(69d6e11bf) shuttle tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:53:38 +03:00
parent f2e936e4d3
commit dbc35568cd
17 changed files with 311 additions and 111 deletions
@@ -108,6 +108,61 @@ namespace Barotrauma
} }
} }
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
Vector2 newVelocity = Collider.LinearVelocity;
Vector2 newPosition = Collider.SimPosition;
float newRotation = Collider.Rotation;
float newAngularVelocity = Collider.AngularVelocity;
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
Collider.LinearVelocity = newVelocity;
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
}
else
{
Collider.TargetRotation = newRotation;
Collider.TargetPosition = newPosition;
Collider.MoveToTargetPosition(true);
}
}
//unconscious/dead characters can't correct their position using AnimController movement //unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually // -> we need to correct it manually
if (!character.AllowInput) if (!character.AllowInput)
@@ -151,32 +206,34 @@ namespace Barotrauma
} }
} }
character.MemLocalState.Clear();
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
character.MemState.Clear();
} }
} else
partial void ImpactProjSpecific(float impact, Body body)
{
float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
if (body.UserData is Limb limb && character.Stun <= 0f)
{ {
if (impact > 3.0f) { PlayImpactSound(limb); } //remove states with a timestamp (there may still timestamp-based states
} //in the list if the controlled character switches from timestamp-based interpolation to ID-based)
else if (body.UserData is Limb || body == Collider.FarseerBody) character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
{
if (!character.IsRemotePlayer && impact > ImpactTolerance) for (int i = 0; i < character.MemLocalState.Count; i++)
{ {
SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider); if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalState[i].Position.Y > lowestSubPos)
{
character.MemLocalState[i].TransformInToOutside();
}
}
else if (currentHull?.Submarine != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalState[i].Position.Y < lowestSubPos)
{
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
} }
}
if (Character.Controlled == character)
{
GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
}
}
if (character.MemState.Count < 1) return; if (character.MemState.Count < 1) return;
@@ -95,6 +95,66 @@ namespace Barotrauma
return true; return true;
}; };
characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
{
//Spacing = (int)(3 * GUI.Scale),
ScrollBarEnabled = false,
ScrollBarVisible = false,
CanBeFocused = false
};
scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = -1,
OnClicked = ScrollCharacterList
};
scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
{
Visible = false,
UserData = 1,
OnClicked = ScrollCharacterList
};
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
if (isSinglePlayer)
{
ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
{
OnEnterMessage = (textbox, text) =>
{
if (Character.Controlled?.Info == null)
{
textbox.Deselect();
textbox.Text = "";
return true;
}
textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
if (!string.IsNullOrWhiteSpace(text))
{
string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
AddSinglePlayerChatMessage(
Character.Controlled.Info.Name,
msg,
((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
Character.Controlled);
var headset = GetHeadset(Character.Controlled, true);
if (headset != null && headset.CanTransmit())
{
headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
}
}
textbox.Deselect();
textbox.Text = "";
return true;
}
};
ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
}
var characterInfo = new CharacterInfo(subElement); var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo); characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements()) foreach (XElement invElement in subElement.Elements())
@@ -260,13 +320,7 @@ namespace Barotrauma
public IEnumerable<CharacterInfo> GetCharacterInfos() public IEnumerable<CharacterInfo> GetCharacterInfos()
{ {
if (characterInfos.Contains(characterInfo)) return characterListBox.Rect;
{
DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace);
return;
}
characterInfos.Add(characterInfo);
} }
public void AddCharacter(Character character) public void AddCharacter(Character character)
@@ -641,19 +695,7 @@ namespace Barotrauma
characterListBox.BarScroll = roundedPos; characterListBox.BarScroll = roundedPos;
} }
CreateCharacterFrame(character, characterListBox.Content); characterInfos.Add(characterInfo);
characterListBox.Content.RectTransform.SortChildren((c1, c2) => { return c2.NonScaledSize.X - c1.NonScaledSize.X; });
if (character is AICharacter)
{
var ai = character.AIController as HumanAIController;
if (ai == null)
{
DebugConsole.ThrowError("Error in crewmanager - attempted to give orders to a character with no HumanAIController");
return;
}
character.SetOrder(ai.CurrentOrder, "", null, false);
}
} }
private IEnumerable<object> KillCharacterAnim(GUIComponent component) private IEnumerable<object> KillCharacterAnim(GUIComponent component)
