14 +2225,17 @@ namespace Barotrauma
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orderIdentifier = "repairsystems";
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if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) && itemContext.Repairables.Any(r => itemContext.ConditionPercentage < r.RepairThreshold))
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{
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contextualOrders.Add(new Order(Order.GetPrefab(orderIdentifier), itemContext, null, Character.Controlled));
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if (itemContext.Repairables.Any(r => r != null && r.requiredSkills.Any(s => s != null && s.Identifier.Equals("electrical"))))
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{
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contextualOrders.Add(new Order(Order.GetPrefab("repairelectrical"), itemContext, null, Character.Controlled));
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contextualOrders.Add(new Order(Order.GetPrefab("repairelectrical"), itemContext, targetItem: null, Character.Controlled));
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}
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else if (itemContext.Repairables.Any(r => r != null && r.requiredSkills.Any(s => s != null && s.Identifier.Equals("mechanical"))))
|
||||
{
|
||||
contextualOrders.Add(new Order(Order.GetPrefab("repairmechanical"), itemContext, null, Character.Controlled));
|
||||
contextualOrders.Add(new Order(Order.GetPrefab("repairmechanical"), itemContext, targetItem: null, Character.Controlled));
|
||||
}
|
||||
else
|
||||
{
|
||||
contextualOrders.Add(new Order(Order.GetPrefab(orderIdentifier), itemContext, targetItem: null, Character.Controlled));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2235,23 +2249,29 @@ namespace Barotrauma
|
||||
|
||||
if (contextualOrders.None())
|
||||
{
|
||||
// If there are other crew members alive and there are no other contextual orders available, show the 'wait' order
|
||||
orderIdentifier = "wait";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) && characters.Any(c => c != Character.Controlled))
|
||||
orderIdentifier = "cleanupitems";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) && AIObjectiveCleanupItems.IsValidTarget(itemContext, Character.Controlled))
|
||||
{
|
||||
contextualOrders.Add(new Order(Order.GetPrefab(orderIdentifier), itemContext, null, Character.Controlled));
|
||||
contextualOrders.Add(new Order(Order.GetPrefab(orderIdentifier), itemContext, targetItem: null, Character.Controlled));
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(hullContext != null)
|
||||
else if (hullContext != null)
|
||||
{
|
||||
contextualOrders.Add(new Order(Order.GetPrefab("fixleaks"), hullContext, null, Character.Controlled));
|
||||
contextualOrders.Add(new Order(Order.GetPrefab("fixleaks"), hullContext, targetItem: null, Character.Controlled));
|
||||
}
|
||||
|
||||
if (characters.Any(c => c != Character.Controlled))
|
||||
if (contextualOrders.None(o => o.Category != OrderCategory.Movement))
|
||||
{
|
||||
// Show 'follow' order only when there are no orders of other categories available
|
||||
if (contextualOrders.None(o => o.Category != OrderCategory.Movement))
|
||||
orderIdentifier = "wait";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)))
|
||||
{
|
||||
Vector2 position = GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
Hull hull = Hull.FindHull(position, guess: Character.Controlled?.CurrentHull);
|
||||
contextualOrders.Add(new Order(Order.GetPrefab(orderIdentifier), new OrderTarget(position, hull), Character.Controlled));
|
||||
}
|
||||
|
||||
if (characters.Any(c => c != Character.Controlled))
|
||||
{
|
||||
orderIdentifier = "follow";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)))
|
||||
@@ -2259,14 +2279,14 @@ namespace Barotrauma
