(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:50:39 +03:00
parent ef374ada71
commit fd7dfebd3a
49 changed files with 1733 additions and 1873 deletions
@@ -11,9 +11,6 @@ namespace Barotrauma
{
public override string DebugTag => "get item";
private readonly bool equip;
private readonly HashSet<Item> ignoredItems = new HashSet<Item>();
public Func<Item, float> GetItemPriority;
//can be either tags or identifiers
@@ -23,8 +20,14 @@ namespace Barotrauma
public string[] ignoredContainerIdentifiers;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
private bool equip;
public override float GetPriority()
private HashSet<Item> ignoredItems = new HashSet<Item>();
private bool canBeCompleted = true;
public override bool CanBeCompleted => canBeCompleted;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
@@ -33,19 +36,16 @@ namespace Barotrauma
return 1.0f;
}
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false) : base(character, "")
{
currSearchIndex = -1;
this.equip = equip;
this.targetItem = targetItem;
}
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
: this(character, new string[] { itemIdentifier }, objectiveManager, equip, priorityModifier) { }
public AIObjectiveGetItem(Character character, string itemIdentifier, bool equip = false) : this(character, new string[] { itemIdentifier }, equip) { }
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, bool equip = false) : base(character, "")
{
currSearchIndex = -1;
this.equip = equip;
@@ -54,15 +54,20 @@ namespace Barotrauma
{
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
}
CheckInventory();
}
private void CheckInventory()
{
if (itemIdentifiers == null) { return; }
if (itemIdentifiers == null)
{
return;
}
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) { continue; }
if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) continue;
if (itemIdentifiers.Any(id => character.Inventory.Items[i].Prefab.Identifier == id || character.Inventory.Items[i].HasTag(id)))
{
targetItem = character.Inventory.Items[i];
@@ -76,7 +81,7 @@ namespace Barotrauma
{
foreach (Item containedItem in containedItems)
{
if (containedItem == null || containedItem.Condition <= 0.0f) { continue; }
if (containedItem == null || containedItem.Condition <= 0.0f) continue;
if (itemIdentifiers.Any(id => containedItem.Prefab.Identifier == id || containedItem.HasTag(id)))
{
targetItem = containedItem;
@@ -94,11 +99,13 @@ namespace Barotrauma
FindTargetItem();
if (targetItem == null || moveToTarget == null)
{
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
//SteeringManager.SteeringWander();
return;
}
if (moveToTarget.CurrentHull == character.CurrentHull &&
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance, 2))
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
{
int targetSlot = -1;
if (equip)
@@ -116,7 +123,8 @@ namespace Barotrauma
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; }
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) continue;
targetSlot = i;
//slot free, continue
if (character.Inventory.Items[i] == null) { continue; }
@@ -128,6 +136,7 @@ namespace Barotrauma
}
}
targetItem.TryInteract(character, false, true);
if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
{
character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
@@ -135,20 +144,23 @@ namespace Barotrauma
}
else
{
TryAddSubObjective(ref goToObjective,
constructor: () =>
{
//check if we're already looking for a diving gear
bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: !gettingDivingGear);
},
onAbandon: () =>
{
targetItem = null;
moveToTarget = null;
ignoredItems.Add(targetItem);
});
if (goToObjective == null || moveToTarget != goToObjective.Target)
{
//check if we're already looking for a diving gear
bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
}
goToObjective.TryComplete(deltaTime);
if (!goToObjective.CanBeCompleted)
{
targetItem = null;
moveToTarget = null;
ignoredItems.Add(targetItem);
}
}
}
@@ -164,10 +176,11 @@ namespace Barotrauma
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item is was defined.");
#endif
abandon = true;
canBeCompleted = false;
}
return;
}
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
{
currSearchIndex++;
@@ -176,18 +189,15 @@ namespace Barotrauma
if (item.Submarine == null) { continue; }
else if (item.Submarine.TeamID != character.TeamID) { continue; }
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
if (ignoredContainerIdentifiers != null && item.Container != null)
{
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)
{
@@ -209,9 +219,11 @@ namespace Barotrauma
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; }
currItemPriority = itemPriority;
targetItem = item;
moveToTarget = rootContainer ?? item;
}
//if searched through all the items and a target wasn't found, can't be completed
if (currSearchIndex >= Item.ItemList.Count - 1 && targetItem == null)
@@ -219,21 +231,21 @@ namespace Barotrauma
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}");
#endif
abandon = true;
canBeCompleted = false;
}
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
if (getItem == null) { return false; }
if (getItem.equip != equip) { return false; }
if (getItem == null) return false;
if (getItem.equip != equip) return false;
if (getItem.itemIdentifiers != null && itemIdentifiers != null)
{
if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) { return false; }
if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) return false;
for (int i = 0; i < getItem.itemIdentifiers.Length; i++)
{
if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) { return false; }
if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) return false;
}
return true;
}
@@ -251,10 +263,7 @@ namespace Barotrauma
foreach (string itemName in itemIdentifiers)
{
var matchingItem = character.Inventory.FindItemByTag(itemName) ?? character.Inventory.FindItemByIdentifier(itemName);
if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem)))
{
return true;
}
if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem))) return true;
}
return false;
}