(18eb9f712) Fix bots stealing items if they happen to target them before somebody equips them.
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.9.0.0")]
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[assembly: AssemblyFileVersion("0.9.0.0")]
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[assembly: AssemblyVersion("0.8.10.0")]
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[assembly: AssemblyFileVersion("0.8.10.0")]
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@@ -61,14 +61,6 @@ namespace Barotrauma
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var path = pathSteering.CurrentPath;
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if (path != null)
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{
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if (path.CurrentNode != null)
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{
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GUI.DrawLine(spriteBatch, pos,
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new Vector2(path.CurrentNode.DrawPosition.X, -path.CurrentNode.DrawPosition.Y),
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Color.BlueViolet, 0, 3);
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GUI.DrawString(spriteBatch, pos + textOffset - new Vector2(0, 20), "Path cost: " + path.Cost.FormatZeroDecimal(), Color.White, Color.Black * 0.5f);
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}
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for (int i = 1; i < path.Nodes.Count; i++)
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{
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var previousNode = path.Nodes[i - 1];
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@@ -83,6 +75,14 @@ namespace Barotrauma
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new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
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Color.Blue);
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}
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if (path.CurrentNode != null)
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{
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GUI.DrawLine(spriteBatch, pos,
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new Vector2(path.CurrentNode.DrawPosition.X, -path.CurrentNode.DrawPosition.Y),
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Color.BlueViolet, 0, 3);
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GUI.DrawString(spriteBatch, pos + textOffset - new Vector2(0, 20), "Path cost: " + path.Cost.FormatZeroDecimal(), Color.White, Color.Black * 0.5f);
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}
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}
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}
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GUI.DrawLine(spriteBatch, pos, pos + ConvertUnits.ToDisplayUnits(new Vector2(Character.AnimController.TargetMovement.X, -Character.AnimController.TargetMovement.Y)), Color.SteelBlue, width: 2);
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@@ -121,90 +121,7 @@ namespace Barotrauma
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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character.MemLocalState.Clear();
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}
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@@ -74,17 +74,12 @@ namespace Barotrauma
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public CrewManager(XElement element, bool isSinglePlayer)
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: this(isSinglePlayer)
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{
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if (GameMain.Client != null)
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if (!isSinglePlayer)
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{
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//let the server create random conversations in MP
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DebugConsole.ThrowError("Cannot add messages to single player chat box in multiplayer mode!\n" + Environment.StackTrace);
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return;
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}
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List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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!c.IsDead &&
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c.SpeechImpediment <= 100.0f);
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pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
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}
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if (string.IsNullOrEmpty(text)) { return; }
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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@@ -95,6 +90,7 @@ namespace Barotrauma
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break;
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}
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}
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ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender));
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}
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partial void InitProjectSpecific()
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@@ -243,24 +239,27 @@ namespace Barotrauma
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public IEnumerable<Character> GetCharacters()
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{
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if (characterInfos.Contains(characterInfo))
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{
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DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace);
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return;
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}
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if (character?.Inventory == null) return null;
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characterInfos.Add(characterInfo);
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var radioItem = character.Inventory.Items.FirstOrDefault(it => it != null && it.GetComponent<WifiComponent>() != null);
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if (radioItem == null) return null;
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if (requireEquipped && !character.HasEquippedItem(radioItem)) return null;
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return radioItem.GetComponent<WifiComponent>();
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}
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public IEnumerable<CharacterInfo> GetCharacterInfos()
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{
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if (character == null)
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if (GameMain.Client != null)
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{
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DebugConsole.ThrowError("Tried to remove a null character from CrewManager.\n" + Environment.StackTrace);
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//let the server create random conversations in MP
