Cargo spawning bugfix, removing cargo items before saving the game (so that they won't stay in the sub after completing the mission)
This commit is contained in:
@@ -110,7 +110,7 @@
|
||||
spritecolor="1.0,1.0,1.0,1.0"
|
||||
Tags="smallitem,chem,medical"
|
||||
pickdistance="150"
|
||||
impacttolerance="7">
|
||||
impacttolerance="5">
|
||||
|
||||
<Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/>
|
||||
|
||||
|
||||
@@ -171,7 +171,6 @@
|
||||
name="Bike Horn"
|
||||
category="Equipment"
|
||||
pickdistance="200"
|
||||
price="500"
|
||||
tags="weapon,smallitem"
|
||||
description="HONK">
|
||||
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescue : AIObjective
|
||||
{
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
public AIObjectiveRescue(Character character, Character targetCharacter)
|
||||
: base (character, "")
|
||||
{
|
||||
Debug.Assert(character != targetCharacter);
|
||||
|
||||
this.targetCharacter = targetCharacter;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveRescue rescueObjective = otherObjective as AIObjectiveRescue;
|
||||
return rescueObjective != null && rescueObjective.targetCharacter == targetCharacter;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
if (targetCharacter.AnimController.CurrentHull == null) return 0.0f;
|
||||
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, targetCharacter.WorldPosition);
|
||||
|
||||
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescueAll : AIObjective
|
||||
{
|
||||
private List<Character> rescueTargets;
|
||||
|
||||
public AIObjectiveRescueAll(Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
rescueTargets = new List<Character>();
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
GetRescueTargets();
|
||||
|
||||
//if there are targets to rescue, the priority is slightly less
|
||||
//than the priority of explicit orders given to the character
|
||||
return rescueTargets.Any() ? AIObjectiveManager.OrderPriority - 5.0f : 0.0f;
|
||||
}
|
||||
|
||||
private void GetRescueTargets()
|
||||
{
|
||||
rescueTargets = Character.CharacterList.FindAll(c =>
|
||||
c.AIController is HumanAIController &&
|
||||
c != character &&
|
||||
(c.IsDead || c.IsUnconscious) &&
|
||||
c.AnimController.CurrentHull != null &&
|
||||
AIObjectiveFindSafety.GetHullSafety(c.AnimController.CurrentHull, c) < 50.0f);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
foreach (Character target in rescueTargets)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveRescue(character, target));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -60,9 +61,22 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
var item = new Item(itemPrefab, cargoSpawnPos.Position, Submarine.Loaded);
|
||||
items.Add(item);
|
||||
var cargoRoom = cargoSpawnPos.CurrentHull;
|
||||
|
||||
if (cargoRoom == null)
|
||||
{
|
||||
DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 position = new Vector2(
|
||||
Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20, true),
|
||||
cargoRoom.Rect.Y - cargoRoom.Rect.Height + 10.0f);
|
||||
|
||||
var item = new Item(itemPrefab, position, cargoRoom.Submarine);
|
||||
item.FindHull();
|
||||
items.Add(item);
|
||||
|
||||
if (parent != null) parent.Combine(item);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
|
||||
@@ -195,6 +195,8 @@ namespace Barotrauma
|
||||
|
||||
bool success = CrewManager.characters.Any(c => !c.IsDead);
|
||||
|
||||
GameMain.GameSession.EndShift("");
|
||||
|
||||
if (success)
|
||||
{
|
||||
if (Submarine.Loaded.AtEndPosition)
|
||||
@@ -204,22 +206,8 @@ namespace Barotrauma
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
// var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
|
||||
//okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
|
||||
|
||||
// var msgBox = new GUIMessageBox("Game over", "Your entire crew has died!", new string[] { "Load game", "Quit" });
|
||||
// msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
|
||||
// msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
// msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
|
||||
// msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
}
|
||||
|
||||
GameMain.GameSession.EndShift("");
|
||||
|
||||
if (!success)
|
||||
{
|
||||
var summaryScreen = GUIMessageBox.MessageBoxes.Peek();
|
||||
|
||||
Reference in New Issue
Block a user