diff --git a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs index 065bff81a..84f6e7926 100644 --- a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs @@ -1485,6 +1485,195 @@ namespace Barotrauma })); + 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) => + { + //TODO: maybe do this automatically during loading when possible? + if (Screen.Selected == GameMain.SubEditorScreen) + { + if (!MapEntity.SelectedAny) + { + ThrowError("You have to select item(s) first!"); + } + else + { + foreach (var mapEntity in MapEntity.SelectedList) + { + if (mapEntity is Item item) + { + item.Rect = new Rectangle(item.Rect.X, item.Rect.Y, + (int)(item.Prefab.sprite.size.X * item.Prefab.Scale), + (int)(item.Prefab.sprite.size.Y * item.Prefab.Scale)); + } + else if (mapEntity is Structure structure) + { + if (!structure.ResizeHorizontal) + { + structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y, + (int)structure.Prefab.ScaledSize.X, + structure.Rect.Height); + } + if (!structure.ResizeVertical) + { + structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y, + structure.Rect.Width, + (int)structure.Prefab.ScaledSize.Y); + } + } + } + } + } + }, isCheat: false)); +#endif + + GameMain.Config.SaveNewPlayerConfig(); + + 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) => + { + string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt"; + string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml"; + + string[] lines; + try + { + lines = File.ReadAllLines(sourcePath); + } + catch (Exception e) + { + ThrowError("Reading the file \"" + sourcePath + "\" failed.", e); + return; + } + var doc = XMLExtensions.TryLoadXml(destinationPath); + int i = 0; + foreach (XElement element in doc.Root.Elements()) + { + if (i >= lines.Length) + { + ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file."); + return; + } + element.Value = lines[i]; + i++; + } + doc.Save(destinationPath); + }, + () => + { + var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/")); + return new string[][] + { + files.Where(f => Path.GetExtension(f)==".txt").ToArray(), + files.Where(f => Path.GetExtension(f)==".xml").ToArray() + }; + })); + + 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) => + { + if (args.Length < 2) return; + string sourcePath = args[0]; + string destinationPath = args[1]; + + var sourceDoc = XMLExtensions.TryLoadXml(sourcePath); + var destinationDoc = XMLExtensions.TryLoadXml(destinationPath); + + XElement destinationElement = destinationDoc.Root.Elements().First(); + foreach (XElement element in sourceDoc.Root.Elements()) + { + if (destinationDoc.Root.Element(element.Name) == null) + { + element.Value = "!!!!!!!!!!!!!" + element.Value; + destinationElement.AddAfterSelf(element); + } + XNode nextNode = destinationElement.NextNode; + while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode; + destinationElement = nextNode as XElement; + } + destinationDoc.Save(destinationPath); + }, + () => + { + var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray(); + return new string[][] + { + files, + files + }; + })); + + 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) => + { + string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt"; + List lines = new List(); + foreach (MapEntityPrefab me in MapEntityPrefab.List) + { + lines.Add("" + me.Name + ""); + lines.Add("" + me.Description + ""); + } + File.WriteAllLines(filePath, lines); + })); +#if DEBUG + commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) => + { + if (args.Length != 1) return; + TextManager.CheckForDuplicates(args[0]); + })); + + commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) => + { + TextManager.WriteToCSV(); + NPCConversation.WriteToCSV(); + })); + + commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) => + { + if (args.Length == 0) return; + LocalizationCSVtoXML.Convert(args[0]); + })); +#endif + + commands.Add(new Command("cleanbuild", "", (string[] args) => + { + GameMain.Config.MusicVolume = 0.5f; + GameMain.Config.SoundVolume = 0.5f; + NewMessage("Music and sound volume set to 0.5", Color.Green); + + 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) => + { + float defaultZoom = Screen.Selected.Cam.DefaultZoom; + if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom); + + float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness; + if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness); + float moveSmoothness = Screen.Selected.Cam.MoveSmoothness; + if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness); + + float minZoom = Screen.Selected.Cam.MinZoom; + if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom); + float maxZoom = Screen.Selected.Cam.MaxZoom; + if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom); + + Screen.Selected.Cam.DefaultZoom = defaultZoom; + Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness; + Screen.Selected.Cam.MoveSmoothness = moveSmoothness; + Screen.Selected.Cam.MinZoom = minZoom; + Screen.Selected.Cam.MaxZoom = maxZoom; + })); + + commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) => + { + float distortScaleX = 0.5f, distortScaleY = 0.5f; + float distortStrengthX = 0.5f, distortStrengthY = 0.5f; + float blurAmount = 0.0f; + if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX); + if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY); + if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX); + if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY); + if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount); + WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY); + WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY); + WaterRenderer.BlurAmount = blurAmount; + })); + + 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) => { //TODO: maybe do this automatically during loading when possible? diff --git a/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs b/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs index e41b30323..a50c25947 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/VideoPlayer.cs @@ -5,6 +5,7 @@ using System.Xml.Linq; using System.Collections.Generic; using Barotrauma.Media; using System.IO; +using Microsoft.Xna.Framework.Input; namespace Barotrauma { @@ -157,6 +158,14 @@ namespace Barotrauma return true; } + public void Update() + { + if (PlayerInput.KeyHit(Keys.Enter)) + { + DisposeVideo(null, null); + } + } + public void AddToGUIUpdateList() { if (!IsPlaying()) return; diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs index 6cb812ee3..63ac9ab61 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/ContextualTutorial.cs @@ -26,6 +26,10 @@ namespace Barotrauma.Tutorials private Sonar sonar; private Vector2 subStartingPosition; private List crew; + private Character mechanic; + private Character engineer; + private Character injuredMember = null; + private List> characterTimeOnSonar; private float requiredTimeOnSonar = 5f; @@ -39,7 +43,6 @@ namespace Barotrauma.Tutorials private GUIFrame holderFrame, objectiveFrame; private bool objectivesOpen = false; - private GUITextBlock objectiveTitle, objectiveText; private List activeObjectives = new List(); private class TutorialSegment @@ -50,6 +53,7 @@ namespace Barotrauma.Tutorials public XElement TextContent; public XElement VideoContent; public bool IsTriggered; + public GUITextBlock LinkedTitle, LinkedText; public TutorialSegment(XElement config) { @@ -166,6 +170,7 @@ namespace Barotrauma.Tutorials base.Start(); + CreateObjectiveFrame(); activeSegment = null; tutorialTimer = 0.0f; degrading2ActivationCountdown = -1; @@ -204,6 +209,9 @@ namespace Barotrauma.Tutorials } crew = GameMain.GameSession.CrewManager.GetCharacters().ToList(); + mechanic = CrewMemberWithJob("mechanic"); + engineer = CrewMemberWithJob("engineer"); + Completed = true; // Trigger completed at start to prevent the contextual tutorial from automatically activating on starting new campaigns after this one started = true; } @@ -224,6 +232,24 @@ namespace Barotrauma.Tutorials characterTimeOnSonar = null; } + 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); + + 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, 20) }, 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; + }; + } + public override void AddToGUIUpdateList() { base.AddToGUIUpdateList(); @@ -254,7 +280,7 @@ namespace Barotrauma.Tutorials for (int i = 0; i < activeObjectives.Count; i++) { - CheckActiveObjectives(activeObjectives[i]); + CheckActiveObjectives(activeObjectives[i], deltaTime); } } @@ -262,18 +288,41 @@ namespace Barotrauma.Tutorials { if (!string.IsNullOrEmpty(activeSegment.Objective)) { - if (objectiveFrame == null) - { - CreateObjectiveFrame(); - } - - objectiveText.Text = activeSegment.Objective; + AddNewObjective(activeSegment); } activeSegment = null; ContentRunning = false; } + private void AddNewObjective(TutorialSegment segment) + { + activeObjectives.Add(segment); + + 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); + 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); + } + + private void RemoveCompletedObjective(TutorialSegment objective) + { + objective.LinkedTitle.FadeOut(1f, true); + objective.LinkedText.FadeOut(1f, true); + + CoroutineManager.StartCoroutine(WaitForObjectiveFade(objective)); + } + + private IEnumerable WaitForObjectiveFade(TutorialSegment objective) + { + yield return new WaitForSeconds(1f); + activeObjectives.Remove(objective); + + for (int i = 0; i < activeObjectives.Count; i++) + { + activeObjectives[i].LinkedTitle.RectTransform.RelativeSize = new Vector2(0.8f, 0.0f + (2.5f * activeObjectives.Count - 1f)); + activeObjectives[i].LinkedText.RectTransform.RelativeSize = new Vector2(0.8f, 1f + (2.5f * activeObjectives.Count - 1f)); + } + } + private bool CheckContextualTutorials(int index, float deltaTime) { switch (index) @@ -285,24 +334,24 @@ namespace Barotrauma.Tutorials return false; } break; - case 1: // Command Reactor: 10 seconds after 'Welcome' dismissed and only if no command given to start reactor [Video] - if (tutorialTimer < 10.5f) + case 1: // Command Reactor: 2 seconds after 'Welcome' dismissed and only if no command given to start reactor [Video] + if (tutorialTimer < 2.5f) { tutorialTimer += deltaTime; if (HasOrder("operatereactor")) { segments[index].IsTriggered = true; - tutorialTimer = 10.5f; + tutorialTimer = 2.5f; } return false; } break; - case 2: // Nav Console: 20 seconds after 'Command Reactor' dismissed or if nav console is activated [Video] + case 2: // Nav Console: 2 seconds after 'Command Reactor' dismissed or if nav console is activated [Video] + if (!segments[1].IsTriggered || !IsReactorPoweredUp()) return false; // Do not advance tutorial based on this segment if reactor has not been powered up if (Character.Controlled?.SelectedConstruction != navConsole.Item) - { - if (!segments[1].IsTriggered) return false; // Do not advance tutorial timer based on this segment if reactor has not been powered up - if (tutorialTimer < 30.5f) + { + if (tutorialTimer < 4.5f) { tutorialTimer += deltaTime; return false; @@ -310,16 +359,7 @@ namespace Barotrauma.Tutorials } else { - if (!segments[1].IsTriggered || !HasOrder("operatereactor")) // If reactor has not been powered up or ordered to be, default to that one first - { - if (tutorialTimer < 10.5f) - { - tutorialTimer = 10.5f; - } - return false; - } - - tutorialTimer = 30.5f; + tutorialTimer = 4.5f; } TriggerTutorialSegment(index, GameMain.GameSession.EndLocation.Name); @@ -377,6 +417,10 @@ namespace Barotrauma.Tutorials } break; case 8: // Degrading2: 5 seconds after 'Degrading1' dismissed, and only if player has not assigned any crew to perform maintenance [Video] + if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display + { + return false; + } if (degrading2ActivationCountdown == -1f) { return false; @@ -384,7 +428,7 @@ namespace Barotrauma.Tutorials else if (degrading2ActivationCountdown > 0.0f) { degrading2ActivationCountdown -= deltaTime; - if (HasOrder("repairsystems")) + if (HasOrder("repairsystems", "jobspecific")) { segments[index].IsTriggered = true; } @@ -393,20 +437,19 @@ namespace Barotrauma.Tutorials } break; case 9: // Medical: Crewmember is injured but not killed [Video] - bool injuredFound = false; for (int i = 0; i < crew.Count; i++) { Character member = crew[i]; if (member.Vitality < member.MaxVitality && !member.IsDead) { - injuredFound = true; - TriggerTutorialSegment(index, new string[] { member.DisplayName, + injuredMember = member; + 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 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(); + 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 WaitToStop() { while (ContentRunning) yield return null; diff --git a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs index 78b7c6eff..563076eca 100644 --- a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs +++ b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs @@ -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; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 9852a296a..6ee9015b0 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -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) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs index 03514e7e1..0e422d489 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs @@ -1049,6 +1049,8 @@ namespace Barotrauma CheckValidity(); + CheckValidity(); + UpdateNetPlayerPosition(deltaTime); CheckDistFromCollider(); UpdateCollisionCategories(); diff --git a/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs b/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs index 40a6eb205..73b282315 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Explosion.cs @@ -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 distFactors = new Dictionary(); diff --git a/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs b/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs index 2a7d7ce21..268afd83b 100644 --- a/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs +++ b/Barotrauma/BarotraumaShared/Source/Physics/PhysicsBody.cs @@ -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;