|
||||
contextualOrders.Add(Order.GetPrefab(orderIdentifier));
|
||||
}
|
||||
}
|
||||
|
||||
// Show 'dismissed' order only when there are crew members with active orders
|
||||
orderIdentifier = "dismissed";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) &&
|
||||
characters.Any(c => c.CurrentOrder != null && !c.CurrentOrder.Identifier.Equals(orderIdentifier)))
|
||||
{
|
||||
contextualOrders.Add(Order.GetPrefab(orderIdentifier));
|
||||
}
|
||||
}
|
||||
|
||||
// Show 'dismiss' order only when there are crew members with active orders
|
||||
orderIdentifier = "dismissed";
|
||||
if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) &&
|
||||
characters.Any(c => c.CurrentOrder != null && !c.CurrentOrder.Identifier.Equals(orderIdentifier)))
|
||||
{
|
||||
contextualOrders.Add(Order.GetPrefab(orderIdentifier));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2280,17 +2300,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: there's duplicate logic here and above -> would be better to refactor so that the conditions are only defined in one place
|
||||
public static bool DoesItemHaveContextualOrders(Item item)
|
||||
{
|
||||
if (Order.PrefabList.Any(o => o.ItemIdentifiers.Length > 0 && o.ItemIdentifiers.Contains(item.Prefab.Identifier))) { return true; }
|
||||
if (Order.PrefabList.Any(o => item.HasTag(o.ItemIdentifiers))) { return true; }
|
||||
if (Order.PrefabList.Any(o => o.ItemComponentType != null && item.Components.Any(c => c?.GetType() == o.ItemComponentType))) { return true; }
|
||||
if (Order.PrefabList.Any(o => o.TargetItems.Length > 0 && o.TargetItems.Contains(item.Prefab.Identifier))) { return true; }
|
||||
if (Order.PrefabList.Any(o => item.HasTag(o.TargetItems))) { return true; }
|
||||
if (Order.PrefabList.Any(o => o.TryGetTargetItemComponent(item, out _))) { return true; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, Character.Controlled)) { return true; }
|
||||
|
||||
if (item.Repairables.Any(r => item.ConditionPercentage < r.RepairThreshold)) { return true; }
|
||||
var operateWeaponsPrefab = Order.GetPrefab("operateweapons");
|
||||
return item.Components.Any(c => c is Controller) &&
|
||||
(item.GetConnectedComponents<Turret>().Any(c => operateWeaponsPrefab.ItemIdentifiers.Contains(c.Item.Prefab.Identifier)) ||
|
||||
item.GetConnectedComponents<Turret>(recursive: true).Any(c => operateWeaponsPrefab.ItemIdentifiers.Contains(c.Item.Prefab.Identifier)));
|
||||
(item.GetConnectedComponents<Turret>().Any(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)) ||
|
||||
item.GetConnectedComponents<Turret>(recursive: true).Any(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)));
|
||||
}
|
||||
|
||||
private GUIButton CreateOrderNode(Point size, RectTransform parent, Point offset, Order order, int hotkey, bool disableNode = false, bool checkIfOrderCanBeHeard = true)
|
||||
@@ -2462,7 +2484,7 @@ namespace Barotrauma
|
||||
style: "GUITextBox")
|
||||
{
|
||||
UserData = new Tuple<Order, string>(
|
||||
item == null ? order : new Order(order, item, item.Components.FirstOrDefault(ic => ic.GetType() == order.ItemComponentType)),
|
||||
item == null ? order : new Order(order, item, order.GetTargetItemComponent(item)),
|
||||
order.Options[i]),
|
||||
Font = GUI.SmallFont,
|
||||
OnClicked = (_, userData) =>
|
||||
@@ -2479,7 +2501,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
var userData = new Tuple<Order, string>(item == null ? order : new Order(order, item, item.Components.FirstOrDefault(ic => ic.GetType() == order.ItemComponentType)), "");
|
||||
var userData = new Tuple<Order, string>(item == null ? order : new Order(order, item, order.GetTargetItemComponent(item)), "");
|
||||
optionElement = new GUIButton(
|
||||
new RectTransform(
|
||||
new Point((int)(50 * GUI.Scale)),
|
||||
@@ -2528,7 +2550,7 @@ namespace Barotrauma
|
||||
var item = itemContext != null ?
