Release v0.15.12.0
This commit is contained in:
+232
-79
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Abilities;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -14,6 +15,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool hasPower;
|
||||
|
||||
private Character user;
|
||||
|
||||
private float userDeconstructorSpeedMultiplier = 1.0f;
|
||||
|
||||
private const float TinkeringSpeedIncrease = 1.5f;
|
||||
|
||||
private ItemContainer inputContainer, outputContainer;
|
||||
|
||||
public ItemContainer InputContainer
|
||||
@@ -25,7 +32,10 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
get { return outputContainer; }
|
||||
}
|
||||
|
||||
|
||||
[Serialize(false, true)]
|
||||
public bool DeconstructItemsSimultaneously { get; set; }
|
||||
|
||||
[Editable, Serialize(1.0f, true)]
|
||||
public float DeconstructionSpeed { get; set; }
|
||||
|
||||
@@ -81,65 +91,177 @@ namespace Barotrauma.Items.Components
|
||||
if (powerConsumption <= 0.0f) { Voltage = 1.0f; }
|
||||
progressTimer += deltaTime * Math.Min(Voltage, 1.0f);
|
||||
|
||||
var targetItem = inputContainer.Inventory.LastOrDefault();
|
||||
if (targetItem == null) { return; }
|
||||
|
||||
float deconstructTime = targetItem.Prefab.DeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / DeconstructionSpeed : 1.0f;
|
||||
|
||||
progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
|
||||
if (progressTimer > deconstructTime)
|
||||
float tinkeringStrength = 0f;
|
||||
if (repairable.IsTinkering)
|
||||
{
|
||||
// In multiplayer, the server handles the deconstruction into new items
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
tinkeringStrength = repairable.TinkeringStrength;
|
||||
}
|
||||
// doesn't quite work properly, remaining time changes if tinkering stops
|
||||
float deconstructionSpeedModifier = userDeconstructorSpeedMultiplier * (1f + tinkeringStrength * TinkeringSpeedIncrease);
|
||||
|
||||
if (targetItem.Prefab.RandomDeconstructionOutput)
|
||||
if (DeconstructItemsSimultaneously)
|
||||
{
|
||||
float deconstructTime = 0.0f;
|
||||
foreach (Item targetItem in inputContainer.Inventory.AllItems)
|
||||
{
|
||||
int amount = targetItem.Prefab.RandomDeconstructionOutputAmount;
|
||||
List<int> deconstructItemIndexes = new List<int>();
|
||||
for (int i = 0; i < targetItem.Prefab.DeconstructItems.Count; i++)
|
||||
{
|
||||
deconstructItemIndexes.Add(i);
|
||||
}
|
||||
List<float> commonness = targetItem.Prefab.DeconstructItems.Select(i => i.Commonness).ToList();
|
||||
List<DeconstructItem> products = new List<DeconstructItem>();
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
if (deconstructItemIndexes.Count < 1) { break; }
|
||||
var itemIndex = ToolBox.SelectWeightedRandom(deconstructItemIndexes, commonness, Rand.RandSync.Unsynced);
|
||||
products.Add(targetItem.Prefab.DeconstructItems[itemIndex]);
|
||||
var removeIndex = deconstructItemIndexes.IndexOf(itemIndex);
|
||||
deconstructItemIndexes.RemoveAt(removeIndex);
|
||||
commonness.RemoveAt(removeIndex);
|
||||
}
|
||||
foreach (DeconstructItem deconstructProduct in products)
|
||||
{
|
||||
CreateDeconstructProduct(deconstructProduct);
|
||||
}
|
||||
deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier);
|
||||
}
|
||||
else
|
||||
|
||||
progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
|
||||
if (progressTimer > deconstructTime)
|
||||
{
|
||||
foreach (DeconstructItem deconstructProduct in targetItem.Prefab.DeconstructItems)
|
||||
List<Item> items = inputContainer.Inventory.AllItems.ToList();
|
||||
foreach (Item targetItem in items)
|
||||
{
|
||||
CreateDeconstructProduct(deconstructProduct);
|
||||
if ((Entity.Spawner?.IsInRemoveQueue(targetItem) ?? false) || !inputContainer.Inventory.AllItems.Contains(targetItem)) { continue; }
|
||||
