Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git into Regalis11-master
This commit is contained in:
11
.gitignore
vendored
11
.gitignore
vendored
@@ -20,6 +20,9 @@ bld/
|
||||
*.shproj.user
|
||||
*.vcxproj.user
|
||||
|
||||
# Rider
|
||||
.idea/
|
||||
|
||||
# Platform-specific webm_mem_playback files
|
||||
Libraries/webm_mem_playback/libvpx_x64_linux/
|
||||
Libraries/webm_mem_playback/libvpx_x64_vs15/
|
||||
@@ -40,7 +43,13 @@ Libraries/webm_mem_playback/opus_x64_linux/
|
||||
# Win
|
||||
desktop.ini
|
||||
|
||||
#Merge script
|
||||
# Merge script
|
||||
temp.txt
|
||||
|
||||
docs/html
|
||||
# Private assets
|
||||
Barotrauma/BarotraumaShared/Content/*
|
||||
.github/ISSUE_TEMPLATE/release-checklist.md
|
||||
|
||||
#Rider
|
||||
*.DotSettings.user
|
||||
|
||||
@@ -338,15 +338,18 @@ namespace Barotrauma
|
||||
previousOffset = offset;
|
||||
}
|
||||
|
||||
//how much to zoom out (zoom completely out when offset is 1000)
|
||||
float zoomOutAmount = GetZoomAmount(offset);
|
||||
//scaled zoom amount
|
||||
float scaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount) * globalZoomScale;
|
||||
//zoom in further if zoomOutAmount is low and resolution is lower than reference
|
||||
float newZoom = scaledZoom * (MathHelper.Lerp(0.3f * (1f - Math.Min(globalZoomScale, 1f)), 0f,
|
||||
(GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(offsetUnscaledLen) : 0.3f) + 1f);
|
||||
if (allowZoom)
|
||||
{
|
||||
//how much to zoom out (zoom completely out when offset is 1000)
|
||||
float zoomOutAmount = GetZoomAmount(offset);
|
||||
//scaled zoom amount
|
||||
float scaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount) * globalZoomScale;
|
||||
//zoom in further if zoomOutAmount is low and resolution is lower than reference
|
||||
float newZoom = scaledZoom * (MathHelper.Lerp(0.3f * (1f - Math.Min(globalZoomScale, 1f)), 0f,
|
||||
(GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(offsetUnscaledLen) : 0.3f) + 1f);
|
||||
|
||||
Zoom += (newZoom - zoom) / ZoomSmoothness;
|
||||
Zoom += (newZoom - zoom) / ZoomSmoothness;
|
||||
}
|
||||
|
||||
//force targetzoom to the current zoom value, so the camera stays at the same zoom when switching to freecam
|
||||
targetZoom = Zoom;
|
||||
|
||||
@@ -332,7 +332,7 @@ namespace Barotrauma
|
||||
{
|
||||
cam.OffsetAmount = targetOffsetAmount = 0.0f;
|
||||
cursorPosition =
|
||||
SelectedConstruction.Position +
|
||||
Position +
|
||||
PlayerInput.MouseSpeed.ClampLength(10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking
|
||||
}
|
||||
else if (!GameMain.Config.EnableMouseLook)
|
||||
@@ -1096,6 +1096,7 @@ namespace Barotrauma
|
||||
private SoundChannel soundChannel;
|
||||
public void PlaySound(CharacterSound.SoundType soundType, float soundIntervalFactor = 1.0f, float maxInterval = 0)
|
||||
{
|
||||
if (Removed) { return; }
|
||||
if (sounds == null || sounds.Count == 0) { return; }
|
||||
if (soundChannel != null && soundChannel.IsPlaying) { return; }
|
||||
if (GameMain.SoundManager?.Disabled ?? true) { return; }
|
||||
|
||||
@@ -452,11 +452,17 @@ namespace Barotrauma
|
||||
ushort itemID = msg.ReadUInt16();
|
||||
if (!(Entity.FindEntityByID(itemID) is Item item)) { continue; }
|
||||
item.AllowStealing = true;
|
||||
var wifiComponent = item.GetComponent<Items.Components.WifiComponent>();
|
||||
var wifiComponent = item.GetComponent<WifiComponent>();
|
||||
if (wifiComponent != null)
|
||||
{
|
||||
wifiComponent.TeamID = teamID;
|
||||
}
|
||||
var idCard = item.GetComponent<IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
idCard.TeamID = teamID;
|
||||
idCard.SubmarineSpecificID = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 10: //NetEntityEvent.Type.UpdateExperience
|
||||
|
||||
@@ -83,7 +83,13 @@ namespace Barotrauma
|
||||
|
||||
var equipIdentifiers = Element.GetChildElements("ItemSet").Elements().Where(e => e.GetAttributeBool("outfit", false)).Select(e => e.GetAttributeString("identifier", ""));
|
||||
|
||||
var outfitPrefabs = ItemPrefab.Prefabs.Where(itemPrefab => equipIdentifiers.Contains(itemPrefab.Identifier)).ToList();
|
||||
List<ItemPrefab> outfitPrefabs = new List<ItemPrefab>();
|
||||
foreach (var equipIdentifier in equipIdentifiers)
|
||||
{
|
||||
var itemPrefab = ItemPrefab.Prefabs.Find(ip => ip.Identifier == equipIdentifier);
|
||||
if (itemPrefab != null) { outfitPrefabs.Add(itemPrefab); }
|
||||
}
|
||||
|
||||
if (!outfitPrefabs.Any()) { return null; }
|
||||
|
||||
for (int i = 0; i < outfitPrefabs.Count; i++)
|
||||
|
||||
@@ -256,6 +256,15 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool CanInteractWhenUnfocusable { get; set; } = false;
|
||||
|
||||
public override Rectangle MouseRect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!CanBeFocused && !CanInteractWhenUnfocusable) { return Rectangle.Empty; }
|
||||
return ClampMouseRectToParent ? ClampRect(Rect) : Rect;
|
||||
}
|
||||
}
|
||||
|
||||
/// <param name="isScrollBarOnDefaultSide">For horizontal listbox, default side is on the bottom. For vertical, it's on the right.</param>
|
||||
public GUIListBox(RectTransform rectT, bool isHorizontal = false, Color? color = null, string style = "", bool isScrollBarOnDefaultSide = true, bool useMouseDownToSelect = false) : base(style, rectT)
|
||||
{
|
||||
@@ -770,8 +779,13 @@ namespace Barotrauma
|
||||
BarScroll += speed * Math.Sign(diff) / TotalSize;
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.ScrollWheelSpeed != 0 && AllowMouseWheelScroll && (FindScrollableParentListBox(GUI.MouseOn) == this || GUI.IsMouseOn(ScrollBar)))
|
||||
|
||||
bool IsMouseOn() =>
|
||||
FindScrollableParentListBox(GUI.MouseOn) == this ||
|
||||
GUI.IsMouseOn(ScrollBar) ||
|
||||
(CanInteractWhenUnfocusable && Content.Rect.Contains(PlayerInput.MousePosition));
|
||||
|
||||
if (PlayerInput.ScrollWheelSpeed != 0 && AllowMouseWheelScroll && IsMouseOn())
|
||||
{
|
||||
if (SmoothScroll)
|
||||
{
|
||||
|
||||
@@ -463,7 +463,6 @@ namespace Barotrauma
|
||||
{
|
||||
SubmarineInfo previousSub = GameMain.GameSession.SubmarineInfo;
|
||||
GameMain.GameSession.SubmarineInfo = PendingSubmarineSwitch;
|
||||
PendingSubmarineSwitch = null;
|
||||
|
||||
for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++)
|
||||
{
|
||||
@@ -476,6 +475,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
PendingSubmarineSwitch = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -516,6 +516,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private readonly static List<SlotReference> hideSubInventories = new List<SlotReference>();
|
||||
private readonly static List<SlotReference> tempHighlightedSubInventorySlots = new List<SlotReference>();
|
||||
|
||||
public override void Update(float deltaTime, Camera cam, bool isSubInventory = false)
|
||||
{
|
||||
if (!AccessibleWhenAlive && !character.IsDead)
|
||||
@@ -579,15 +582,17 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<SlotReference> hideSubInventories = new List<SlotReference>();
|
||||
|
||||
hideSubInventories.Clear();
|
||||
//remove highlighted subinventory slots that can no longer be accessed
|
||||
highlightedSubInventorySlots.RemoveWhere(s =>
|
||||
s.ParentInventory == this &&
|
||||
((s.SlotIndex < 0 || s.SlotIndex >= slots.Length || slots[s.SlotIndex] == null) || (Character.Controlled != null && !Character.Controlled.CanAccessInventory(s.Inventory))));
|
||||
//remove highlighted subinventory slots that refer to items no longer in this inventory
|
||||
highlightedSubInventorySlots.RemoveWhere(s => s.Item != null && s.ParentInventory == this && s.Item.ParentInventory != this);
|
||||
foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
|
||||
tempHighlightedSubInventorySlots.Clear();
|
||||
tempHighlightedSubInventorySlots.AddRange(highlightedSubInventorySlots);
|
||||
foreach (var highlightedSubInventorySlot in tempHighlightedSubInventorySlots)
|
||||
{
|
||||
if (highlightedSubInventorySlot.ParentInventory == this)
|
||||
{
|
||||
|
||||
@@ -300,6 +300,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
requiresRecipeText.RectTransform.RepositionChildInHierarchy(itemList.Content.RectTransform.GetChildIndex(firstRequiresRecipe.RectTransform));
|
||||
}
|
||||
|
||||
HideEmptyItemListCategories();
|
||||
}
|
||||
|
||||
private void DrawInputOverLay(SpriteBatch spriteBatch, GUICustomComponent overlayComponent)
|
||||
@@ -479,6 +481,13 @@ namespace Barotrauma.Items.Components
|
||||
child.Visible = recipe.DisplayName.ToLower().Contains(filter);
|
||||
}
|
||||
|
||||
HideEmptyItemListCategories();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void HideEmptyItemListCategories()
|
||||
{
|
||||
//go through the elements backwards, and disable the labels ("insufficient skills to fabricate", "recipe required...") if there's no items below them
|
||||
bool recipeVisible = false;
|
||||
foreach (GUIComponent child in itemList.Content.Children.Reverse())
|
||||
@@ -490,14 +499,12 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
recipeVisible = child.Visible;
|
||||
recipeVisible |= child.Visible;
|
||||
}
|
||||
}
|
||||
|
||||
itemList.UpdateScrollBarSize();
|
||||
itemList.BarScroll = 0.0f;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool ClearFilter()
