diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
index fc162ce9c..b01e4c080 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
@@ -134,69 +134,7 @@ namespace Barotrauma
}
}
- if (!LockHands)
- {
- //find the closest item if selectkey has been hit, or if the Character is being
- //controlled by the player (in order to highlight it)
-
- if (findClosestTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)
- {
- closestCharacter = FindClosestCharacter(mouseSimPos);
- if (closestCharacter != null && closestCharacter.info == null)
- {
- closestCharacter = null;
- }
-
- float closestItemDist = 0.0f;
- closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
-
- if (closestCharacter != null && closestItem != null)
- {
- if (Vector2.DistanceSquared(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist) * ConvertUnits.ToSimUnits(closestItemDist))
- {
- if (selectedConstruction != closestItem) closestItem = null;
- }
- else
- {
- closestCharacter = null;
- }
- }
-
- findClosestTimer = 0.1f;
- }
- else
- {
- findClosestTimer -= deltaTime;
- }
-
- if (selectedCharacter == null && closestItem != null)
- {
- closestItem.IsHighlighted = true;
- if (!LockHands && closestItem.Pick(this))
- {
-
- }
- }
-
- if (IsKeyHit(InputType.Select))
- {
- if (selectedCharacter != null)
- {
- DeselectCharacter();
- }
- else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
- {
- SelectCharacter(closestCharacter);
- }
- }
- }
- else
- {
- if (selectedCharacter != null) DeselectCharacter();
- selectedConstruction = null;
- closestItem = null;
- closestCharacter = null;
- }
+ DoInteractionUpdate(deltaTime, mouseSimPos);
DisableControls = false;
}
diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
index 0c8a4355c..8eff06f59 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
@@ -182,27 +182,27 @@ namespace Barotrauma
if (cprButton.Visible) cprButton.Draw(spriteBatch);
}
- if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
+ if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected)
{
- Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
+ Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f;
startPos = cam.WorldToScreen(startPos);
Vector2 textPos = startPos;
- textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
+ textPos -= new Vector2(GUI.Font.MeasureString(character.FocusedCharacter.Info.Name).X / 2, 20);
- GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
+ GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.Info.Name, Color.White, Color.Black, 2);
}
- else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
+ else if (character.SelectedCharacter == null && character.FocusedItem != null && character.SelectedConstruction == null)
{
- var hudTexts = character.ClosestItem.GetHUDTexts(character);
+ var hudTexts = character.FocusedItem.GetHUDTexts(character);
Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
startPos.Y -= 50 + hudTexts.Count * 25;
Vector2 textPos = startPos;
- textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
+ textPos -= new Vector2((int)GUI.Font.MeasureString(character.FocusedItem.Name).X / 2, 20);
- GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
+ GUI.DrawString(spriteBatch, textPos, character.FocusedItem.Name, Color.White, Color.Black * 0.7f, 2);
textPos.Y += 30.0f;
foreach (ColoredText coloredText in hudTexts)
diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs
index e3ea9994a..6221afc36 100644
--- a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs
+++ b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs
@@ -387,7 +387,7 @@ namespace Barotrauma.Tutorials
while (!HasItem("Diving Mask") && !HasItem("Diving Suit"))
{
if (!divingMaskSelected &&
- Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
+ Character.Controlled.FocusedItem != null && Character.Controlled.FocusedItem.Name == "Diving Suit")
{
infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
+ "the jumpsuit if you wish to wear a diving suit.");
diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/StatusHUD.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/StatusHUD.cs
index eed61271d..412db61c7 100644
--- a/Barotrauma/BarotraumaClient/Source/Items/Components/StatusHUD.cs
+++ b/Barotrauma/BarotraumaClient/Source/Items/Components/StatusHUD.cs
@@ -14,9 +14,9 @@ namespace Barotrauma.Items.Components
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Green * 0.1f, true);
- if (character.ClosestCharacter == null) return;
+ if (character.FocusedCharacter == null) return;
- var target = character.ClosestCharacter;
+ var target = character.FocusedCharacter;
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
hudPos += Vector2.UnitX * 50.0f;
diff --git a/Barotrauma/BarotraumaClient/Source/Items/Item.cs b/Barotrauma/BarotraumaClient/Source/Items/Item.cs
index 1bf224bdb..e81768c8d 100644
--- a/Barotrauma/BarotraumaClient/Source/Items/Item.cs
+++ b/Barotrauma/BarotraumaClient/Source/Items/Item.cs
@@ -20,7 +20,6 @@ namespace Barotrauma
get { return prefab.sprite; }
}
-
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (!Visible) return;
@@ -32,8 +31,7 @@ namespace Barotrauma
if (prefab.sprite != null)
{
- float depth = Sprite.Depth;
- depth += (ID % 255) * 0.000001f;
+ float depth = GetDrawDepth();
if (body == null)
{
diff --git a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs
index 41646398f..56b9478d3 100644
--- a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs
+++ b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs
@@ -163,15 +163,15 @@ namespace Barotrauma.Lights
if (Character.Controlled != null)
{
- if (Character.Controlled.ClosestItem != null)
+ if (Character.Controlled.FocusedItem != null)
{
- Character.Controlled.ClosestItem.IsHighlighted = true;
- Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
- Character.Controlled.ClosestItem.IsHighlighted = true;
+ Character.Controlled.FocusedItem.IsHighlighted = true;
+ Character.Controlled.FocusedItem.Draw(spriteBatch, false, true);
+ Character.Controlled.FocusedItem.IsHighlighted = true;
}
- else if (Character.Controlled.ClosestCharacter != null)
+ else if (Character.Controlled.FocusedCharacter != null)
{
- Character.Controlled.ClosestCharacter.Draw(spriteBatch);
+ Character.Controlled.FocusedCharacter.Draw(spriteBatch);
}
}
diff --git a/Barotrauma/BarotraumaClient/Source/Screens/EditMapScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/EditMapScreen.cs
index 9ead99dc9..31efcef9d 100644
--- a/Barotrauma/BarotraumaClient/Source/Screens/EditMapScreen.cs
+++ b/Barotrauma/BarotraumaClient/Source/Screens/EditMapScreen.cs
@@ -1071,7 +1071,7 @@ namespace Barotrauma
dummyCharacter.SelectedConstruction.UpdateHUD(cam, dummyCharacter);
}
- if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.ClosestItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
+ if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.FocusedItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
}
CharacterHUD.Update((float)deltaTime, dummyCharacter);
diff --git a/Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
index e18879867..713d95609 100644
--- a/Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
+++ b/Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
@@ -56,21 +56,16 @@ namespace Barotrauma
public override void AddToGUIUpdateList()
{
- if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
+ if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
- if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
- {
- Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
- }
+ Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
}
if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