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return;
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}
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characters.Remove(character);
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if (removeInfo) characterInfos.Remove(character.Info);
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List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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!c.IsDead &&
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c.SpeechImpediment <= 100.0f);
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pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
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}
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public void AddCharacter(Character character)
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@@ -634,183 +633,9 @@ namespace Barotrauma
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{
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characterListBox.BarScroll = roundedPos;
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}
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var characterArea = new GUIButton(new RectTransform(new Point(characterInfoWidth, frame.Rect.Height), frame.RectTransform, Anchor.CenterLeft), style: "GUITextBox")
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{
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UserData = character,
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Color = frame.Color,
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SelectedColor = frame.SelectedColor,
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HoverColor = frame.HoverColor,
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ToolTip = characterToolTip
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};
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var soundIcon = new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
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"GUISoundIcon")
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{
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UserData = "soundicon",
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CanBeFocused = false,
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Visible = true
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};
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soundIcon.Color = new Color(soundIcon.Color, 0.0f);
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new GUIImage(new RectTransform(new Point((int)(characterArea.Rect.Height * 0.5f)), characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(5, 0) },
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"GUISoundIconDisabled")
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{
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UserData = "soundicondisabled",
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CanBeFocused = true,
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Visible = false
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};
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if (isSinglePlayer)
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{
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characterArea.OnClicked = CharacterClicked;
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}
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else
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{
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characterArea.CanBeFocused = false;
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characterArea.CanBeSelected = false;
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}
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var characterImage = new GUICustomComponent(new RectTransform(new Point(characterArea.Rect.Height), characterArea.RectTransform, Anchor.CenterLeft),
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onDraw: (sb, component) => character.Info.DrawIcon(sb, component.Rect.Center.ToVector2(), targetAreaSize: component.Rect.Size.ToVector2()))
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{
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CanBeFocused = false,
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HoverColor = Color.White,
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SelectedColor = Color.White,
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ToolTip = characterToolTip
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};
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var characterName = new GUITextBlock(new RectTransform(new Point(characterArea.Rect.Width - characterImage.Rect.Width - soundIcon.Rect.Width - 10, characterArea.Rect.Height),
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characterArea.RectTransform, Anchor.CenterRight) { AbsoluteOffset = new Point(soundIcon.Rect.Width + 10, 0) },
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character.Name, textColor: frame.Color, font: GUI.SmallFont, wrap: true)
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{
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Color = frame.Color,
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HoverColor = Color.Transparent,
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SelectedColor = Color.Transparent,
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CanBeFocused = false,
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ToolTip = characterToolTip,
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AutoScale = true
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};
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//---------------- order buttons ----------------
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var orderButtonFrame = new GUILayoutGroup(new RectTransform(new Point(100, frame.Rect.Height), frame.RectTransform)
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{ AbsoluteOffset = new Point(characterInfoWidth + spacing, 0) },
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isHorizontal: true, childAnchor: Anchor.CenterLeft)
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{
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AbsoluteSpacing = (int)(10 * GUI.Scale),
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UserData = "orderbuttons",
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CanBeFocused = false
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};
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//listbox for holding the orders inappropriate for this character
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//(so we can easily toggle their visibility)
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var wrongOrderList = new GUIListBox(new RectTransform(new Point(50, orderButtonFrame.Rect.Height), orderButtonFrame.RectTransform), isHorizontal: true, style: null)
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{
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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Enabled = false,
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Spacing = spacing,
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ClampMouseRectToParent = false