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
internal readonly struct MiniMapSprite
|
||||
{
|
||||
public readonly Sprite Sprite;
|
||||
public readonly Sprite? Sprite;
|
||||
public readonly Color Color;
|
||||
|
||||
public MiniMapSprite(JobPrefab prefab)
|
||||
@@ -1302,6 +1302,8 @@ namespace Barotrauma.Items.Components
|
||||
int i = 0;
|
||||
foreach (MiniMapSprite info in cardsToDraw)
|
||||
{
|
||||
if (info.Sprite is null) { continue; }
|
||||
|
||||
float spriteSize = info.Sprite.size.X * (parentWidth / info.Sprite.size.X) + padding;
|
||||
if (totalWidth + spriteSize > frame.Rect.Width) { break; }
|
||||
|
||||
@@ -1318,7 +1320,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
foreach (MiniMapSprite info in cardsToDraw)
|
||||
{
|
||||
Sprite sprite = info.Sprite;
|
||||
Sprite? sprite = info.Sprite;
|
||||
if (sprite is null) { continue; }
|
||||
float scale = parentWidth / sprite.size.X;
|
||||
float spriteSize = sprite.size.X * scale;
|
||||
float posX = adjustedCenterX + offset;
|
||||
|
||||
@@ -88,7 +88,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Vector2 startPos = GetSourcePos();
|
||||
startPos.Y = -startPos.Y;
|
||||
if (source is Item sourceItem)
|
||||
if (source is Item sourceItem && !sourceItem.Removed)
|
||||
{
|
||||
var turret = sourceItem.GetComponent<Turret>();
|
||||
var weapon = sourceItem.GetComponent<RangedWeapon>();
|
||||
|
||||
@@ -540,7 +540,7 @@ namespace Barotrauma
|
||||
}
|
||||
}*/
|
||||
|
||||
bool mouseOn = interactRect.Contains(PlayerInput.MousePosition) && !Locked && !mouseOnGUI && !slot.Disabled;
|
||||
bool mouseOn = interactRect.Contains(PlayerInput.MousePosition) && !Locked && !mouseOnGUI && !slot.Disabled && IsMouseOnInventory;
|
||||
|
||||
// Delete item from container in sub editor
|
||||
if (SubEditorScreen.IsSubEditor() && PlayerInput.IsCtrlDown())
|
||||
@@ -863,6 +863,8 @@ namespace Barotrauma
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (GameSession.IsTabMenuOpen) { return false; }
|
||||
if (CrewManager.IsCommandInterfaceOpen) { return false; }
|
||||
|
||||
if (Character.Controlled == null) { return false; }
|
||||
|
||||
@@ -1313,6 +1315,10 @@ namespace Barotrauma
|
||||
|
||||
private static bool CanSelectSlot(SlotReference selectedSlot)
|
||||
{
|
||||
if (!IsMouseOnInventory)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!selectedSlot.Slot.MouseOn())
|
||||
{
|
||||
return false;
|
||||
@@ -1335,7 +1341,8 @@ namespace Barotrauma
|
||||
if ((parentItem?.GetRootInventoryOwner() is Character ownerCharacter) &&
|
||||
ownerCharacter == Character.Controlled &&
|
||||
CharacterHealth.OpenHealthWindow?.Character != ownerCharacter &&
|
||||
ownerCharacter.Inventory.IsInLimbSlot(parentItem, InvSlotType.HealthInterface))
|
||||
ownerCharacter.Inventory.IsInLimbSlot(parentItem, InvSlotType.HealthInterface) &&
|
||||
Screen.Selected != GameMain.SubEditorScreen)
|
||||
{
|
||||
highlightedSubInventorySlots.RemoveWhere(s => s.Item == parentItem);
|
||||
return false;
|
||||
|
||||
@@ -543,6 +543,7 @@ namespace Barotrauma
|
||||
partial void OnCollisionProjSpecific(float impact)
|
||||
{
|
||||
if (impact > 1.0f &&
|
||||
Container == null &&
|
||||
!string.IsNullOrEmpty(Prefab.ImpactSoundTag) &&
|
||||
Timing.TotalTime > LastImpactSoundTime + ImpactSoundInterval)
|
||||
{
|
||||
|
||||
@@ -98,12 +98,10 @@ namespace Barotrauma
|
||||
private IEnumerable<object> DimLight(LightSource light)
|
||||
{
|
||||
float currBrightness = 1.0f;
|
||||
float startRange = light.Range;
|
||||
|
||||
while (light.Color.A > 0.0f && flashDuration > 0.0f)
|
||||
{
|
||||
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
|
||||
currBrightness -= (1.0f / flashDuration) * CoroutineManager.DeltaTime;
|
||||
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, (byte)(currBrightness * 255));
|
||||
currBrightness -= 1.0f / flashDuration * CoroutineManager.DeltaTime;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
@@ -529,7 +529,7 @@ namespace Barotrauma.Lights
|
||||
graphics.Clear(Color.Black);
|
||||
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
|
||||
diff.Y = -diff.Y;
|
||||
if (diff.LengthSquared() > 30.0f) { losOffset = diff; }
|
||||
if (diff.LengthSquared() > 20.0f * 20.0f) { losOffset = diff; }
|
||||
float rotation = MathUtils.VectorToAngle(losOffset);
|
||||
|
||||
Vector2 scale = new Vector2(
|
||||
|
||||
@@ -64,7 +64,18 @@ namespace Barotrauma.Networking
|
||||
string orderOption = orderMessageInfo.OrderOption;
|
||||
orderOption ??= orderMessageInfo.OrderOptionIndex.HasValue && orderMessageInfo.OrderOptionIndex >= 0 && orderMessageInfo.OrderOptionIndex < orderPrefab.Options.Length ?
|
||||
orderPrefab.Options[orderMessageInfo.OrderOptionIndex.Value] : "";
|
||||
txt = orderPrefab.GetChatMessage(orderMessageInfo.TargetCharacter?.Name, senderCharacter?.CurrentHull?.DisplayName,
|
||||
string targetRoom;
|
||||
|
||||
if (orderMessageInfo.TargetEntity is Hull targetHull)
|
||||
{
|
||||
targetRoom = targetHull.DisplayName;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetRoom = senderCharacter?.CurrentHull?.DisplayName;
|
||||
}
|
||||
|
||||
txt = orderPrefab.GetChatMessage(orderMessageInfo.TargetCharacter?.Name, targetRoom,
|
||||
givingOrderToSelf: orderMessageInfo.TargetCharacter == senderCharacter,
|
||||
orderOption: orderOption,
|
||||
priority: orderMessageInfo.Priority);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#region Using Statements
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
@@ -132,8 +133,11 @@ namespace Barotrauma
|
||||
{
|
||||
XElement newElement = new XElement(doc.Root.Name);
|
||||
newElement.Add(doc.Root.Attributes());
|
||||
newElement.Add(doc.Root.Elements().Where(e => !e.Name.LocalName.Equals("contentpackage", StringComparison.InvariantCultureIgnoreCase)));
|
||||
newElement.Add(baseDoc.Root.Elements().Where(e => e.Name.LocalName.Equals("contentpackage", StringComparison.InvariantCultureIgnoreCase)));
|
||||
string[] contentPackageTags = { "contentpackage", "contentpackages" };
|
||||
bool elementNameMatches(XElement element)
|
||||
=> contentPackageTags.Any(t => element.Name.LocalName.Equals(t, StringComparison.InvariantCultureIgnoreCase));
|
||||
newElement.Add(doc.Root.Elements().Where(e => !elementNameMatches(e)));
|
||||
newElement.Add(baseDoc.Root.Elements().Where(e => elementNameMatches(e)));
|
||||
XDocument newDoc = new XDocument(newElement);
|
||||
newDoc.Save(GameSettings.PlayerSavePath);
|
||||
sb.AppendLine("To prevent further startup errors, installed mods will be disabled the next time you launch the game.");
|
||||
|
||||
@@ -866,6 +866,8 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
CloseItem();
|
||||
|
||||
backedUpSubInfo = new SubmarineInfo(Submarine.MainSub);
|
||||
|
||||
GameMain.GameScreen.Select();
|
||||
@@ -1328,6 +1330,8 @@ namespace Barotrauma
|
||||
{
|
||||
base.Deselect();
|
||||
|
||||
CloseItem();
|
||||
|
||||
autoSaveLabel?.Parent?.RemoveChild(autoSaveLabel);
|
||||
autoSaveLabel = null;
|
||||
|
||||
@@ -3057,9 +3061,24 @@ namespace Barotrauma
|
||||
new ContextMenuOption("SubEditor.PasteAssembly", isEnabled: true, () => PasteAssembly()),
|
||||
new ContextMenuOption("Editor.SelectSame", isEnabled: targets.Count > 0, onSelected: delegate
|
||||
{
|
||||
bool doorGapSelected = targets.Any(t => t is Gap gap && gap.ConnectedDoor != null);
|
||||
foreach (MapEntity match in MapEntity.mapEntityList.Where(e => e.prefab != null && targets.Any(t => t.prefab?.Identifier == e.prefab.Identifier) && !MapEntity.SelectedList.Contains(e)))
|
||||
{
|
||||
if (MapEntity.SelectedList.Contains(match)) { continue; }
|
||||
if (match is Gap gap)
|
||||
{
|
||||
//don't add non-door gaps if we've selected a door gap (and vice versa)
|
||||
if ((gap.ConnectedDoor == null) == doorGapSelected) { continue; }
|
||||
}
|
||||
else if (match is Item item)
|
||||
{
|
||||
//add door gaps too if we're selecting doors
|
||||
var door = item.GetComponent<Door>();
|
||||
if (door?.LinkedGap != null && !MapEntity.SelectedList.Contains(door.LinkedGap))
|
||||
{
|
||||
MapEntity.SelectedList.Add(door.LinkedGap);
|
||||
}
|
||||
}
|
||||
MapEntity.SelectedList.Add(match);
|
||||
}
|
||||
}),
|
||||
@@ -4171,6 +4190,11 @@ namespace Barotrauma
|
||||
UpdateEntityList();
|
||||
}
|
||||
|
||||
if (OpenedItem != null && OpenedItem.Removed)
|
||||
{
|
||||
OpenedItem = null;
|
||||
}
|
||||
|
||||
if (WiringMode && dummyCharacter != null)
|
||||
{
|
||||
Wire equippedWire =
|
||||
|
||||
@@ -960,7 +960,7 @@ namespace Barotrauma
|
||||
targetMusic[i] = null;
|
||||
break;
|
||||
}
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, i == noiseLoopIndex ? "" : "music");
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, i == noiseLoopIndex ? "default" : "music");
|
||||
if (targetMusic[i].ContinueFromPreviousTime)
|
||||
{
|
||||
musicChannel[i].StreamSeekPos = targetMusic[i].PreviousTime;
|
||||
@@ -974,7 +974,7 @@ namespace Barotrauma
|
||||
if (musicChannel[i] == null || !musicChannel[i].IsPlaying)
|
||||
{
|
||||
musicChannel[i]?.Dispose();
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, i == noiseLoopIndex ? "" : "music");
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, i == noiseLoopIndex ? "default" : "music");
|