Character.AddAllToGUIUpdateList();
}
-
-
-
+
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true);
@@ -80,12 +75,9 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
- if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
+ if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
- if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
- {
- Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
- }
+ Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
}
if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Artifacts/artifacts.xml b/Barotrauma/BarotraumaShared/Content/Items/Artifacts/artifacts.xml
index 964ff7436..a481216b2 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Artifacts/artifacts.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Artifacts/artifacts.xml
@@ -4,7 +4,7 @@
name="Skyholder Artifact"
category="Alien"
Tags="alien"
- pickdistance="150">
+ >
@@ -26,7 +26,7 @@
name="Thermal Artifact"
category="Alien"
Tags="alien"
- pickdistance="150">
+ >
@@ -50,7 +50,7 @@
name="Faraday Artifact"
category="Alien"
Tags="alien"
- pickdistance="150">
+ >
@@ -92,7 +92,7 @@
-
@@ -112,7 +112,7 @@
-
@@ -137,7 +137,7 @@
name="Ancient Weapon"
category="Alien"
Tags="alien,smallitem"
- pickdistance="200">
+ >
@@ -188,7 +188,7 @@
category="Alien"
Tags="alien"
linkable="true"
- pickdistance="150.0">
+ >
@@ -210,7 +210,7 @@
category="Alien"
linkable="true"
Tags="alien"
- pickdistance="150.0">
+ >
@@ -232,7 +232,7 @@
linkable="true"
category="Alien"
Tags="alien"
- pickdistance="150.0">
+ >
@@ -249,7 +249,7 @@
linkable="true"
category="Alien"
Tags="alien"
- pickdistance="150.0">
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Button/button.xml b/Barotrauma/BarotraumaShared/Content/Items/Button/button.xml
index 40c4df950..c2e14f374 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Button/button.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Button/button.xml
@@ -3,7 +3,7 @@
category="Electrical"
linkable="true"
tags="smallitem"
- pickdistance="150.0"
+
price="10">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml b/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
index d537af6c2..be3e97cd8 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
@@ -4,7 +4,7 @@
name="Oxygen Tank"
category="Equipment,Misc"
Tags="smallitem"
- pickdistance="150"
+
price="50">
@@ -26,7 +26,7 @@
name="Diving Mask"
category="Equipment"
Tags="smallitem,diving"
- pickdistance="200"
+
price="50"
description="Small enough to carry around in case of need, but won't protect you from the water pressure in the event of a full-blown hull breach.">
@@ -63,7 +63,7 @@
name="Diving Suit"
category="Equipment"
tags="diving"
- pickdistance="200"
+
price="200"
fireproof="true"
description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
@@ -113,7 +113,7 @@
name="Underwater Scooter"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="50"
description="A battery-powered underwater propulsion device.">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Door/doors.xml b/Barotrauma/BarotraumaShared/Content/Items/Door/doors.xml
index 9587ecf87..a90974cfa 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Door/doors.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Door/doors.xml
@@ -2,7 +2,7 @@
-
+ >
@@ -30,7 +30,7 @@
-
+ >
@@ -58,7 +58,7 @@
-
+ >
@@ -86,7 +86,7 @@
-
+ >
@@ -117,7 +117,7 @@
-
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Electricity/lights.xml b/Barotrauma/BarotraumaShared/Content/Items/Electricity/lights.xml
index 04e0f4f93..b3a87ee2f 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Electricity/lights.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Electricity/lights.xml
@@ -6,7 +6,7 @@
name="Lamp"
category="Electrical"
Tags="smallitem"
- pickdistance="150">
+ >
@@ -26,7 +26,7 @@
name="Emergency Light"
category="Electrical"
Tags="smallitem"
- pickdistance="150">
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Electricity/monitors.xml b/Barotrauma/BarotraumaShared/Content/Items/Electricity/monitors.xml
index 2ec8eeb98..251937672 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Electricity/monitors.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Electricity/monitors.xml
@@ -2,7 +2,7 @@
-
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml b/Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
index bc2d764bc..c8d0e8e48 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
@@ -4,7 +4,7 @@
name="Junction Box"
category="Electrical"
linkable="true"
- pickdistance="150"
+
description="Serves as a hub for power distribution and relaying signals between devices.">
@@ -40,7 +40,7 @@
name="Battery"
category="Electrical"
linkable="true"
- pickdistance="150"
+
description="Generally used for storing backup power in case of a reactor failure.">
@@ -68,7 +68,7 @@
name="Supercapacitor"
category="Electrical"
linkable="true"
- pickdistance="150"
+
description="Can deliver charge much faster than batteries.">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml b/Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
index 597fce51b..5914f3b77 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
@@ -6,7 +6,7 @@
name="Wire"
category="Electrical"
Tags="smallitem,wire"
- pickdistance="150"
+
linkable="true"
canbepicked="true"
price="10">
@@ -29,7 +29,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="1.0,0.0,0.0,1.0"
- pickdistance="150"
+
linkable="true"
canbepicked="true"
price="10">
@@ -51,7 +51,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="0.0,0.6,1.0,1.0"
- pickdistance="150"
+
linkable="true"
canbepicked="true"
price="10">
@@ -73,7 +73,7 @@
category="Electrical"
Tags="smallitem,wire"
spritecolor="1.0,0.5,0.0,1.0"
- pickdistance="150"
+
linkable="true"
canbepicked="true"
price="10">
@@ -94,7 +94,7 @@
name="FPGA Circuit"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="100"
description="Field-programmable gate array - a multi-purpose circuit which can be reconfigured for use in a large variety of electrical devices.">
@@ -110,7 +110,7 @@
name="And Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends a signal when both inputs receive a signal within a set period of each other.">
@@ -145,7 +145,7 @@
name="Or Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends a signal if either of the inputs receive a signal.">
@@ -179,7 +179,7 @@
name="Not Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends a signal when the input is NOT receiving a signal.">
@@ -211,7 +211,7 @@
name="Relay Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="When switched on, forwards all received signals from the input connections to the outputs.">
@@ -257,7 +257,7 @@
name="Delay Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Delays all received signals for a specific amount of time.">
@@ -289,7 +289,7 @@
name="Light Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10">
@@ -324,7 +324,7 @@
name="Oxygen Detector"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends out a value between 0-100 depending on the quality of the surrounding air.">
@@ -355,7 +355,7 @@
name="Water Detector"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends out a signal when the detector is submerged.">
@@ -386,7 +386,7 @@
name="Signal Check Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends a signal when a signal matching a specific value is received.">
@@ -420,7 +420,7 @@
name="RegEx Find Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10"
description="Sends a signal if the received signal matches a specific regular expression pattern.">
@@ -452,7 +452,7 @@
name="Wifi Component"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="20"
