(e0d673b0d) Test: Don't calculate the distance to the buttons when seeking path. Instead, check the distance when checking the doors. Allows the bots to access the Remora ballast through the door where the button is a bit farther from the door than usually.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:42:51 +03:00
parent 828150e0ae
commit de2246fe57
85 changed files with 1955 additions and 1760 deletions
@@ -166,7 +166,9 @@ namespace Barotrauma
get { return enabled; }
set { enabled = value; }
}
public bool TileSprites;
private static GUITextBlock toolTipBlock;
public Vector2 Center
@@ -12,10 +12,6 @@ namespace Barotrauma
private XElement configElement;
private GraphicsDevice graphicsDevice;
private ScalableFont defaultFont;
public ScalableFont Font { get; private set; }
public ScalableFont SmallFont { get; private set; }
public ScalableFont LargeFont { get; private set; }
@@ -87,26 +83,6 @@ namespace Barotrauma
}
}
/// <summary>
/// Returns the default font of the currently selected language
/// </summary>
public ScalableFont LoadCurrentDefaultFont()
{
defaultFont?.Dispose();
defaultFont = null;
foreach (XElement subElement in configElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "font":
defaultFont = LoadFont(subElement, graphicsDevice);
break;
}
}
return defaultFont;
}
private void RescaleFonts()
{
foreach (XElement subElement in configElement.Elements())
@@ -137,10 +113,9 @@ namespace Barotrauma
private ScalableFont LoadFont(XElement element, GraphicsDevice graphicsDevice)
{
string file = GetFontFilePath(element);
uint size = GetFontSize(element);
bool dynamicLoading = GetFontDynamicLoading(element);
return new ScalableFont(file, size, graphicsDevice, dynamicLoading);
string file = GetFontFilePath(element);
uint size = GetFontSize(element);
return new ScalableFont(file, size, graphicsDevice);
}
private uint GetFontSize(XElement element)
@@ -171,20 +146,6 @@ namespace Barotrauma
return element.GetAttributeString("file", "");
}
private bool GetFontDynamicLoading(XElement element)
{
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "override") { continue; }
string language = subElement.GetAttributeString("language", "").ToLowerInvariant();
if (GameMain.Config.Language.ToLowerInvariant() == language)
{
return subElement.GetAttributeBool("dynamicloading", false);
}
}
return element.GetAttributeBool("dynamicloading", false);
}
public GUIComponentStyle GetComponentStyle(string name)
{
componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
@@ -5,19 +5,15 @@ using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Barotrauma.Media;
using System.Linq;
namespace Barotrauma
{
class LoadingScreen
{
private Texture2D backgroundTexture;
private Texture2D backgroundTexture, monsterTexture, titleTexture;
private RenderTarget2D renderTarget;
private Sprite languageSelectionCursor;
private ScalableFont languageSelectionFont;
private Video splashScreen;
public Video SplashScreen
{
@@ -41,6 +37,35 @@ namespace Barotrauma
private string selectedTip;
public Vector2 CenterPosition;
public Vector2 TitlePosition;
private object loadMutex = new object();
private float? loadState;
public Vector2 TitleSize
{
get
{
lock (loadMutex)
{
return splashScreen;
}
}
set
{
lock (loadMutex)
{
splashScreen = value;
}
}
}
private float state;
private string selectedTip;
public Vector2 BackgroundPosition;
public Vector2 TitlePosition;
@@ -74,17 +99,11 @@ namespace Barotrauma
}
public bool WaitForLanguageSelection
{
get;
set;
}
public LoadingScreen(GraphicsDevice graphics)
{
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
GameMain.Instance.OnResolutionChanged += () =>