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};
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wrongOrderList.Content.ClampMouseRectToParent = false;
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for (int i = 0; i < orders.Count; i++)
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{
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var order = orders[i];
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if (order.TargetAllCharacters) continue;
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RectTransform btnParent = (i >= correctOrderCount + neutralOrderCount) ?
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wrongOrderList.Content.RectTransform :
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orderButtonFrame.RectTransform;
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var btn = new GUIButton(new RectTransform(new Point(iconSize, iconSize), btnParent, Anchor.CenterLeft),
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style: null)
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{
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UserData = order
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.8f,
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HoverColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 1.0f,
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PressedColor = Color.Lerp(order.Color, frame.Color, 0.5f) * 0.6f,
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UserData = "selected",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite);
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img.Scale = iconSize / (float)img.SourceRect.Width;
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img.Color = Color.Lerp(order.Color, frame.Color, 0.5f);
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img.ToolTip = order.Name;
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img.HoverColor = Color.Lerp(img.Color, Color.White, 0.5f);
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btn.OnClicked += (GUIButton button, object userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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if (btn.GetChildByUserData("selected").Visible)
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{
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SetCharacterOrder(character, Order.PrefabList.Find(o => o.AITag == "dismissed"), null, Character.Controlled);
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}
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else
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{
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if (order.ItemComponentType != null || order.ItemIdentifiers.Length > 0 || order.Options.Length > 1)
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{
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CreateOrderTargetFrame(button, character, order);
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}
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else
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{
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SetCharacterOrder(character, order, null, Character.Controlled);
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}
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}
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return true;
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};
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btn.UserData = order;
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btn.ToolTip = order.Name;
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//divider between different groups of orders
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if (i == correctOrderCount - 1 || i == correctOrderCount + neutralOrderCount - 1)
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{
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//TODO: divider sprite
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new GUIFrame(new RectTransform(new Point(8, iconSize), orderButtonFrame.RectTransform), style: "GUIButton");
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}
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}
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var toggleWrongOrderBtn = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform),
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"", style: "UIToggleButton")
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{
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UserData = "togglewrongorder",
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CanBeFocused = false
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};
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wrongOrderList.RectTransform.NonScaledSize = new Point(
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wrongOrderList.Content.Children.Sum(c => c.Rect.Width + wrongOrderList.Spacing),
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wrongOrderList.RectTransform.NonScaledSize.Y);
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wrongOrderList.RectTransform.SetAsLastChild();
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new GUIFrame(new RectTransform(new Point(
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wrongOrderList.Rect.Width - toggleWrongOrderBtn.Rect.Width - wrongOrderList.Spacing * 2,
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wrongOrderList.Rect.Height), wrongOrderList.Content.RectTransform),
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style: null)
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{
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CanBeFocused = false
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};
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//scale to fit the content
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orderButtonFrame.RectTransform.NonScaledSize = new Point(
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orderButtonFrame.Children.Sum(c => c.Rect.Width + orderButtonFrame.AbsoluteSpacing),
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orderButtonFrame.RectTransform.NonScaledSize.Y);
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frame.RectTransform.NonScaledSize = new Point(
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characterInfoWidth + spacing + (orderButtonFrame.Rect.Width - wrongOrderList.Rect.Width),
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frame.RectTransform.NonScaledSize.Y);
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characterListBox.RectTransform.NonScaledSize = new Point(
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characterListBox.Content.Children.Max(c => c.Rect.Width) + wrongOrderList.Rect.Width,
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characterListBox.RectTransform.NonScaledSize.Y);
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characterListBox.Content.RectTransform.NonScaledSize = characterListBox.RectTransform.NonScaledSize;
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characterListBox.UpdateScrollBarSize();
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return frame;
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soundIcon.Visible = !muted && !mutedLocally;