@@ -716,6 +716,8 @@ namespace Barotrauma
private GUILayoutGroup subPreviewContainer; private GUILayoutGroup subPreviewContainer;
private GUILayoutGroup subPreviewContainer;
private GUIButton loadGameButton; private GUIButton loadGameButton;
public Action<Submarine, string, string> StartNewGame; public Action<Submarine, string, string> StartNewGame;
@@ -15,14 +15,14 @@ namespace Barotrauma
private float sortTimer; private float sortTimer;
private float crouchRaycastTimer; private float crouchRaycastTimer;
private float reactTimer; private float reportTimer;
private float hullVisibilityTimer; private float hullVisibilityTimer;
private bool shouldCrouch; private bool shouldCrouch;
const float reactionTime = 0.5f;
const float hullVisibilityInterval = 0.5f;
const float crouchRaycastInterval = 1; const float crouchRaycastInterval = 1;
const float reportInterval = 1;
const float sortObjectiveInterval = 1; const float sortObjectiveInterval = 1;
const float hullVisibilityInterval = 1;
public static float HULL_SAFETY_THRESHOLD = 50; public static float HULL_SAFETY_THRESHOLD = 50;
@@ -72,7 +72,7 @@ namespace Barotrauma
insideSteering = new IndoorsSteeringManager(this, true, false); insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this); outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c); objectiveManager = new AIObjectiveManager(c);
reactTimer = Rand.Range(0f, reactionTime); reportTimer = Rand.Range(0f, reportInterval);
sortTimer = Rand.Range(0f, sortObjectiveInterval); sortTimer = Rand.Range(0f, sortObjectiveInterval);
hullVisibilityTimer = Rand.Range(0f, hullVisibilityTimer); hullVisibilityTimer = Rand.Range(0f, hullVisibilityTimer);
InitProjSpecific(); InitProjSpecific();
@@ -119,22 +119,22 @@ namespace Barotrauma
sortTimer = sortObjectiveInterval; sortTimer = sortObjectiveInterval;
} }
if (reactTimer > 0.0f) if (reportTimer > 0.0f)
{ {
reactTimer -= deltaTime; reportTimer -= deltaTime;
} }
else else
{ {
if (Character.CurrentHull != null) if (Character.CurrentHull != null)
{ {
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h)); VisibleHulls.ForEach(h => PropagateHullSafety(Character.Controlled, h));
} }
if (Character.SpeechImpediment < 100.0f) if (Character.SpeechImpediment < 100.0f)
{ {
ReportProblems(); ReportProblems();
UpdateSpeaking(); UpdateSpeaking();
} }
reactTimer = reactionTime * Rand.Range(0.75f, 1.25f); reportTimer = reportInterval;
} }
if (objectiveManager.CurrentObjective == null) { return; } if (objectiveManager.CurrentObjective == null) { return; }
@@ -646,7 +646,6 @@ namespace Barotrauma
DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull)); DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull));
} }
public float CurrentHullSafety { get; private set; }
private void RefreshHullSafety(Hull hull) private void RefreshHullSafety(Hull hull)
{ {
if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD) if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
@@ -741,34 +740,12 @@ namespace Barotrauma
public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null) public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
{ {
bool updateCurrentHullSafety = character == Character && character.CurrentHull == hull; if (hull == null) { return 0; }
if (hull == null)
{
if (updateCurrentHullSafety)
{
CurrentHullSafety = 0;
}
return 0;
}
if (character == Character)
{
// If the character is this character, we can use the cached hulls.
// If no visible hulls are provided, the calculations don't take visible/adjacent hulls into account.
if (visibleHulls == null)
{
visibleHulls = VisibleHulls;
}
}
bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>(); bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
bool ignoreWater = HasDivingSuit(character); bool ignoreWater = HasDivingSuit(character);
bool ignoreOxygen = ignoreWater || HasDivingMask(character); bool ignoreOxygen = ignoreWater || HasDivingMask(character);
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>(); bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
float safety = GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies); return GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
if (updateCurrentHullSafety)
{
CurrentHullSafety = safety;
}
return safety;
} }
public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false) public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
@@ -12,7 +12,7 @@ namespace Barotrauma
public override bool ForceRun => true; public override bool ForceRun => true;
// TODO: expose? // TODO: expose?
const float priorityIncrease = 100; const float priorityIncrease = 25;
const float priorityDecrease = 10; const float priorityDecrease = 10;
const float SearchHullInterval = 3.0f; const float SearchHullInterval = 3.0f;
const float clearUnreachableInterval = 30; const float clearUnreachableInterval = 30;
@@ -51,7 +51,8 @@ namespace Barotrauma
return; return;
} }
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; } if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
currenthullSafety = HumanAIController.CurrentHullSafety; // TODO: no need to update every frame?