|
||||
(order.UseController ? itemContext.GetConnectedComponents<Turret>().FirstOrDefault()?.Item ?? itemContext.GetConnectedComponents<Turret>(recursive: true).FirstOrDefault()?.Item : itemContext) :
|
||||
(matchingItems.Count > 0 ? matchingItems[0] : null);
|
||||
var o = item == null || !order.IsPrefab ? order : new Order(order, item, item.Components.FirstOrDefault(ic => ic.GetType() == order.ItemComponentType));
|
||||
var o = item == null || !order.IsPrefab ? order : new Order(order, item, order.GetTargetItemComponent(item));
|
||||
var offsets = MathUtils.GetPointsOnCircumference(Vector2.Zero, nodeDistance,
|
||||
GetCircumferencePointCount(order.Options.Length),
|
||||
GetFirstNodeAngle(order.Options.Length));
|
||||
@@ -2754,7 +2776,7 @@ namespace Barotrauma
|
||||
|
||||
// Order icon
|
||||
GUIImage orderIcon;
|
||||
if (character.CurrentOrder != null && !character.CurrentOrder.Identifier.Equals("dismissed"))
|
||||
if (!character.IsDismissed)
|
||||
{
|
||||
orderIcon = new GUIImage(new RectTransform(new Vector2(1.2f), node.RectTransform, anchor: Anchor.Center), character.CurrentOrder.SymbolSprite, scaleToFit: true);
|
||||
var tooltip = character.CurrentOrder.Name;
|
||||
@@ -2910,7 +2932,7 @@ namespace Barotrauma
|
||||
{
|
||||
bearing = GetBearing(
|
||||
centerNode.RectTransform.AnimTargetPos.ToVector2(),
|
||||
shortcutCenterNodeOffset.ToVector2());
|
||||
shorcutCenterNodeOffset.ToVector2());
|
||||
}
|
||||
return nodeCount % 2 > 0 ?
|
||||
MathHelper.ToRadians(bearing + 360.0f / nodeCount / 2) :
|
||||
@@ -2997,8 +3019,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
if (order.Identifier == dismissedOrderPrefab.Identifier)
|
||||
{
|
||||
return characters.FindAll(c => c.CurrentOrder != null && c.CurrentOrder.Identifier != dismissedOrderPrefab.Identifier)
|
||||
.OrderBy(c => c.Info.DisplayName).ToList();
|
||||
return characters.FindAll(c => !c.IsDismissed).OrderBy(c => c.Info.DisplayName).ToList();
|
||||
}
|
||||
return GetCharactersSortedForOrder(order, order.Identifier != "follow").ToList();
|
||||
}
|
||||
@@ -3006,16 +3027,16 @@ namespace Barotrauma
|
||||
private IEnumerable<Character> GetCharactersSortedForOrder(Order order, bool includeSelf)
|
||||
{
|
||||
return characters.FindAll(c => Character.Controlled == null || ((includeSelf || c != Character.Controlled) && c.TeamID == Character.Controlled.TeamID))
|
||||
// 1. Prioritize those who are already ordered to operate the item target of the new 'operate' order
|
||||
.OrderByDescending(c => c.CurrentOrder != null && order.Category == OrderCategory.Operate && c.CurrentOrder.Identifier == order.Identifier && c.CurrentOrder.TargetEntity == order.TargetEntity)
|
||||
// 2. Prioritize those who are currently dismissed
|
||||
.ThenByDescending(c => c.CurrentOrder == null || c.CurrentOrder.Identifier == dismissedOrderPrefab.Identifier)
|
||||
// 3. Prioritize those who are not currently assigned with the same type of order (for example, when giving a 'Fix Leak' order, prioritize those who have a different order)
|
||||
.ThenBy(c => c.CurrentOrder != null && c.CurrentOrder.Identifier == order.Identifier && c.CurrentOrder.TargetEntity == order.TargetEntity)
|
||||
// 4. Prioritize those with the appropriate job for the order
|
||||
// 1. Prioritize those who are on the same submarine than the controlled character
|
||||
.OrderByDescending(c => Character.Controlled == null || c.Submarine == Character.Controlled.Submarine)
|
||||
// 2. Prioritize those who are already ordered to operate the item target of the new 'operate' order, or given the same maintenance order as now issued
