Release v0.15.12.0

This commit is contained in:
Joonas Rikkonen
2021-10-27 18:50:57 +03:00
parent bf95e82d80
commit 234fb6bc06
450 changed files with 26042 additions and 10457 deletions
@@ -4,8 +4,8 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Security.Cryptography;
using System.Xml.Linq;
using Barotrauma.Abilities;
namespace Barotrauma.Items.Components
{
@@ -32,6 +32,8 @@ namespace Barotrauma.Items.Components
[Serialize(1.0f, true)]
public float SkillRequirementMultiplier { get; set; }
private const float TinkeringSpeedIncrease = 1.5f;
private enum FabricatorState
{
Active = 1,
@@ -240,7 +242,8 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem))
var availableIngredients = GetAvailableIngredients();
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
{
CancelFabricating();
return;
@@ -278,48 +281,91 @@ namespace Barotrauma.Items.Components
if (powerConsumption <= 0) { Voltage = 1.0f; }
timeUntilReady -= deltaTime * Math.Min(Voltage, 1.0f);
float tinkeringStrength = 0f;
if (repairable.IsTinkering)
{
tinkeringStrength = repairable.TinkeringStrength;
}
float fabricationSpeedIncrease = 1f + tinkeringStrength * TinkeringSpeedIncrease;
timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(Voltage, 1.0f);
UpdateRequiredTimeProjSpecific();
if (timeUntilReady > 0.0f) { return; }
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
var availableIngredients = GetAvailableIngredients();
foreach (FabricationRecipe.RequiredItem ingredient in fabricatedItem.RequiredItems)
{
for (int i = 0; i < ingredient.Amount; i++)
fabricatedItem.RequiredItems.ForEach(requiredItem => {
for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
{
var availableItem = availableIngredients.FirstOrDefault(it =>
it != null && ingredient.ItemPrefabs.Contains(it.Prefab) &&
it.ConditionPercentage >= ingredient.MinCondition * 100.0f &&
it.ConditionPercentage <= ingredient.MaxCondition * 100.0f);
if (availableItem == null) { continue; }
if (ingredient.UseCondition && availableItem.ConditionPercentage - ingredient.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
availableItem.Condition -= availableItem.Prefab.Health * ingredient.MinCondition;
continue;
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
{
return potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
});
if (availablePrefab == null) { continue; }
if (requiredItem.UseCondition && availablePrefab.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
{
availablePrefab.Condition -= availablePrefab.Prefab.Health * requiredItem.MinCondition;
continue;
}
availablePrefabs.Remove(availablePrefab);
Entity.Spawner.AddToRemoveQueue(availablePrefab);
inputContainer.Inventory.RemoveItem(availablePrefab);
}
availableIngredients.Remove(availableItem);
Entity.Spawner.AddToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
}
});
int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
var fabricationValueItem = new AbilityValueItem(fabricatedItem.Amount, fabricatedItem.TargetItem);
int quality = 0;
if (user?.Info != null)
{
foreach (Character character in Character.CharacterList.Where(c => c.TeamID == user.TeamID))
{
character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, fabricationValueItem);
}
user.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, fabricationValueItem);
quality = GetFabricatedItemQuality(fabricatedItem, user);
}
Character tempUser = user;
int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
for (int i = 0; i < fabricatedItem.Amount; i++)
var tempUser = user;
for (int i = 0; i < (int)fabricationValueItem.Value; i++)
{
float outCondition = fabricatedItem.OutCondition;
if (i < amountFittingContainer)
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition,
onSpawned: (Item spawnedItem) => { onItemSpawned(spawnedItem, tempUser); });
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition,
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 * fabricatedItem.OutCondition,
onSpawned: (Item spawnedItem) => { onItemSpawned(spawnedItem, tempUser); });
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition,
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;
});
}
}
@@ -333,16 +379,19 @@ namespace Barotrauma.Items.Components
}
}
}
if (user?.Info != null && !user.Removed)
{
foreach (Skill skill in fabricatedItem.RequiredSkills)
{
float userSkill = user.GetSkillLevel(skill.Identifier);
float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f);
var addedSkillValue = new AbilityValueString(0f, skill.Identifier);
user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
addedSkill += addedSkillValue.Value;
user.Info.IncreaseSkillLevel(
skill.Identifier,
skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f),
user.Position + Vector2.UnitY * 150.0f);
addedSkill);
}
}
@@ -363,26 +412,57 @@ namespace Barotrauma.Items.Components
}
}
partial void UpdateRequiredTimeProjSpecific();
private bool CanBeFabricated(FabricationRecipe fabricableItem)
private int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
{
if (fabricableItem == null) { return false; }
List<Item> availableIngredients = GetAvailableIngredients();
return CanBeFabricated(fabricableItem, availableIngredients);
