(44ca39e16) Added: Escaping the video player via enter, multiple objective tracking & removing
This commit is contained in:
@@ -1485,6 +1485,195 @@ namespace Barotrauma
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
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{
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if (args.Length == 0) return;
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LocalizationCSVtoXML.Convert(args[0]);
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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GameMain.Config.MusicVolume = 0.5f;
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GameMain.Config.SoundVolume = 0.5f;
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NewMessage("Music and sound volume set to 0.5", Color.Green);
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commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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@@ -5,6 +5,7 @@ using System.Xml.Linq;
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using System.Collections.Generic;
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using Barotrauma.Media;
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using System.IO;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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@@ -157,6 +158,14 @@ namespace Barotrauma
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return true;
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}
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public void Update()
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{
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if (PlayerInput.KeyHit(Keys.Enter))
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{
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DisposeVideo(null, null);
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}
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}
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public void AddToGUIUpdateList()
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{
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if (!IsPlaying()) return;
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@@ -26,6 +26,10 @@ namespace Barotrauma.Tutorials
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private Sonar sonar;
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private Vector2 subStartingPosition;
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private List<Character> crew;
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private Character mechanic;
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private Character engineer;
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private Character injuredMember = null;
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private List<Pair<Character, float>> characterTimeOnSonar;
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private float requiredTimeOnSonar = 5f;
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@@ -39,7 +43,6 @@ namespace Barotrauma.Tutorials
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private GUIFrame holderFrame, objectiveFrame;
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private bool objectivesOpen = false;
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private GUITextBlock objectiveTitle, objectiveText;
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private List<TutorialSegment> activeObjectives = new List<TutorialSegment>();
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private class TutorialSegment
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@@ -50,6 +53,7 @@ namespace Barotrauma.Tutorials
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public XElement TextContent;
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public XElement VideoContent;
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public bool IsTriggered;
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public GUITextBlock LinkedTitle, LinkedText;
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public TutorialSegment(XElement config)
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{
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@@ -166,6 +170,7 @@ namespace Barotrauma.Tutorials
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base.Start();
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CreateObjectiveFrame();
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activeSegment = null;
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tutorialTimer = 0.0f;
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degrading2ActivationCountdown = -1;
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@@ -204,6 +209,9 @@ namespace Barotrauma.Tutorials
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}
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crew = GameMain.GameSession.CrewManager.GetCharacters().ToList();
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mechanic = CrewMemberWithJob("mechanic");
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engineer = CrewMemberWithJob("engineer");
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Completed = true; // Trigger completed at start to prevent the contextual tutorial from automatically activating on starting new campaigns after this one
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started = true;
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}
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@@ -224,6 +232,24 @@ namespace Barotrauma.Tutorials
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characterTimeOnSonar = null;
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}
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private void CreateObjectiveFrame()
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{
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holderFrame = new GUIFrame(new RectTransform(new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight), GUI.Canvas, Anchor.Center));
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objectiveFrame = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ObjectiveArea, holderFrame.RectTransform), style: null);
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int toggleButtonWidth = (int)(30 * GUI.Scale);
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var toggleButton = new GUIButton(new RectTransform(new Point(toggleButtonWidth, HUDLayoutSettings.ObjectiveArea.Height), objectiveFrame.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(0, 20) }, style: "UIToggleButton");
