Fuel rods can't be turned back to uranium/incendium if they've already been used, fixed level generation breaking with smaller subs
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@@ -59,7 +59,7 @@
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Uranium Bar"/>
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<Item name="Uranium Bar" requirefullcondition="true"/>
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</Deconstruct>
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<Sprite texture ="fuelrod.png"/>
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@@ -78,7 +78,7 @@
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Incendium Bar"/>
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<Item name="Incendium Bar" requirefullcondition="true"/>
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</Deconstruct>
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<Sprite texture ="fuelrod.png"/>
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@@ -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("0.3.1.3")]
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[assembly: AssemblyFileVersion("0.3.1.3")]
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[assembly: AssemblyVersion("0.3.1.5")]
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[assembly: AssemblyFileVersion("0.3.1.5")]
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@@ -58,9 +58,11 @@ namespace Barotrauma.Items.Components
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return;
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}
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foreach (string deconstructProduct in targetItem.Prefab.DeconstructItems)
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foreach (DeconstructItem deconstructProduct in targetItem.Prefab.DeconstructItems)
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{
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var itemPrefab = ItemPrefab.list.FirstOrDefault(ip => ip.Name.ToLower() == deconstructProduct.ToLower()) as ItemPrefab;
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if (deconstructProduct.RequireFullCondition && targetItem.Condition < 100.0f) continue;
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var itemPrefab = ItemPrefab.list.FirstOrDefault(ip => ip.Name.ToLower() == deconstructProduct.ItemPrefabName.ToLower()) as ItemPrefab;
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if (itemPrefab==null)
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{
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DebugConsole.ThrowError("Tried to deconstruct item ''"+targetItem.Name+"'' but couldn't find item prefab ''"+deconstructProduct+"''!");
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@@ -9,6 +9,18 @@ using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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struct DeconstructItem
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{
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public readonly string ItemPrefabName;
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public readonly bool RequireFullCondition;
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public DeconstructItem(string itemPrefabName, bool requireFullCondition)
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{
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ItemPrefabName = itemPrefabName;
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RequireFullCondition = requireFullCondition;
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}
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}
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class ItemPrefab : MapEntityPrefab
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{
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//static string contentFolder = "Content/Items/";
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@@ -38,7 +50,7 @@ namespace Barotrauma
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get { return configFile; }
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}
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public List<string> DeconstructItems
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public List<DeconstructItem> DeconstructItems
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{
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get;
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private set;
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@@ -216,7 +228,7 @@ namespace Barotrauma
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Triggers = new List<Rectangle>();
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DeconstructItems = new List<string>();
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DeconstructItems = new List<DeconstructItem>();
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DeconstructTime = 1.0f;
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foreach (XElement subElement in element.Elements())
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@@ -238,7 +250,12 @@ namespace Barotrauma
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foreach (XElement deconstructItem in subElement.Elements())
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{
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DeconstructItems.Add(ToolBox.GetAttributeString(deconstructItem, "name", "not found"));
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string deconstructItemName = ToolBox.GetAttributeString(deconstructItem, "name", "not found");
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bool requireFullCondition = ToolBox.GetAttributeBool(deconstructItem, "requirefullcondition", false);
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DeconstructItems.Add(new DeconstructItem(deconstructItemName, requireFullCondition));
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}
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break;
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@@ -148,13 +148,12 @@ namespace Barotrauma
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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float minWidth = Submarine.Loaded == null ? 3000.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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minWidth = Math.Max(minWidth, 3500.0f);
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startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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List<Vector2> pathNodes = new List<Vector2>();
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Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
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pathBorders.Inflate(-minWidth*2, -minWidth*2);
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@@ -871,7 +870,10 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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leftNormal = Vector2.UnitX;
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break;
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}
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@@ -891,7 +893,10 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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rightNormal = Vector2.UnitX;
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break;
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}
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@@ -602,7 +602,7 @@ namespace Barotrauma.Networking
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gameStarted = true;
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endRoundButton.Visible = Voting.AllowEndVoting;
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endRoundButton.Visible = Voting.AllowEndVoting && myCharacter != null;
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GameMain.GameScreen.Select();
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@@ -85,7 +85,7 @@ namespace Barotrauma.Networking
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get { return allowSpectating; }
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}
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public float EndVoteRequiredRatio;
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public float EndVoteRequiredRatio = 0.5f;
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private void CreateSettingsFrame()
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{
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@@ -1,3 +1,16 @@
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---------------------------------------------------------------------------------------------------------
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v0.3.1.5
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---------------------------------------------------------------------------------------------------------
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- fixed projectiles/weapons not colliding with characters
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---------------------------------------------------------------------------------------------------------
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v0.3.1.4
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---------------------------------------------------------------------------------------------------------
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- fixed items ''floating'' in some of the custom subs
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- fuel rods can't be turned back to uranium/incendium bars if they've been used
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---------------------------------------------------------------------------------------------------------
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v0.3.1.3
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---------------------------------------------------------------------------------------------------------
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