GameMain.Instance.OnResolutionChanged += () =>
{
renderTarget?.Dispose();
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
@@ -101,7 +120,7 @@ namespace Barotrauma
try
{
DrawSplashScreen(spriteBatch);
if (SplashScreen != null && SplashScreen.IsPlaying) return;
if (SplashScreen!=null && SplashScreen.IsPlaying) return;
}
catch (Exception e)
{
@@ -109,27 +128,20 @@ namespace Barotrauma
GameMain.Config.EnableSplashScreen = false;
}
}
var titleStyle = GUI.Style?.GetComponentStyle("TitleText");
Sprite titleSprite = null;
if (!WaitForLanguageSelection && titleStyle != null && titleStyle.Sprites.ContainsKey(GUIComponent.ComponentState.None))
{
titleSprite = titleStyle.Sprites[GUIComponent.ComponentState.None].First()?.Sprite;
}
drawn = true;
graphics.SetRenderTarget(renderTarget);
float backgroundScale = GameMain.GraphicsHeight / 1500.0f;
float titleScale = MathHelper.SmoothStep(0.8f, 1.0f, state / 10.0f) * GameMain.GraphicsHeight / 1000.0f;
Scale = GameMain.GraphicsHeight / 1500.0f;
state += deltaTime;
if (DrawLoadingText)
{
BackgroundPosition = new Vector2(GameMain.GraphicsWidth * 0.3f, GameMain.GraphicsHeight * 0.45f);
TitlePosition = new Vector2(GameMain.GraphicsWidth * 0.5f, GameMain.GraphicsHeight * 0.45f);
CenterPosition = new Vector2(GameMain.GraphicsWidth * 0.3f, GameMain.GraphicsHeight / 2.0f);
TitlePosition = CenterPosition + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * Scale;
TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
@@ -137,10 +149,16 @@ namespace Barotrauma
spriteBatch.Draw(backgroundTexture, BackgroundPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
backgroundScale * 1.5f, SpriteEffects.None, 0.2f);
titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
Scale * 1.5f, SpriteEffects.None, 0.2f);
spriteBatch.Draw(monsterTexture,
CenterPosition + new Vector2((state % 40) * 100.0f - 1800.0f, (state % 40) * 30.0f - 200.0f) * Scale, null,
Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.1f);
spriteBatch.Draw(titleTexture,
TitlePosition, null,
Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
spriteBatch.End();
graphics.SetRenderTarget(null);
@@ -153,6 +171,10 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
spriteBatch.Draw(titleTexture,
TitlePosition, null,
Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
if (WaitForLanguageSelection)
@@ -197,28 +219,6 @@ namespace Barotrauma
spriteBatch.End();
}
private void DrawLanguageSelectionPrompt(SpriteBatch spriteBatch, GraphicsDevice graphicsDevice)
{
if (languageSelectionFont == null)
{
languageSelectionFont = new ScalableFont("Content/Fonts/BebasNeue-Regular.otf", 28, graphicsDevice);
}
if (languageSelectionCursor == null)
{
languageSelectionCursor = new Sprite("Content/UI/cursor.png", Vector2.Zero);
}
Vector2 textPos = new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight * 0.25f);
Vector2 textSpacing = new Vector2(0.0f, (GameMain.GraphicsHeight * 0.5f) / TextManager.AvailableLanguages.Count());
foreach (string language in TextManager.AvailableLanguages)
{
languageSelectionFont.DrawString(spriteBatch, language, textPos - languageSelectionFont.MeasureString(language) / 2, Color.White * 0.8f);
textPos += textSpacing;
}
languageSelectionCursor.Draw(spriteBatch, PlayerInput.LatestMousePosition);
}
private void DrawSplashScreen(SpriteBatch spriteBatch)
{
if (SplashScreen != null)
@@ -141,7 +141,7 @@ namespace Barotrauma
}
currentVideo = CreateVideo(scaledVideoResolution);
title.Text = textSettings != null ? TextManager.Get(contentId) : string.Empty;
title.Text = TextManager.Get(contentId);
textContent.Text = textSettings != null ? textSettings.Text : string.Empty;
objectiveText.Text = objective;