|
||||
.ThenByDescending(c => c.CurrentOrder != null && c.CurrentOrder.Identifier == order.Identifier && (order.Category == OrderCategory.Maintenance || (order.Category == OrderCategory.Operate && c.CurrentOrder.TargetSpatialEntity == order.TargetSpatialEntity)))
|
||||
// 3. Prioritize those with the appropriate job for the order
|
||||
.ThenByDescending(c => order.HasAppropriateJob(c))
|
||||
// 5. Prioritize those with the lowest "weight" of the current order
|
||||
.ThenBy(c => c.CurrentOrder?.Weight)
|
||||
// 4. Prioritize bots over player controlled characters
|
||||
.ThenByDescending(c => c.IsBot)
|
||||
// 5. Use the priority value of the current objective
|
||||
.ThenBy(c => c.AIController?.ObjectiveManager.CurrentObjective?.Priority)
|
||||
// 6. Prioritize those with the best skill for the order
|
||||
.ThenByDescending(c => c.GetSkillLevel(order.AppropriateSkill));
|
||||
}
|
||||
|
||||
+11
-2
@@ -98,6 +98,9 @@ namespace Barotrauma
|
||||
case "pendingupgrades":
|
||||
UpgradeManager = new UpgradeManager(this, subElement, isSingleplayer: true);
|
||||
break;
|
||||
case "pets":
|
||||
petsElement = subElement;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,6 +216,10 @@ namespace Barotrauma
|
||||
crewDead = false;
|
||||
endTimer = 5.0f;
|
||||
CrewManager.InitSinglePlayerRound();
|
||||
if (petsElement != null)
|
||||
{
|
||||
PetBehavior.LoadPets(petsElement);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadInitialLevel()
|
||||
@@ -413,8 +420,6 @@ namespace Barotrauma
|
||||
|
||||
//--------------------------------------
|
||||
|
||||
bool save = false;
|
||||
|
||||
if (success)
|
||||
{
|
||||
if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
|
||||
@@ -707,6 +712,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
petsElement = new XElement("pets");
|
||||
PetBehavior.SavePets(petsElement);
|
||||
modeElement.Add(petsElement);
|
||||
|
||||
CrewManager.Save(modeElement);
|
||||
CampaignMetadata.Save(modeElement);
|
||||
Map.Save(modeElement);
|
||||
|
||||
+2
-3
@@ -161,7 +161,7 @@ namespace Barotrauma.Tutorials
|
||||
do { yield return null; } while (!captain_medicObjectiveSensor.MotionDetected);
|
||||
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(captain_medic.Info.DisplayName, TextManager.Get("Captain.Radio.Medic"), ChatMessageType.Radio, null);
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
GameMain.GameSession.CrewManager.ToggleCrewListOpen = true;
|
||||
GameMain.GameSession.CrewManager.AutoShowCrewList();
|
||||
GameMain.GameSession.CrewManager.AddCharacter(captain_medic);
|
||||
TriggerTutorialSegment(0, GameMain.Config.KeyBindText(InputType.Command));
|
||||
do
|
||||
@@ -186,8 +186,7 @@ namespace Barotrauma.Tutorials
|
||||
// TODO: Rework order highlighting for new command UI
|
||||
// GameMain.GameSession.CrewManager.HighlightOrderButton(captain_mechanic, "repairsystems", highlightColor, new Vector2(5, 5));
|
||||
//HighlightOrderOption("jobspecific");
|
||||
}
|
||||
while (!HasOrder(captain_mechanic, "repairsystems"));
|
||||
} while (!HasOrder(captain_mechanic, "repairsystems") && !HasOrder(captain_mechanic, "repairmechanical") && !HasOrder(captain_mechanic, "repairelectrical"));
|
||||
RemoveCompletedObjective(segments[1]);
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Command));
|
||||
|
||||
+1
-1
@@ -275,7 +275,7 @@ namespace Barotrauma.Tutorials
|
||||
GameMain.GameSession.CrewManager.AllowCharacterSwitch = false;
|
||||
GameMain.GameSession.CrewManager.AddCharacter(doctor);
|
||||
GameMain.GameSession.CrewManager.AddCharacter(patient1);
