(af16ecdfa) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:14:00 +03:00
parent 8be0b0676e
commit bec7aadfa9
65 changed files with 1579 additions and 1449 deletions
@@ -49,6 +49,8 @@ namespace Barotrauma
private GUIComponent orderTargetFrame, orderTargetFrameShadow;
public bool AllowCharacterSwitch = true;
public bool ToggleCrewAreaOpen
{
get { return toggleCrewAreaOpen; }
@@ -63,6 +65,8 @@ namespace Barotrauma
}
}
public List<GUIButton> OrderOptionButtons = new List<GUIButton>();
#endregion
#region Constructors
@@ -98,6 +102,20 @@ namespace Barotrauma
CanBeFocused = false
};
scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = -1,
OnClicked = ScrollCharacterList
};
scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = 1,
OnClicked = ScrollCharacterList
};
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -159,6 +177,16 @@ namespace Barotrauma
ToggleCrewAreaOpen = GameMain.Config.CrewMenuOpen;
}
#endregion
#region Character list management
public Rectangle GetCharacterListArea()
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
@@ -547,7 +575,10 @@ namespace Barotrauma
orderButtonFrame.RectTransform;
var btn = new GUIButton(new RectTransform(new Point(iconSize, iconSize), btnParent, Anchor.CenterLeft),
style: null);
style: null)
{
UserData = order
};
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
{
@@ -639,6 +670,7 @@ namespace Barotrauma
/// </summary>
public bool CharacterClicked(GUIComponent component, object selection)
{
if (!AllowCharacterSwitch) { return false; }
Character character = selection as Character;
if (character == null || character.IsDead || character.IsUnconscious) return false;
SelectCharacter(character);
@@ -679,8 +711,33 @@ namespace Barotrauma
{
characterListBox.BarScroll = roundedPos;
}
}
return false;
public void AddCharacterInfo(CharacterInfo characterInfo)
{
if (characterInfos.Contains(characterInfo))
{
DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace);
return;
}
characterInfos.Add(characterInfo);
}
/// <summary>
/// Remove the character from the crew (and crew menus).
/// </summary>
/// <param name="character">The character to remove</param>
/// <param name="removeInfo">If the character info is also removed, the character will not be visible in the round summary.</param>
public void RemoveCharacter(Character character, bool removeInfo = false)
{
if (character == null)
{
DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace);
return;
}
characters.Remove(character);
if (removeInfo) characterInfos.Remove(character.Info);
}
private IEnumerable<object> KillCharacterAnim(GUIComponent component)
@@ -881,6 +938,22 @@ namespace Barotrauma
}
}
}
character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
if (IsSinglePlayer)
{
orderGiver?.Speak(
order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null);
}
else if (orderGiver != null)
{
OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver);
if (GameMain.Client != null)
{
GameMain.Client.SendChatMessage(msg);
}
}
DisplayCharacterOrder(character, order);
}
/// <summary>
@@ -982,9 +1055,12 @@ namespace Barotrauma
if (Character.Controlled == null) return false;
SetCharacterOrder(character, userData as Order, option, Character.Controlled);
orderTargetFrame = null;
OrderOptionButtons.Clear();
return true;
}
};
OrderOptionButtons.Add(optionButton);
}
}
@@ -1017,9 +1093,13 @@ namespace Barotrauma
if (Character.Controlled == null) return false;
SetCharacterOrder(character, userData as Order, option, Character.Controlled);
orderTargetFrame = null;
OrderOptionButtons.Clear();
return true;
}
};
OrderOptionButtons.Add(optionButton);
//lines between the order buttons
if (i < order.Options.Length - 1)
{
@@ -1035,6 +1115,24 @@ namespace Barotrauma
color: matchingItems.Count > 1 ? Color.Black * 0.9f : Color.Black * 0.7f);
}
public void HighlightOrderButton(Character character, string orderAiTag, Color color, Vector2? flashRectInflate = null)
{
var order = Order.PrefabList.Find(o => o.AITag == orderAiTag);
if (order == null)
{
DebugConsole.ThrowError("Could not find an order with the AI tag \"" + orderAiTag + "\".\n" + Environment.StackTrace);
return;
}
var characterElement = characterListBox.Content.FindChild(character);
GUIButton orderBtn = characterElement.FindChild(order, recursive: true) as GUIButton;
if (orderBtn.Frame.FlashTimer <= 0)
{
orderBtn.Flash(color, 1.5f, false, flashRectInflate);
}
//orderBtn.Pulsate(Vector2.One, Vector2.One * 2.0f, 1.5f);
}
#region Updating and drawing the UI
private void DrawMiniMapOverlay(SpriteBatch spriteBatch, GUICustomComponent container)
@@ -1092,6 +1190,7 @@ namespace Barotrauma
public void SelectNextCharacter()
{
if (!AllowCharacterSwitch) { return; }
if (GameMain.IsMultiplayer) { return; }
if (characters.None()) { return; }
SelectCharacter(characters[TryAdjustIndex(1)]);
@@ -1099,6 +1198,7 @@ namespace Barotrauma
public void SelectPreviousCharacter()
{
if (!AllowCharacterSwitch) { return; }
if (GameMain.IsMultiplayer) { return; }
if (characters.None()) { return; }
SelectCharacter(characters[TryAdjustIndex(-1)]);
@@ -1106,6 +1206,7 @@ namespace Barotrauma
private void SelectCharacter(Character character)
{
if (!AllowCharacterSwitch) { return; }
//make the previously selected character wait in place for some time
//(so they don't immediately start idling and walking away from their station)
if (Character.Controlled?.AIController?.ObjectiveManager != null)