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soundIconDisabled.Visible = muted || mutedLocally;
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soundIconDisabled.ToolTip = TextManager.Get(mutedLocally ? "MutedLocally" : "MutedGlobally");
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}
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private IEnumerable<object> KillCharacterAnim(GUIComponent component)
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@@ -954,12 +779,6 @@ namespace Barotrauma
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}
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return;
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}
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List<Character> availableSpeakers = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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!c.IsDead &&
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c.SpeechImpediment <= 100.0f);
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pendingConversationLines.AddRange(NPCConversation.CreateRandom(availableSpeakers));
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}
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character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
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if (IsSinglePlayer)
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@@ -1017,23 +836,19 @@ namespace Barotrauma
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}
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}
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}
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character.SetOrder(order, option, orderGiver, speak: orderGiver != character);
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if (IsSinglePlayer)
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//only one target (or an order with no particular targets), just show options
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else
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{
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orderGiver?.Speak(
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order.GetChatMessage(character.Name, orderGiver.CurrentHull?.DisplayName, givingOrderToSelf: character == orderGiver, orderOption: option), null);
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}
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else if (orderGiver != null)
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{
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OrderChatMessage msg = new OrderChatMessage(order, option, order.TargetItemComponent?.Item, character, orderGiver);
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if (GameMain.Client != null)
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orderTargetFrame = new GUILayoutGroup(new RectTransform(new Vector2(0.2f + order.Options.Length * 0.1f, 0.18f), GUI.Canvas)
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{ AbsoluteOffset = new Point(orderButton.Rect.Center.X, orderButton.Rect.Bottom) },
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isHorizontal: true, childAnchor: Anchor.BottomLeft)
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{
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GameMain.Client.SendChatMessage(msg);
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}
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}
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DisplayCharacterOrder(character, order);
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}
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UserData = character,
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Stretch = true
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};
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//line connecting the order button to the option buttons
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//TODO: sprite
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new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), orderTargetFrame.RectTransform), style: null);
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/// <summary>
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/// Create the UI panel that's used to select the target and options for a given order
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@@ -478,6 +478,8 @@ namespace Barotrauma
|
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private GUILayoutGroup subPreviewContainer;
|
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private GUILayoutGroup subPreviewContainer;
|
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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||||
|
||||
@@ -789,10 +789,6 @@ namespace Barotrauma
|
||||
|
||||
GUI.Draw(Cam, spriteBatch);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, GameMain.ScissorTestEnable);
|
||||
|
||||
GUI.Draw(Cam, spriteBatch);
|
||||
|
||||
GUI.Draw(Cam, spriteBatch);
|
||||
|
||||
#if DEBUG
|
||||
|
||||
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.9.0.0")]
|
||||
[assembly: AssemblyFileVersion("0.9.0.0")]
|
||||
[assembly: AssemblyVersion("0.8.10.0")]
|
||||
[assembly: AssemblyFileVersion("0.8.10.0")]
|
||||
|
||||
@@ -31,6 +31,41 @@ Game port (used to communicate with clients)
|
||||
Internal Port: The port you have selected for your server (27015 by default)
|
||||
Protocol: UDP
|
||||
|
||||
Query port (used to communicate with Steam)
|
||||
Service/Application: barotrauma
|
||||
External Port: The port you have selected for your server (27016 by default)
|
||||
Internal Port: The port you have selected for your server (27016 by default)
|
||||
Protocol: UDP
|
||||
|
||||
------------------------------------------------------------------------
|
||||
------------------------------------------------------------------------
|
||||
Credits:
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
|
||||
Graphics - James Bear ("Moonsaber99")
|
||||
Programming - Sebastian Broberg
|
||||
Programming - Juan Pablo Arce ("juanjp600")
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
"Road to Hell"
|
||||
Kevin MacLeod (incompetech.com)
|
||||
Licensed under Creative Commons: By Attribution 3.0
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Lidgren.Network networking library - Michael Lidgren
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
Sound effects:
|
||||
metal whining and screeching - ScottFerguson1
|
||||
metal gate 10 - thencamenow
|
||||
foil_expanding_multiple - markb
|
||||
Bug Zapper_Many medium zaps - CGEffex
|
||||
|
||||
Query port (used to communicate with Steam)
|
||||
Service/Application: barotrauma
|
||||
External Port: The port you have selected for your server (27016 by default)
|
||||
|
||||
@@ -493,20 +493,25 @@ namespace Barotrauma
|
||||
item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the hull safety for all ai characters in the team.
|
||||
/// </summary>
|
||||
public static void PropagateHullSafety(Character character, Hull hull)
|
||||
public static void DoForEachCrewMember(Character character, Action<HumanAIController> action)
|
||||
{
|
||||
foreach (var c in Character.CharacterList)
|
||||
{
|
||||
if (c.AIController is HumanAIController humanAi && humanAi.IsFriendly(character))
|
||||
{
|
||||
humanAi.RefreshHullSafety(hull);
