diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs index fa30d8a82..8f9276859 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs @@ -121,90 +121,7 @@ namespace Barotrauma MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } - character.SelectedConstruction = character.MemState[0].SelectedItem; } - - if (character.MemState[0].Animation == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.CPR; - } - else if (character.AnimController.Anim == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.None; - } - - Vector2 newVelocity = Collider.LinearVelocity; - Vector2 newPosition = Collider.SimPosition; - float newRotation = Collider.Rotation; - float newAngularVelocity = Collider.AngularVelocity; - Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); - - newVelocity = newVelocity.ClampLength(100.0f); - if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; } - overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero; - - Collider.LinearVelocity = newVelocity; - Collider.AngularVelocity = newAngularVelocity; - - float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition); - float errorTolerance = character.AllowInput ? 0.01f : 0.2f; - if (distSqrd > errorTolerance) - { - if (distSqrd > 10.0f || !character.AllowInput) - { - Collider.TargetRotation = newRotation; - SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false); - } - else - { - Collider.TargetRotation = newRotation; - Collider.TargetPosition = newPosition; - Collider.MoveToTargetPosition(true); - } - } - - //unconscious/dead characters can't correct their position using AnimController movement - // -> we need to correct it manually - if (!character.AllowInput) - { - float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition); - float mainLimbErrorTolerance = 0.1f; - //if the main limb is roughly at the correct position and the collider isn't moving (much at least), - //don't attempt to correct the position. - if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f) - { - MainLimb.PullJointWorldAnchorB = Collider.SimPosition; - MainLimb.PullJointEnabled = true; - } - } - } - character.MemLocalState.Clear(); - } - else - { - //remove states with a timestamp (there may still timestamp-based states - //in the list if the controlled character switches from timestamp-based interpolation to ID-based) - character.MemState.RemoveAll(m => m.Timestamp > 0.0f); - - for (int i = 0; i < character.MemLocalState.Count; i++) - { - if (character.Submarine == null) - { - //transform in-sub coordinates to outside coordinates - if (character.MemLocalState[i].Position.Y > lowestSubPos) - { - character.MemLocalState[i].TransformInToOutside(); - } - } - else if (currentHull?.Submarine != null) - { - //transform outside coordinates to in-sub coordinates - if (character.MemLocalState[i].Position.Y < lowestSubPos) - { - character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); - } - } - } character.MemLocalState.Clear(); } diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 5041ab404..de1384c9b 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -1450,10 +1450,7 @@ namespace Barotrauma bool hasLeaks = Character.Controlled.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f); ToggleReportButton("reportbreach", hasLeaks); - bool hasIntruders = Character.CharacterList.Any(c => - c.CurrentHull == Character.Controlled.CurrentHull && !c.IsDead && - (c.AIController is EnemyAIController || (c.TeamID != Character.Controlled.TeamID && c.TeamID != Character.TeamType.FriendlyNPC))); - + bool hasIntruders = Character.CharacterList.Any(c => c.CurrentHull == Character.Controlled.CurrentHull && AIObjectiveFightIntruders.IsValidTarget(Character.Controlled, c)); ToggleReportButton("reportintruders", hasIntruders); foreach (GUIComponent reportButton in reportButtonFrame.Children) diff --git a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs index dcceaac49..3715541cb 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs @@ -730,6 +730,8 @@ namespace Barotrauma private GUILayoutGroup subPreviewContainer; + private GUILayoutGroup subPreviewContainer; + private GUIButton loadGameButton; public Action StartNewGame; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs index 3db22b09a..4dafc480e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs @@ -15,14 +15,14 @@ namespace Barotrauma private float sortTimer; private float crouchRaycastTimer; - private float reportTimer; + private float reactTimer; private float hullVisibilityTimer; private bool shouldCrouch; + const float reactionTime = 0.5f; + const float hullVisibilityInterval = 0.5f; const float crouchRaycastInterval = 1; - const float reportInterval = 1; const float sortObjectiveInterval = 1; - const float hullVisibilityInterval = 1; public static float HULL_SAFETY_THRESHOLD = 50; @@ -72,7 +72,7 @@ namespace Barotrauma insideSteering = new IndoorsSteeringManager(this, true, false); outsideSteering = new SteeringManager(this); objectiveManager = new AIObjectiveManager(c); - reportTimer = Rand.Range(0f, reportInterval); + reactTimer = Rand.Range(0f, reactionTime); sortTimer = Rand.Range(0f, sortObjectiveInterval); hullVisibilityTimer = Rand.Range(0f, hullVisibilityTimer); InitProjSpecific(); @@ -118,23 +118,22 @@ namespace Barotrauma objectiveManager.SortObjectives(); sortTimer = sortObjectiveInterval; } - - if (reportTimer > 0.0f) + if (reactTimer > 0.0f) { - reportTimer -= deltaTime; + reactTimer -= deltaTime; } else { if (Character.CurrentHull != null) { - VisibleHulls.ForEach(h => PropagateHullSafety(Character.Controlled, h)); + VisibleHulls.ForEach(h => PropagateHullSafety(Character, h)); } if (Character.SpeechImpediment < 100.0f) { ReportProblems(); UpdateSpeaking(); } - reportTimer = reportInterval; + reactTimer = reactionTime * Rand.Range(0.75f, 1.25f); } if (objectiveManager.CurrentObjective == null) { return; } @@ -374,14 +373,38 @@ namespace Barotrauma { foreach (var hull in VisibleHulls) { + foreach (Character c in Character.CharacterList) + { + if (c.CurrentHull != hull) { continue; } + if (AIObjectiveFightIntruders.IsValidTarget(c, Character)) + { + AddTargets(Character, c); + if (newOrder == null) + { + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders"); + newOrder = new Order(orderPrefab, c.CurrentHull, null); + } + } + } if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character)) { - if (AddTargets(Character, hull)) + AddTargets(Character, hull); + if (newOrder == null) { - if (hull == Character.CurrentHull) + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire"); + newOrder = new Order(orderPrefab, hull, null); + } + } + foreach (Character c in Character.CharacterList) + { + if (c.CurrentHull != hull) { continue; } + if (AIObjectiveRescueAll.IsValidTarget(c, Character)) + { + AddTargets(c, Character); + if (newOrder == null) { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid"); + newOrder = new Order(orderPrefab, c.CurrentHull, null); } } } @@ -389,13 +412,11 @@ namespace Barotrauma { if (AIObjectiveFixLeaks.IsValidTarget(gap, Character)) { - if (AddTargets(Character, gap)) + AddTargets(Character, gap); + if (newOrder == null) { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach"); + newOrder = new Order(orderPrefab, hull, null); } } } @@ -405,39 +426,14 @@ namespace Barotrauma if (AIObjectiveRepairItems.IsValidTarget(item, Character)) { if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; } - if (AddTargets(Character, item)) + AddTargets(Character, item); + if (newOrder == null) { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices"); - newOrder = new Order(orderPrefab, Character.CurrentHull, item.Repairables?.FirstOrDefault()); - } + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices"); + newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault()); } } } - foreach (Character c in Character.CharacterList) - { - if (c.CurrentHull != hull) { continue; } - if (AIObjectiveFightIntruders.IsValidTarget(c, Character)) - { - if (AddTargets(Character, c)) - { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } - } - } - } - } - if (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f) - { - if (AddTargets(Character, Character)) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } } } if (newOrder != null) @@ -646,6 +642,7 @@ namespace Barotrauma DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull)); } + public float CurrentHullSafety { get; private set; } private void RefreshHullSafety(Hull hull) { if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD) @@ -740,12 +737,34 @@ namespace Barotrauma public float GetHullSafety(Hull hull, Character character, IEnumerable visibleHulls = null) { - if (hull == null) { return 0; } + bool updateCurrentHullSafety = character == Character && character.CurrentHull == hull; + if (hull == null) + { + if (updateCurrentHullSafety) + { + CurrentHullSafety = 0; + } + return 0; + } + if (character == Character) + { + // If the character is this character, we can use the cached hulls. + // If no visible hulls are provided, the calculations don't take visible/adjacent hulls into account. + if (visibleHulls == null) + { + visibleHulls = VisibleHulls; + } + } bool ignoreFire = ObjectiveManager.IsCurrentObjective() || ObjectiveManager.IsCurrentObjective(); bool ignoreWater = HasDivingSuit(character); bool ignoreOxygen = ignoreWater || HasDivingMask(character); bool ignoreEnemies = ObjectiveManager.IsCurrentObjective(); - return GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies); + float safety = GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies); + if (updateCurrentHullSafety) + { + CurrentHullSafety = safety; + } + return safety; } public static float GetHullSafety(Hull hull, IEnumerable visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs index cfd809ee5..69a45abab 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFindSafety.cs @@ -12,7 +12,7 @@ namespace Barotrauma public override bool ForceRun => true; // TODO: expose? - const float priorityIncrease = 25; + const float priorityIncrease = 100; const float priorityDecrease = 10; const float SearchHullInterval = 3.0f; const float clearUnreachableInterval = 30; @@ -51,8 +51,7 @@ namespace Barotrauma return; } if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; } - // TODO: no need to update every frame? - currenthullSafety = HumanAIController.GetCurrentHullSafety(); + currenthullSafety = HumanAIController.CurrentHullSafety; if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD) { Priority -= priorityDecrease * deltaTime; @@ -65,6 +64,7 @@ namespace Barotrauma Priority = MathHelper.Clamp(Priority, 0, 100); if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted) { + // Boost the priority while seeking the diving gear Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100)); } } @@ -123,6 +123,10 @@ namespace Barotrauma }, onAbandon: () => unreachable.Add(goToObjective.Target as Hull)); } + else + { + goToObjective = null; + } } if (goToObjective != null) { return; } if (currentHull == null) { return; } @@ -148,8 +152,8 @@ namespace Barotrauma } if (escapeVel != Vector2.Zero) { - float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50; - float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50; + float left = currentHull.Rect.X + 50; + float right = currentHull.Rect.Right - 50; //only move if we haven't reached the edge of the room if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right) { @@ -190,14 +194,14 @@ namespace Barotrauma //skip the hull if the safety is already less than the best hull //(no need to do the expensive pathfinding if we already know we're not going to choose this hull) if (hullSafety < bestValue) { continue; } - // Each unsafe node reduces the hull safety value. - // Ignore current hull, because otherwise the would block all paths from the current hull to the target hull. var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition); if (path.Unreachable) { unreachable.Add(hull); continue; } + // Each unsafe node reduces the hull safety value. + // Ignore the current hull, because otherwise we couldn't find a path out. int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull)); hullSafety /= 1 + unsafeNodes; // If the target is not inside a friendly submarine, considerably reduce the hull safety. diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs index 8d139b3f9..2bf4ab696 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs @@ -543,6 +543,32 @@ namespace Barotrauma { #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 }); + } + if (subObjectives.Any()) { return; } + var repairTool = weldingTool.GetComponent(); + 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; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs index 56abec596..88881b170 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs @@ -89,6 +89,21 @@ 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; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs index 77fbfa9b1..6ef703e18 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs @@ -18,10 +18,26 @@ namespace Barotrauma private Character character; + + private float _waitTimer; /// - /// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders. + /// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat. /// - public float WaitTimer; + public float WaitTimer + { + get { return _waitTimer; } + set + { + if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) + { + _waitTimer = 0; + } + else + { + _waitTimer = value; + } + } + } public AIObjective CurrentOrder { get; private set; } public AIObjective CurrentObjective { get; private set; } @@ -197,6 +213,7 @@ namespace Barotrauma } else { + // Wait, if not swimming, climbing, or staying in a forbidden/unsafe hull. if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null) { if (!character.AnimController.InWater && diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs index c4b50736d..c4d7d28f4 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs @@ -861,6 +861,10 @@ namespace Barotrauma { isCompleted = true; } + if (component.AIOperate(deltaTime, character, this)) + { + isCompleted = true; + } } else { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs index 7cac8a326..6c3d8212f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs @@ -23,6 +23,12 @@ namespace Barotrauma public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { + if (targetCharacter != character) + { + // TODO: enable healing self too + abandon = true; + return; + } this.targetCharacter = targetCharacter; } @@ -201,7 +207,7 @@ namespace Barotrauma public override bool IsCompleted() { - bool isCompleted = targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager); + bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager); if (isCompleted) { character.Speak(TextManager.Get("DialogTargetHealed").Replace("[targetname]", targetCharacter.Name), diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs index 819ff805f..4167f8e72 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs @@ -9,7 +9,7 @@ namespace Barotrauma public override string DebugTag => "rescue all"; public override bool ForceRun => true; - private const float vitalityThreshold = 0.85f; + private const float vitalityThreshold = 0.8f; private const float vitalityThresholdForOrders = 0.95f; public static float GetVitalityThreshold(AIObjectiveManager manager) => manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold; @@ -35,10 +35,9 @@ namespace Barotrauma public static bool IsValidTarget(Character target, Character character) { if (target == null || target.IsDead || target.Removed) { return false; } - if (target == character) { return false; } // TODO: enable healing self if (!HumanAIController.IsFriendly(character, target)) { return false; } if (!