description="Allows remote communication between other Wifi Components that are using the same channel.">
@@ -484,7 +484,7 @@
name="Emergency Siren"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10">
@@ -517,7 +517,7 @@
name="Alarm Buzzer"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
linkable="true"
price="10">
@@ -550,7 +550,7 @@
name="Camera"
category="Electrical"
Tags="smallitem"
- pickdistance="150"
+
focusonselected="true"
offsetonselected="500"
linkable="true"
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Engine/engine.xml b/Barotrauma/BarotraumaShared/Content/Items/Engine/engine.xml
index 41600d1c0..aedcec445 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Engine/engine.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Engine/engine.xml
@@ -6,7 +6,7 @@
linkable="true"
category="Machine"
pickthroughwalls="true"
- pickdistance="150">
+ >
@@ -34,7 +34,7 @@
linkable="true"
category="Machine"
pickthroughwalls="true"
- pickdistance="150">
+ >
@@ -60,7 +60,7 @@
name="Navigation Terminal"
linkable="true"
category="Machine"
- pickdistance="150">
+ >
@@ -96,7 +96,7 @@
name="Sonar Monitor"
linkable="true"
category="Machine"
- pickdistance="150">
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Fabricators/fabricators.xml b/Barotrauma/BarotraumaShared/Content/Items/Fabricators/fabricators.xml
index f3f5e6952..e90a36068 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Fabricators/fabricators.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Fabricators/fabricators.xml
@@ -3,7 +3,7 @@
-
@@ -84,7 +84,7 @@
-
@@ -157,7 +157,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Fabricators/materials.xml b/Barotrauma/BarotraumaShared/Content/Items/Fabricators/materials.xml
index 32c8e39a6..489349d65 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Fabricators/materials.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Fabricators/materials.xml
@@ -4,7 +4,7 @@
name="Steel Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
canbepicked="true"
price="50">
@@ -24,7 +24,7 @@
name="Uranium Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
spritecolor="0.2,0.35,0.06,1.0"
canbepicked="true"
price="100">
@@ -45,7 +45,7 @@
name="Copper Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
spritecolor="0.78,0.55,0.2,1.0"
canbepicked="true"
price="50">
@@ -61,7 +61,7 @@
name="Polycarbonate Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
spritecolor="0.9,0.9,1.0,0.9"
canbepicked="true"
price="50">
@@ -77,7 +77,7 @@
name="Incendium Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
spritecolor="0.5,0.0,0.0,1.0"
canbepicked="true">
@@ -97,7 +97,7 @@
name="Fulgurium Bar"
category="Material"
Tags="smallitem"
- pickdistance="150"
+
spritecolor="1.0,0.7,0.05,1.0"
canbepicked="true">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/captaingear.xml b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/captaingear.xml
index 86f6c402b..d01749550 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/captaingear.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/captaingear.xml
@@ -2,7 +2,7 @@
-
@@ -18,7 +18,7 @@
-
@@ -39,7 +39,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/doctorgear.xml b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/doctorgear.xml
index 12ce2e492..d8b3bb6e7 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/doctorgear.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/doctorgear.xml
@@ -2,7 +2,7 @@
-
@@ -20,7 +20,7 @@
-
@@ -45,7 +45,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/engigear.xml b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/engigear.xml
index ce7f89054..a4281f7e1 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/engigear.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/engigear.xml
@@ -2,7 +2,7 @@
-
@@ -30,7 +30,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/misc.xml b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/misc.xml
index d3ac00fb2..5a8c593f1 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/misc.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/misc.xml
@@ -2,7 +2,7 @@
-
@@ -28,7 +28,7 @@
-
@@ -44,7 +44,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/securitygear.xml b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/securitygear.xml
index 1fb1e62e4..804017f10 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Jobgear/securitygear.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Jobgear/securitygear.xml
@@ -2,7 +2,7 @@
-
@@ -20,7 +20,7 @@
-
@@ -41,7 +41,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Medical/medical.xml b/Barotrauma/BarotraumaShared/Content/Items/Medical/medical.xml
index 8b1585312..bc86ed1ee 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Medical/medical.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Medical/medical.xml
@@ -4,7 +4,7 @@
name="Medical Syringe"
category="Equipment"
Tags="smallitem,medical"
- pickdistance="150"
+
price="50"
canuseonself="true"
description="Injection is often a much more effective method of administering drugs than taking them orally.">
@@ -31,7 +31,7 @@
name="Bandage"
category="Equipment"
Tags="smallitem,medical"
- pickdistance="150"
+
canuseonself="true"
price="20"
description="Treated with a hemostatic agent that quickly seals most minor wounds.">
@@ -51,7 +51,7 @@
name="Iron Powder"
category="Material"
Tags="smallitem,chem"
- pickdistance="150"
+
price="5">
@@ -66,7 +66,7 @@
category="Material"
spritecolor="1.0,1.0,0.7,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="A mild stimulant which is used as an incredient in the manufacture of various medicines."
price="10">
@@ -91,7 +91,7 @@
category="Material"
spritecolor="0.5,0.5,1.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
canuseonself="true"
description="Most commonly used for treating oxygen deprivation."
price="50">
@@ -112,7 +112,7 @@
category="Material"
spritecolor="0.6,0.4,0.2,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
canuseonself="true"
description="A hemostatic agent that slows down bleeding."
price="50">
@@ -138,7 +138,7 @@
category="Material"
spritecolor="0.8,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
canuseonself="true"
description="Highly effective at treating various types of physical trauma."
price="50">
@@ -164,7 +164,7 @@
category="Material"
spritecolor="1.0,1.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="A highly potent corrigodone-based stimulant."
price="150">
@@ -184,7 +184,7 @@
category="Material"
spritecolor="1.0,1.0,1.0,0.6"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="20">
@@ -204,7 +204,7 @@
spritecolor="0.0,0.9,0.1,1.0"
Tags="smallitem,chem,medical"
canuseonself="true"
- pickdistance="150"
+
price="20">
@@ -228,7 +228,7 @@
category="Material"
spritecolor="0.7,0.7,0.7,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="20">
@@ -247,7 +247,7 @@
category="Material"
spritecolor="0.8,0.8,0.8,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="20">
@@ -266,7 +266,7 @@
category="Material"
spritecolor="0.1,0.1,0.1,1.0"
Tags="smallitem,chem,explosive"
- pickdistance="150"
+
price="50">
@@ -287,7 +287,7 @@
category="Material"
spritecolor="1.0,1.0,1.0,0.8"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="20">
@@ -306,7 +306,7 @@
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="20">
@@ -325,7 +325,7 @@
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="50">
@@ -344,7 +344,7 @@
category="Material"
spritecolor="0.2,0.35,0.06,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
price="50">
@@ -363,7 +363,7 @@
category="Material"
spritecolor="0.8,0.3,0.8,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="A potent muscle stimulant."