|
||||
GameMain.GameSession.CrewManager.ToggleCrewListOpen = true;
|
||||
GameMain.GameSession.CrewManager.AutoShowCrewList();
|
||||
patient1.CharacterHealth.UseHealthWindow = false;
|
||||
|
||||
yield return new WaitForSeconds(3.0f, false);
|
||||
|
||||
+15
-13
@@ -87,9 +87,9 @@ namespace Barotrauma.Tutorials
|
||||
radioSpeakerName = TextManager.Get("Tutorial.Radio.Speaker");
|
||||
engineer = Character.Controlled;
|
||||
|
||||
var toolbox = FindOrGiveItem(engineer, "toolbox");
|
||||
toolbox.Unequip(engineer);
|
||||
engineer.Inventory.RemoveItem(toolbox);
|
||||
var toolbelt = FindOrGiveItem(engineer, "toolbelt");
|
||||
toolbelt.Unequip(engineer);
|
||||
engineer.Inventory.RemoveItem(toolbelt);
|
||||
|
||||
var repairOrder = Order.GetPrefab("repairsystems");
|
||||
engineer_repairIcon = repairOrder.SymbolSprite;
|
||||
@@ -123,7 +123,7 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
// Room 3
|
||||
engineer_reactorObjectiveSensor = Item.ItemList.Find(i => i.HasTag("engineer_reactorobjectivesensor")).GetComponent<MotionSensor>();
|
||||
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<Powered>();
|
||||
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<OxygenGenerator>();
|
||||
engineer_reactor = Item.ItemList.Find(i => i.HasTag("engineer_reactor")).GetComponent<Reactor>();
|
||||
engineer_reactor.FireDelay = engineer_reactor.MeltdownDelay = float.PositiveInfinity;
|
||||
engineer_reactor.FuelConsumptionRate = 0.0f;
|
||||
@@ -311,6 +311,8 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
yield return null;
|
||||
} while (engineer_reactor.AvailableFuel == 0);
|
||||
RemoveCompletedObjective(segments[1]);
|
||||
TriggerTutorialSegment(2);
|
||||
CoroutineManager.StartCoroutine(ReactorOperatedProperly());
|
||||
do
|
||||
{
|
||||
@@ -352,7 +354,7 @@ namespace Barotrauma.Tutorials
|
||||
} while (wait > 0.0f);
|
||||
engineer.SelectedConstruction = null;
|
||||
engineer_reactor.CanBeSelected = false;
|
||||
RemoveCompletedObjective(segments[1]);
|
||||
RemoveCompletedObjective(segments[2]);
|
||||
SetHighlight(engineer_reactor.Item, false);
|
||||
SetHighlight(engineer_brokenJunctionBox, true);
|
||||
SetDoorAccess(engineer_secondDoor, engineer_secondDoorLight, true);
|
||||
@@ -361,7 +363,7 @@ namespace Barotrauma.Tutorials
|
||||
do { yield return null; } while (!engineer_secondDoor.IsOpen);
|
||||
yield return new WaitForSeconds(1f, false);
|
||||
Repairable repairableJunctionBoxComponent = engineer_brokenJunctionBox.GetComponent<Repairable>();
|
||||
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
|
||||
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
|
||||
do
|
||||
{
|
||||
if (!engineer.HasEquippedItem("screwdriver"))
|
||||
@@ -378,7 +380,7 @@ namespace Barotrauma.Tutorials
|
||||
yield return null;
|
||||
} while (engineer_brokenJunctionBox.Condition < repairableJunctionBoxComponent.RepairThreshold); // Wait until repaired
|
||||
SetHighlight(engineer_brokenJunctionBox, false);
|
||||
RemoveCompletedObjective(segments[2]);
|
||||
RemoveCompletedObjective(segments[3]);
|
||||
SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
|
||||
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
|
||||
{
|
||||
@@ -389,14 +391,14 @@ namespace Barotrauma.Tutorials
|
||||
do { yield return null; } while (!engineer_thirdDoor.IsOpen);
|
||||
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.FaultyWiring"), ChatMessageType.Radio, null);
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
|
||||
TriggerTutorialSegment(4, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
|
||||