||||
musicChannel[i].Looping = true;
|
||||
}
|
||||
float targetGain = targetMusic[i].Volume;
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -1601,6 +1601,10 @@ namespace Barotrauma
|
||||
tpCharacter.Submarine = null;
|
||||
tpCharacter.AnimController.SetPosition(ConvertUnits.ToSimUnits(cursorWorldPos));
|
||||
tpCharacter.AnimController.FindHull(cursorWorldPos, true);
|
||||
if (tpCharacter.AIController?.SteeringManager is IndoorsSteeringManager pathSteering)
|
||||
{
|
||||
pathSteering.ResetPath();
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
@@ -202,13 +202,11 @@ namespace Barotrauma
|
||||
|
||||
public void SavePlayers()
|
||||
{
|
||||
List<CharacterCampaignData> prevCharacterData = new List<CharacterCampaignData>(characterData);
|
||||
//client character has spawned this round -> remove old data (and replace with an up-to-date one if the client still has a character)
|
||||
characterData.RemoveAll(cd => cd.HasSpawned);
|
||||
|
||||
//refresh the character data of clients who are still in the server
|
||||
foreach (Client c in GameMain.Server.ConnectedClients)
|
||||
{
|
||||
//ignore if the character is controlling a monster
|
||||
//(we'll just use the previously saved campaign data if there's any)
|
||||
if (c.Character != null && c.Character.Info == null)
|
||||
{
|
||||
c.Character = null;
|
||||
@@ -225,25 +223,30 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
}
|
||||
var characterInfo = c.Character?.Info ?? c.CharacterInfo;
|
||||
//use the info of the character the client is currently controlling
|
||||
// or the previously saved info if not (e.g. if the client has been spectating or died)
|
||||
var characterInfo = c.Character?.Info ?? characterData.Find(d => d.MatchesClient(c))?.CharacterInfo;
|
||||
if (characterInfo == null) { continue; }
|
||||
if (c.CharacterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
|
||||
//reduce skills if the character has died
|
||||
if (characterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
|
||||
{
|
||||
RespawnManager.ReduceCharacterSkills(characterInfo);
|
||||
}
|
||||
c.CharacterInfo = characterInfo;
|
||||
characterData.RemoveAll(cd => cd.MatchesClient(c));
|
||||
characterData.Add(new CharacterCampaignData(c));
|
||||
characterData.Add(new CharacterCampaignData(c));
|
||||
}
|
||||
|
||||
//refresh the character data of clients who aren't in the server anymore
|
||||
List<CharacterCampaignData> prevCharacterData = new List<CharacterCampaignData>(characterData);
|
||||
foreach (CharacterCampaignData data in prevCharacterData)
|
||||
{
|
||||
if (data.HasSpawned && !characterData.Any(cd => cd.IsDuplicate(data)))
|
||||
if (data.HasSpawned && !GameMain.Server.ConnectedClients.Any(c => data.MatchesClient(c)))
|
||||
{
|
||||
var character = Character.CharacterList.Find(c => c.Info == data.CharacterInfo && !c.IsHusk);
|
||||
if (character != null && (!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected))
|
||||
{
|
||||
characterData.RemoveAll(cd => cd.IsDuplicate(data));
|
||||
data.Refresh(character);
|
||||
characterData.Add(data);
|
||||
}
|
||||
@@ -345,7 +348,6 @@ namespace Barotrauma
|
||||
{
|
||||
SubmarineInfo previousSub = GameMain.GameSession.SubmarineInfo;
|
||||
GameMain.GameSession.SubmarineInfo = PendingSubmarineSwitch;
|
||||
PendingSubmarineSwitch = null;
|
||||
|
||||
for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++)
|
||||
{
|
||||
@@ -358,6 +360,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
PendingSubmarineSwitch = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -205,7 +205,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
GameMain.NetLobbyScreen.Select();
|
||||
GameMain.NetLobbyScreen.RandomizeSettings();
|
||||
if (!string.IsNullOrEmpty(serverSettings.SelectedSubmarine))
|
||||
if (!string.IsNullOrEmpty(serverSettings.SelectedSubmarine))
|
||||
{
|
||||
SubmarineInfo sub = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == serverSettings.SelectedSubmarine);
|
||||
if (sub != null) { GameMain.NetLobbyScreen.SelectedSub = sub; }
|
||||
@@ -542,7 +542,7 @@ namespace Barotrauma.Networking
|
||||
initiatedStartGame = false;
|
||||
}
|
||||
}
|
||||
else if (Screen.Selected == GameMain.NetLobbyScreen && !gameStarted && !initiatedStartGame &&
|
||||
else if (Screen.Selected == GameMain.NetLobbyScreen && !gameStarted && !initiatedStartGame &&
|
||||
(GameMain.NetLobbyScreen.SelectedMode != GameModePreset.MultiPlayerCampaign || GameMain.GameSession?.GameMode is MultiPlayerCampaign))
|
||||
{
|
||||
if (serverSettings.AutoRestart)
|
||||
@@ -979,9 +979,9 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
var spawnData = entityEvent.Data[0] as EntitySpawner.SpawnOrRemove;
|
||||
errorLines.Add(
|
||||
entityEvent.ID + ": " +
|
||||
(spawnData.Remove ? "Remove " : "Create ") +
|
||||
spawnData.Entity.ToString() +
|
||||
entityEvent.ID + ": " +
|
||||
(spawnData.Remove ? "Remove " : "Create ") +
|
||||
spawnData.Entity.ToString() +
|
||||
" (" + spawnData.OriginalID + ", " + spawnData.Entity.ID + ")");
|
||||
}
|
||||
}
|
||||
@@ -1230,7 +1230,7 @@ namespace Barotrauma.Networking
|
||||
sender.WaitForNextRoundRespawn = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void ClientReadServerCommand(IReadMessage inc)
|
||||
{
|
||||
Client sender = ConnectedClients.Find(x => x.Connection == inc.Sender);
|
||||
@@ -1335,7 +1335,7 @@ namespace Barotrauma.Networking
|
||||
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
}
|
||||
EndGame();
|
||||
EndGame();
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -1466,7 +1466,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
break;
|
||||
case ClientPermissions.ManageCampaign:
|
||||
(GameMain.GameSession.GameMode as MultiPlayerCampaign)?.ServerRead(inc, sender);
|
||||
(GameMain.GameSession.GameMode as MultiPlayerCampaign)?.ServerRead(inc, sender);
|
||||
break;
|
||||
case ClientPermissions.ConsoleCommands:
|
||||
{
|
||||
@@ -1822,7 +1822,7 @@ namespace Barotrauma.Networking
|
||||
outmsg.Write(client.InGame);
|
||||
outmsg.Write(client.Permissions != ClientPermissions.None);
|
||||
outmsg.Write(client.Connection == OwnerConnection);
|
||||
outmsg.Write(client.Connection != OwnerConnection &&
|
||||
outmsg.Write(client.Connection != OwnerConnection &&
|
||||
!client.HasPermission(ClientPermissions.Ban) &&
|
||||
!client.HasPermission(ClientPermissions.Kick) &&
|
||||
!client.HasPermission(ClientPermissions.Unban)); //is kicking the player allowed
|
||||
@@ -2202,8 +2202,8 @@ namespace Barotrauma.Networking
|
||||
bool isOutpost = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
|
||||
|
||||
if (serverSettings.AllowRespawn && missionAllowRespawn)
|
||||
{
|
||||
respawnManager = new RespawnManager(this, serverSettings.UseRespawnShuttle && !isOutpost ? selectedShuttle : null);
|
||||
{
|
||||
respawnManager = new RespawnManager(this, serverSettings.UseRespawnShuttle && !isOutpost ? selectedShuttle : null);
|
||||
}
|
||||
if (campaign != null)
|
||||
{
|
||||
@@ -2295,7 +2295,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
AssignBotJobs(bots, teamID);
|
||||
if (campaign != null)
|
||||
if (campaign != null)
|
||||
{
|
||||
foreach (CharacterInfo bot in bots)
|
||||
{
|
||||
@@ -2312,7 +2312,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
List<WayPoint> spawnWaypoints = null;
|
||||
List<WayPoint> mainSubWaypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]).ToList();
|
||||
if (Level.Loaded?.StartOutpost != null &&
|
||||
if (Level.Loaded?.StartOutpost != null &&
|
||||
Level.Loaded.Type == LevelData.LevelType.Outpost &&
|
||||
(Level.Loaded.StartOutpost.Info.OutpostGenerationParams?.SpawnCrewInsideOutpost ?? false) &&
|
||||
Level.Loaded.StartOutpost.GetConnectedSubs().Any(s => s.Info.Type == SubmarineType.Player))
|
||||
@@ -2824,7 +2824,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
//reset karma to a neutral value, so if/when the ban is revoked the client wont get immediately punished by low karma again
|
||||
previousPlayer.Karma = Math.Max(previousPlayer.Karma, 50.0f);
|
||||
|
||||
|
||||
if (!string.IsNullOrEmpty(previousPlayer.EndPoint) && (previousPlayer.SteamID == 0 || range))
|
||||
{
|
||||
string ip = previousPlayer.EndPoint;
|
||||
@@ -3172,7 +3172,7 @@ namespace Barotrauma.Networking
|
||||
modifiedMessage,
|
||||
(ChatMessageType)type,
|
||||
senderCharacter,
|
||||
senderClient,
|
||||
senderClient,
|
||||
changeType);
|
||||
|
||||
SendDirectChatMessage(chatMsg, client);
|
||||
@@ -3465,7 +3465,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
|
||||
}
|
||||
|
||||
|
||||
if (newCharacter.Info != null && newCharacter.Info.Character == null)
|
||||
{
|
||||
newCharacter.Info.Character = newCharacter;
|
||||
@@ -3629,7 +3629,6 @@ namespace Barotrauma.Networking
|
||||
List<WayPoint> availableSpawnPoints = WayPoint.WayPointList.FindAll(wp =>
|
||||
wp.SpawnType == SpawnType.Human &&
|
||||
wp.Submarine != null && wp.Submarine.TeamID == teamID);
|
||||
List<WayPoint> unassignedSpawnPoints = new List<WayPoint>(availableSpawnPoints);
|
||||
|
||||
/*bool canAssign = false;
|
||||
do
|
||||
@@ -3657,10 +3656,8 @@ namespace Barotrauma.Networking
|
||||
// First evaluate all the primary preferences, then all the secondary etc.