price="50">
@@ -383,7 +383,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="A highly potent neurotoxin."
price="200">
@@ -403,7 +403,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="Dormant eggs of the Europan lifeform colloquially referred to as 'husk parasite'."
price="200">
@@ -423,7 +423,7 @@
category="Material"
spritecolor="0.0,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
description="An antiparasitic drug used in the treatment of husk parasite infections."
price="300">
@@ -443,7 +443,7 @@
category="Material"
spritecolor="0.6,0.8,1.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
canuseonself="true"
description="A mildy toxic solution that slowly releases oxygen into the bloodstream when injected.">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/MiniMap/item.xml b/Barotrauma/BarotraumaShared/Content/Items/MiniMap/item.xml
index b4cea1c25..62ad09905 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/MiniMap/item.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/MiniMap/item.xml
@@ -3,7 +3,7 @@
aliases="MiniMap"
category="Machine"
linkable="true"
- pickdistance="150">
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Pump/pump.xml b/Barotrauma/BarotraumaShared/Content/Items/Pump/pump.xml
index 9b957be14..491974dec 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Pump/pump.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Pump/pump.xml
@@ -3,7 +3,7 @@
name="Pump"
linkable="true"
category="Machine"
- pickdistance="200">
+ >
@@ -26,7 +26,7 @@
name="Small Pump"
linkable="true"
category="Machine"
- pickdistance="150">
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Reactor/reactor.xml b/Barotrauma/BarotraumaShared/Content/Items/Reactor/reactor.xml
index fd01c2165..80fbf39b4 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Reactor/reactor.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Reactor/reactor.xml
@@ -55,7 +55,7 @@
-
@@ -73,7 +73,7 @@
-
@@ -92,7 +92,7 @@
-
+ >
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Tools/tools.xml b/Barotrauma/BarotraumaShared/Content/Items/Tools/tools.xml
index 1b53bfdbc..cc5f710f6 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Tools/tools.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Tools/tools.xml
@@ -4,7 +4,7 @@
name="Welding Tool"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="100"
description="One of the most crucial tools on board the submarine. Also works underwater.">
@@ -60,7 +60,7 @@
name="Plasma Cutter"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="100"
description="Cuts through various materials using a jet of ionized oxygen.">
@@ -105,7 +105,7 @@
name="Welding Fuel Tank"
category="Equipment"
Tags="smallitem"
- pickdistance="150"
+
price="50">
@@ -127,7 +127,7 @@
name="Fire Extinguisher"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="100"
description="A handheld carbon dioxide extinguisher.">
@@ -156,7 +156,7 @@
name="Screwdriver"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="10">
@@ -171,7 +171,7 @@
name="Wrench"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="10">
@@ -188,7 +188,7 @@
name="Handheld Sonar"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="10">
@@ -218,7 +218,7 @@
name="Flashlight"
category="Equipment"
Tags="smallitem"
- pickdistance="200"
+
price="10">
@@ -249,7 +249,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/depthcharge.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/depthcharge.xml
index c3c31176c..58663800c 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/depthcharge.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/depthcharge.xml
@@ -6,7 +6,7 @@
focusonselected="true"
offsetonselected="700"
linkable="true"
- pickdistance="150">
+ >
@@ -24,7 +24,7 @@
name="Depth Charge Loader"
category="Machine"
linkable="true"
- pickdistance="150">
+ >
@@ -37,7 +37,7 @@
-
@@ -65,7 +65,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
index e6a87f07f..8748c45e6 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
@@ -4,7 +4,7 @@
name="C-4 Block"
category="Equipment"
Tags="smallitem,explosive"
- pickdistance="150"
+
price="100">
@@ -22,7 +22,7 @@
name="Compound N"
category="Equipment"
Tags="smallitem,explosive"
- pickdistance="150">
+ >
@@ -40,7 +40,7 @@
name="Volatile Compound N"
category="Equipment"
Tags="smallitem,explosive"
- pickdistance="150">
+ >
@@ -60,7 +60,7 @@
description="A compound made of C-4 and incendium."
category="Equipment"
Tags="smallitem,explosive"
- pickdistance="150">
+ >
@@ -80,7 +80,7 @@
description="A device that detonates any contained explosive when receiving a signal."
category="Equipment"
Tags="smallitem"
- pickdistance="150"
+
price="50">
@@ -109,7 +109,7 @@
description="A highly unstable liquid that may explode when subjected to heat or physical shock."
spritecolor="1.0,1.0,1.0,1.0"
Tags="smallitem,chem,medical"
- pickdistance="150"
+
impacttolerance="4">
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/railgun.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/railgun.xml
index 3f73ec4ee..347498045 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/railgun.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/railgun.xml
@@ -5,7 +5,7 @@
focusonselected="true"
offsetonselected="700"
linkable="true"
- pickdistance="150">
+ >
@@ -30,7 +30,7 @@
category="Machine"
type="Controller"
linkable="true"
- pickdistance="150">
+ >
@@ -53,7 +53,7 @@
name="Railgun Loader"
category="Machine"
linkable="true"
- pickdistance="150">
+ >
@@ -67,7 +67,7 @@
-
@@ -98,7 +98,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
index 5b80c984d..9b78208f0 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
@@ -4,7 +4,7 @@
-
@@ -25,7 +25,7 @@
-
@@ -57,7 +57,7 @@
-
@@ -75,7 +75,7 @@
-
@@ -94,7 +94,7 @@
name="Stun Baton"
category="Equipment"
Tags="smallitem,weapon"
- pickdistance="150"
+
price="100"
description="If verbal orders are insufficient, a high-voltage shock from a Stun Baton may be enough to beat an unruly crew member into submission.">
@@ -129,7 +129,7 @@
-
@@ -150,7 +150,7 @@
-
@@ -170,7 +170,7 @@
-
diff --git a/Barotrauma/BarotraumaShared/Content/Items/idcard.xml b/Barotrauma/BarotraumaShared/Content/Items/idcard.xml
index dfafdd8e7..1c2d8c62e 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/idcard.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/idcard.xml
@@ -4,7 +4,7 @@
name="ID Card"
category="Equipment"
Tags="smallitem"
- pickdistance="150">
+ >
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
index da0f17861..1d2f3406e 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
@@ -141,7 +141,7 @@ namespace Barotrauma
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
{
- currentPath.CurrentNode.Ladders.Item.Pick(character, false, true);
+ currentPath.CurrentNode.Ladders.Item.TryInteract(character, false, true);
}
}
@@ -239,7 +239,7 @@ namespace Barotrauma
foreach (Controller controller in buttons)
{
float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition);