|
||||
action(humanAi);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the hull safety for all ai characters in the team.
|
||||
/// </summary>
|
||||
public static void PropagateHullSafety(Character character, Hull hull)
|
||||
{
|
||||
DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull));
|
||||
}
|
||||
|
||||
private void RefreshHullSafety(Hull hull)
|
||||
{
|
||||
if (GetHullSafety(hull) > HULL_SAFETY_THRESHOLD)
|
||||
@@ -577,21 +582,26 @@ namespace Barotrauma
|
||||
private static bool AddTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
|
||||
{
|
||||
bool targetAdded = false;
|
||||
foreach (var c in Character.CharacterList)
|
||||
DoForEachCrewMember(caller, humanAI =>
|
||||
{
|
||||
if (IsFriendly(caller, c) && c.AIController is HumanAIController humanAI)
|
||||
var objective = humanAI.ObjectiveManager.GetObjective<T1>();
|
||||
if (objective != null)
|
||||
{
|
||||
var objective = humanAI.ObjectiveManager.GetObjective<T1>();
|
||||
if (objective == null) { continue; }
|
||||
if (!targetAdded && objective.AddTarget(target))
|
||||
{
|
||||
targetAdded = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
return targetAdded;
|
||||
}
|
||||
|
||||
public static void RemoveTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
|
||||
{
|
||||
DoForEachCrewMember(caller, humanAI =>
|
||||
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
|
||||
}
|
||||
|
||||
public float GetHullSafety(Hull hull)
|
||||
{
|
||||
if (hull == null) { return 0; }
|
||||
|
||||
@@ -71,6 +71,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"Removing subobjective {subObjective.DebugTag} of {DebugTag}, because it is completed.");
|
||||
#endif
|
||||
subObjective.OnCompleted();
|
||||
subObjectives.Remove(subObjective);
|
||||
}
|
||||
else if (!subObjective.CanBeCompleted)
|
||||
@@ -93,9 +94,9 @@ namespace Barotrauma
|
||||
|
||||
bool wasCompleted = IsCompleted();
|
||||
Act(deltaTime);
|
||||
if (!wasCompleted && IsCompleted())
|
||||
if (IsCompleted())
|
||||
{
|
||||
Completed?.Invoke();
|
||||
OnCompleted();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,6 +214,15 @@ namespace Barotrauma
|
||||
//}
|
||||
}
|
||||
|
||||
protected virtual void OnCompleted()
|
||||
{
|
||||
if (Completed != null)
|
||||
{
|
||||
Completed();
|
||||
Completed = null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Reset() { }
|
||||
|
||||
protected abstract void Act(float deltaTime);
|
||||
|
||||
@@ -65,5 +65,8 @@ namespace Barotrauma
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(PowerContainer battery)
|
||||
=> new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier) { IsLoop = false };
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, PowerContainer target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveChargeBatteries, PowerContainer>(character, target);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Extensions;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -20,7 +21,11 @@ namespace Barotrauma
|
||||
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveExtinguishFires;
|
||||
protected override IEnumerable<Hull> GetList() => Hull.hullList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier);
|
||||
protected override AIObjective ObjectiveConstructor(Hull target)
|
||||
=> new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Hull target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveExtinguishFires, Hull>(character, target);
|
||||
|
||||
public static bool IsValidTarget(Hull hull, Character character)
|
||||
{
|
||||
|
||||
@@ -21,14 +21,18 @@ namespace Barotrauma
|
||||
|
||||
protected override IEnumerable<Character> GetList() => Character.CharacterList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
// TODO: sorting criteria
|
||||
return 100;
|
||||
}
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target)
|
||||
=> new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Character target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveFightIntruders, Character>(character, target);
|
||||
|
||||
public static bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.IsDead || target.Removed) { return false; }
|
||||
|
||||
@@ -773,6 +773,32 @@ namespace Barotrauma
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 GetStandPosition()
|
||||
|
||||
@@ -27,7 +27,11 @@ namespace Barotrauma
|
||||
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
|
||||
protected override float TargetEvaluation() => Targets.Max(t => GetLeakSeverity(t));
|
||||
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier);
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap)
|
||||
=> new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Gap target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveFixLeaks, Gap>(character, target);
|
||||
|
||||
public static bool IsValidTarget(Gap gap, Character character)
|
||||
{
|
||||
|
||||
@@ -103,37 +103,44 @@ namespace Barotrauma
|
||||
if (moveToTarget.CurrentHull == character.CurrentHull &&
|
||||
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance, 2))
|
||||
{
|
||||
int targetSlot = -1;
|
||||
if (equip)
|
||||
if (IsTakenBySomeone(targetItem))
|
||||
{
|
||||
var pickable = targetItem.GetComponent<Pickable>();
|
||||
if (pickable == null)
|
||||
abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
int targetSlot = -1;
|
||||
if (equip)
|
||||
{
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
//check if all the slots required by the item are free
|
||||
foreach (InvSlotType slots in pickable.AllowedSlots)
|
||||
{
|
||||
if (slots.HasFlag(InvSlotType.Any)) { continue; }
|
||||
for (int i = 0; i < character.Inventory.Items.Length; i++)
|
||||
var pickable = targetItem.GetComponent<Pickable>();
|
||||
if (pickable == null)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) { continue; }
|
||||
targetSlot = i;
|
||||
//slot free, continue
|
||||
if (character.Inventory.Items[i] == null) { continue; }
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
|
||||
//if everything else fails, simply drop the existing item
|
||||
character.Inventory.Items[i].Drop(character);
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
//check if all the slots required by the item are free
|
||||
foreach (InvSlotType slots in pickable.AllowedSlots)
|
||||
{
|
||||
if (slots.HasFlag(InvSlotType.Any)) { continue; }
|
||||
for (int i = 0; i < character.Inventory.Items.Length; i++)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) { continue; }
|
||||
targetSlot = i;
|
||||
//slot free, continue
|
||||
if (character.Inventory.Items[i] == null) { continue; }
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
|
||||
//if everything else fails, simply drop the existing item
|
||||
character.Inventory.Items[i].Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
targetItem.TryInteract(character, false, true);
|
||||
if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
|
||||
{
|
||||
character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
|
||||
targetItem.TryInteract(character, false, true);
|
||||
if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
|
||||
{
|
||||
character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -185,23 +192,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
|
||||
// TODO: need to exclude items that already are in the inventory?