|
||||
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
|
||||
{
|
||||
if (unassignedSpawnPoints.None()) { break; }
|
||||
for (int i = unassigned.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (unassignedSpawnPoints.None()) { break; }
|
||||
Client client = unassigned[i];
|
||||
if (preferenceIndex >= client.JobPreferences.Count) { continue; }
|
||||
var preferredJob = client.JobPreferences[preferenceIndex];
|
||||
@@ -3670,21 +3667,10 @@ namespace Barotrauma.Networking
|
||||
//can't assign this job if maximum number has reached or the clien't karma is too low
|
||||
continue;
|
||||
}
|
||||
//give the client their preferred job if there's a spawnpoint available for that job
|
||||
var matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == jobPrefab);
|
||||
if (matchingSpawnPoint == null && !availableSpawnPoints.Any(s => s.AssignedJob == jobPrefab))
|
||||
{
|
||||
//if the job is not available in any spawnpoint (custom job?), treat empty spawnpoints
|
||||
//as a matching ones
|
||||
matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == null);
|
||||
}
|
||||
if (matchingSpawnPoint != null)
|
||||
{
|
||||
unassignedSpawnPoints.Remove(matchingSpawnPoint);
|
||||
client.AssignedJob = preferredJob;
|
||||
assignedClientCount[jobPrefab]++;
|
||||
unassigned.RemoveAt(i);
|
||||
}
|
||||
|
||||
client.AssignedJob = preferredJob;
|
||||
assignedClientCount[jobPrefab]++;
|
||||
unassigned.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3719,7 +3705,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
c.AssignedJob = preferredJob;
|
||||
assignedClientCount[preferredJob.First]++;
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else //none of the client's preferred jobs available, choose a random job
|
||||
@@ -3776,10 +3762,10 @@ namespace Barotrauma.Networking
|
||||
unassignedBots[0].Job = new Job(jobPrefab, variant);
|
||||
assignedPlayerCount[jobPrefab]++;
|
||||
unassignedBots.Remove(unassignedBots[0]);
|
||||
canAssign = true;
|
||||
canAssign = true;
|
||||
}
|
||||
} while (unassignedBots.Count > 0 && canAssign);
|
||||
|
||||
|
||||
//find a suitable job for the rest of the bots
|
||||
foreach (CharacterInfo c in unassignedBots)
|
||||
{
|
||||
@@ -3890,7 +3876,7 @@ namespace Barotrauma.Networking
|
||||
string submarinesString = string.Empty;
|
||||
for (int i = 0; i < GameMain.NetLobbyScreen.CampaignSubmarines.Count; i++)
|
||||
{
|
||||
submarinesString += GameMain.NetLobbyScreen.CampaignSubmarines[i].Name + ServerSettings.SubmarineSeparatorChar;
|
||||
submarinesString += GameMain.NetLobbyScreen.CampaignSubmarines[i].Name + ServerSettings.SubmarineSeparatorChar;
|
||||
}
|
||||
submarinesString.Trim(ServerSettings.SubmarineSeparatorChar);
|
||||
serverSettings.CampaignSubmarines = submarinesString;
|
||||
|
||||
@@ -185,7 +185,7 @@ namespace Barotrauma
|
||||
{
|
||||
existingItems.Add(item);
|
||||
}
|
||||
Entity.Spawner.AddToSpawnQueue(targetPrefab, targetContainer.OwnInventory, null, item =>
|
||||
Entity.Spawner.AddToSpawnQueue(targetPrefab, targetContainer.OwnInventory, onSpawned: item =>
|
||||
{
|
||||
item.AddTag("traitormissionitem");
|
||||
});
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>0.15.12.0</Version>
|
||||
<Version>0.15.13.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -104,6 +104,7 @@ namespace Barotrauma
|
||||
!pathSteering.CurrentPath.Unreachable &&
|
||||
(!requireNonDirty || !pathSteering.IsPathDirty);
|
||||
|
||||
public bool IsCurrentPathNullOrUnreachable => IsCurrentPathUnreachable || steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath == null;
|
||||
public bool IsCurrentPathUnreachable => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Unreachable;
|
||||
public bool IsCurrentPathFinished => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Finished;
|
||||
|
||||
@@ -431,7 +432,7 @@ namespace Barotrauma
|
||||
Vector2 diff = EscapeTarget.WorldPosition - Character.WorldPosition;
|
||||
float sqrDist = diff.LengthSquared();
|
||||
bool isClose = sqrDist < MathUtils.Pow2(100);
|
||||
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathUnreachable || IsCurrentPathFinished)
|
||||
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathNullOrUnreachable || IsCurrentPathFinished)
|
||||
{
|
||||
// Very close to the target, outside, or at the end of the path -> try to steer through the gap
|
||||
SteeringManager.Reset();
|
||||
|
||||
@@ -3659,15 +3659,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (SelectedAiTarget == null) { return; }
|
||||
Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition);
|
||||
if (!MathUtils.IsValid(escapeDir))
|
||||
{
|
||||
escapeDir = Vector2.UnitY;
|
||||
}
|
||||
if (Character.CurrentHull != null && !Character.AnimController.InWater)
|
||||
{
|
||||
// Inside
|
||||
escapeDir = new Vector2(Math.Sign(escapeDir.X), 0);
|
||||
}
|
||||
if (!MathUtils.IsValid(escapeDir))
|
||||
{
|
||||
escapeDir = Vector2.UnitY;
|
||||
}
|
||||
SteeringManager.Reset();
|
||||
SteeringManager.SteeringManual(deltaTime, escapeDir);
|
||||
}
|
||||
|
||||
@@ -250,7 +250,17 @@ namespace Barotrauma
|
||||
{
|
||||
rayEnd += SelectedAiTarget.Entity.Submarine.SimPosition;
|
||||
}
|
||||
UseIndoorSteeringOutside = Submarine.PickBody(SimPosition, rayEnd, collisionCategory: Physics.CollisionLevel | Physics.CollisionWall) != null;
|
||||
IEnumerable<FarseerPhysics.Dynamics.Body> ignoredBodies = null;
|
||||
if (SelectedAiTarget.Entity is ISpatialEntity spatialTarget)
|
||||
{
|
||||
Submarine targetSub = spatialTarget.Submarine;
|
||||
if (targetSub != null)
|
||||
{
|
||||
ignoredBodies = targetSub.PhysicsBody.FarseerBody.ToEnumerable();
|
||||
}
|
||||
}
|
||||
var obstacle = Submarine.PickBody(SimPosition, rayEnd, ignoredBodies, collisionCategory: Physics.CollisionLevel | Physics.CollisionWall);
|
||||
UseIndoorSteeringOutside = obstacle != null;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -340,14 +350,21 @@ namespace Barotrauma
|
||||
IsInsideCave = Character.CurrentHull == null && Level.Loaded?.Caves.FirstOrDefault(c => c.Area.Contains(Character.WorldPosition)) is Level.Cave;
|
||||
}
|
||||
|
||||
if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath && IsCloseEnoughToTarget(maxSteeringBuffer) || IsCloseEnoughToTarget(steeringBuffer))
|
||||
if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath || IsCloseEnoughToTarget(steeringBuffer))
|
||||
{
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
insideSteering.Reset();
|
||||
steeringManager = insideSteering;
|
||||
}
|
||||
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
|
||||
if (IsCloseEnoughToTarget(maxSteeringBuffer))
|
||||
{
|
||||
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringBuffer = minSteeringBuffer;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -201,9 +201,9 @@ namespace Barotrauma
|
||||
currentTarget = target;
|
||||
Vector2 currentPos = host.SimPosition;
|
||||
pathFinder.InsideSubmarine = character.Submarine != null && !character.Submarine.Info.IsRuin;
|
||||
pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
|
||||
pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
|
||||
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.X) <= 0;
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.Combine()) <= 0;
|
||||
if (newPath.Unreachable || newPath.Nodes.None())
|
||||
{
|
||||
useNewPath = false;
|
||||
@@ -220,10 +220,12 @@ namespace Barotrauma
|
||||
// Use the new path if it has significantly lower cost (don't change the path if it has marginally smaller cost. This reduces navigating backwards due to new path that is calculated from the node just behind us).
|
||||
float t = (float)currentPath.CurrentIndex / (currentPath.Nodes.Count - 1);
|
||||
useNewPath = newPath.Cost < currentPath.Cost * MathHelper.Lerp(0.95f, 0, t);
|
||||
if (!useNewPath && character.Submarine != null)
|
||||
if (!useNewPath && character.Submarine != null && !character.IsClimbing)
|
||||
{
|
||||
// It's possible that the current path was calculated from a start point that is no longer valid.
|
||||
// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
|
||||
// This is a special case for cases e.g. where the character falls and thus needs a new path.
|
||||
// Don't do this outside or when climbing ladders, because both cause issues.
