Unstable v0.19.1.0

This commit is contained in:
Juan Pablo Arce
2022-08-19 13:59:08 -03:00
parent 6b55adcdd9
commit 1219615d64
192 changed files with 3875 additions and 2648 deletions
@@ -305,7 +305,7 @@ namespace Barotrauma.Items.Components
float fabricationSpeedIncrease = 1f + tinkeringStrength * TinkeringSpeedIncrease;
timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(powerConsumption <= 0 ? 1 : Voltage, 1.0f);
timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(powerConsumption <= 0 ? 1 : Voltage, MaxOverVoltageFactor);
UpdateRequiredTimeProjSpecific();
@@ -371,8 +371,7 @@ namespace Barotrauma.Items.Components
var availableItems = availableIngredients[requiredPrefab.Identifier];
var availableItem = availableItems.FirstOrDefault(potentialPrefab =>
{
return potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
return requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage);
});
if (availableItem == null) { continue; }
@@ -616,8 +615,7 @@ namespace Barotrauma.Items.Components
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
foreach (Item availablePrefab in availablePrefabs)
{
if (availablePrefab.ConditionPercentage / 100.0f >= requiredItem.MinCondition &&
availablePrefab.ConditionPercentage / 100.0f <= requiredItem.MaxCondition)
if (requiredItem.IsConditionSuitable(availablePrefab.ConditionPercentage))
{
availablePrefabsAmount++;
}
@@ -732,9 +730,7 @@ namespace Barotrauma.Items.Components
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
{
return !usedItems.Contains(potentialPrefab) &&
potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
return !usedItems.Contains(potentialPrefab) && requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage);
});
if (availablePrefab == null) { continue; }