do { CheckGhostWires(); HandleJunctionBoxWiringHighlights(); yield return null; } while (engineer_workingPump.Voltage < engineer_workingPump.MinVoltage); // Wait until connected all the way to the pump
|
||||
CheckGhostWires();
|
||||
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
|
||||
{
|
||||
SetHighlight(engineer_disconnectedJunctionBoxes[i].Item, false);
|
||||
}
|
||||
RemoveCompletedObjective(segments[3]);
|
||||
RemoveCompletedObjective(segments[4]);
|
||||
do { yield return null; } while (engineer_workingPump.Item.CurrentHull.WaterPercentage > waterVolumeBeforeOpening); // Wait until drained
|
||||
wiringActive = false;
|
||||
SetDoorAccess(engineer_fourthDoor, engineer_fourthDoorLight, true);
|
||||
@@ -406,7 +408,7 @@ namespace Barotrauma.Tutorials
|
||||
do { yield return null; } while (!tutorial_enteredSubmarineSensor.MotionDetected);
|
||||
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Submarine"), ChatMessageType.Radio, null);
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
TriggerTutorialSegment(4); // Repair junction box
|
||||
TriggerTutorialSegment(5); // Repair junction box
|
||||
while (ContentRunning) yield return null;
|
||||
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_1, engineer_repairIcon, engineer_repairIconColor);
|
||||
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_2, engineer_repairIcon, engineer_repairIconColor);
|
||||
@@ -422,16 +424,16 @@ namespace Barotrauma.Tutorials
|
||||
// Remove highlights when each individual machine is repaired
|
||||
do { CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3); yield return null; } while (engineer_submarineJunctionBox_1.Condition < repairableJunctionBoxComponent1.RepairThreshold || engineer_submarineJunctionBox_2.Condition < repairableJunctionBoxComponent2.RepairThreshold || engineer_submarineJunctionBox_3.Condition < repairableJunctionBoxComponent3.RepairThreshold);
|
||||
CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
|
||||
RemoveCompletedObjective(segments[4]);
|
||||
RemoveCompletedObjective(segments[5]);
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
|
||||
TriggerTutorialSegment(5); // Powerup reactor
|
||||
TriggerTutorialSegment(6); // Powerup reactor
|
||||
SetHighlight(engineer_submarineReactor.Item, true);
|
||||
engineer.AddActiveObjectiveEntity(engineer_submarineReactor.Item, engineer_reactorIcon, engineer_reactorIconColor);
|
||||
do { yield return null; } while (!IsReactorPoweredUp(engineer_submarineReactor)); // Wait until ~matches load
|
||||
engineer.RemoveActiveObjectiveEntity(engineer_submarineReactor.Item);
|
||||
SetHighlight(engineer_submarineReactor.Item, false);
|
||||
RemoveCompletedObjective(segments[5]);
|
||||
RemoveCompletedObjective(segments[6]);
|
||||
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
|
||||
|
||||
yield return new WaitForSeconds(4f, false);
|
||||
|
||||
+5
-5
@@ -87,9 +87,9 @@ namespace Barotrauma.Tutorials
|
||||
radioSpeakerName = TextManager.Get("Tutorial.Radio.Speaker");
|
||||
mechanic = Character.Controlled;
|
||||
|
||||
var toolbox = FindOrGiveItem(mechanic, "toolbox");
|
||||
toolbox.Unequip(mechanic);
|
||||
mechanic.Inventory.RemoveItem(toolbox);
|
||||
var toolbelt = FindOrGiveItem(mechanic, "toolbelt");
|
||||
toolbelt.Unequip(mechanic);
|
||||
mechanic.Inventory.RemoveItem(toolbelt);
|
||||
|
||||
var crowbar = FindOrGiveItem(mechanic, "crowbar");
|
||||
crowbar.Unequip(mechanic);
|
||||
@@ -141,7 +141,7 @@ namespace Barotrauma.Tutorials
|
||||
mechanic_brokenWall_1.SpriteColor = Color.White;
|
||||
for (int i = 0; i < mechanic_brokenWall_1.SectionCount; i++)
