diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs index cbb751f50..ec5b88851 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUI.cs @@ -656,13 +656,6 @@ namespace Barotrauma msg.Timer -= deltaTime; msg.Pos += msg.Velocity * deltaTime; } - - foreach (GUIMessage msg in messages) - { - if (!msg.WorldSpace) continue; - msg.Timer -= deltaTime; - msg.Pos += msg.Velocity * deltaTime; - } } messages.RemoveAll(m => m.Timer <= 0.0f); diff --git a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs index 3e6602adf..31c6a76d6 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs @@ -364,6 +364,12 @@ namespace Barotrauma.Networking client.EntityEventLastSent[entityEvent.ID] = NetTime.Now; } + foreach (NetEntityEvent entityEvent in sentEvents) + { + (entityEvent as ServerEntityEvent).Sent = true; + client.EntityEventLastSent[entityEvent.ID] = NetTime.Now; + } + foreach (NetEntityEvent entityEvent in sentEvents) { (entityEvent as ServerEntityEvent).Sent = true; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 01a3e5c28..e3ebb7c80 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -1133,6 +1133,49 @@ namespace Barotrauma } } else if (targetCharacter.Submarine != null && Character.Submarine == null) + { + targetingTag = "dead"; + if (targetCharacter.Submarine != Character.Submarine) + { + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; + } + } + else if (targetCharacter.AIController is EnemyAIController enemy) + { + if (enemy.combatStrength > combatStrength) + { + targetingTag = "stronger"; + } + else if (enemy.combatStrength < combatStrength) + { + targetingTag = "weaker"; + } + if (State == AIState.Escape && targetingTag == "stronger") + { + // Frightened + valueModifier = 2; + } + else + { + if (targetCharacter.Submarine != Character.Submarine) + { + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; + } + } + } + else if (targetCharacter.Submarine != null && Character.Submarine == null) { //target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms targetingTag = "room"; @@ -1216,7 +1259,7 @@ namespace Barotrauma valueModifier = isOutdoor ? 1 : 0; valueModifier *= isOpen ? 5 : 1; } - else if (targetCharacter.CurrentHull != Character.CurrentHull) + for (int i = 0; i < s.Sections.Length; i++) { valueModifier = isOutdoor ? 0 : 1; valueModifier *= isOpen ? 0 : 1; @@ -1238,11 +1281,6 @@ namespace Barotrauma valueModifier *= targetingPriorities[targetingTag].Priority; - if (targetingTag == null) continue; - if (!targetingPriorities.ContainsKey(targetingTag)) continue; - - valueModifier *= targetingPriorities[targetingTag].Priority; - if (valueModifier == 0.0f) continue; Vector2 toTarget = target.WorldPosition - character.WorldPosition; diff --git a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs index 20545c3ec..6b479da1d 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/ItemPrefab.cs @@ -686,6 +686,39 @@ namespace Barotrauma AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList(); + if (sprite == null) + { + DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!"); +#if SERVER + sprite = new Sprite("", Vector2.Zero); + sprite.SourceRect = new Rectangle(0, 0, 32, 32); +#else + sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null) + { + Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2 + }; +#endif + size = sprite.size; + sprite.EntityID = identifier; + } + + if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier)) + { + DebugConsole.ThrowError( + "Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading."); + } + if (!string.IsNullOrEmpty(identifier)) + { + MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier); + if (existingPrefab != null) + { + DebugConsole.ThrowError( + "Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!"); + } + } + + AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList(); + List.Add(this); }