if (user == null) { return 0; }
if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return 0; }
int quality = 0;
float floatQuality = 0.0f;
foreach (string tag in fabricatedItem.TargetItem.Tags)
{
floatQuality += user.Info.GetSavedStatValue(StatTypes.IncreaseFabricationQuality, tag);
}
quality = (int)floatQuality;
const int MaxCraftingSkill = 100;
quality += fabricatedItem.RequiredSkills.All(s => user.GetSkillLevel(s.Identifier) >= MaxCraftingSkill) ? 1 : 0;
quality += FabricationDegreeOfSuccess(user, fabricatedItem.RequiredSkills) >= 0.5f ? 1 : 0;
return quality;
}
private bool CanBeFabricated(FabricationRecipe fabricableItem, IEnumerable<Item> availableIngredients)
partial void UpdateRequiredTimeProjSpecific();
private bool CanBeFabricated(FabricationRecipe fabricableItem, Dictionary<string, List<Item>> availableIngredients, Character character)
{
if (fabricableItem == null) { return false; }
foreach (FabricationRecipe.RequiredItem requiredItem in fabricableItem.RequiredItems)
if (fabricableItem == null) { return false; }
if (fabricableItem.RequiresRecipe && (character == null || !character.HasRecipeForItem(fabricableItem.TargetItem.Identifier))) { return false; }
return fabricableItem.RequiredItems.All(requiredItem =>
{
if (availableIngredients.Count(it => IsItemValidIngredient(it, requiredItem)) < requiredItem.Amount)
int availablePrefabsAmount = 0;
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
return false;
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
foreach (Item availablePrefab in availablePrefabs)
{
if (availablePrefab.Condition / availablePrefab.Prefab.Health >= requiredItem.MinCondition &&
availablePrefab.Condition / availablePrefab.Prefab.Health <= requiredItem.MaxCondition)
{
availablePrefabsAmount++;
}
if (availablePrefabsAmount >= requiredItem.Amount)
{
return true;
}
}
}
}
return true;
return false;
});
}
private float GetRequiredTime(FabricationRecipe fabricableItem, Character user)
@@ -416,7 +496,7 @@ namespace Barotrauma.Items.Components
/// Get a list of all items available in the input container and linked containers
/// </summary>
/// <returns></returns>
private List<Item> GetAvailableIngredients()
private Dictionary<string, List<Item>> GetAvailableIngredients()
{
List<Item> availableIngredients = new List<Item>();
availableIngredients.AddRange(inputContainer.Inventory.AllItems);
@@ -448,7 +528,19 @@ namespace Barotrauma.Items.Components
}
#endif
return availableIngredients;
Dictionary<string, List<Item>> ingredientsDictionary = new Dictionary<string, List<Item>>();
for (int i = 0; i < availableIngredients.Count; i++)
{
var itemIdentifier = availableIngredients[i].prefab.Identifier;
if (!ingredientsDictionary.ContainsKey(itemIdentifier))
{
ingredientsDictionary[itemIdentifier] = new List<Item>(availableIngredients.Count);
}
ingredientsDictionary[itemIdentifier].Add(availableIngredients[i]);
}
return ingredientsDictionary;
}
/// <summary>
@@ -463,40 +555,41 @@ namespace Barotrauma.Items.Components
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
var availableIngredients = GetAvailableIngredients();
foreach (var requiredItem in targetItem.RequiredItems)
{
targetItem.RequiredItems.ForEach(requiredItem => {
for (int i = 0; i < requiredItem.Amount; i++)
{
var matchingItem = availableIngredients.Find(it => !usedItems.Contains(it) && IsItemValidIngredient(it, requiredItem));
if (matchingItem == null) { continue; }
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
availableIngredients.Remove(matchingItem);
if (matchingItem.ParentInventory == inputContainer.Inventory)
{
//already in input container, all good
usedItems.Add(matchingItem);
}
else //in another inventory, we need to move the item
{
if (!inputContainer.Inventory.CanBePut(matchingItem))
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
{
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !usedItems.Contains(it));
unneededItem?.Drop(null, createNetworkEvent: !isClient);
}
inputContainer.Inventory.TryPutItem(matchingItem, user: null, createNetworkEvent: !isClient);
}
}
}
}
return !usedItems.Contains(potentialPrefab) &&
potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
});
if (availablePrefab == null) { continue; }
private bool IsItemValidIngredient(Item item, FabricationRecipe.RequiredItem requiredItem)
{
return
item != null &&
requiredItem.ItemPrefabs.Contains(item.prefab) &&
item.Condition / item.Prefab.Health >= requiredItem.MinCondition &&
item.Condition / item.Prefab.Health <= requiredItem.MaxCondition;
availablePrefabs.Remove(availablePrefab);
if (availablePrefab.ParentInventory == inputContainer.Inventory)
{
//already in input container, all good
usedItems.Add(availablePrefab);
}
else //in another inventory, we need to move the item
{
if (!inputContainer.Inventory.CanBePut(availablePrefab))
{
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !usedItems.Contains(it));
unneededItem?.Drop(null, createNetworkEvent: !isClient);
}
inputContainer.Inventory.TryPutItem(availablePrefab, user: null, createNetworkEvent: !isClient);
}
}
}
});
}
public override XElement Save(XElement parentElement)