This commit is contained in:
EvilFactory
2023-06-15 12:13:50 -03:00
210 changed files with 4491 additions and 2580 deletions
@@ -321,12 +321,12 @@ namespace Barotrauma.Items.Components
}
}
public override void Drop(Character dropper)
public override void Drop(Character dropper, bool setTransform = true)
{
Drop(true, dropper);
Drop(true, dropper, setTransform);
}
private void Drop(bool dropConnectedWires, Character dropper)
private void Drop(bool dropConnectedWires, Character dropper, bool setTransform = true)
{
GetRope()?.Snap();
if (dropConnectedWires)
@@ -343,8 +343,11 @@ namespace Barotrauma.Items.Components
DeattachFromWall();
}
if (Pusher != null) { Pusher.Enabled = false; }
if (item.body != null) { item.body.Enabled = true; }
if (setTransform)
{
if (Pusher != null) { Pusher.Enabled = false; }
if (item.body != null) { item.body.Enabled = true; }
}
IsActive = false;
attachTargetCell = null;
@@ -357,7 +360,7 @@ namespace Barotrauma.Items.Components
item.Submarine = picker.Submarine;
if (item.body != null)
if (item.body != null && setTransform)
{
if (item.body.Removed)
{
@@ -599,6 +602,10 @@ namespace Barotrauma.Items.Components
throw new InvalidOperationException($"Tried to attach an item with no physics body to a wall ({item.Prefab.Identifier}).");
}
body.Enabled = false;
body.SetTransformIgnoreContacts(body.SimPosition, rotation: 0.0f);
item.body = null;
//outside hulls/subs -> we need to check if the item is being attached on a structure outside the sub
if (item.CurrentHull == null && item.Submarine == null)
{
@@ -638,9 +645,6 @@ namespace Barotrauma.Items.Components
}
}
body.Enabled = false;
item.body = null;
DisplayMsg = prevMsg;
PickKey = prevPickKey;
requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(prevRequiredItems);
@@ -812,7 +816,7 @@ namespace Barotrauma.Items.Components
foreach (var edge in cell.Edges)
{
if (!edge.IsSolid) { continue; }
if (MathUtils.GetLineIntersection(edge.Point1, edge.Point2, user.WorldPosition, attachPos, out Vector2 intersection))
if (MathUtils.GetLineSegmentIntersection(edge.Point1, edge.Point2, user.WorldPosition, attachPos, out Vector2 intersection))
{
attachPos = intersection;
edgeFound = true;
@@ -97,11 +97,18 @@ namespace Barotrauma.Items.Components
{
if (holdable != null && !holdable.Attached)
{
trigger.Enabled = false;
if (trigger != null)
{
trigger.Enabled = false;
}
IsActive = false;
}
else
{
if (trigger == null)
{
CreateTriggerBody();
}
if (trigger != null && Vector2.DistanceSquared(item.SimPosition, trigger.SimPosition) > 0.01f)
{
trigger.SetTransform(item.SimPosition, 0.0f);
@@ -123,12 +130,15 @@ namespace Barotrauma.Items.Components
{
holdable.PickingTime = float.MaxValue;
}
}
private void CreateTriggerBody()
{
System.Diagnostics.Debug.Assert(trigger == null, "LevelResource trigger already created!");
var body = item.body ?? holdable.Body;
if (body != null)
if (body != null && Attached)
{
trigger = new PhysicsBody(body.Width, body.Height, body.Radius,
trigger = new PhysicsBody(body.Width, body.Height, body.Radius,
body.Density,
BodyType.Static,
Physics.CollisionWall,
@@ -143,7 +153,6 @@ namespace Barotrauma.Items.Components
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (trigger != null)
{
trigger.Remove();
@@ -170,9 +170,9 @@ namespace Barotrauma.Items.Components
return characterUsable || character == null;
}
public override void Drop(Character dropper)
public override void Drop(Character dropper, bool setTransform = true)
{
base.Drop(dropper);
base.Drop(dropper, setTransform);
hitting = false;
hitPos = 0.0f;
}
@@ -241,12 +241,9 @@ namespace Barotrauma.Items.Components
}
}
public override void Drop(Character dropper)
public override void Drop(Character dropper, bool setTransform = true)
{
if (picker == null)
{
picker = dropper;
}
picker ??= dropper;
Vector2 bodyDropPos = Vector2.Zero;
@@ -255,8 +252,7 @@ namespace Barotrauma.Items.Components
if (item.ParentInventory != null && item.ParentInventory.Owner != null && !item.ParentInventory.Owner.Removed)
{
bodyDropPos = item.ParentInventory.Owner.SimPosition;
if (item.body != null) item.body.ResetDynamics();
item.body?.ResetDynamics();
}
}
else if (!picker.Removed)
@@ -270,7 +266,7 @@ namespace Barotrauma.Items.Components
picker = null;
}
if (item.body != null && !item.body.Enabled)
if (item.body != null && !item.body.Enabled && setTransform)
{
if (item.body.Removed)
{
@@ -912,17 +912,16 @@ namespace Barotrauma.Items.Components
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
foreach (ISerializableEntity target in currentTargets)
{
if (!(target is Door door)) { continue; }
if (target is not Door door) { continue; }
if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
for (int i = 0; i < effect.propertyNames.Length; i++)
foreach (var propertyEffect in effect.PropertyEffects)
{
Identifier propertyName = effect.propertyNames[i];
if (propertyName != "stuck") { continue; }
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property)) { continue; }
if (propertyEffect.propertyName != "stuck") { continue; }
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyEffect.propertyName, out SerializableProperty property)) { continue; }
object value = property.GetValue(target);
if (door.Stuck > 0)
{
bool isCutting = effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0;
bool isCutting = propertyEffect.value is float and < 0;
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White,
textTag: isCutting ? "progressbar.cutting" : "progressbar.welding");
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
@@ -56,9 +56,9 @@ namespace Barotrauma.Items.Components
return false;
}
public override void Drop(Character dropper)
public override void Drop(Character dropper, bool setTransform = true)
{
base.Drop(dropper);
base.Drop(dropper, setTransform);
throwState = ThrowState.None;
throwAngle = ThrowAngleStart;
Item.ResetWaterDragCoefficient();