|
||||
//// Don't allow to get items in rooms that have a fire (except fire extinguishers) or an enemy inside (except weapons)
|
||||
//if (!itemIdentifiers.Contains("extinguisher") && item.CurrentHull.FireSources.Count > 0 ||
|
||||
// item.GetComponent<MeleeWeapon>() == null && item.GetComponent<RangedWeapon>() == null && Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { continue; }
|
||||
|
||||
//if the item is inside a character's inventory, don't steal it unless the character is dead
|
||||
if (item.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
//if the item is inside an item, which is inside a character's inventory, don't steal it
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
if (IsTakenBySomeone(item)) { continue; }
|
||||
float itemPriority = 0.0f;
|
||||
if (GetItemPriority != null)
|
||||
{
|
||||
@@ -209,6 +200,7 @@ namespace Barotrauma
|
||||
itemPriority = GetItemPriority(item);
|
||||
if (itemPriority <= 0.0f) { continue; }
|
||||
}
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
itemPriority -= Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
|
||||
//ignore if the item has a lower priority than the currently selected one
|
||||
if (moveToTarget != null && itemPriority < currItemPriority) { continue; }
|
||||
@@ -271,10 +263,29 @@ namespace Barotrauma
|
||||
{
|
||||
bool isEquipped = !equip || character.HasEquippedItem(item);
|
||||
if (character.Inventory.Items.Contains(item) && isEquipped) { return true; }
|
||||
if (!equip)
|
||||
{
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
|
||||
{
|
||||
return rootContainer.ParentInventory.Owner == character;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool IsTakenBySomeone(Item item)
|
||||
{
|
||||
//if the item is inside a character's inventory, don't steal it unless the character is dead
|
||||
if (item.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { return true; }
|
||||
}
|
||||
//if the item is inside an item, which is inside a character's inventory, don't steal it unless the character is dead
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
|
||||
{
|
||||
return rootContainer.ParentInventory.Owner == character;
|
||||
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -73,21 +73,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
@@ -87,7 +88,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
// the timer is set between 1 and 10 seconds, depending on the priority
|
||||
// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
|
||||
private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1);
|
||||
|
||||
public override void Reset()
|
||||
@@ -158,13 +159,18 @@ namespace Barotrauma
|
||||
if (!Objectives.TryGetValue(target, out AIObjective objective))
|
||||
{
|
||||
objective = ObjectiveConstructor(target);
|
||||
objective.Completed += () => ReportedTargets.Remove(target);
|
||||
objective.Completed += () => OnObjectiveCompleted(objective, target);
|
||||
Objectives.Add(target, objective);
|
||||
AddSubObjective(objective);
|
||||
if (!subObjectives.Contains(objective))
|
||||
{
|
||||
subObjectives.Add(objective);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void OnObjectiveCompleted(AIObjective objective, T target);
|
||||
|
||||
/// <summary>
|
||||
/// List of all possible items of the specified type. Used for filtering the removed objectives.
