Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"

This reverts commit 046483b9da.
This commit is contained in:
NotAlwaysTrue
2026-04-30 21:59:54 +08:00
parent 02689d0d86
commit 25683dcf39
85 changed files with 2413 additions and 779 deletions
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Barotrauma.Extensions;
using Barotrauma.MapCreatures.Behavior;
@@ -315,7 +316,7 @@ namespace Barotrauma.Items.Components
partial void UseProjSpecific(float deltaTime, Vector2 raystart);
private static readonly List<Body> hitBodies = new List<Body>();
private static readonly ThreadLocal<List<Body>> hitBodies = new ThreadLocal<List<Body>>(() => new List<Body>());
private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
@@ -373,13 +374,13 @@ namespace Barotrauma.Items.Components
},
allowInsideFixture: true);
hitBodies.Clear();
hitBodies.AddRange(bodies.Distinct());
hitBodies.Value.Clear();
hitBodies.Value.AddRange(bodies.Distinct());
lastPickedFraction = Submarine.LastPickedFraction;
Type lastHitType = null;
hitCharacters.Clear();
foreach (Body body in hitBodies)
foreach (Body body in hitBodies.Value)
{
Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
@@ -897,48 +898,49 @@ namespace Barotrauma.Items.Components
}
}
private static List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
private static readonly ThreadLocal<List<ISerializableEntity>> currentTargets = new ThreadLocal<List<ISerializableEntity>>(() => new List<ISerializableEntity>());
private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, Item targetItem = null, Character character = null, Limb limb = null, Structure structure = null)
{
if (statusEffectLists == null) { return; }
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
var targets = currentTargets.Value;
foreach (StatusEffect effect in statusEffects)
{
currentTargets.Clear();
targets.Clear();
effect.SetUser(user);
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{
if (targetItem != null)
{
currentTargets.AddRange(targetItem.AllPropertyObjects);
targets.AddRange(targetItem.AllPropertyObjects);
}
if (structure != null)
{
currentTargets.Add(structure);
targets.Add(structure);
}
if (character != null)
{
currentTargets.Add(character);
targets.Add(character);
}
effect.Apply(actionType, deltaTime, item, currentTargets);
effect.Apply(actionType, deltaTime, item, targets);
}
else if (effect.HasTargetType(StatusEffect.TargetType.Character))
{
currentTargets.Add(user);
effect.Apply(actionType, deltaTime, item, currentTargets);
targets.Add(user);
effect.Apply(actionType, deltaTime, item, targets);
}
else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
{
currentTargets.Add(limb);
effect.Apply(actionType, deltaTime, item, currentTargets);
targets.Add(limb);
effect.Apply(actionType, deltaTime, item, targets);
}
#if CLIENT
if (user == null) { return; }
// Hard-coded progress bars for welding doors stuck.
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
foreach (ISerializableEntity target in currentTargets)
foreach (ISerializableEntity target in targets)
{
if (target is not Door door) { continue; }
if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }