(7bfeac605) More space for the labels in the Pump interface

This commit is contained in:
Joonas Rikkonen
2019-05-18 17:42:20 +03:00
parent 11d08f4f70
commit da693c20fa
18 changed files with 194 additions and 158 deletions
@@ -360,6 +360,9 @@ namespace Barotrauma
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
#if SERVER
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", Character.CurrentHull, null, Character));
#endif
}
}
}
@@ -115,9 +115,9 @@ namespace Barotrauma
Vector2 currTargetSimPos = Vector2.Zero;
currTargetSimPos = Target.SimPosition;
// Take the sub position into account in the sim pos
if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null)
if (character.Submarine == null && Target.Submarine != null)
{
currTargetSimPos += Target.Submarine.SimPosition;
//currTargetSimPos += Target.Submarine.SimPosition;
}
else if (character.Submarine != null && Target.Submarine == null)
{
@@ -45,9 +45,9 @@ namespace Barotrauma
steering += DoSteeringWander(weight);
}
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1, Vector2? heading = null)
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1)
{
steering += DoSteeringAvoid(deltaTime, lookAheadDistance, weight, heading);
steering += DoSteeringAvoid(deltaTime, lookAheadDistance, weight);
}
public void SteeringManual(float deltaTime, Vector2 velocity)
@@ -129,12 +129,10 @@ namespace Barotrauma
return newSteering;
}
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight, Vector2? heading = null)
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight)
{
if (steering == Vector2.Zero || host.Steering == Vector2.Zero)
{
return Vector2.Zero;
}
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
float maxDistance = lookAheadDistance;
if (rayCastTimer <= 0.0f)
{
@@ -160,11 +158,19 @@ namespace Barotrauma
{
obstaclePosition.X = closestStructure.SimPosition.X;
}
avoidObstaclePos = obstaclePosition;
//avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
}
/*else if (closestBody.UserData is Item)
{
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
}*/
else
{
avoidObstaclePos = Submarine.LastPickedPosition;
//avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
}
}
}
@@ -179,26 +185,14 @@ namespace Barotrauma
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
float dist = diff.Length();
if (dist > maxDistance)
{
return Vector2.Zero;
}
if (heading.HasValue)
{
var f = heading ?? host.Steering;
// Avoid to left or right depending on the current heading
Vector2 relativeVector = Vector2.Normalize(diff) - Vector2.Normalize(f);
var dir = relativeVector.X > 0 ? diff.Right() : diff.Left();
float factor = 1.0f - Math.Min(dist / maxDistance, 1);
return dir * factor * weight;
}
else
{
// Doesn't work right because it effectively just slows down or reverses the movement, where as we'd like to go right or left to avoid the target.
// There's also another issue, which also affects going right or left: the raycast doesn't hit anything if we turn too much -> avoiding doesn't work well.
// Could probably "remember" the avoidance a bit longer so that the avoid steering is not immedieately disgarded, but kept for a while and reduced gradually?
return -diff * (1.0f - dist / maxDistance) * weight;
}
if (!avoidObstaclePos.HasValue) return Vector2.Zero;
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
float dist = diff.Length();
if (dist > maxDistance) return Vector2.Zero;
return -diff * (1.0f - dist / maxDistance) * weight;
}
}
}
@@ -45,7 +45,7 @@ namespace Barotrauma
public bool PauseOnFocusLost { get; set; } = true;
public bool MuteOnFocusLost { get; set; }
public bool UseDirectionalVoiceChat { get; set; }
public bool UseDirectionalVoiceChat { get; set; } = true;
public enum VoiceMode
{
@@ -206,7 +206,7 @@ namespace Barotrauma
{
voiceChatVolume = MathHelper.Clamp(value, 0.0f, 1.0f);
#if CLIENT
GameMain.SoundManager?.SetCategoryGainMultiplier("voip", voiceChatVolume);
GameMain.SoundManager?.SetCategoryGainMultiplier("voip", voiceChatVolume * 5.0f);
#endif
}
}
@@ -424,6 +424,79 @@ namespace Barotrauma
{
Language = doc.Root.GetAttributeString("language", "English");
}
}
public void CheckBindings(bool useDefaults)
{
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
{
var binding = keyMapping[(int)inputType];
if (binding == null)
{
switch (inputType)
{
case InputType.Deselect:
if (useDefaults)
{
binding = new KeyOrMouse(1);
}
else
{
// Legacy support
var selectKey = keyMapping[(int)InputType.Select];
if (selectKey != null && selectKey.Key != Keys.None)
{
binding = new KeyOrMouse(selectKey.Key);
}
}
break;
case InputType.Shoot:
if (useDefaults)
{
binding = new KeyOrMouse(0);
}
else
{
// Legacy support
var useKey = keyMapping[(int)InputType.Use];
if (useKey != null && useKey.MouseButton.HasValue)
{
binding = new KeyOrMouse(useKey.MouseButton.Value);
}
}
break;
default:
break;
}
if (binding == null)
{
DebugConsole.ThrowError("Key binding for the input type \"" + inputType + " not set!");
binding = new KeyOrMouse(Keys.D1);
}
keyMapping[(int)inputType] = binding;
}
}
}
#region Load DefaultConfig
private void LoadDefaultConfig(bool setLanguage = true)
{
XDocument doc = XMLExtensions.TryLoadXml(savePath);
if (setLanguage || string.IsNullOrEmpty(Language))
{