- if (dist > controller.Item.PickDistance * 2.0f) continue;
+ if (dist > controller.Item.InteractDistance * 2.0f) continue;
if (dist < closestDist || closestButton == null)
{
@@ -256,7 +256,7 @@ namespace Barotrauma
return;
}
- closestButton.Item.Pick(character, false, true);
+ closestButton.Item.TryInteract(character, false, true);
break;
}
}
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
index b5b4181f5..bc92c927e 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
@@ -61,7 +61,7 @@ namespace Barotrauma
}
else
{
- if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.PickDistance
+ if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance
&& !container.Item.IsInsideTrigger(character.Position))
{
AddSubObjective(new AIObjectiveGoTo(container.Item, character));
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
index 25bb9893f..a6561e2ce 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
@@ -55,7 +55,7 @@ namespace Barotrauma
FindTargetItem();
if (targetItem == null || moveToTarget == null) return;
- if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
+ if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.InteractDistance*2.0f)
{
int targetSlot = -1;
if (equip)
@@ -91,7 +91,7 @@ namespace Barotrauma
}
}
- targetItem.Pick(character, false, true);
+ targetItem.TryInteract(character, false, true);
if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
{
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
index bcbcec0dc..3a9b2e037 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
@@ -126,7 +126,7 @@ namespace Barotrauma
if (item != null)
{
- allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.PickDistance), allowedDistance);
+ allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), allowedDistance);
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs
index 4d38c43e3..9788393a3 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs
@@ -50,12 +50,12 @@ namespace Barotrauma
if (target.CanBeSelected)
{
- if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
+ if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.InteractDistance
|| target.Item.IsInsideTrigger(character.WorldPosition))
{
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{
- target.Item.Pick(character, false, true);
+ target.Item.TryInteract(character, false, true);
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
index 6cae2ce14..53add316d 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
@@ -1213,7 +1213,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)character.MemState[0].Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
- newSelectedConstruction.Pick(character, true, true);
+ newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = newSelectedConstruction;
}
@@ -1305,7 +1305,7 @@ namespace Barotrauma
var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
- newSelectedConstruction.Pick(character, true, true);
+ newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = newSelectedConstruction;
}
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
index 4fdf151fb..1a6ad0569 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
@@ -6,6 +6,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
+using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -71,8 +72,8 @@ namespace Barotrauma
private float health, lastSentHealth;
protected float minHealth, maxHealth;
- protected Item closestItem;
- private Character closestCharacter, selectedCharacter;
+ protected Item focusedItem;
+ private Character focusedCharacter, selectedCharacter;
private bool isDead;
private CauseOfDeath lastAttackCauseOfDeath;
@@ -154,6 +155,11 @@ namespace Barotrauma
get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
}
+ public bool CanInteract
+ {
+ get { return AllowInput && !LockHands; }
+ }
+
public Vector2 CursorPosition
{
get { return cursorPosition; }
@@ -169,9 +175,9 @@ namespace Barotrauma
get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
}
- public Character ClosestCharacter
+ public Character FocusedCharacter
{
- get { return closestCharacter; }
+ get { return focusedCharacter; }
}
public Character SelectedCharacter
@@ -386,9 +392,9 @@ namespace Barotrauma
set { selectedConstruction = value; }
}
- public Item ClosestItem
+ public Item FocusedItem
{
- get { return closestItem; }
+ get { return focusedItem; }
}
public virtual AIController AIController
@@ -569,7 +575,7 @@ namespace Barotrauma
System.Diagnostics.Debug.Assert(item != null);
if (item == null) continue;
- item.Pick(this, true, true, true);
+ item.TryInteract(this, true, true, true);
inventory.TryPutItem(item, i, false, false);
}
}
@@ -713,7 +719,7 @@ namespace Barotrauma
return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName);
}
- float findClosestTimer;
+ float findFocusedTimer;
public Vector2 GetTargetMovement()
{
@@ -950,7 +956,7 @@ namespace Barotrauma
public bool CanAccessInventory(Inventory inventory)
{
- if (!AllowInput || LockHands) return false;
+ if (!CanInteract) return false;
//the inventory belongs to some other character
if (inventory.Owner is Character && inventory.Owner != this)
@@ -958,14 +964,13 @@ namespace Barotrauma
var owner = (Character)inventory.Owner;
//can only be accessed if the character is incapacitated and has been selected
- return selectedCharacter == owner &&
- (owner.isDead || owner.IsUnconscious || owner.Stun > 0.0f || owner.LockHands);
+ return selectedCharacter == owner && (!owner.CanInteract);
}
if (inventory.Owner is Item)
{
var owner = (Item)inventory.Owner;
- if (!CanAccessItem(owner))
+ if (!CanInteractWith(owner))
{
return false;
}
@@ -973,53 +978,162 @@ namespace Barotrauma
return true;
}
- public bool CanAccessItem(Item item)
+ public bool CanInteractWith(Item item)
{
- if (!AllowInput || LockHands) return false;
+ float distanceToItem;
+ return CanInteractWith(item, out distanceToItem);
+ }
+
+ public bool CanInteractWith(Item item, out float distanceToItem)
+ {
+ distanceToItem = -1.0f;
+
+ if (!CanInteract) return false;
if (item.ParentInventory != null)
{
return CanAccessInventory(item.ParentInventory);
}
- float maxDist = item.PickDistance * 1.2f;
- if (maxDist <= 0.01f)
- {
- maxDist = 150.0f;
- }
+ if (item.InteractDistance == 0.0f && !item.Prefab.Triggers.Any()) return false;
- if (Vector2.DistanceSquared(WorldPosition, item.WorldPosition) < maxDist*maxDist ||
- item.IsInsideTrigger(WorldPosition))
- {
- return true;
- }
+ Pickable pickableComponent = item.GetComponent();
+ if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) return false;
+
+ Vector2 characterDirection = Vector2.Transform(Vector2.UnitY, Matrix.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
- return item.GetComponent() != null;
- }
-
- private Item FindClosestItem(Vector2 mouseSimPos, out float distance)
- {
- distance = 0.0f;
-
- Limb torso = AnimController.GetLimb(LimbType.Torso);
-
- if (torso == null) return null;
-