currenthullSafety = HumanAIController.GetCurrentHullSafety();
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD) if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{ {
Priority -= priorityDecrease * deltaTime; Priority -= priorityDecrease * deltaTime;
@@ -64,7 +65,6 @@ namespace Barotrauma
Priority = MathHelper.Clamp(Priority, 0, 100); Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted) if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
{ {
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100)); Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
} }
} }
@@ -123,10 +123,6 @@ namespace Barotrauma
}, },
onAbandon: () => unreachable.Add(goToObjective.Target as Hull)); onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
} }
else
{
goToObjective = null;
}
} }
if (goToObjective != null) { return; } if (goToObjective != null) { return; }
if (currentHull == null) { return; } if (currentHull == null) { return; }
@@ -152,7 +148,18 @@ namespace Barotrauma
} }
if (escapeVel != Vector2.Zero) if (escapeVel != Vector2.Zero)
{ {
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel); float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
//only move if we haven't reached the edge of the room
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
}
else
{
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
character.AIController.SteeringManager.Reset();
}
} }
else else
{ {
@@ -183,14 +190,14 @@ namespace Barotrauma
//skip the hull if the safety is already less than the best hull //skip the hull if the safety is already less than the best hull
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull) //(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
if (hullSafety < bestValue) { continue; } if (hullSafety < bestValue) { continue; }
// Each unsafe node reduces the hull safety value.
// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition); var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable) if (path.Unreachable)
{ {
unreachable.Add(hull); unreachable.Add(hull);
continue; continue;
} }
// Each unsafe node reduces the hull safety value.
// Ignore the current hull, because otherwise we couldn't find a path out.
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull)); int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
hullSafety /= 1 + unsafeNodes; hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety. // If the target is not inside a friendly submarine, considerably reduce the hull safety.
@@ -361,6 +361,32 @@ namespace Barotrauma
{ {
#if DEBUG #if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool"); DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
if (subObjectives.Any()) { return; }
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif #endif
abandon = true; abandon = true;
return; return;
@@ -74,6 +74,21 @@ namespace Barotrauma
} }
} }
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false; public override bool IsCompleted() => false;
public override bool CanBeCompleted => true; public override bool CanBeCompleted => true;
@@ -18,26 +18,15 @@ namespace Barotrauma
private Character character; private Character character;
private float _waitTimer;
/// <summary> /// <summary>
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat. /// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders.
/// </summary> /// </summary>
public float WaitTimer public float WaitTimer;
{
get { return _waitTimer; } public AIObjective CurrentOrder { get; private set; }
set public AIObjective CurrentObjective { get; private set; }
{
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
{
_waitTimer = 0;
}
else
{
_waitTimer = value;
}
}
}
public AIObjective CurrentOrder { get; private set; } public AIObjective CurrentOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; } public AIObjective CurrentObjective { get; private set; }
@@ -213,7 +202,6 @@ namespace Barotrauma
} }
else else
{ {
// Wait, if not swimming, climbing, or staying in a forbidden/unsafe hull.
if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null) if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null)
{ {
if (!character.AnimController.InWater && if (!character.AnimController.InWater &&
@@ -833,6 +833,10 @@ namespace Barotrauma
{ {
isCompleted = true; isCompleted = true;
} }
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
} }
else else
{ {
@@ -1154,6 +1154,15 @@ namespace Barotrauma
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
} }
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
//apply some smoothing to the cursor positions of remote players when playing as a client
//to make aiming look a little less choppy
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{ {
if (speedMultipliers.Count == 0) return 1f; if (speedMultipliers.Count == 0) return 1f;
@@ -867,6 +867,25 @@ namespace Barotrauma.Items.Components
} }
} }
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any()) if (targetItem.Prefab.DeconstructItems.Any())
{ {
inputContainer.Inventory.RemoveItem(targetItem); inputContainer.Inventory.RemoveItem(targetItem);
@@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components
} }
} }
public Vector2 SteeringInput
{
get { return steeringInput; }
set
{
if (!MathUtils.IsValid(value)) return;
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public SteeringPath SteeringPath public SteeringPath SteeringPath
{ {
if (!CanBeSelected) return false; if (!CanBeSelected) return false;
@@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components
set { posToMaintain = value; } set { posToMaintain = value; }
} }
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo struct ObstacleDebugInfo
{ {
public Vector2 Point1; public Vector2 Point1;
@@ -1171,6 +1171,38 @@ namespace Barotrauma
} }
} }
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform() public void UpdateTransform()
{ {
Submarine prevSub = Submarine; Submarine prevSub = Submarine;
+18 -1
View File
@@ -83,7 +83,24 @@ namespace Barotrauma
public readonly List<Gap> ConnectedGaps = new List<Gap>(); public readonly List<Gap> ConnectedGaps = new List<Gap>();
public readonly List<Gap> ConnectedGaps = new List<Gap>(); private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public string DisplayName
{
get;
private set;
}
private string roomName; private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")] [Editable, Serialize("", true, translationTextTag: "RoomName.")]
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