Language = doc.Root.GetAttributeString("language", "English");
}
MasterServerUrl = doc.Root.GetAttributeString("masterserverurl", "");
AutoCheckUpdates = doc.Root.GetAttributeBool("autocheckupdates", true);
WasGameUpdated = doc.Root.GetAttributeBool("wasgameupdated", false);
VerboseLogging = doc.Root.GetAttributeBool("verboselogging", false);
SaveDebugConsoleLogs = doc.Root.GetAttributeBool("savedebugconsolelogs", false);
QuickStartSubmarineName = doc.Root.GetAttributeString("quickstartsub", "");
MasterServerUrl = doc.Root.GetAttributeString("masterserverurl", "");
@@ -821,54 +894,6 @@ namespace Barotrauma
VoiceSetting = voiceSetting;
}
}
if (!SelectedContentPackages.Any())
{
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
if (availablePackage != null)
{
SelectedContentPackages.Add(availablePackage);
}
}
//save to get rid of the invalid selected packages in the config file
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
}
#endregion
#region Save DefaultConfig
private void SaveNewDefaultConfig()
{
XDocument doc = new XDocument();
if (doc.Root == null)
{
doc.Add(new XElement("config"));
}
doc.Root.Add(
new XAttribute("language", TextManager.Language),
new XAttribute("masterserverurl", MasterServerUrl),
new XAttribute("autocheckupdates", AutoCheckUpdates),
new XAttribute("musicvolume", musicVolume),
new XAttribute("soundvolume", soundVolume),
new XAttribute("voicechatvolume", voiceChatVolume),
new XAttribute("verboselogging", VerboseLogging),
new XAttribute("savedebugconsolelogs", SaveDebugConsoleLogs),
new XAttribute("enablesplashscreen", EnableSplashScreen),
new XAttribute("usesteammatchmaking", useSteamMatchmaking),
new XAttribute("quickstartsub", QuickStartSubmarineName),
new XAttribute("requiresteamauthentication", requireSteamAuthentication),
new XAttribute("aimassistamount", aimAssistAmount));
if (!ShowUserStatisticsPrompt)
{
doc.Root.Add(new XAttribute("senduserstatistics", sendUserStatistics));
}
if (WasGameUpdated)
{
doc.Root.Add(new XAttribute("wasgameupdated", true));
}
useSteamMatchmaking = doc.Root.GetAttributeBool("usesteammatchmaking", useSteamMatchmaking);
requireSteamAuthentication = doc.Root.GetAttributeBool("requiresteamauthentication", requireSteamAuthentication);
@@ -934,55 +959,6 @@ namespace Barotrauma
selectedContentPackagePaths = new HashSet<string>();
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "keymapping":
LoadKeyBinds(subElement);
break;
case "gameplay":
jobPreferences = new List<string>();
foreach (XElement ele in subElement.Element("jobpreferences").Elements("job"))
{
string jobIdentifier = ele.GetAttributeString("identifier", "");
if (string.IsNullOrEmpty(jobIdentifier)) continue;
jobPreferences.Add(jobIdentifier);
}
break;
case "player":
defaultPlayerName = subElement.GetAttributeString("name", defaultPlayerName);
CharacterHeadIndex = subElement.GetAttributeInt("headindex", CharacterHeadIndex);
if (Enum.TryParse(subElement.GetAttributeString("gender", "none"), true, out Gender g))
{
CharacterGender = g;
}
if (Enum.TryParse(subElement.GetAttributeString("race", "white"), true, out Race r))
{
CharacterRace = r;
}
else
{
CharacterRace = Race.White;
}
CharacterHairIndex = subElement.GetAttributeInt("hairindex", CharacterHairIndex);
CharacterBeardIndex = subElement.GetAttributeInt("beardindex", CharacterBeardIndex);
CharacterMoustacheIndex = subElement.GetAttributeInt("moustacheindex", CharacterMoustacheIndex);
CharacterFaceAttachmentIndex = subElement.GetAttributeInt("faceattachmentindex", CharacterFaceAttachmentIndex);
break;
case "tutorials":
foreach (XElement tutorialElement in subElement.Elements())
{
CompletedTutorialNames.Add(tutorialElement.GetAttributeString("name", ""));
}
break;
}
}
UnsavedSettings = false;
selectedContentPackagePaths = new HashSet<string>();
foreach (XElement subElement in doc.Root.Elements())
{
gSettings = new XElement("graphicssettings");
@@ -609,8 +609,7 @@ namespace Barotrauma
foreach (InterestingPosition pos in positionsOfInterest)
{
if (pos.PositionType != PositionType.MainPath || pos.Position.X < 5000 || pos.Position.X > Size.X - 5000) continue;
if (Math.Abs(pos.Position.X - StartPosition.X) < 10000) continue;
if (Math.Abs(pos.Position.Y - StartPosition.Y) < 10000) continue;
if (Math.Abs(pos.Position.X - StartPosition.X) < minWidth * 2 || Math.Abs(pos.Position.X - EndPosition.X) < minWidth * 2) continue;
if (GetTooCloseCells(pos.Position.ToVector2(), minWidth * 0.7f).Count > 0) continue;
iceChunkPositions.Add(pos.Position);
}
@@ -301,6 +301,10 @@ namespace Barotrauma
#endif
spriteColor = prefab.SpriteColor;
if (sp.IsHorizontal.HasValue)
{
IsHorizontal = sp.IsHorizontal.Value;
}
else if (ResizeHorizontal && !ResizeVertical)
{
IsHorizontal = true;
}
@@ -345,7 +349,7 @@ namespace Barotrauma
}
// Only add ai targets automatically to submarine/outpost walls
if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null)
if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null && !Prefab.NoAITarget)
{
aiTarget = new AITarget(this);
}
@@ -184,6 +184,11 @@ namespace Barotrauma
sp.Tags.Add(tag.Trim().ToLowerInvariant());
}
if (element.Attribute("ishorizontal") != null)
{
sp.IsHorizontal = element.GetAttributeBool("ishorizontal", false);
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())