var validDeconstructItems = targetItem.Prefab.DeconstructItems.FindAll(it =>
|
||||
(it.RequiredDeconstructor.Length == 0 || it.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase))) &&
|
||||
(it.RequiredOtherItem.Length == 0 || it.RequiredOtherItem.Any(r => items.Any(it => it != targetItem && (it.HasTag(r) || it.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase))))));
|
||||
|
||||
ProcessItem(targetItem, items, validDeconstructItems, allowRemove: validDeconstructItems.Any() || !targetItem.Prefab.DeconstructItems.Any());
|
||||
}
|
||||
#if SERVER
|
||||
item.CreateServerEvent(this);
|
||||
#endif
|
||||
progressTimer = 0.0f;
|
||||
progressState = 0.0f;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var targetItem = inputContainer.Inventory.LastOrDefault();
|
||||
if (targetItem == null) { return; }
|
||||
|
||||
var validDeconstructItems = targetItem.Prefab.DeconstructItems.FindAll(it =>
|
||||
it.RequiredDeconstructor.Length == 0 || it.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase)));
|
||||
|
||||
float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
|
||||
|
||||
progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
|
||||
if (progressTimer > deconstructTime)
|
||||
{
|
||||
ProcessItem(targetItem, inputContainer.Inventory.AllItemsMod, validDeconstructItems, allowRemove: validDeconstructItems.Any() || !targetItem.Prefab.DeconstructItems.Any());
|
||||
|
||||
#if SERVER
|
||||
item.CreateServerEvent(this);
|
||||
#endif
|
||||
progressTimer = 0.0f;
|
||||
progressState = 0.0f;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessItem(Item targetItem, IEnumerable<Item> inputItems, List<DeconstructItem> validDeconstructItems, bool allowRemove = true)
|
||||
{
|
||||
// In multiplayer, the server handles the deconstruction into new items
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
|
||||
if (user != null && !user.Removed)
|
||||
{
|
||||
var abilityTargetItem = new AbilityItem(targetItem);
|
||||
user.CheckTalents(AbilityEffectType.OnItemDeconstructed, abilityTargetItem);
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.RandomDeconstructionOutput)
|
||||
{
|
||||
int amount = targetItem.Prefab.RandomDeconstructionOutputAmount;
|
||||
List<int> deconstructItemIndexes = new List<int>();
|
||||
for (int i = 0; i < validDeconstructItems.Count; i++)
|
||||
{
|
||||
deconstructItemIndexes.Add(i);
|
||||
}
|
||||
List<float> commonness = validDeconstructItems.Select(i => i.Commonness).ToList();
|
||||
List<DeconstructItem> products = new List<DeconstructItem>();
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
if (deconstructItemIndexes.Count < 1) { break; }
|
||||
var itemIndex = ToolBox.SelectWeightedRandom(deconstructItemIndexes, commonness, Rand.RandSync.Unsynced);
|
||||
products.Add(validDeconstructItems[itemIndex]);
|
||||
var removeIndex = deconstructItemIndexes.IndexOf(itemIndex);
|
||||
deconstructItemIndexes.RemoveAt(removeIndex);
|
||||
commonness.RemoveAt(removeIndex);
|
||||
}
|
||||
|
||||
foreach (DeconstructItem deconstructProduct in products)
|
||||
{
|
||||
CreateDeconstructProduct(deconstructProduct, inputItems);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (DeconstructItem deconstructProduct in validDeconstructItems)
|
||||
{
|
||||
CreateDeconstructProduct(deconstructProduct, inputItems);
|
||||
}
|
||||
}
|
||||
|
||||
void CreateDeconstructProduct(DeconstructItem deconstructProduct, IEnumerable<Item> inputItems)
|
||||
{
|
||||
float percentageHealth = targetItem.Condition / targetItem.MaxCondition;
|
||||
|
||||
if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
|
||||
|
||||
if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
|
||||
{
|
||||
DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
|
||||
return;
|
||||
}
|
||||
|
||||
float condition = deconstructProduct.CopyCondition ?