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toggleButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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objectivesOpen = !objectivesOpen;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = objectivesOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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}
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return true;
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};
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}
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public override void AddToGUIUpdateList()
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{
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base.AddToGUIUpdateList();
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@@ -254,7 +280,7 @@ namespace Barotrauma.Tutorials
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for (int i = 0; i < activeObjectives.Count; i++)
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{
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CheckActiveObjectives(activeObjectives[i]);
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CheckActiveObjectives(activeObjectives[i], deltaTime);
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}
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}
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@@ -262,18 +288,41 @@ namespace Barotrauma.Tutorials
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{
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if (!string.IsNullOrEmpty(activeSegment.Objective))
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{
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if (objectiveFrame == null)
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{
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CreateObjectiveFrame();
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}
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objectiveText.Text = activeSegment.Objective;
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AddNewObjective(activeSegment);
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}
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activeSegment = null;
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ContentRunning = false;
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}
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private void AddNewObjective(TutorialSegment segment)
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{
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activeObjectives.Add(segment);
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segment.LinkedTitle = new GUITextBlock(new RectTransform(new Vector2(0.8f, 0.0f + (2.5f * activeObjectives.Count - 1)), objectiveFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter), TextManager.Get("Objective"), textColor: Color.White, font: GUI.ObjectiveTitleFont, textAlignment: Alignment.CenterRight);
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segment.LinkedText = new GUITextBlock(new RectTransform(new Vector2(0.8f, 1f + (2.5f * activeObjectives.Count - 1)), objectiveFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter), segment.Objective, textColor: new Color(4, 180, 108), font: GUI.ObjectiveNameFont, textAlignment: Alignment.CenterRight);
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}
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private void RemoveCompletedObjective(TutorialSegment objective)
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{
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objective.LinkedTitle.FadeOut(1f, true);
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objective.LinkedText.FadeOut(1f, true);
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CoroutineManager.StartCoroutine(WaitForObjectiveFade(objective));
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}
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private IEnumerable<object> WaitForObjectiveFade(TutorialSegment objective)
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{
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yield return new WaitForSeconds(1f);
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activeObjectives.Remove(objective);
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for (int i = 0; i < activeObjectives.Count; i++)
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{
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activeObjectives[i].LinkedTitle.RectTransform.RelativeSize = new Vector2(0.8f, 0.0f + (2.5f * activeObjectives.Count - 1f));
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activeObjectives[i].LinkedText.RectTransform.RelativeSize = new Vector2(0.8f, 1f + (2.5f * activeObjectives.Count - 1f));
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}
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}
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private bool CheckContextualTutorials(int index, float deltaTime)
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{
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switch (index)
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@@ -285,24 +334,24 @@ namespace Barotrauma.Tutorials
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return false;
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}
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break;
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case 1: // Command Reactor: 10 seconds after 'Welcome' dismissed and only if no command given to start reactor [Video]
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if (tutorialTimer < 10.5f)
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case 1: // Command Reactor: 2 seconds after 'Welcome' dismissed and only if no command given to start reactor [Video]
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if (tutorialTimer < 2.5f)
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{
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tutorialTimer += deltaTime;
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if (HasOrder("operatereactor"))
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{
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segments[index].IsTriggered = true;
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tutorialTimer = 10.5f;
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tutorialTimer = 2.5f;
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}