(character.AIController is HumanAIController humanAI)) { return false; } - if (target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; } + if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; } if (target.Submarine == null) { return false; } if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; } if (target.CurrentHull == null) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index eecc373a6..cc2e7af08 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -1145,24 +1145,6 @@ namespace Barotrauma SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; } - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) - { - //apply some smoothing to the cursor positions of remote players when playing as a client - //to make aiming look a little less choppy - Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition; - smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff); - SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; - } - - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) - { - //apply some smoothing to the cursor positions of remote players when playing as a client - //to make aiming look a little less choppy - Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition; - smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff); - SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; - } - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) { if (speedMultipliers.Count == 0) return 1f; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs index ac786c932..a7bfd66b6 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs @@ -1000,6 +1000,25 @@ 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); diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs index 7a471a65c..f6d19e87b 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs @@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components } } - public Vector2 SteeringInput - { - get { return steeringInput; } - set - { - if (!MathUtils.IsValid(value)) return; - steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f); - steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f); - } - } - public SteeringPath SteeringPath { if (!CanBeSelected) return false; @@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components set { posToMaintain = value; } } + public Vector2? PosToMaintain + { + get { return posToMaintain; } + set { posToMaintain = value; } + } + struct ObstacleDebugInfo { public Vector2 Point1; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs index e83b84678..badc65546 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs @@ -1139,70 +1139,6 @@ namespace Barotrauma } } - public void UpdateTransform() - { - Submarine prevSub = Submarine; - - FindHull(); - - if (Submarine == null && prevSub != null) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub == null) - { - body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub != null && Submarine != prevSub) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); - } - - 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; - - FindHull(); - - if (Submarine == null && prevSub != null) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub == null) - { - body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub != null && Submarine != prevSub) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); - } - - 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; diff --git a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs index f6d91415d..ff3d5557d 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs @@ -514,6 +514,25 @@ 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 diff --git a/Barotrauma/BarotraumaShared/Submarines/RemoraDrone.sub b/Barotrauma/BarotraumaShared/Submarines/RemoraDrone.sub index eb9b88997..30fd1a083 100644 Binary files a/Barotrauma/BarotraumaShared/Submarines/RemoraDrone.sub and b/Barotrauma/BarotraumaShared/Submarines/RemoraDrone.sub differ diff --git a/Barotrauma/BarotraumaShared/Submarines/Selkie.sub b/Barotrauma/BarotraumaShared/Submarines/Selkie.sub index 3252dd755..d1f2e056f 100644 Binary files a/Barotrauma/BarotraumaShared/Submarines/Selkie.sub and b/Barotrauma/BarotraumaShared/Submarines/Selkie.sub differ diff --git a/Barotrauma/BarotraumaShared/Submarines/Typhon.sub b/Barotrauma/BarotraumaShared/Submarines/Typhon.sub index 8605eff50..4a0fe1857 100644 Binary files a/Barotrauma/BarotraumaShared/Submarines/Typhon.sub and b/Barotrauma/BarotraumaShared/Submarines/Typhon.sub differ diff --git a/Barotrauma/BarotraumaShared/Submarines/Venture.sub b/Barotrauma/BarotraumaShared/Submarines/Venture.sub index 834680457..ce2074cc1 100644 Binary files a/Barotrauma/BarotraumaShared/Submarines/Venture.sub and b/Barotrauma/BarotraumaShared/Submarines/Venture.sub differ