(44ca39e16) Added: Escaping the video player via enter, multiple objective tracking & removing

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:46:58 +02:00
parent 474099732b
commit e65b688edd
8 changed files with 397 additions and 66 deletions
@@ -26,6 +26,10 @@ namespace Barotrauma.Tutorials
private Sonar sonar;
private Vector2 subStartingPosition;
private List<Character> crew;
private Character mechanic;
private Character engineer;
private Character injuredMember = null;
private List<Pair<Character, float>> 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<TutorialSegment> activeObjectives = new List<TutorialSegment>();
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<object> 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<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;