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return false;
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}
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break;
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case 2: // Nav Console: 20 seconds after 'Command Reactor' dismissed or if nav console is activated [Video]
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case 2: // Nav Console: 2 seconds after 'Command Reactor' dismissed or if nav console is activated [Video]
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if (!segments[1].IsTriggered || !IsReactorPoweredUp()) return false; // Do not advance tutorial based on this segment if reactor has not been powered up
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if (Character.Controlled?.SelectedConstruction != navConsole.Item)
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{
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if (!segments[1].IsTriggered) return false; // Do not advance tutorial timer based on this segment if reactor has not been powered up
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if (tutorialTimer < 30.5f)
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{
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if (tutorialTimer < 4.5f)
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{
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tutorialTimer += deltaTime;
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return false;
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@@ -310,16 +359,7 @@ namespace Barotrauma.Tutorials
|
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}
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else
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{
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if (!segments[1].IsTriggered || !HasOrder("operatereactor")) // If reactor has not been powered up or ordered to be, default to that one first
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{
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if (tutorialTimer < 10.5f)
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{
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tutorialTimer = 10.5f;
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}
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return false;
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}
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tutorialTimer = 30.5f;
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tutorialTimer = 4.5f;
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}
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TriggerTutorialSegment(index, GameMain.GameSession.EndLocation.Name);
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@@ -377,6 +417,10 @@ namespace Barotrauma.Tutorials
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}
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break;
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case 8: // Degrading2: 5 seconds after 'Degrading1' dismissed, and only if player has not assigned any crew to perform maintenance [Video]
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if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display
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{
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return false;
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}
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if (degrading2ActivationCountdown == -1f)
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{
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return false;
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@@ -384,7 +428,7 @@ namespace Barotrauma.Tutorials
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else if (degrading2ActivationCountdown > 0.0f)
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{
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degrading2ActivationCountdown -= deltaTime;
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if (HasOrder("repairsystems"))
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if (HasOrder("repairsystems", "jobspecific"))
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{
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segments[index].IsTriggered = true;
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}
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@@ -393,20 +437,19 @@ namespace Barotrauma.Tutorials
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}
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break;
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case 9: // Medical: Crewmember is injured but not killed [Video]
|
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bool injuredFound = false;
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for (int i = 0; i < crew.Count; i++)
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{
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||||
Character member = crew[i];
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if (member.Vitality < member.MaxVitality && !member.IsDead)
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{
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injuredFound = true;
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TriggerTutorialSegment(index, new string[] { member.DisplayName,
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injuredMember = member;
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TriggerTutorialSegment(index, new string[] { member.Info.DisplayName,
|
||||
(member.Info.Gender == Gender.Male) ? TextManager.Get("PronounPossessiveMale").ToLower() : TextManager.Get("PronounPossessiveFemale").ToLower() });
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!injuredFound) return false;
|
||||
if (injuredMember == null) return false;
|
||||
break;
|
||||
case 10: // Approach1: Destination is within ~100m [Video]
|
||||
if (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 8000f)
|
||||
@@ -430,34 +473,125 @@ namespace Barotrauma.Tutorials
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CheckActiveObjectives(TutorialSegment objective)
|
||||
private bool HasObjective(string objectiveName)
|
||||
{
|
||||
for (int i = 0; i < activeObjectives.Count; i++)
|
||||
{
|
||||
if (activeObjectives[i].Id == objectiveName) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void CheckActiveObjectives(TutorialSegment objective, float deltaTime)
|
||||
{
|
||||
switch(objective.Id)
|
||||
{
|
||||
case "ReactorCommand": // Reactor up and running