- Vector2 pos = (torso.body.TargetPosition != null) ? (Vector2)torso.body.TargetPosition : torso.SimPosition;
- Vector2 pickPos = mouseSimPos;
+ Vector2 upperBodyPosition = Position + (characterDirection * 20.0f);
+ Vector2 lowerBodyPosition = Position - (characterDirection * 60.0f);
if (Submarine != null)
{
- pos += Submarine.SimPosition;
- pickPos += Submarine.SimPosition;
+ upperBodyPosition += Submarine.Position;
+ lowerBodyPosition += Submarine.Position;
}
- if (selectedConstruction != null) pickPos = ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition);
+ Vector2 playerDistanceCheckPosition;
+ Rectangle itemDisplayRect;
- return Item.FindPickable(pos, pickPos, AnimController.CurrentHull, selectedItems, out distance);
+ bool insideTrigger = false;
+ if (item.Prefab.Triggers.Any())
+ {
+ foreach (Rectangle trigger in item.Prefab.Triggers)
+ {
+ Rectangle transformedTrigger = new Rectangle(
+ item.WorldRect.X + trigger.X,
+ (item.WorldRect.Y + trigger.Y) - ((trigger.Height == 0) ? item.Rect.Height : trigger.Height),
+ (trigger.Width == 0) ? item.Rect.Width : trigger.Width,
+ (trigger.Height == 0) ? item.Rect.Height : trigger.Height);
+
+ // Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
+ playerDistanceCheckPosition = Vector2.Clamp(transformedTrigger.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
+
+ if (!transformedTrigger.Contains(upperBodyPosition)) return false;
+
+ insideTrigger = true;
+ }
+ if (!insideTrigger) return false;
+ }
+ itemDisplayRect = new Rectangle(item.InteractionRect.X, item.InteractionRect.Y - item.InteractionRect.Height, item.InteractionRect.Width, item.InteractionRect.Height);
+
+ // Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
+ playerDistanceCheckPosition = Vector2.Clamp(itemDisplayRect.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
+
+ // Here we get the point on the itemDisplayRect which is closest to playerDistanceCheckPosition
+ Vector2 rectIntersectionPoint = new Vector2(Math.Max(itemDisplayRect.X, Math.Min(itemDisplayRect.X + itemDisplayRect.Width, playerDistanceCheckPosition.X)), Math.Max(itemDisplayRect.Y, Math.Min(itemDisplayRect.Y + itemDisplayRect.Height, playerDistanceCheckPosition.Y)));
+
+ // If playerDistanceCheckPosition is inside the itemDisplayRect then we consider the character to within 0 distance of the item
+ if (!itemDisplayRect.Contains(playerDistanceCheckPosition))
+ {
+ distanceToItem = Vector2.Distance(rectIntersectionPoint, playerDistanceCheckPosition);
+ }
+
+ if (distanceToItem > item.InteractDistance && item.InteractDistance > 0.0f) return false;
+
+ if (!item.Prefab.InteractThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
+ {
+ Vector2 itemPosition = item.SimPosition;
+ if (Submarine == null && item.Submarine != null)
+ {
+ //character is outside, item inside
+ itemPosition += item.Submarine.SimPosition;
+ }
+ else if (Submarine != null && item.Submarine == null)
+ {
+ //character is inside, item outside
+ itemPosition -= Submarine.SimPosition;
+ }
+ else if (Submarine != item.Submarine)
+ {
+ //character and the item are inside different subs
+ itemPosition += item.Submarine.SimPosition;
+ itemPosition -= Submarine.SimPosition;
+ }
+ var body = Submarine.CheckVisibility(SimPosition, itemPosition, true);
+ if (body != null && body.UserData as Item != item) return false;
+ }
+
+ return true;
}
- private Character FindClosestCharacter(Vector2 mouseSimPos, float maxDist = 150.0f)
+ ///
+ /// Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item.
+ ///
+ /// The Character who is looking for the interactable item, only items that are close enough to this character are returned
+ /// The item at the simPosition, with the lowest depth, is returned
+ /// If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible
+ /// If a hull is specified, only items within that hull are returned
+ public Item FindItemAtPosition(Vector2 simPosition, float aimAssistModifier = 0.0f, Hull hull = null, Item[] ignoredItems = null)
+ {
+ if (Submarine != null)
+ {
+ simPosition += Submarine.SimPosition;
+ }
+
+ Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
+
+ Item highestPriorityItemAtPosition = null;
+ Item closestItem = null;
+ float closestItemDistance = 0.0f;
+
+ foreach (Item item in Item.ItemList)
+ {
+ if (ignoredItems != null && ignoredItems.Contains(item)) continue;
+ if (item.body != null && !item.body.Enabled) continue;
+
+ if (CanInteractWith(item))
+ {
+ if (item.IsMouseOn(displayPosition))
+ {
+ Console.WriteLine("Name: " + item.Name + " Priority:" + item.InteractPriority);
+ }
+ if (item.IsMouseOn(displayPosition) && (highestPriorityItemAtPosition == null ||
+ ((highestPriorityItemAtPosition.InteractPriority < item.InteractPriority) ||
+ (highestPriorityItemAtPosition.InteractPriority == item.InteractPriority && highestPriorityItemAtPosition.GetDrawDepth() > item.GetDrawDepth()))))
+ {
+ highestPriorityItemAtPosition = item;
+ }
+ else if (aimAssistModifier > 0.0f)
+ {
+ float distanceToItem = Vector2.Distance(item.WorldPosition, displayPosition);
+ if (distanceToItem < (100.0f * aimAssistModifier) && (closestItem == null || distanceToItem < closestItemDistance))
+ {
+ closestItem = item;
+ closestItemDistance = distanceToItem;
+ }
+ }
+ }
+ }
+
+ if (highestPriorityItemAtPosition == null)
+ {
+ return closestItem;
+ }
+
+ return highestPriorityItemAtPosition;
+ }
+
+ private Character FindCharacterAtPosition(Vector2 mouseSimPos, float maxDist = 150.0f)
{
Character closestCharacter = null;
float closestDist = 0.0f;
@@ -1028,17 +1142,25 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
- if (c == this || !c.enabled) continue;
-
- if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist*maxDist) continue;
+ if (c == this || !c.enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) continue;
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition);
- if (dist < maxDist*maxDist && (closestCharacter==null || dist 0.0f)
{
@@ -1211,77 +1392,17 @@ namespace Barotrauma
UpdateUnconscious(deltaTime);
return;
}
-
- Control(deltaTime, cam);
-
- if (selectedConstruction != null && !selectedConstruction.IsInPickRange(WorldPosition))
- {
- selectedConstruction = null;
- }
+ Control(deltaTime, cam);
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
{
- if (!LockHands)
- {
- Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
-
- if (IsKeyHit(InputType.Select) && GameMain.Server==null)
- {
- closestCharacter = FindClosestCharacter(mouseSimPos);
- if (closestCharacter != null && closestCharacter.info == null)
- {
- closestCharacter = null;
- }
-
- float closestItemDist = 0.0f;
- closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
-
- if (closestCharacter != null && closestItem != null)
- {
- if (closestItem != null) closestItemDist = (closestItem.Position - AnimController.Collider.Position).Length();
- if (Vector2.Distance(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist))
- {
- if (selectedConstruction != closestItem) closestItem = null;
- }
- else
- {
- closestCharacter = null;
- }
- }
- }
-
- if (selectedCharacter == null && closestItem != null)
- {
- //DebugConsole.NewMessage(closestItem.ToString(), Color.Yellow);
- //closestItem.IsHighlighted = true;
- if (!LockHands && closestItem.Pick(this))
- {
- if (AnimController.Anim == AnimController.Animation.Climbing)
- {
- //DebugConsole.NewMessage("ladder woo",Color.Lime);
- }
- }
- }
-
- if (IsKeyHit(InputType.Select))
- {
- if (selectedCharacter != null)
- {
- DeselectCharacter();
- }
- else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
- {
- SelectCharacter(closestCharacter);
- }
- }
- }
- else
- {
- if (selectedCharacter != null) DeselectCharacter();
- selectedConstruction = null;
- closestItem = null;
- closestCharacter = null;
- }
+ Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
+ DoInteractionUpdate(deltaTime, mouseSimPos);
+ }
+
+ if (selectedConstruction != null && !CanInteractWith(selectedConstruction))
+ {
+ selectedConstruction = null;
}
if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
@@ -1304,7 +1425,7 @@ namespace Barotrauma
if (!IsDead) LockHands = false;
}
- partial void UpdateControlled(float deltaTime,Camera cam);
+ partial void UpdateControlled(float deltaTime, Camera cam);
private void UpdateOxygen(float deltaTime)
{
@@ -1355,7 +1476,7 @@ namespace Barotrauma
speechBubbleTimer = Math.Max(speechBubbleTimer, duration);
speechBubbleColor = color;
}
-
+
public virtual void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker)
{
Health = health-amount;
@@ -1616,7 +1737,7 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
- if (c.closestCharacter == this) c.closestCharacter = null;
+ if (c.focusedCharacter == this) c.focusedCharacter = null;
if (c.selectedCharacter == this) c.selectedCharacter = null;
}
}
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs b/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
index c1ba8a061..d6ee40f62 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
@@ -147,13 +147,13 @@ namespace Barotrauma
var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
if (closestEntity is Item)
{
- closestItem = (Item)closestEntity;
- closestCharacter = null;
+ focusedItem = (Item)closestEntity;
+ focusedCharacter = null;
}
else if (closestEntity is Character)
{
- closestCharacter = (Character)closestEntity;
- closestItem = null;
+ focusedCharacter = (Character)closestEntity;
+ focusedItem = null;
}
memInput.RemoveAt(memInput.Count - 1);
@@ -205,13 +205,13 @@ namespace Barotrauma
NetInputMem newMem = new NetInputMem();
newMem.states = newInput;
newMem.intAim = intAngle;
- if (closestItem != null)
+ if (focusedItem != null)
{
- newMem.interact = closestItem.ID;
+ newMem.interact = focusedItem.ID;
}
- else if (closestCharacter != null)
+ else if (focusedCharacter != null)
{
- newMem.interact = closestCharacter.ID;
+ newMem.interact = focusedCharacter.ID;
}
memInput.Insert(0, newMem);
diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/Pickable.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/Pickable.cs
index 0ccabcb08..33785fd66 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/Pickable.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/Pickable.cs
@@ -101,9 +101,7 @@ namespace Barotrauma.Items.Components
pickTimer = 0.0f;
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
{
- if (picker.IsKeyDown(InputType.Aim) ||
- !item.IsInPickRange(picker.WorldPosition) ||
- picker.Stun > 0.0f || picker.IsDead)
+ if (picker.IsKeyDown(InputType.Aim) || !picker.CanInteractWith(item))
{
StopPicking(picker);
yield return CoroutineStatus.Success;
diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Controller.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Controller.cs
index 2c422f27e..10b8698d0 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Controller.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Controller.cs
@@ -76,10 +76,8 @@ namespace Barotrauma.Items.Components
this.cam = cam;
if (character == null
- || character.IsDead
- || character.Stun > 0.0f
|| character.SelectedConstruction != item
- || Vector2.Distance(character.Position, item.Position) > item.PickDistance * 2.0f)
+ || !character.CanInteractWith(item))
{
if (character != null)
{
@@ -149,7 +147,7 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character activator = null)
{
- if (character == null || activator != character || character.SelectedConstruction != item)
+ if (character == null || activator != character || character.SelectedConstruction != item || !character.CanInteractWith(item))
{
character = null;
return false;
@@ -164,7 +162,7 @@ namespace Barotrauma.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null)
{
- if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
+ if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
{
character = null;
return;
diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs
index cce88aad1..4d88bce20 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs
@@ -128,19 +128,33 @@ namespace Barotrauma
{
get { return prefab.ImpactTolerance; }
}
-
- public float PickDistance
+
+ public float InteractDistance
{
- get { return prefab.PickDistance; }
+ get { return prefab.InteractDistance; }
+ }
+
+ public float InteractPriority
+ {
+ get { return prefab.InteractPriority; }
}
public override Vector2 SimPosition
{
get
{
- return (body==null) ? base.SimPosition : body.SimPosition;
+ return (body == null) ? base.SimPosition : body.SimPosition;
}
}
+
+ public Rectangle InteractionRect
+ {
+ get
+ {
+ return WorldRect;
+ }
+ }
+
public bool NeedsPositionUpdate
{
get
@@ -910,7 +924,7 @@ namespace Barotrauma
{
return drawableComponents.Count > 0 || body == null || body.Enabled;
}
-
+
public List GetConnectedComponents(bool recursive = false)
{
List connectedComponents = new List();
@@ -999,77 +1013,11 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
- public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems = null)
+ public float GetDrawDepth()
{
- float dist;
- return FindPickable(position, pickPosition, hull, ignoredItems, out dist);
+ return Sprite.Depth + ((ID % 255) * 0.000001f);
}
- /// Position of the Character doing the pick, only items that are close enough to this are checked
- /// the item closest to pickPosition is returned
- /// If a hull is specified, only items within that hull are checked
- public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull, Item[] ignoredItems, out float distance)
- {
- float closestDist = 0.0f, dist;
- Item closest = null;
-
- Vector2 displayPos = ConvertUnits.ToDisplayUnits(position);
- Vector2 displayPickPos = ConvertUnits.ToDisplayUnits(pickPosition);
-
- distance = 1000.0f;
-
- foreach (Item item in ItemList)
- {
- if (ignoredItems != null && ignoredItems.Contains(item)) continue;
- if (item.body != null && !item.body.Enabled) continue;
-
- if (item.PickDistance == 0.0f && !item.prefab.Triggers.Any()) continue;
