(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
@@ -9,23 +9,29 @@ namespace Barotrauma
{
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private AIObjectiveFindDivingGear findDivingGear;
private Vector2 targetPos;
private bool repeat;
private bool cannotReach;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public float CloseEnough { get; set; } = 0.5f;
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public bool CheckVisibility { get; set; }
public float CloseEnough = 0.5f;
public override float GetPriority()
public bool IgnoreIfTargetDead;
public bool AllowGoingOutside = false;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target != null && Target.Removed) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
@@ -33,6 +39,44 @@ namespace Barotrauma
return 1.0f;
}
public override bool CanBeCompleted
{
get
{
bool canComplete = !cannotReach && !abandon;
if (canComplete)
{
if (FollowControlledCharacter && Character.Controlled == null)
{
canComplete = false;
}
else if (Target != null && Target.Removed)
{
canComplete = false;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
canComplete = !PathSteering.CurrentPath.Unreachable;
}
}
}
if (!canComplete)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
#endif
if (HumanAIController.ObjectiveManager.CurrentOrder != null)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
}
character.AIController.SteeringManager.Reset();
}
return canComplete;
}
}
public Entity Target { get; private set; }
public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
@@ -45,7 +89,7 @@ namespace Barotrauma
this.Target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 2.0f;
waitUntilPathUnreachable = 1.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
@@ -66,36 +110,27 @@ namespace Barotrauma
{
if (FollowControlledCharacter)
{
if (Character.Controlled == null)
{
abandon = true;
return;
}
if (Character.Controlled == null) { return; }
Target = Character.Controlled;
}
if (Target == character)
{
character.AIController.SteeringManager.Reset();
abandon = true;
return;
}
}
waitUntilPathUnreachable -= deltaTime;
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
if (Target != null)
{
if (Target.Removed)
{
abandon = true;
}
else
{
character.AIController.SelectTarget(Target.AiTarget);
}
}
if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
Vector2 currTargetPos = Vector2.Zero;
if (Target == null)
{
currTargetPos = targetPos;
@@ -110,12 +145,8 @@ namespace Barotrauma
currTargetPos -= character.Submarine.SimPosition;
}
}
bool sightCheck = true;
if (CheckVisibility && Target != null)
{
sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
}
if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
@@ -123,50 +154,31 @@ namespace Barotrauma
else
{
bool isInside = character.CurrentHull != null;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null;
bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
abandon = true;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
abandon = PathSteering.CurrentPath.Unreachable;
}
}
if (abandon)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
}
character.AIController.SteeringManager.Reset();
cannotReach = true;
}
else
{
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
if (getDivingGearIfNeeded)
{
var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
bool needsDivingSuit = needsDivingGear && (targetIsOutside || targetHull.WaterPercentage > 90);
bool needsEquipment = false;
if (needsDivingSuit)
if (targetIsOutside ||
Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
{
needsEquipment = !HumanAIController.HasDivingSuit(character);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingMask(character);
}
if (needsEquipment)
{
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
if (findDivingGear == null)
{
findDivingGear = new AIObjectiveFindDivingGear(character, true);
AddSubObjective(findDivingGear);
}
else if (!findDivingGear.CanBeCompleted)
{
abandon = true;
}
}
}
}
@@ -177,30 +189,40 @@ namespace Barotrauma
{
if (repeat) { return false; }
bool completed = false;
if (Target is Item item)
{
if (item.IsInsideTrigger(character.WorldPosition)) { completed = true; }
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter)) { completed = true; }
if (character.CanInteractWith(targetCharacter)) completed = true;
}
completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
if (completed) { character.AIController.SteeringManager.Reset(); }
if (completed) character.AIController.SteeringManager.Reset();
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
if (objective.Target == Target) { return true; }
return objective.targetPos == targetPos;
}
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
if (objective == null) return false;
if (objective.Target == Target) return true;
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
}
}