|
||||
/// </summary>
|
||||
|
||||
@@ -358,6 +358,10 @@ namespace Barotrauma
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -54,7 +54,6 @@ namespace Barotrauma
|
||||
return pumpList;
|
||||
}
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, objectiveManager, Option, false) { IsLoop = false };
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Option == "stoppumping")
|
||||
@@ -66,5 +65,11 @@ namespace Barotrauma
|
||||
return Targets.Max(t => MathHelper.Lerp(100, 0, Math.Abs(-t.FlowPercentage / 100)));
|
||||
}
|
||||
}
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Pump pump)
|
||||
=> new AIObjectiveOperateItem(pump, character, objectiveManager, Option, false) { IsLoop = false };
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Pump target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectivePumpWater, Pump>(character, target);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,7 +54,12 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Max(t => 100 - t.ConditionPercentage);
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
{
|
||||
|
||||
@@ -22,12 +22,16 @@ namespace Barotrauma
|
||||
|
||||
protected override IEnumerable<Character> GetList() => Character.CharacterList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Max(t => GetVitalityFactor(t)) * 100;
|
||||
|
||||
public static float GetVitalityFactor(Character character) => (character.MaxVitality - character.Vitality) / character.MaxVitality;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target)
|
||||
=> new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Character target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveRescueAll, Character>(character, target);
|
||||
|
||||
public static bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.IsDead || target.Removed) { return false; }
|
||||
|
||||
@@ -734,6 +734,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
public Vector2 Point2;
|
||||
|
||||
public Vector2? Intersection;
|
||||
|
||||
public float Dot;
|
||||
|
||||
public Vector2 AvoidStrength;
|
||||
|
||||
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
|
||||
{
|
||||
Point1 = edge.Point1;
|
||||
Point2 = edge.Point2;
|
||||
Intersection = intersection;
|
||||
Dot = dot;
|
||||
AvoidStrength = avoidStrength;
|
||||
}
|
||||
}
|
||||
|
||||
//edge point 1, edge point 2, avoid strength
|
||||
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
|
||||
|
||||
|
||||
@@ -1128,6 +1128,10 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
if (!broken)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
@@ -1172,6 +1176,27 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
FindHull();
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
@@ -607,6 +607,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
|
||||
@@ -4,47 +4,27 @@ v0.9.0.0
|
||||
|
||||
Additions and changes:
|
||||
- Translations to German, Russian, French, Brazilian Portuguese, Traditional Chinese and Simplified Chinese.
|
||||
- New logo and main menu art.
|
||||
- 2 new outposts.
|
||||
- New docking system.
|
||||
- Numerous fixes and improvements to the crew AI. The biggest change is that the AI characters can now do
|
||||
tasks by themselves even when they haven't been assigned an order.
|
||||
- One new outpost.
|
||||
- New docking system.
|
||||
- New logo and main menu art.
|
||||
- Added a credits tab to the main menu.
|
||||
- Some new item and structure sprites.
|
||||
- Some new environment sprites.
|
||||
- Increased the amount of credits the player starts with in the campaign.
|
||||
- Balanced location and mission distribution.
|
||||
- Balanced mission rewards.
|
||||
- AI characters can be ordered to fight intruders.
|
||||
- Lock the inventory when aiming with a railgun or a coilgun.
|
||||
- Swap the order of the starting location & destination in nav terminals when playing in a mirrored sub.
|
||||
- Option to automatically pause the game when the window loses focus.
|
||||
|
||||
Bugfixes:
|
||||
- Fixed splash screens and tutorial videos crashing the Linux version.
|
||||
- Fixed damaged item sprites not updating client-side after being repaired.
|
||||
- Fixed characters occasionally taking impact damage when hitting walls while climbing.
|
||||
- Fixes crashing when attempting to use symbols such as <, > or | in the save file name.
|
||||
- UI layout/scale fixes on resolutions larger than 1080p.
|
||||
- Fixed crashing when loading the same sub twice in the sub editor.
|
||||
- Fixed submarines occasionally being rendered at an incorrect position when viewing them in the sub editor
|
||||
after they've been used in-game.
|
||||
- Improved the syncing of ragdolled characters.
|
||||
- Fixed characters not receiving impact damage when ragdolled.
|
||||
- Fixed characters' arms occasionally spinning around when standing still.
|
||||
- Fixed tutorial level generation parameters being used in some normal campaign levels (leading to extremely
|
||||
small levels and submarines overlapping with the outposts).
|
||||
- Fixed characters running more slowly when their torso is in a different hull than the feet (for example
|
||||
in Humpback's bilge).
|
||||
- Fixed character's feet getting stuck to platforms when climbing ladders while holding A/D.
|
||||
- Fixed monsters being able to drag characters through walls.
|
||||
- Fixed items "vanishing" if they move directly from sub to another without going outside first.
|
||||
- Fixed content package hash calculation failing if the package is not enabled and contains new monster files.
|
||||
- Fixed inability to enable content packages if some of the files included in the package are already in
|
||||
the game folder (which may happen, for example, if enabling a content package fails).
|
||||
- Fixed AllowRagdollButton settings not being synced with clients, leading to strange ragdolling behavior
|
||||
client-side if the server has disabled ragdolling.
|
||||
- Fixed incorrect keybinds being displayed in a couple of tutorial texts.
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.8.10.0
|
||||
|
||||
Reference in New Issue
Block a user