- StartCoroutine returns a handle which can be used to stop a coroutine, and coroutines and be given a name to make accessing them easier

- StatusEffect coroutines are stopped when the round ends
- Fixed GameServer keeping a reference to the TraitorManager after a round ends (causing traitor messages to appear even if traitors aren't on anymore)
- Option to spawn characters near/inside/outside the sub using the spawn command
This commit is contained in:
Regalis
2016-04-06 18:36:26 +03:00
parent 39c9c78266
commit c7545d5816
6 changed files with 114 additions and 43 deletions
+10 -5
View File
@@ -13,7 +13,7 @@ namespace Barotrauma
{
This = 1, Parent = 2, Character = 4, Contained = 8, Nearby = 16, UseTarget = 32, Hull = 64
}
private TargetType targetTypes;
private string[] targetNames;
@@ -246,13 +246,13 @@ namespace Barotrauma
{
ObjectProperty property;
//if (targetNames!=null && !targetNames.Contains(target.Name)) continue;
if (!target.ObjectProperties.TryGetValue(propertyNames[i], out property)) continue;
if (duration > 0.0f)
{
CoroutineManager.StartCoroutine(ApplyToPropertyOverDuration(duration, property, propertyEffects[i]));
CoroutineManager.StartCoroutine(
ApplyToPropertyOverDuration(duration, property, propertyEffects[i]), "statuseffect");
}
else
{
@@ -318,6 +318,11 @@ namespace Barotrauma
{
DelayedEffect.List[i].Update(deltaTime);
}
}
}
public static void StopAll()
{
CoroutineManager.StopCoroutines("statuseffect");
}
}
}
+44 -27
View File
@@ -9,34 +9,52 @@ namespace Barotrauma
Running, Success, Failure
}
class CoroutineHandle
{
public readonly IEnumerator<object> Coroutine;
public readonly string Name;
public CoroutineHandle(IEnumerator<object> coroutine, string name = "")
{
Coroutine = coroutine;
Name = string.IsNullOrWhiteSpace(name) ? coroutine.ToString() : name;
}
}
// Keeps track of all running coroutines, and runs them till the end.
static class CoroutineManager
{
static readonly List<IEnumerator<object>> Coroutines = new List<IEnumerator<object>>();
static readonly List<CoroutineHandle> Coroutines = new List<CoroutineHandle>();
public static float UnscaledDeltaTime, DeltaTime;
// Starting a coroutine just means adding an enumerator to the list.
// You might also want to be able to stop coroutines or delete them,
// which might mean putting them into a dictionary
public static void StartCoroutine(IEnumerable<object> func)
public static CoroutineHandle StartCoroutine(IEnumerable<object> func, string name = "")
{
Coroutines.Add(func.GetEnumerator());
var handle = new CoroutineHandle(func.GetEnumerator(), name);
Coroutines.Add(handle);
return handle;
}
public static bool IsCoroutineRunning(string name)
{
IEnumerator<object> coroutine = Coroutines.FirstOrDefault(
c => c.ToString().Contains(name));
return Coroutines.Any(c => c.Name == name);
}
return coroutine!=null;
public static bool IsCoroutineRunning(CoroutineHandle handle)
{
return Coroutines.Contains(handle);
}
public static void StopCoroutine(string name)
public static void StopCoroutines(string name)
{
IEnumerator<object> coroutine = Coroutines.FirstOrDefault(c => c.ToString().Contains(name));
Coroutines.RemoveAll(c => c.Name == name);
}
if (coroutine != null) Coroutines.Remove(coroutine);
public static void StopCoroutines(CoroutineHandle handle)
{
Coroutines.RemoveAll(c => c == handle);
}
// Updating just means stepping through all the coroutines
@@ -47,16 +65,16 @@ namespace Barotrauma
for (int i = Coroutines.Count-1; i>=0; i--)
{
if (Coroutines[i].Current != null)
if (Coroutines[i].Coroutine.Current != null)
{
WaitForSeconds wfs = Coroutines[i].Current as WaitForSeconds;
WaitForSeconds wfs = Coroutines[i].Coroutine.Current as WaitForSeconds;
if (wfs != null)
{
if (!wfs.CheckFinished(unscaledDeltaTime)) continue;
}
else
{
switch ((CoroutineStatus)Coroutines[i].Current)
switch ((CoroutineStatus)Coroutines[i].Coroutine.Current)
{
case CoroutineStatus.Success:
Coroutines.RemoveAt(i);
@@ -68,18 +86,18 @@ namespace Barotrauma
}
}
try
{
Coroutines[i].MoveNext();
}
//try
//{
Coroutines[i].Coroutine.MoveNext();
// }
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Coroutine " + Coroutines[i] + " threw an exception: " + e.Message);
