(3f015888d) Implement manual doors that can be opened simply by clicking on them. Add a test sub (not added in the project -> have to manually place in the local bin folder to test it).

This commit is contained in:
Joonas Rikkonen
2019-04-10 13:21:25 +03:00
parent 3093515600
commit 25453018fc
4 changed files with 39 additions and 11 deletions

View File

@@ -10,6 +10,7 @@ using System.Xml.Linq;
#if CLIENT
using Barotrauma.Lights;
#endif
using Barotrauma.Extensions;
namespace Barotrauma.Items.Components
{
@@ -210,12 +211,13 @@ namespace Barotrauma.Items.Components
#endif
}
public override bool HasRequiredItems(Character character, bool addMessage)
private string text = TextManager.Get("DoorMsgCannotOpen");
public override bool HasRequiredItems(Character character, bool addMessage, string msg = null)
{
if (item.Condition <= RepairThreshold) return true; //For repairing
//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage) : canBePicked;
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg ?? text) : canBePicked;
}
public override bool Pick(Character picker)
@@ -226,18 +228,27 @@ namespace Barotrauma.Items.Components
public override bool OnPicked(Character picker)
{
if (item.Condition <= RepairThreshold) return true; //repairs
if (requiredItems.Any())
{
ForceOpen(ActionType.OnPicked);
}
return false;
}
private void ForceOpen(ActionType actionType)
{
SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true); //crowbar function
#if CLIENT
PlaySound(ActionType.OnPicked, item.WorldPosition, picker);
PlaySound(actionType, item.WorldPosition, picker);
#endif
return false;
}
public override bool Select(Character character)
{
//can only be selected if the item is broken
return item.Condition <= RepairThreshold;
if (item.Condition <= RepairThreshold) return true; //repairs
ForceOpen(ActionType.OnUse);
return false;
}
public override void Update(float deltaTime, Camera cam)

View File

@@ -554,7 +554,7 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool HasRequiredContainedItems(bool addMessage)
public bool HasRequiredContainedItems(bool addMessage, string msg = null)
{
if (!requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) return true;
if (item.OwnInventory == null) return false;
@@ -564,7 +564,11 @@ namespace Barotrauma.Items.Components
if (!item.OwnInventory.Items.Any(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)))
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
msg = msg ?? ri.Msg;
if (addMessage && !string.IsNullOrEmpty(msg))
{
GUI.AddMessage(msg, Color.Red);
}
#endif
return false;
}
@@ -573,7 +577,7 @@ namespace Barotrauma.Items.Components
return true;
}
public virtual bool HasRequiredItems(Character character, bool addMessage)
public virtual bool HasRequiredItems(Character character, bool addMessage, string msg = null)
{
if (!requiredItems.Any()) return true;
if (character.Inventory == null) return false;
@@ -585,7 +589,11 @@ namespace Barotrauma.Items.Components
if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
msg = msg ?? ri.Msg;
if (addMessage && !string.IsNullOrEmpty(msg))
{
GUI.AddMessage(msg, Color.Red);
}
#endif
return false;
}
@@ -598,7 +606,11 @@ namespace Barotrauma.Items.Components
if (character.Inventory.Items.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
msg = msg ?? ri.Msg;
if (addMessage && !string.IsNullOrEmpty(msg))
{
GUI.AddMessage(msg, Color.Red);
}
#endif
return false;
}

View File

@@ -1619,7 +1619,12 @@ namespace Barotrauma
if (ic is Holdable holdable && !holdable.CanBeDeattached()) continue;
Color color = Color.Red;
if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
bool hasRequiredSkillsAndItems = ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false);
if (hasRequiredSkillsAndItems)
{
color = Color.Orange;
}
// TODO: Blue color if the item is selected
texts.Add(new ColoredText(ic.DisplayMsg, color, false));
}