|
||||
{
|
||||
mechanic_brokenWall_1.AddDamage(i, 165);
|
||||
mechanic_brokenWall_1.AddDamage(i, 85);
|
||||
}
|
||||
mechanic_brokenhull_1 = mechanic_brokenWall_1.Sections[0].gap.FlowTargetHull;
|
||||
|
||||
@@ -199,7 +199,7 @@ namespace Barotrauma.Tutorials
|
||||
mechanic_brokenWall_2.SpriteColor = Color.White;
|
||||
for (int i = 0; i < mechanic_brokenWall_2.SectionCount; i++)
|
||||
{
|
||||
mechanic_brokenWall_2.AddDamage(i, 165);
|
||||
mechanic_brokenWall_2.AddDamage(i, 85);
|
||||
}
|
||||
mechanic_brokenhull_2 = mechanic_brokenWall_2.Sections[0].gap.FlowTargetHull;
|
||||
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, false);
|
||||
|
||||
+8
-8
@@ -362,10 +362,10 @@ namespace Barotrauma.Tutorials
|
||||
SetHighlight(officer_rangedWeaponHolder.Item, false);
|
||||
do
|
||||
{
|
||||
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
|
||||
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
|
||||
yield return null;
|
||||
} while (!officer.HasEquippedItem("harpoongun")); // Wait until equipped
|
||||
ItemContainer harpoonGunChamber = officer.Inventory.FindItemByIdentifier("harpoongun").GetComponent<ItemContainer>();
|
||||
} while (!officer.HasEquippedItem("shotgun")); // Wait until equipped
|
||||
ItemContainer shotGunChamber = officer.Inventory.FindItemByIdentifier("shotgun").GetComponent<ItemContainer>();
|
||||
SetHighlight(officer_rangedWeaponCabinet.Item, true);
|
||||
do
|
||||
{
|
||||
@@ -376,7 +376,7 @@ namespace Barotrauma.Tutorials
|
||||
for (int i = 0; i < officer_rangedWeaponCabinet.Inventory.Items.Length; i++)
|
||||
{
|
||||
if (officer_rangedWeaponCabinet.Inventory.Items[i] == null) continue;
|
||||
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "spear")
|
||||
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
|
||||
{
|
||||
HighlightInventorySlot(officer_rangedWeaponCabinet.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
@@ -387,18 +387,18 @@ namespace Barotrauma.Tutorials
|
||||
for (int i = 0; i < officer.Inventory.Items.Length; i++)
|
||||
{
|
||||
if (officer.Inventory.Items[i] == null) continue;
|
||||
if (officer.Inventory.Items[i].Prefab.Identifier == "spear")
|
||||
if (officer.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
|
||||
{
|
||||
HighlightInventorySlot(officer.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (officer.Inventory.FindItemByIdentifier("spear") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("spear") != null))
|
||||
if (officer.Inventory.FindItemByIdentifier("shotgunshell") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("shotgunshell") != null))
|
||||
{
|
||||
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
|
||||
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
yield return null;
|
||||
} while (!harpoonGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
|
||||
} while (!shotGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
|
||||
RemoveCompletedObjective(segments[5]);
|
||||
SetHighlight(officer_rangedWeaponCabinet.Item, false);
|
||||
SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);
|
||||
|
||||
+2
-2
@@ -584,8 +584,8 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
|
||||
infoBlock.RectTransform.NonScaledSize = new Point(infoBlock.Rect.Width, (int)(infoContent.Children.Sum(c => c.Rect.Height + infoContent.AbsoluteSpacing) / infoContent.RectTransform.RelativeSize.Y));
|
||||
|
||||
GUI.PlayUISound(GUISoundType.UIMessage);
|
||||
|
||||
SoundPlayer.PlayUISound(GUISoundType.UIMessage);
|
||||
|
||||
return background;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user