- health scanner item

- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
This commit is contained in:
Regalis
2016-03-26 18:15:44 +02:00
parent 6c0927a564
commit ca492bf0d4
14 changed files with 342 additions and 118 deletions

View File

@@ -416,15 +416,7 @@ namespace Barotrauma.Items.Components
public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
/// <summary>
/// a construction has activated the item (such as a turret shooting a projectile)
/// call the Activate-methods of the components</summary>
/// <param name="c"> The construction which activated the item</param>
/// <param name="modifier"> A vector that can be used to pass additional information to the components</param>
public virtual void ItemActivate(Item item, Vector2 modifier) { }
/// <returns>true if the operation was completed</returns>
public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{

View File

@@ -16,7 +16,7 @@ namespace Barotrauma.Items.Components
public readonly float RequiredTime;
//ListOrSomething requiredLevels
public readonly List<Skill> RequiredSkills;
public FabricableItem(XElement element)
{
@@ -29,6 +29,8 @@ namespace Barotrauma.Items.Components
return;
}
RequiredSkills = new List<Skill>();
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
RequiredItems = new List<Tuple<ItemPrefab, int>>();
@@ -58,7 +60,18 @@ namespace Barotrauma.Items.Components
RequiredItems.Remove(existing);
RequiredItems.Add(new Tuple<ItemPrefab, int>(requiredItem, existing.Item2+1));
}
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "requiredskill":
RequiredSkills.Add(new Skill(
ToolBox.GetAttributeString(subElement, "name", ""),
ToolBox.GetAttributeInt(subElement, "level", 0)));
break;
}
}
}
@@ -143,17 +156,41 @@ namespace Barotrauma.Items.Components
Alignment.TopLeft, null,
selectedItemFrame, true);
string text = "Required items:\n";
foreach (Tuple<ItemPrefab,int> ip in targetItem.RequiredItems)
List<Skill> inadequateSkills = new List<Skill>();
if (Character.Controlled != null)
{
text += " - " + ip.Item1.Name + " x"+ip.Item2+"\n";
inadequateSkills = targetItem.RequiredSkills.FindAll(skill => Character.Controlled.GetSkillLevel(skill.Name) < skill.Level);
}
Color textColor = Color.White;
string text;
if (!inadequateSkills.Any())
{
text = "Required items:\n";
foreach (Tuple<ItemPrefab,int> ip in targetItem.RequiredItems)
{
text += " - " + ip.Item1.Name + " x"+ip.Item2+"\n";
}
text += "Required time: " + targetItem.RequiredTime + " s";
}
else
{
text = "Skills required to calibrate:\n";
foreach (Skill skill in inadequateSkills)
{
text += " - " + skill.Name + " lvl " + skill.Level + "\n";
}
textColor = Color.Red;
}
text += "Required time: " + targetItem.RequiredTime + " s";
new GUITextBlock(
new Rectangle(0, 50, 0, 25),
text,
Color.Transparent, Color.White,
Color.Transparent, textColor,
Alignment.TopLeft,
Alignment.TopLeft, null,
selectedItemFrame);
@@ -284,21 +321,32 @@ namespace Barotrauma.Items.Components
FabricableItem targetItem = itemList.SelectedData as FabricableItem;
if (targetItem != null)
{
activateButton.Enabled = true;
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (Tuple<ItemPrefab,int> ip in targetItem.RequiredItems)
{
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Count() >= ip.Item2) continue;
activateButton.Enabled = false;
break;
}
activateButton.Enabled = CanBeFabricated(targetItem, character);
}
GuiFrame.Update((float)Physics.step);
GuiFrame.Draw(spriteBatch);
}
private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
{
if (fabricableItem == null) return false;
if (user != null &&
fabricableItem.RequiredSkills.Any(skill => user.GetSkillLevel(skill.Name) < skill.Level))
{
return false;
}
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (Tuple<ItemPrefab, int> ip in fabricableItem.RequiredItems)
{
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Count() < ip.Item2) return false;
}
return true;
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
{
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);

View File

@@ -0,0 +1,75 @@
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components
{
class StatusHUD : ItemComponent
{
private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
public StatusHUD(Item item, XElement element)
: base(item, element)
{
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (character == null) return;
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Green * 0.1f, true);
if (character.ClosestCharacter == null) return;
var target = character.ClosestCharacter;
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
hudPos += Vector2.UnitX * 50.0f;
List<string> texts = new List<string>();
texts.Add(target.Name);
if (target.IsDead)
{
texts.Add("Deceased");
}
else
{
if (target.IsUnconscious) texts.Add("Unconscious");
if (target.Stun > 0.01f) texts.Add("Stunned");
int healthTextIndex = target.Health > 95.0f ? 0 :
MathHelper.Clamp((int)Math.Ceiling((1.0f - (target.Health / 200.0f + 0.5f)) * HealthTexts.Length), 0, HealthTexts.Length - 1);
texts.Add(HealthTexts[healthTextIndex]);
int oxygenTextIndex = MathHelper.Clamp((int)Math.Floor((1.0f - (target.Oxygen / 200.0f + 0.5f)) * OxygenTexts.Length), 0, OxygenTexts.Length - 1);
texts.Add(OxygenTexts[oxygenTextIndex]);
if (target.Bleeding > 0.0f)
{
int bleedingTextIndex = MathHelper.Clamp((int)Math.Floor(target.Bleeding / 4.0f) * BleedingTexts.Length, 0, BleedingTexts.Length - 1);
texts.Add(BleedingTexts[bleedingTextIndex]);
}
}
foreach (string text in texts)
{
GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen, Color.Black * 0.7f, 2);
hudPos.Y += 24.0f;
}
}
}
}