|
||||
useNewPath = Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 3, 2);
|
||||
}
|
||||
}
|
||||
@@ -310,8 +312,7 @@ namespace Barotrauma
|
||||
if (currentPath.Finished)
|
||||
{
|
||||
Vector2 pos2 = host.SimPosition;
|
||||
if (character != null && character.Submarine == null &&
|
||||
CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
|
||||
if (character != null && character.Submarine == null && CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
|
||||
{
|
||||
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
|
||||
}
|
||||
@@ -323,29 +324,7 @@ namespace Barotrauma
|
||||
CheckDoorsInPath();
|
||||
doorsChecked = true;
|
||||
}
|
||||
Vector2 pos = host.SimPosition;
|
||||
if (character != null && CurrentPath.CurrentNode != null)
|
||||
{
|
||||
var nodeSub = CurrentPath.CurrentNode.Submarine;
|
||||
if (nodeSub != null)
|
||||
{
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
// Going inside
|
||||
pos -= ConvertUnits.ToSimUnits(nodeSub.Position);
|
||||
}
|
||||
else if (character.Submarine != nodeSub)
|
||||
{
|
||||
// Different subs
|
||||
pos -= ConvertUnits.ToSimUnits(nodeSub.Position - character.Submarine.Position);
|
||||
}
|
||||
}
|
||||
else if (character.Submarine != null)
|
||||
{
|
||||
// Going outside
|
||||
pos += ConvertUnits.ToSimUnits(character.Submarine.Position);
|
||||
}
|
||||
}
|
||||
Vector2 pos = host.WorldPosition;
|
||||
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
|
||||
// Only humanoids can climb ladders
|
||||
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
|
||||
@@ -384,7 +363,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.IsClimbing && useLadders)
|
||||
{
|
||||
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
|
||||
Vector2 diff = currentPath.CurrentNode.WorldPosition - pos;
|
||||
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
|
||||
if (nextLadderSameAsCurrent)
|
||||
{
|
||||
@@ -397,7 +376,7 @@ namespace Barotrauma
|
||||
float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
|
||||
if (heightFromFloor <= 0.0f)
|
||||
{
|
||||
diff.Y = Math.Max(diff.Y, 1.0f);
|
||||
diff.Y = Math.Max(diff.Y, 100);
|
||||
}
|
||||
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
|
||||
bool isAboveFloor = heightFromFloor > -0.1f;
|
||||
@@ -430,7 +409,7 @@ namespace Barotrauma
|
||||
NextNode(!doorsChecked);
|
||||
}
|
||||
}
|
||||
return diff;
|
||||
return ConvertUnits.ToSimUnits(diff);
|
||||
}
|
||||
else if (character.AnimController.InWater)
|
||||
{
|
||||
@@ -481,7 +460,7 @@ namespace Barotrauma
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
return currentPath.CurrentNode.SimPosition - pos;
|
||||
return ConvertUnits.ToSimUnits(currentPath.CurrentNode.WorldPosition - pos);
|
||||
}
|
||||
|
||||
private void NextNode(bool checkDoors)
|
||||
|
||||
@@ -45,6 +45,10 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool AllowStealing { get; set; }
|
||||
public bool TakeWholeStack { get; set; }
|
||||
/// <summary>
|
||||
/// Are variants of the specified item allowed
|
||||
/// </summary>
|
||||
public bool AllowVariants { get; set; }
|
||||
public bool Equip { get; set; }
|
||||
public bool Wear { get; set; }
|
||||
|
||||
@@ -265,7 +269,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
|
||||
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
|
||||
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.isFollowOrderObjective);
|
||||
bool hasCalledPathFinder = false;
|
||||
int itemsPerFrame = (int)priority;
|
||||
for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
@@ -408,7 +412,7 @@ namespace Barotrauma
|
||||
if (ignoredItems.Contains(item)) { return false; };
|
||||
if (item.Condition < TargetCondition) { return false; }
|
||||
if (ItemFilter != null && !ItemFilter(item)) { return false; }
|
||||
return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
|
||||
return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id) || (AllowVariants && item.Prefab.VariantOf?.Identifier == id));
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace Barotrauma
|
||||
|
||||
public Func<float> priorityGetter;
|
||||
|
||||
public bool followControlledCharacter;
|
||||
public bool isFollowOrderObjective;
|
||||
public bool mimic;
|
||||
public bool SpeakIfFails { get; set; } = true;
|
||||
public bool UsePathingOutside { get; set; } = true;
|
||||
@@ -165,17 +165,10 @@ namespace Barotrauma
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (followControlledCharacter)
|
||||
if (Target == null)
|
||||
{
|
||||
if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
|
||||
{
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
|
||||
{
|
||||
@@ -205,7 +198,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
Hull targetHull = GetTargetHull();
|
||||
if (!followControlledCharacter)
|
||||
if (!isFollowOrderObjective)
|
||||
{
|
||||
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
|
||||
bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
|
||||
@@ -223,7 +216,7 @@ namespace Barotrauma
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else if (HumanAIController.IsCurrentPathUnreachable)
|
||||
else if (HumanAIController.IsCurrentPathNullOrUnreachable)
|
||||
{
|
||||
waitUntilPathUnreachable -= deltaTime;
|
||||
SteeringManager.Reset();
|
||||
@@ -317,8 +310,8 @@ namespace Barotrauma
|
||||
Character targetCharacter = Target as Character;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (character.CurrentHull == null ||
|
||||
followControlledCharacter &&
|
||||
if (character.CurrentHull == null ||
|
||||
isFollowOrderObjective &&
|
||||
targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
|
||||
Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
|
||||
{
|
||||
@@ -361,7 +354,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (TargetGap != null)
|
||||
{
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, isFollowOrderObjective ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
|
||||
return;
|
||||
@@ -595,7 +588,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (gap.Open < 1) { continue; }
|
||||
if (gap.Submarine == null) { continue; }
|
||||
if (!followControlledCharacter)
|
||||
if (!isFollowOrderObjective)
|
||||
{
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
|
||||
@@ -452,7 +452,7 @@ namespace Barotrauma
|
||||
extraDistanceWhileSwimming = 100,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = true,
|
||||
isFollowOrderObjective = true,
|
||||
mimic = true,
|
||||
DialogueIdentifier = "dialogcannotreachplace"
|
||||
};
|
||||
|
||||
@@ -107,7 +107,10 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (RelatedItem requiredItem in kvp.Value)
|
||||
{
|
||||
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
|
||||
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true)
|
||||
{
|
||||
AllowVariants = requiredItem.AllowVariants
|
||||
};
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
|
||||
{
|
||||
if (character.IsOnPlayerTeam)
|
||||
|
||||
@@ -408,7 +408,7 @@ namespace Barotrauma
|
||||
}
|
||||
bool isCompleted =
|
||||
AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
|
||||
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold);
|
||||
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold);
|
||||
|
||||
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
|
||||
{
|
||||
|
||||
@@ -83,7 +83,7 @@ namespace Barotrauma
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target) ||
|
||||
target.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold))
|
||||
target.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -1371,7 +1371,7 @@ namespace Barotrauma
|
||||
info.Job.GiveJobItems(this, spawnPoint);
|
||||
}
|
||||
|
||||
public void GiveIdCardTags(WayPoint spawnPoint)
|
||||
public void GiveIdCardTags(WayPoint spawnPoint, bool createNetworkEvent = false)
|
||||
{
|
||||
if (info?.Job == null || spawnPoint == null) { return; }
|
||||
|
||||
@@ -1382,6 +1382,10 @@ namespace Barotrauma
|
||||
{
|
||||
item.AddTag(s);
|
||||
}
|
||||
if (createNetworkEvent && (GameMain.NetworkMember?.IsServer ?? false))
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ChangeProperty, item.SerializableProperties["tags"] });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1760,6 +1764,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (IsPlayer)
|
||||
{
|
||||
float dist = -1;
|
||||
Vector2 attackPos = SimPosition + ConvertUnits.ToSimUnits(cursorPosition - Position);
|
||||
List<Body> ignoredBodies = AnimController.Limbs.Select(l => l.body.FarseerBody).ToList();
|
||||
ignoredBodies.Add(AnimController.Collider.FarseerBody);
|
||||
@@ -1791,13 +1796,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (body.UserData is IDamageable)
|
||||
if (body.UserData is IDamageable damageable)
|
||||
{
|
||||
attackTarget = (IDamageable)body.UserData;
|
||||
attackTarget = damageable;
|
||||
}
|
||||
else if (body.UserData is Limb)
|
||||
else if (body.UserData is Limb limb)
|
||||
{
|
||||
attackTarget = ((Limb)body.UserData).character;
|
||||
attackTarget = limb.character;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1826,7 +1831,20 @@ namespace Barotrauma
|
||||
var attackLimb = sortedLimbs.FirstOrDefault();
|
||||
if (attackLimb != null)
|
||||
{
|
||||
attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget, out AttackResult attackResult);
|
||||
if (attackTarget is Character targetCharacter)
|
||||
{
|
||||
dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(Submarine.LastPickedPosition, attackLimb.SimPosition));
|
||||
foreach (Limb limb in targetCharacter.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered || limb.Removed) { continue; }
|
||||
float tempDist = ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackLimb.SimPosition));
|
||||
if (tempDist < dist)
|
||||
{
|
||||
dist = tempDist;
|
||||
}
|
||||
}
|
||||
}
|
||||
attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget, out AttackResult attackResult, dist);
|
||||
if (!attackLimb.attack.IsRunning)
|
||||
{
|
||||
attackCoolDown = 1.0f;
|
||||
@@ -3442,7 +3460,7 @@ namespace Barotrauma
|
||||
|
||||
var attackResult = targetLimb == null ?