#endif
Coroutines.RemoveAt(i);
}
// catch (Exception e)
// {
//#if DEBUG
// DebugConsole.ThrowError("Coroutine " + Coroutines[i] + " threw an exception: " + e.Message);
//#endif
// Coroutines.RemoveAt(i);
// }
}
}
@@ -89,7 +107,6 @@ namespace Barotrauma
{
float timer;
public WaitForSeconds(float time)
{
timer = time;
+51 -6
View File
@@ -156,8 +156,7 @@ namespace Barotrauma
NewMessage(" ", Color.Cyan);
NewMessage("spawn: spawn a creature at a random spawnpoint", Color.Cyan);
NewMessage("spawn: spawn a creature at a random spawnpoint", Color.Cyan);
NewMessage("spawn [creaturename] [near/inside/outside]: spawn a creature at a random spawnpoint (use the second parameter to only select spawnpoints near/inside/outside the submarine)", Color.Cyan);
NewMessage(" ", Color.Cyan);
@@ -174,6 +173,7 @@ namespace Barotrauma
NewMessage(" ", Color.Cyan);
NewMessage("heal: restore the controlled character to full health", Color.Cyan);
NewMessage("revive: bring the controlled character back from the dead", Color.Cyan);
NewMessage(" ", Color.Cyan);
@@ -196,10 +196,56 @@ namespace Barotrauma
Character spawnedCharacter = null;
Vector2 spawnPosition = Vector2.Zero;
WayPoint spawnPoint = null;
if (commands.Length > 2)
{
switch (commands[2].ToLower())
{
case "inside":
spawnPoint = WayPoint.GetRandom(SpawnType.Human);
break;
case "outside":
spawnPoint = WayPoint.GetRandom(SpawnType.Enemy);
break;
case "near":
case "close":
if (Submarine.Loaded == null) break;
float closestDist = 0.0f;
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.Submarine != null) continue;
//don't spawn inside hulls
if (Hull.FindHull(wp.WorldPosition, null) != null) continue;
float dist = Vector2.Distance(wp.WorldPosition, Submarine.Loaded.WorldPosition);
if (spawnPoint == null || dist < closestDist)
{
spawnPoint = wp;
closestDist = dist;
}
}
break;
default:
spawnPoint = WayPoint.GetRandom(commands[1].ToLower()=="human" ? SpawnType.Human : SpawnType.Enemy);
break;
}
}
else
{
spawnPoint = WayPoint.GetRandom(commands[1].ToLower() == "human" ? SpawnType.Human : SpawnType.Enemy);
}
spawnPosition = spawnPoint == null ? Vector2.Zero : spawnPoint.WorldPosition;
if (commands[1].ToLower()=="human")
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
spawnedCharacter = Character.Create(Character.HumanConfigFile, (spawnPoint == null) ? Vector2.Zero : spawnPoint.WorldPosition);
spawnedCharacter = Character.Create(Character.HumanConfigFile, spawnPosition);
Character.Controlled = spawnedCharacter;
if (GameMain.GameSession != null)
@@ -212,8 +258,7 @@ namespace Barotrauma
}
else
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Enemy);
spawnedCharacter = Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", (spawnPoint == null) ? Vector2.Zero : spawnPoint.WorldPosition);
spawnedCharacter = Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", spawnPosition);
}
if (spawnedCharacter != null && GameMain.Server != null) GameMain.Server.SendCharacterSpawnMessage(spawnedCharacter);
@@ -76,14 +76,14 @@ namespace Barotrauma.Tutorials
{
if (Character.Controlled==null)
{
CoroutineManager.StopCoroutine("TutorialMode.UpdateState");
CoroutineManager.StopCoroutines("TutorialMode.UpdateState");
infoBox = null;
}
else if (Character.Controlled.IsDead)
{
Character.Controlled = null;
CoroutineManager.StopCoroutine("TutorialMode.UpdateState");
CoroutineManager.StopCoroutines("TutorialMode.UpdateState");
infoBox = null;
CoroutineManager.StartCoroutine(Dead());
}
+1 -2
View File
@@ -163,9 +163,8 @@ namespace Barotrauma
TaskManager.EndShift();
currentMission = null;
//gameMode.End();
//return true;
StatusEffect.StopAll();
}
+6 -1
View File
@@ -934,10 +934,15 @@ namespace Barotrauma.Networking
UpdateCrewFrame();
if (TraitorsEnabled == YesNoMaybe.Yes || (TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
if (TraitorsEnabled == YesNoMaybe.Yes ||
(TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
{
TraitorManager = new TraitorManager(this);
}
else
{
TraitorManager = null;
}
//give some time for the clients to load the map
yield return new WaitForSeconds(2.0f);