|
||||
percentageHealth * itemPrefab.Health :
|
||||
itemPrefab.Health * Rand.Range(deconstructProduct.OutConditionMin, deconstructProduct.OutConditionMax);
|
||||
|
||||
if (DeconstructItemsSimultaneously && deconstructProduct.RequiredOtherItem.Length > 0)
|
||||
{
|
||||
foreach (Item otherItem in inputItems)
|
||||
{
|
||||
if (targetItem == otherItem) { continue; }
|
||||
if (deconstructProduct.RequiredOtherItem.Any(r => otherItem.HasTag(r) || r.Equals(otherItem.Prefab.Identifier, StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
user.CheckTalents(AbilityEffectType.OnGeneticMaterialCombinedOrRefined);
|
||||
foreach (Character character in Character.GetFriendlyCrew(user))
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnCrewGeneticMaterialCombinedOrRefined);
|
||||
}
|
||||
|
||||
var geneticMaterial1 = targetItem.GetComponent<GeneticMaterial>();
|
||||
var geneticMaterial2 = otherItem.GetComponent<GeneticMaterial>();
|
||||
if (geneticMaterial1 != null && geneticMaterial2 != null)
|
||||
{
|
||||
if (geneticMaterial1.Combine(geneticMaterial2, user))
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(otherItem);
|
||||
OutputContainer.Inventory.RemoveItem(otherItem);
|
||||
Entity.Spawner.AddToRemoveQueue(otherItem);
|
||||
}
|
||||
allowRemove = false;
|
||||
return;
|
||||
}
|
||||
inputContainer.Inventory.RemoveItem(otherItem);
|
||||
OutputContainer.Inventory.RemoveItem(otherItem);
|
||||
Entity.Spawner.AddToRemoveQueue(otherItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CreateDeconstructProduct(DeconstructItem deconstructProduct)
|
||||
int amount = 1;
|
||||
|
||||
if (user != null && !user.Removed)
|
||||
{
|
||||
float percentageHealth = targetItem.Condition / targetItem.Prefab.Health;
|
||||
if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
|
||||
var itemsCreated = new AbilityValueItem(amount, targetItem.Prefab);
|
||||
user.CheckTalents(AbilityEffectType.OnItemDeconstructedMaterial, itemsCreated);
|
||||
amount = (int)itemsCreated.Value;
|
||||
|
||||
if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
|
||||
{
|
||||
DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
|
||||
return;
|
||||
}
|
||||
|
||||
float condition = deconstructProduct.CopyCondition ?
|
||||
percentageHealth * itemPrefab.Health :
|
||||
itemPrefab.Health * deconstructProduct.OutCondition;
|
||||
// used to spawn items directly into the deconstructor
|
||||
var itemContainer = new AbilityItemPrefabItem(item, targetItem.Prefab);
|
||||
user.CheckTalents(AbilityEffectType.OnItemDeconstructedInventory, itemContainer);
|
||||
}
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
|
||||
{
|
||||
for (int i = 0; i < outputContainer.Capacity; i++)
|
||||
@@ -153,36 +275,31 @@ namespace Barotrauma.Items.Components
|
||||
PutItemsToLinkedContainer();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.AllowDeconstruct)
|
||||
if (targetItem.AllowDeconstruct && allowRemove)
|
||||
{
|
||||
//drop all items that are inside the deconstructed item
|
||||
foreach (ItemContainer ic in targetItem.GetComponents<ItemContainer>())
|
||||
{
|
||||
//drop all items that are inside the deconstructed item
|
||||
foreach (ItemContainer ic in targetItem.GetComponents<ItemContainer>())
|
||||
{
|
||||
if (ic?.Inventory == null || ic.RemoveContainedItemsOnDeconstruct) { continue; }
|
||||
ic.Inventory.AllItemsMod.ForEach(containedItem => outputContainer.Inventory.TryPutItem(containedItem, user: null));
|
||||
}
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
if (ic?.Inventory == null || ic.RemoveContainedItemsOnDeconstruct) { continue; }
|
||||