|
||||
AddDamage(worldPosition, attackAfflictions, attack.Stun, playSound, attackImpulse, out limbHit, attacker, attack.DamageMultiplier * attackData.DamageMultiplier) :
|
||||
DamageLimb(worldPosition, targetLimb, attackAfflictions, attack.Stun, playSound, attackImpulse, attacker, attack.DamageMultiplier * attackData.DamageMultiplier, penetration: penetration + attackData.AddedPenetration);
|
||||
DamageLimb(worldPosition, targetLimb, attackAfflictions, attack.Stun, playSound, attackImpulse, attacker, attack.DamageMultiplier * attackData.DamageMultiplier, penetration: penetration + attackData.AddedPenetration, shouldImplode: attackData.ShouldImplode);
|
||||
|
||||
if (attacker != null)
|
||||
{
|
||||
@@ -3562,12 +3580,12 @@ namespace Barotrauma
|
||||
|
||||
public void RecordKill(Character target)
|
||||
{
|
||||
var abilityCharacter = new AbilityCharacter(target);
|
||||
var abilityCharacterKill = new AbilityCharacterKill(target, this);
|
||||
foreach (Character attackerCrewmember in GetFriendlyCrew(this))
|
||||
{
|
||||
attackerCrewmember.CheckTalents(AbilityEffectType.OnCrewKillCharacter, abilityCharacter);
|
||||
attackerCrewmember.CheckTalents(AbilityEffectType.OnCrewKillCharacter, abilityCharacterKill);
|
||||
}
|
||||
CheckTalents(AbilityEffectType.OnKillCharacter, abilityCharacter);
|
||||
CheckTalents(AbilityEffectType.OnKillCharacter, abilityCharacterKill);
|
||||
|
||||
if (!IsOnPlayerTeam) { return; }
|
||||
if (GameMain.Config.KilledCreatures.Any(name => name.Equals(target.SpeciesName, StringComparison.OrdinalIgnoreCase))) { return; }
|
||||
@@ -3583,7 +3601,7 @@ namespace Barotrauma
|
||||
GameMain.Config.RecentlyEncounteredCreatures.Add(other.SpeciesName);
|
||||
}
|
||||
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true, float penetration = 0f)
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true, float penetration = 0f, bool shouldImplode = false)
|
||||
{
|
||||
if (Removed) { return new AttackResult(); }
|
||||
|
||||
@@ -3642,6 +3660,12 @@ namespace Barotrauma
|
||||
float prevVitality = CharacterHealth.Vitality;
|
||||
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound, damageMultiplier: damageMultiplier, penetration: penetration, attacker: attacker);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult, allowStacking);
|
||||
if (shouldImplode)
|
||||
{
|
||||
// Only used by assistant's True Potential talent. Has to run here in order to properly give kill credit when it activates.
|
||||
Implode();
|
||||
}
|
||||
|
||||
if (attacker != this)
|
||||
{
|
||||
OnAttacked?.Invoke(attacker, attackResult);
|
||||
@@ -3790,7 +3814,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Implode(bool isNetworkMessage = false)
|
||||
private void Implode(bool isNetworkMessage = false)
|
||||
{
|
||||
if (CharacterHealth.Unkillable || GodMode || IsDead) { return; }
|
||||
|
||||
@@ -4631,4 +4655,16 @@ namespace Barotrauma
|
||||
AggressiveBehavior = aggressiveBehavior;
|
||||
}
|
||||
}
|
||||
|
||||
class AbilityCharacterKill : AbilityObject, IAbilityCharacter
|
||||
{
|
||||
public AbilityCharacterKill(Character character, Character killer)
|
||||
{
|
||||
Character = character;
|
||||
Killer = killer;
|
||||
}
|
||||
public Character Character { get; set; }
|
||||
public Character Killer { get; set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -291,7 +291,7 @@ namespace Barotrauma
|
||||
husk.SetStun(5);
|
||||
yield return new WaitForSeconds(5, false);
|
||||
#if CLIENT
|
||||
husk.PlaySound(CharacterSound.SoundType.Idle);
|
||||
husk?.PlaySound(CharacterSound.SoundType.Idle);
|
||||
#endif
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
@@ -867,6 +867,8 @@ namespace Barotrauma
|
||||
FaceTint = DefaultFaceTint;
|
||||
BodyTint = Color.TransparentBlack;
|
||||
|
||||
if (!(Character?.Params?.Health.ApplyAfflictionColors ?? false)) { return; }
|
||||
|
||||
for (int i = 0; i < limbHealths.Count; i++)
|
||||
{
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
|
||||
@@ -466,6 +466,9 @@ namespace Barotrauma
|
||||
[Serialize(false, true), Editable]
|
||||
public bool StunImmunity { get; set; }
|
||||
|
||||
[Serialize(false, true, description: "Can afflictions affect the face/body tint of the character."), Editable]
|
||||
public bool ApplyAfflictionColors { get; private set; }
|
||||
|
||||
// TODO: limbhealths, sprite?
|
||||
|
||||
public HealthParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
@@ -14,8 +14,9 @@ namespace Barotrauma.Abilities
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
if ((abilityObject as IAbilityCharacter)?.Character is Character character)
|
||||
if (abilityObject is IAbilityCharacter abilityCharacter)
|
||||
{
|
||||
if (!(abilityCharacter.Character is Character character)) { return false; }
|
||||
if (!IsViableTarget(targetTypes, character)) { return false; }
|
||||
|
||||
return true;
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionGeneHarvester : AbilityConditionData
|
||||
{
|
||||
|
||||
public AbilityConditionGeneHarvester(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
if (abilityObject is AbilityCharacterKill abilityCharacterKill)
|
||||
{
|
||||
return abilityCharacterKill.Killer.Submarine == null || abilityCharacterKill.Killer.TeamID != abilityCharacterKill.Killer.Submarine.TeamID;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogAbilityConditionError(abilityObject, typeof(AbilityCharacterKill));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -136,6 +136,7 @@ namespace Barotrauma.Abilities
|
||||
public float DamageMultiplier { get; set; } = 1f;
|
||||
public float AddedPenetration { get; set; } = 0f;
|
||||
public List<Affliction> Afflictions { get; set; }
|
||||
public bool ShouldImplode { get; set; } = false;
|
||||
public Attack SourceAttack { get; }
|
||||
public Character Character { get; set; }
|
||||
public Character Attacker { get; set; }
|
||||
|
||||
@@ -37,12 +37,7 @@ namespace Barotrauma.Abilities
|
||||
attackData.DamageMultiplier += addedDamageMultiplier;
|
||||
attackData.AddedPenetration += addedPenetration;
|
||||
|
||||
if (implode)
|
||||
{
|
||||
// might have issues, as the method used to be private and only used for pressure death
|
||||
attackData.Character?.Implode();
|
||||
}
|
||||
|
||||
attackData.ShouldImplode = implode;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly AbilityFlags abilityFlag;
|
||||
|
||||
private bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -6,6 +6,7 @@ namespace Barotrauma.Abilities
|
||||
class CharacterAbilityModifyReduceAffliction : CharacterAbility
|
||||
{
|
||||
float addedAmountMultiplier;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly string resistanceId;
|
||||
private readonly float resistance;
|
||||
bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
// should probably be split to different classes
|
||||
public CharacterAbilityModifyResistance(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
|
||||
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly StatTypes statType;
|
||||
private readonly float value;
|
||||
bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly StatTypes statType;
|
||||
private readonly float maxValue;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly float statPerLevel;
|
||||
private readonly int maxLevel;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToLevel(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly string skillIdentifier;
|
||||
private readonly bool useAll;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -19,11 +19,10 @@ namespace Barotrauma.Abilities
|
||||
moneyPerMission = abilityElement.GetAttributeInt("moneypermission", 0);
|
||||
}
|
||||
|
||||
protected override void ApplyEffect()
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if (Character?.Info is CharacterInfo info)
|
||||
{
|
||||
|
||||
Character.GiveMoney(moneyPerMission * info.MissionsCompletedSinceDeath);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private float maxValue;
|
||||
private string afflictionIdentifier;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityPsychoClown(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
@@ -45,6 +45,20 @@ namespace Barotrauma
|
||||
{
|
||||
wifiComponent.TeamID = TeamTag;
|
||||
}
|
||||
var idCard = item.GetComponent<Items.Components.IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
idCard.TeamID = TeamTag;
|
||||
idCard.SubmarineSpecificID = 0;
|
||||
}
|
||||
}
|
||||
|
||||
WayPoint subWaypoint =
|
||||
WayPoint.WayPointList.Find(wp => wp.Submarine == Submarine.MainSub && wp.SpawnType == SpawnType.Human && wp.AssignedJob == npc.Info.Job?.Prefab) ??
|
||||
WayPoint.WayPointList.Find(wp => wp.Submarine == Submarine.MainSub && wp.SpawnType == SpawnType.Human);
|
||||
if (subWaypoint != null)
|
||||
{
|
||||
npc.GiveIdCardTags(subWaypoint, createNetworkEvent: true);
|
||||
}
|
||||
#if SERVER
|
||||
GameMain.NetworkMember.CreateEntityEvent(npc, new object[] { NetEntityEvent.Type.AddToCrew, TeamTag, npc.Inventory.AllItems.Select(it => it.ID).ToArray() });
|
||||
|
||||
@@ -112,13 +112,13 @@ namespace Barotrauma
|
||||
}
|
||||
return prefab;
|
||||
}
|
||||
|
||||
|
||||
this.Prefabs = prefabIdentifiers
|
||||
.Select(tryFindPrefab)
|
||||
.Where(p => p != null)
|
||||
.ToImmutableArray();
|
||||
this.Commonness = commonness ?? this.Prefabs.Select(p => p.Commonness).Max();
|
||||
this.Probability = probability ?? this.Prefabs.Select(p => p.Probability).Max();
|
||||
this.Commonness = commonness ?? this.Prefabs.Select(p => p.Commonness).MaxOrNull() ?? 0.0f;
|
||||
this.Probability = probability ?? this.Prefabs.Select(p => p.Probability).MaxOrNull() ?? 0.0f;
|
||||
}
|
||||
|
||||
public SubEventPrefab(EventPrefab prefab, float commonness, float probability)
|
||||
|
||||
@@ -390,7 +390,7 @@ namespace Barotrauma
|
||||
|
||||
private bool DeadOrCaptured(Character character)
|
||||
{
|
||||
return character != null && !character.Removed && (character.IsDead || (character.LockHands && character.Submarine == Submarine.MainSub));
|
||||
return character == null || character.Removed || character.IsDead || (character.LockHands && character.Submarine == Submarine.MainSub);
|
||||
}
|
||||
|
||||
public override void End()
|
||||
|
||||
@@ -171,5 +171,21 @@ namespace Barotrauma.Extensions
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the maximum element in a given enumerable, or null if there
|
||||
/// aren't any elements in the input.