-
- Pickable pickableComponent = item.GetComponent();
- if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) continue;
-
- float pickDist = Vector2.Distance(item.WorldPosition, displayPickPos);
-
- bool insideTrigger = false;
- foreach (Rectangle trigger in item.prefab.Triggers)
- {
- Rectangle transformedTrigger = item.TransformTrigger(trigger, true);
-
- if (!Submarine.RectContains(transformedTrigger, displayPos)) continue;
-
- insideTrigger = true;
-
- Vector2 triggerCenter = new Vector2(transformedTrigger.Center.X, transformedTrigger.Y - transformedTrigger.Height / 2);
- pickDist = Math.Min(Math.Abs(triggerCenter.X - displayPickPos.X), Math.Abs(triggerCenter.Y - displayPickPos.Y));
- }
-
- if (!insideTrigger && item.prefab.Triggers.Any()) continue;
-
- if (pickDist > item.PickDistance && item.PickDistance > 0.0f) continue;
-
- dist = item.Sprite.Depth * 10.0f + pickDist;
- if (item.IsMouseOn(displayPickPos)) dist = dist * 0.1f;
-
- if (closest == null || dist < closestDist)
- {
- if (item.PickDistance > 0.0f && Vector2.Distance(displayPos, item.WorldPosition) > item.prefab.PickDistance) continue;
-
- if (!item.prefab.PickThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
- {
- Body body = Submarine.CheckVisibility(item.Submarine == null ? position : position - item.Submarine.SimPosition, item.SimPosition, true);
- if (body != null && body.UserData as Item != item) continue;
- }
-
- closestDist = dist;
- closest = item;
-
- distance = pickDist;
- }
- }
-
- return closest;
- }
-
public bool IsInsideTrigger(Vector2 worldPosition)
{
foreach (Rectangle trigger in prefab.Triggers)
@@ -1082,26 +1030,19 @@ namespace Barotrauma
return false;
}
- public bool IsInPickRange(Vector2 worldPosition)
- {
- if (IsInsideTrigger(worldPosition)) return true;
-
- return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
- }
-
public bool CanClientAccess(Client c)
{
- return c != null && c.Character != null && c.Character.CanAccessItem(this);
+ return c != null && c.Character != null && c.Character.CanInteractWith(this);
}
- public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
+ public bool TryInteract(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
{
bool hasRequiredSkills = true;
bool picked = false, selected = false;
Skill requiredSkill = null;
-
+
foreach (ItemComponent ic in components)
{
bool pickHit = false, selectHit = false;
@@ -1129,7 +1070,6 @@ namespace Barotrauma
}
}
-
if (!pickHit && !selectHit) continue;
Skill tempRequiredSkill;
@@ -1139,7 +1079,7 @@ namespace Barotrauma
bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.EditMapScreen;
if (!ignoreRequiredItems && !ic.HasRequiredItems(picker, showUiMsg)) continue;
- if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
+ if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
(ic.CanBeSelected && selectHit && ic.Select(picker)))
{
picked = true;
@@ -1164,24 +1104,24 @@ namespace Barotrauma
if (picker.IsKeyHit(InputType.Select) || forceSelectKey) picker.SelectedConstruction = null;
}
else if (selected)
- {
+ {
picker.SelectedConstruction = this;
}
#if CLIENT
- if (!hasRequiredSkills && Character.Controlled==picker && Screen.Selected != GameMain.EditMapScreen)
+ if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.EditMapScreen)
{
GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
if (requiredSkill != null)
{
- GUI.AddMessage("("+requiredSkill.Name+" level "+requiredSkill.Level+" required)", Color.Red, 5.0f);
+ GUI.AddMessage("(" + requiredSkill.Name + " level " + requiredSkill.Level + " required)", Color.Red, 5.0f);
}
}
#endif
- if (Container!=null) Container.RemoveContained(this);
+ if (Container != null) Container.RemoveContained(this);
- return true;
+ return true;
}
@@ -1366,7 +1306,7 @@ namespace Barotrauma
int requirementIndex = FixRequirements.Count == 1 ?
0 : msg.ReadRangedInteger(0, FixRequirements.Count - 1);
- if (c.Character == null || !c.Character.CanAccessItem(this)) return;
+ if (c.Character == null || !c.Character.CanInteractWith(this)) return;
if (!FixRequirements[requirementIndex].CanBeFixed(c.Character)) return;
FixRequirements[requirementIndex].Fixed = true;
@@ -1379,7 +1319,7 @@ namespace Barotrauma
break;
case NetEntityEvent.Type.ApplyStatusEffect:
- if (c.Character == null || !c.Character.CanAccessItem(this)) return;
+ if (c.Character == null || !c.Character.CanInteractWith(this)) return;
ApplyStatusEffects(ActionType.OnUse, (float)Timing.Step, c.Character);
diff --git a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs
index 58f171bc2..fd61e63fe 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs
@@ -33,9 +33,11 @@ namespace Barotrauma
protected Vector2 size;
//how close the Character has to be to the item to pick it up
- private float pickDistance;
+ private float interactDistance;
+ // this can be used to allow items which are behind other items tp
+ private float interactPriority;
- private bool pickThroughWalls;
+ private bool interactThroughWalls;
//an area next to the construction
//the construction can be Activated() by a Character inside the area
@@ -78,14 +80,19 @@ namespace Barotrauma
private set;
}
- public float PickDistance
+ public float InteractDistance
{
- get { return pickDistance; }
+ get { return interactDistance; }
}
- public bool PickThroughWalls
+ public float InteractPriority
{
- get { return pickThroughWalls; }
+ get { return interactPriority; }
+ }
+
+ public bool InteractThroughWalls
+ {
+ get { return interactThroughWalls; }
}
public override bool IsLinkable
@@ -238,9 +245,10 @@ namespace Barotrauma
Description = ToolBox.GetAttributeString(element, "description", "");
- pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false);
- pickDistance = ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f);
-
+ interactThroughWalls = ToolBox.GetAttributeBool(element, "interactthroughwalls", false);
+ interactDistance = ToolBox.GetAttributeFloat(element, "interactdistance", 120.0f); // Default to 120 as the new item picking method is tuned to this number
+ interactPriority = ToolBox.GetAttributeFloat(element, "interactpriority", 0.0f);
+
isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
resizeHorizontal = ToolBox.GetAttributeBool(element, "resizehorizontal", false);
diff --git a/Barotrauma/BarotraumaShared/Source/Screens/GameScreen.cs b/Barotrauma/BarotraumaShared/Source/Screens/GameScreen.cs
index afff4de93..b57800cf0 100644
--- a/Barotrauma/BarotraumaShared/Source/Screens/GameScreen.cs
+++ b/Barotrauma/BarotraumaShared/Source/Screens/GameScreen.cs
@@ -91,12 +91,9 @@ namespace Barotrauma
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
#if CLIENT
- if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
+ if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
{
- if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
- {
- Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
- }
+ Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
}
#endif