|
||||
|
||||
if (!IsReactorPoweredUp()) return;
|
||||
break;
|
||||
case "NavConsole": // traveled 100 meters
|
||||
|
||||
case "NavConsole": // traveled 50 meters
|
||||
if (Vector2.Distance(subStartingPosition, Submarine.MainSub.WorldPosition) < 4000f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case "Flood": // Hull breaches repaired
|
||||
if (IsFlooding()) return;
|
||||
break;
|
||||
case "EnemyOnSonar":
|
||||
case "Medical":
|
||||
if (injuredMember.Vitality < injuredMember.MaxVitality && !injuredMember.IsDead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case "Degrading2":
|
||||
case "EnemyOnSonar": // Enemy dispatched
|
||||
if (HasEnemyOnSonarForDuration(deltaTime))
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case "Approach1":
|
||||
case "Degrading2": // Fixed
|
||||
if (mechanic != null && !mechanic.IsDead)
|
||||
{
|
||||
HumanAIController humanAI = mechanic.AIController as HumanAIController;
|
||||
if (mechanic.CurrentOrder?.AITag != "repairsystems" || humanAI.CurrentOrderOption != "jobspecific")
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (engineer != null && !engineer.IsDead)
|
||||
{
|
||||
HumanAIController humanAI = engineer.AIController as HumanAIController;
|
||||
if (engineer.CurrentOrder?.AITag != "repairsystems" || humanAI.CurrentOrderOption != "jobspecific")
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case "Approach1": // Wait until docked
|
||||
if (!Submarine.MainSub.AtEndPosition || Submarine.MainSub.DockedTo.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
activeObjectives.Remove(objective);
|
||||
RemoveCompletedObjective(objective);
|
||||
}
|
||||
|
||||
private bool HasOrder(string aiTag)
|
||||
private bool IsReactorPoweredUp()
|
||||
{
|
||||
float load = 0.0f;
|
||||
List<Connection> connections = reactor.Item.Connections;
|
||||
if (connections != null && connections.Count > 0)
|
||||
{
|
||||
foreach (Connection connection in connections)
|
||||
{
|
||||
if (!connection.IsPower) continue;
|
||||
foreach (Connection recipient in connection.Recipients)
|
||||
{
|
||||
if (!(recipient.Item is Item it)) continue;
|
||||
|
||||
PowerTransfer pt = it.GetComponent<PowerTransfer>();
|
||||
if (pt == null) continue;
|
||||
|
||||
load = Math.Max(load, pt.PowerLoad);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Math.Abs(load + reactor.CurrPowerConsumption) < 10;
|
||||
}
|
||||
|
||||
private Character CrewMemberWithJob(string job)
|
||||
{
|
||||
for (int i = 0; i < crew.Count; i++)
|
||||
{
|
||||
if (crew[i].CurrentOrder?.AITag == aiTag) return true;
|
||||
if (crew[i].Info.Job.Name == job) return crew[i];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool HasOrder(string aiTag, string option = null)
|
||||
{
|
||||
for (int i = 0; i < crew.Count; i++)
|
||||
{
|
||||
if (crew[i].CurrentOrder?.AITag == aiTag)
|
||||
{
|
||||
if (option == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
HumanAIController humanAI = crew[i].AIController as HumanAIController;
|
||||
return humanAI.CurrentOrderOption == option;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -531,7 +665,7 @@ namespace Barotrauma.Tutorials
|
||||
objectiveText = string.Format(activeSegment.Objective, args);
|
||||
}
|
||||
|
||||
activeObjectives.Add(activeSegment);
|
||||
activeSegment.Objective = objectiveText;
|
||||
}
|
||||
|
||||
switch (activeSegment.ContentType)
|
||||
@@ -558,26 +692,6 @@ namespace Barotrauma.Tutorials
|
||||
CoroutineManager.StartCoroutine(WaitToStop()); // Completed
|
||||
}
|
||||
|
||||
private void CreateObjectiveFrame()
|
||||
{
|
||||
holderFrame = new GUIFrame(new RectTransform(new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight), GUI.Canvas, Anchor.Center));
|
||||
objectiveFrame = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ObjectiveArea, holderFrame.RectTransform), style: null);
|
||||
objectiveTitle = new GUITextBlock(new RectTransform(new Vector2(0.8f, 0.3f), objectiveFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter), TextManager.Get("Objective"), textColor: Color.White, font: GUI.ObjectiveTitleFont, textAlignment: Alignment.BottomRight);
|
||||
objectiveText = new GUITextBlock(new RectTransform(new Vector2(0.8f, 0.7f), objectiveFrame.RectTransform, Anchor.BottomCenter, Pivot.BottomCenter), "Repair Hull Breach", textColor: new Color(4, 180, 108), font: GUI.ObjectiveNameFont, textAlignment: Alignment.TopRight);
|
||||
|
||||
int toggleButtonWidth = (int)(30 * GUI.Scale);
|
||||
var toggleButton = new GUIButton(new RectTransform(new Point(toggleButtonWidth, HUDLayoutSettings.ObjectiveArea.Height), objectiveFrame.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(0, -5) }, style: "UIToggleButton");
|
||||
toggleButton.OnClicked += (GUIButton btn, object userdata) =>
|
||||
{
|
||||
objectivesOpen = !objectivesOpen;
|
||||
foreach (GUIComponent child in btn.Children)
|
||||
{
|
||||
child.SpriteEffects = objectivesOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
}
|
||||
|
||||
private IEnumerable<object> WaitToStop()
|
||||
{
|
||||
while (ContentRunning) yield return null;
|
||||
|
||||
@@ -1386,6 +1386,9 @@ namespace Barotrauma.Networking
|
||||
case ServerNetObject.CLIENT_LIST:
|
||||
ReadClientList(inc);
|
||||
break;
|
||||
case ServerNetObject.CLIENT_LIST:
|
||||
ReadClientList(inc);
|
||||
break;
|
||||
case ServerNetObject.CHAT_MESSAGE:
|
||||
ChatMessage.ClientRead(inc);
|
||||
break;
|
||||
|
||||
@@ -1018,6 +1018,10 @@ namespace Barotrauma
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
if (targetCharacter.AIController is EnemyAIController enemy)
|
||||
{
|
||||
@@ -1179,11 +1183,6 @@ namespace Barotrauma
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
}
|
||||
|
||||
private int GetMinimumPassableHoleCount()
|
||||
{
|
||||
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
|
||||
@@ -1049,6 +1049,8 @@ namespace Barotrauma
|
||||
|
||||
CheckValidity();
|
||||
|
||||
CheckValidity();
|
||||
|
||||
UpdateNetPlayerPosition(deltaTime);
|
||||
CheckDistFromCollider();
|
||||
UpdateCollisionCategories();
|
||||
|
||||
@@ -204,6 +204,9 @@ namespace Barotrauma
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
|
||||
|
||||
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
|
||||
|
||||
@@ -120,6 +120,18 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 LinearVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float AngularVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly float Timestamp;
|
||||
public readonly UInt16 ID;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user