|
||||
/// </summary>
|
||||
/// <param name="enumerable">Input collection</param>
|
||||
/// <returns>Maximum element or null</returns>
|
||||
public static T? MaxOrNull<T>(this IEnumerable<T> enumerable) where T : struct, IComparable<T>
|
||||
{
|
||||
T? retVal = null;
|
||||
foreach (T v in enumerable)
|
||||
{
|
||||
if (!retVal.HasValue || v.CompareTo(retVal.Value) > 0) { retVal = v; }
|
||||
}
|
||||
return retVal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,6 +80,8 @@ namespace Barotrauma.Items.Components
|
||||
if ((picker.PickingItem == null || picker.PickingItem == item) && PickingTime <= float.MaxValue)
|
||||
{
|
||||
#if SERVER
|
||||
// Set active picker before creating the server event to make sure it's set correctly
|
||||
activePicker = picker;
|
||||
item.CreateServerEvent(this);
|
||||
#endif
|
||||
pickingCoroutine = CoroutineManager.StartCoroutine(WaitForPick(picker, abilityPickingTime.Value));
|
||||
|
||||
@@ -72,9 +72,9 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body == null ? MathHelper.ToRadians(item.Rotation) : item.body.Rotation);
|
||||
Vector2 flippedPos = barrelPos;
|
||||
if (item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
|
||||
if (item.body != null && item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
|
||||
return Vector2.Transform(flippedPos, bodyTransform) * item.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -202,7 +202,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
float percentageHealth = targetItem.Condition / targetItem.MaxCondition;
|
||||
|
||||
if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
|
||||
if (percentageHealth < deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
|
||||
|
||||
if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
|
||||
{
|
||||
|
||||
@@ -347,22 +347,20 @@ namespace Barotrauma.Items.Components
|
||||
float outCondition = fabricatedItem.OutCondition;
|
||||
if (i < amountFittingContainer)
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition,
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
|
||||
onSpawned: (Item spawnedItem) =>
|
||||
{
|
||||
onItemSpawned(spawnedItem, tempUser);
|
||||
spawnedItem.Quality = quality;
|
||||
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
|
||||
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition,
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition, quality,
|
||||
onSpawned: (Item spawnedItem) =>
|
||||
{
|
||||
onItemSpawned(spawnedItem, tempUser);
|
||||
spawnedItem.Quality = quality;
|
||||
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
|
||||
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
|
||||
});
|
||||
|
||||
@@ -75,6 +75,7 @@ namespace Barotrauma.Items.Components
|
||||
float closestDist = float.PositiveInfinity;
|
||||
foreach (Item targetItem in Item.ItemList)
|
||||
{
|
||||
if (targetItem.NonInteractable || targetItem.NonPlayerTeamInteractable || targetItem.HiddenInGame) { continue; }
|
||||
if (OnlyInOwnSub)
|
||||
{
|
||||
if (targetItem.Submarine != item.Submarine) { continue; }
|
||||
|
||||
@@ -547,6 +547,11 @@ namespace Barotrauma.Items.Components
|
||||
//power transfer items (junction boxes, relays) don't deteriorate if they're no carrying any power
|
||||
if (Math.Abs(pt.CurrPowerConsumption) > 0.1f) { return true; }
|
||||
}
|
||||
else if (ic is PowerContainer pc)
|
||||
{
|
||||
//batteries don't deteriorate if they're not charging/discharging
|
||||
if (Math.Abs(pc.CurrPowerConsumption) > 0.1f || Math.Abs(pc.CurrPowerOutput) > 0.1f) { return true; }
|
||||
}
|
||||
else if (ic is Engine engine)
|
||||
{
|
||||
//engines don't deteriorate if they're not running
|
||||
@@ -555,7 +560,7 @@ namespace Barotrauma.Items.Components
|
||||
else if (ic is Pump pump)
|
||||
{
|
||||
//pumps don't deteriorate if they're not running
|
||||
if (Math.Abs(pump.FlowPercentage) > 1.0f && pump.IsActive) { return true; }
|
||||
if (Math.Abs(pump.FlowPercentage) > 1.0f && pump.IsActive && pump.HasPower) { return true; }
|
||||
}
|
||||
else if (ic is Reactor reactor)
|
||||
{
|
||||
|
||||
@@ -127,6 +127,8 @@ namespace Barotrauma.Items.Components
|
||||
if (source == null || target == null || target.Removed ||
|
||||
(source is Entity sourceEntity && sourceEntity.Removed))
|
||||
{
|
||||
source = null;
|
||||
target = null;
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -225,10 +225,23 @@ namespace Barotrauma.Items.Components
|
||||
//no electrocution in sub editor
|
||||
if (Screen.Selected == GameMain.SubEditorScreen) { return true; }
|
||||
|
||||
var powered = item.GetComponent<Powered>();
|
||||
if (powered != null)
|
||||
var reactor = item.GetComponent<Reactor>();
|
||||
if (reactor != null)
|
||||
{
|
||||
//unpowered panels can be rewired without a risk of electrical shock
|
||||
//reactors that arent generating power atm can be rewired without the risk of electrical shock
|
||||
if (MathUtils.NearlyEqual(reactor.CurrPowerConsumption, 0.0f)) { return true; }
|
||||
}
|
||||
var powerContainer = item.GetComponent<PowerContainer>();
|
||||
if (powerContainer != null)
|
||||
{
|
||||
//empty batteries/supercapacitors can be rewired without the risk of electrical shock
|
||||
//non-empty ones always have a chance of zapping the user
|
||||
if (powerContainer.Charge <= 0.0f) { return true; }
|
||||
}
|
||||
var powered = item.GetComponent<Powered>();
|
||||
if (powered != null && powerContainer == null)
|
||||
{
|
||||
//unpowered panels can be rewired without the risk of electrical shock
|
||||
if (powered.Voltage < 0.1f) { return true; }
|
||||
}
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace Barotrauma
|
||||
struct DeconstructItem
|
||||
{
|
||||
public readonly string ItemIdentifier;
|
||||
//minCondition does <= check, meaning that below or equeal to min condition will be skipped.
|
||||
//minCondition does <= check, meaning that below or equal to min condition will be skipped.
|
||||
public readonly float MinCondition;
|
||||
//maxCondition does > check, meaning that above this max the deconstruct item will be skipped.
|
||||
public readonly float MaxCondition;
|
||||
@@ -50,7 +50,6 @@ namespace Barotrauma
|
||||
ActivateButtonText = element.GetAttributeString("activatebuttontext", string.Empty);
|
||||
InfoText = element.GetAttributeString("infotext", string.Empty);
|
||||
InfoTextOnOtherItemMissing = element.GetAttributeString("infotextonotheritemmissing", string.Empty);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool ExcludeBroken { get; private set; }
|
||||
|
||||
private bool allowVariants = true;
|
||||
public bool AllowVariants { get; private set; } = true;
|
||||
|
||||
public RelationType Type
|
||||
{
|
||||
@@ -84,13 +84,13 @@ namespace Barotrauma
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (excludedIdentifiers.Any(id => item.Prefab.Identifier == id || item.HasTag(id))) { return false; }
|
||||
return Identifiers.Any(id => item.Prefab.Identifier == id || item.HasTag(id) || (allowVariants && item.Prefab.VariantOf?.Identifier == id));
|
||||
return Identifiers.Any(id => item.Prefab.Identifier == id || item.HasTag(id) || (AllowVariants && item.Prefab.VariantOf?.Identifier == id));
|
||||
}
|
||||
public bool MatchesItem(ItemPrefab itemPrefab)
|
||||
{
|
||||
if (itemPrefab == null) { return false; }
|
||||
if (excludedIdentifiers.Any(id => itemPrefab.Identifier == id || itemPrefab.Tags.Contains(id))) { return false; }
|
||||
return Identifiers.Any(id => itemPrefab.Identifier == id || itemPrefab.Tags.Contains(id) || (allowVariants && itemPrefab.VariantOf?.Identifier == id));
|
||||
return Identifiers.Any(id => itemPrefab.Identifier == id || itemPrefab.Tags.Contains(id) || (AllowVariants && itemPrefab.VariantOf?.Identifier == id));
|
||||
}
|
||||
|
||||
public RelatedItem(string[] identifiers, string[] excludedIdentifiers)
|
||||
@@ -171,7 +171,7 @@ namespace Barotrauma
|
||||
new XAttribute("ignoreineditor", IgnoreInEditor),
|
||||
new XAttribute("excludebroken", ExcludeBroken),
|
||||
new XAttribute("targetslot", TargetSlot),
|
||||
new XAttribute("allowvariants", allowVariants));
|
||||
new XAttribute("allowvariants", AllowVariants));
|
||||
|
||||
if (excludedIdentifiers.Length > 0)
|
||||
{
|
||||
@@ -235,7 +235,7 @@ namespace Barotrauma
|
||||
RelatedItem ri = new RelatedItem(identifiers, excludedIdentifiers)
|
||||
{
|
||||
ExcludeBroken = element.GetAttributeBool("excludebroken", true),
|
||||
allowVariants = element.GetAttributeBool("allowvariants", true)
|
||||
AllowVariants = element.GetAttributeBool("allowvariants", true)
|
||||
};
|
||||
string typeStr = element.GetAttributeString("type", "");
|
||||
if (string.IsNullOrEmpty(typeStr))
|
||||
|
||||
@@ -510,14 +510,14 @@ namespace Barotrauma.MapCreatures.Behavior
|
||||
List<BallastFloraBranch> list = branches[hull];
|
||||
if (!list.Any(HasAcidEmitter))
|
||||
{
|
||||
BallastFloraBranch randomBranh = branches[hull].GetRandom();
|
||||
randomBranh.SpawningItem = true;
|
||||
BallastFloraBranch randomBranch = branches[hull].GetRandom();
|
||||
randomBranch.SpawningItem = true;
|
||||
|
||||
ItemPrefab prefab = ItemPrefab.Find(null, AttackItemPrefab);
|
||||
Entity.Spawner?.AddToSpawnQueue(prefab, Parent.Position + Offset + randomBranh.Position, Parent.Submarine, null, item =>
|
||||
Entity.Spawner?.AddToSpawnQueue(prefab, Parent.Position + Offset + randomBranch.Position, Parent.Submarine, onSpawned: item =>
|
||||
{
|
||||
randomBranh.AttackItem = item;
|
||||
randomBranh.SpawningItem = false;
|
||||
randomBranch.AttackItem = item;
|
||||
randomBranch.SpawningItem = false;
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -213,9 +213,8 @@ namespace Barotrauma
|
||||
};
|
||||
PhysicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
PhysicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
PhysicsBody.FarseerBody.SetIsSensor(true);
|
||||
PhysicsBody.FarseerBody.SetIsSensor(element.GetAttributeBool("sensor", true));
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
|
||||
ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
|
||||
@@ -532,10 +531,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerOnce)
|
||||
if (triggerOnce && triggeredOnce)
|
||||
{
|
||||
if (triggeredOnce) { return; }
|
||||
if (triggerers.Count > 0) { triggeredOnce = true; }
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Entity triggerer in triggerers)
|
||||
@@ -577,6 +575,12 @@ namespace Barotrauma
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, cameraShake);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerOnce && triggerers.Count > 0)
|
||||
{
|
||||
PhysicsBody.Enabled = false;
|
||||
triggeredOnce = true;
|
||||
}
|
||||
}
|
||||
|
||||
public static void RemoveDistantTriggerers(PhysicsBody physicsBody, HashSet<Entity> triggerers, Vector2 calculateDistanceTo)