ic.Inventory.AllItemsMod.ForEach(containedItem => outputContainer.Inventory.TryPutItem(containedItem, user: null));
|
||||
}
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!outputContainer.Inventory.CanBePut(targetItem) || (Entity.Spawner?.IsInRemoveQueue(targetItem) ?? false))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!outputContainer.Inventory.CanBePut(targetItem))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
#if SERVER
|
||||
item.CreateServerEvent(this);
|
||||
#endif
|
||||
progressTimer = 0.0f;
|
||||
progressState = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -190,7 +307,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
if (outputContainer.Inventory.IsEmpty()) { return; }
|
||||
|
||||
|
||||
foreach (MapEntity linkedTo in item.linkedTo)
|
||||
{
|
||||
if (linkedTo is Item linkedItem)
|
||||
@@ -201,7 +318,7 @@ namespace Barotrauma.Items.Components
|
||||
if (itemContainer == null) { continue; }
|
||||
outputContainer.Inventory.AllItemsMod.ForEach(containedItem => itemContainer.Inventory.TryPutItem(containedItem, user: null, createNetworkEvent: true));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -221,14 +338,54 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<(Item item, DeconstructItem output)> GetAvailableOutputs(bool checkRequiredOtherItems = true)
|
||||
{
|
||||
var items = inputContainer.Inventory.AllItems;
|
||||
foreach (Item inputItem in items)
|
||||
{
|
||||
if (!inputItem.AllowDeconstruct) { continue; }
|
||||
foreach (var deconstructItem in inputItem.Prefab.DeconstructItems)
|
||||
{
|
||||
if (deconstructItem.RequiredDeconstructor.Length > 0)
|
||||
{
|
||||
if (!deconstructItem.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase))) { continue; }
|
||||
}
|
||||
if (deconstructItem.RequiredOtherItem.Length > 0 && checkRequiredOtherItems)
|
||||
{
|
||||
if (!deconstructItem.RequiredOtherItem.Any(r => items.Any(it => it.HasTag(r) || it.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase)))) { continue; }
|
||||
bool validOtherItemFound = false;
|
||||
foreach (Item otherInputItem in items)
|
||||
{
|
||||
if (otherInputItem == inputItem) { continue; }
|
||||
if (!deconstructItem.RequiredOtherItem.Any(r => otherInputItem.HasTag(r) || otherInputItem.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase))) { continue; }
|
||||
|
||||
var geneticMaterial1 = inputItem.GetComponent<GeneticMaterial>();
|
||||
var geneticMaterial2 = otherInputItem.GetComponent<GeneticMaterial>();
|
||||
if (geneticMaterial1 != null && geneticMaterial2 != null)
|
||||
{
|
||||
if (!geneticMaterial1.CanBeCombinedWith(geneticMaterial2)) { continue; }
|
||||
}
|
||||
validOtherItemFound = true;
|
||||
}
|
||||
if (!validOtherItemFound) { continue; }
|
||||
}
|
||||
yield return (inputItem, deconstructItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetActive(bool active, Character user = null)
|
||||
{
|
||||
PutItemsToLinkedContainer();
|
||||
|
||||
this.user = user;
|
||||
|
||||
if (inputContainer.Inventory.IsEmpty()) { active = false; }
|
||||
|
||||
IsActive = active;
|
||||
currPowerConsumption = IsActive ? powerConsumption : 0.0f;
|
||||
userDeconstructorSpeedMultiplier = user != null ? 1f + user.GetStatValue(StatTypes.DeconstructorSpeedMultiplier) : 1f;
|
||||
|
||||
#if SERVER
|
||||
if (user != null)
|
||||
{
|
||||
@@ -241,10 +398,6 @@ namespace Barotrauma.Items.Components
|
||||
progressState = 0.0f;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
activateButton.Text = TextManager.Get(IsActive ? "DeconstructorCancel" : "DeconstructorDeconstruct");
|
||||
#endif
|
||||
|
||||
inputContainer.Inventory.Locked = IsActive;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user