|
||||
|
||||
@@ -26,6 +26,7 @@ namespace Barotrauma
|
||||
public readonly Inventory Inventory;
|
||||
public readonly Submarine Submarine;
|
||||
public readonly float Condition;
|
||||
public readonly int Quality;
|
||||
|
||||
public bool SpawnIfInventoryFull = true;
|
||||
public bool IgnoreLimbSlots = false;
|
||||
@@ -33,28 +34,31 @@ namespace Barotrauma
|
||||
|
||||
private readonly Action<Item> onSpawned;
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, Action<Item> onSpawned, float? condition = null)
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, Action<Item> onSpawned, float? condition = null, int? quality = null)
|
||||
{
|
||||
Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
|
||||
Position = worldPosition;
|
||||
Condition = condition ?? prefab.Health;
|
||||
Quality = quality ?? 0;
|
||||
this.onSpawned = onSpawned;
|
||||
}
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, Action<Item> onSpawned, float? condition = null)
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, Action<Item> onSpawned, float? condition = null, int? quality = null)
|
||||
{
|
||||
Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
|
||||
Position = position;
|
||||
Submarine = sub;
|
||||
Condition = condition ?? prefab.Health;
|
||||
Quality = quality ?? 0;
|
||||
this.onSpawned = onSpawned;
|
||||
}
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, Action<Item> onSpawned, float? condition = null)
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, Action<Item> onSpawned, float? condition = null, int? quality = null)
|
||||
{
|
||||
Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
|
||||
Inventory = inventory;
|
||||
Condition = condition ?? prefab.Health;
|
||||
Quality = quality ?? 0;
|
||||
this.onSpawned = onSpawned;
|
||||
}
|
||||
|
||||
@@ -73,7 +77,8 @@ namespace Barotrauma
|
||||
}
|
||||
spawnedItem = new Item(Prefab, Vector2.Zero, null)
|
||||
{
|
||||
Condition = Condition
|
||||
Condition = Condition,
|
||||
Quality = Quality
|
||||
};
|
||||
var slot = Slot != InvSlotType.None ? Slot.ToEnumerable() : spawnedItem.AllowedSlots;
|
||||
if (!Inventory.Owner.Removed && !Inventory.TryPutItem(spawnedItem, null, slot))
|
||||
@@ -94,7 +99,11 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnedItem = new Item(Prefab, Position, Submarine);
|
||||
spawnedItem = new Item(Prefab, Position, Submarine)
|
||||
{
|
||||
Condition = Condition,
|
||||
Quality = Quality
|
||||
};
|
||||
}
|
||||
return spawnedItem;
|
||||
}
|
||||
@@ -241,7 +250,7 @@ namespace Barotrauma
|
||||
return "EntitySpawner";
|
||||
}
|
||||
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null, Action<Item> onSpawned = null)
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null, int? quality = null, Action<Item> onSpawned = null)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
if (itemPrefab == null)
|
||||
@@ -251,10 +260,10 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, onSpawned, condition));
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, onSpawned, condition, quality));
|
||||
}
|
||||
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null, Action<Item> onSpawned = null)
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null, int? quality = null, Action<Item> onSpawned = null)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
if (itemPrefab == null)
|
||||
@@ -264,10 +273,10 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, onSpawned, condition));
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, onSpawned, condition, quality));
|
||||
}
|
||||
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false, InvSlotType slot = InvSlotType.None)
|
||||
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, int? quality = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false, InvSlotType slot = InvSlotType.None)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
if (itemPrefab == null)
|
||||
@@ -277,7 +286,7 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, onSpawned, condition)
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, onSpawned, condition, quality)
|
||||
{
|
||||
SpawnIfInventoryFull = spawnIfInventoryFull,
|
||||
IgnoreLimbSlots = ignoreLimbSlots,
|
||||
@@ -395,10 +404,6 @@ namespace Barotrauma
|
||||
{
|
||||
CreateNetworkEventProjSpecific(spawnedEntity, false);
|
||||
}
|
||||
if (spawnedEntity is Item item)
|
||||
{
|
||||
item.Condition = ((ItemSpawnInfo)entitySpawnInfo).Condition;
|
||||
}
|
||||
entitySpawnInfo.OnSpawned(spawnedEntity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -244,7 +244,7 @@ namespace Barotrauma
|
||||
cam.TargetPos = targetPos;
|
||||
}
|
||||
|
||||
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null);
|
||||
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null && !Inventory.IsMouseOnInventory);
|
||||
#endif
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
|
||||
Binary file not shown.
@@ -1,3 +1,68 @@
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.15.13.0
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Changes:
|
||||
- Remove spawnpoint-based job assignment logic. Previously, the number of job-specific spawnpoints in the sub affected how many players the server would try to assign to a given job, which would often lead to players not getting the job they wanted to.
|
||||
- Made the captain job optional (i.e. if no-one has captain in their preferences, no-one gets forced to play as one).
|
||||
- Improvements to the Korean localization.
|
||||
- Added rewards to side objective missions (hunting grounds, beacon).
|
||||
- Reduce Pyromaniac's burning damage increase from 40% to 25%.
|
||||
|
||||
Fixes:
|
||||
- Fixed clients' characters getting reset in the multiplayer campaign if they're spectating at the end of the round.
|
||||
- Fixed crashing when an event set fails to load any of its sub events. Caused certain mods to crash the game at 42% in the loading screen.
|
||||
- Fixed crashing on startup when using mods that remove the small icons from job prefabs.
|
||||
- Fixed bots being unable to find their way to the submarine if the switch to the "find safety" state outside the sub.
|
||||
- Fixed bots often being unable to find a way to leaks they're trying to weld.
|
||||
- Fixed crashing when a monster was just about to turn to a husk when the round ends.
|
||||
- Fixed opened item disappearing when switching to the test mode from the sub editor.
|
||||
- Fixed Artie Dolittle's ID card not working in the player's sub after he's hired.
|
||||
- Fixed category labels (sufficient skills to fabricate, requires recipe, etc) disappearing from the fabricator's item list when searching.
|
||||
- Fixed prisoner's uniform using a wrong texture file.
|
||||
- Fixed inability to edit pulse laser's power consumption in the sub editor.
|
||||
- Fixed an exploit in Pressure Stabilizer crafting recipe.
|
||||
- Fixed an exploit in Fixfoam Grenade deconstruction recipe.
|
||||
- Fixed crashing when selecting a gene splicer and hovering over its inventory slot in the sub editor.
|
||||
- Fixed bots being unable to use hardened and dementonite tools.
|
||||
- Fixed a typo in Tinkering cooldown reduction description.
|
||||
- Fixed inactive reactors electrocuting low-skill characters when rewired.
|
||||
- Fixed ignore orders carrying over when switching subs, causing them to target random items in the new sub.
|
||||
- Fixed dementonite knives being sold in stores.
|
||||
- Fixed contained items' impact sounds being played when the item they're inside hits the floor.
|
||||
- Fixed True Potential instant kills not properly giving kill credit (achievements, other talents).
|
||||
- Fixed Gene Harvester incorrectly checking the owner of the talent's submarine rather than the killer's.
|
||||
- Fixed certain talents not appearing to have an effect client-side, causing e.g. the high-pressure effects to appear when swimming outside with the Water Prankster talent.
|
||||
- Fix Scavenger's buff duration multiplier.
|
||||
- Fixed Insurance Policy not triggering properly.
|
||||
- Fixed issues with input going through interfaces drawn over inventory slots.
|
||||
- Fixed bots trying to treat talent afflictions.
|
||||
- Fixed player-controlled creature attacks sometimes not hitting characters when they should.
|
||||
- Fixed "x in command room" spam when dragging and dropping orders in multiplayer.
|
||||
- Fixed pirate missions not being considered completed if any of the pirates have been removed (e.g. eaten or despawned).
|
||||
- Fixed high-quality items not stacking in the fabricator's output slot.
|
||||
- Fixed ice shards' colliders taying active after the shard has shattered.
|
||||
- Fixed bots following the controlled character instead of the order giver in singleplayer.
|
||||
- Fixed purchased medals spawning on the floor.
|
||||
- Fixed vision obstruction effect "flickering" when moving the cursor around when an item UI is open.
|
||||
- Fixed some pumps in Dugong having 0 power consumption.
|
||||
- Fixed pumps deteriorating when they don't have power.
|
||||
- Fixed batteries/supercapacitors deteriorating when not charging/discharging.
|
||||
- Fixed afflictions applying face/body tints on monsters.
|
||||
- Fixed "select matching items" selecting all gaps if you've selected both a door and its gap in the sub editor.
|
||||
- Fixed door gaps not being selected if you use "select matching items" on a door in the sub editor.
|
||||
- Fixed biome ambience loop volume not being affected by the sound volume setting.
|
||||
- Fixed players wearing a PUCS not using up hull oxygen when no tank is equipped.
|
||||
- Fixed bots getting stuck on long outpost ladders.
|
||||
- Restored the sounds for legacy fractal guardians. Fixes console errors when they are spawned/viewed in the editor.
|
||||
- Fixed Reactor PDA showing hidden and non-interactable reactors.
|
||||
- Fixed welding tool scale being forced to 0.5.
|
||||
- Fix crew list content being repositioned when selected character was hovered.
|
||||
|
||||
Modding:
|
||||
- Made deconstruction recipes' mincondition accept items whose condition equals to the mincondition, not just items whose condition is higher.
|
||||
- Fixed color values being used incorrectly in explosion flashes.
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.15.12.0
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -21,7 +21,10 @@
|
||||
losmode="Transparent"
|
||||
hudscale="1"
|
||||
inventoryscale="1" />
|
||||
<contentpackage path="Data/ContentPackages/Vanilla 0.9.xml" />
|
||||
<contentpackages>
|
||||
<core
|
||||
name="Vanilla 0.9" />
|
||||
</contentpackages>
|
||||
<player name=""/>
|
||||
<keymapping
|
||||
Select="PrimaryMouse"
|
||||
|
||||
Reference in New Issue
Block a user