Fixed fabricated items always appearing to be in full condition client-side (e.g. oxygen tanks which should be empty after being fabricated). Cherry-picked from 64896b0f. Closes #561

This commit is contained in:
Joonas Rikkonen
2018-06-29 17:39:10 +03:00
parent 7f58e4619b
commit 274a29bada
3 changed files with 12 additions and 15 deletions

View File

@@ -291,7 +291,6 @@ namespace Barotrauma.Items.Components
}
}
//TODO: apply OutCondition
if (containers[1].Inventory.Items.All(i => i != null))
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);

View File

@@ -344,18 +344,18 @@ namespace Barotrauma
}
}
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine, float? spawnCondition = null)
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine)
: this(new Rectangle(
(int)(position.X - itemPrefab.sprite.size.X / 2),
(int)(position.Y + itemPrefab.sprite.size.Y / 2),
(int)itemPrefab.sprite.size.X,
(int)itemPrefab.sprite.size.Y),
itemPrefab, submarine, spawnCondition)
itemPrefab, submarine)
{
}
public Item(Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine, float? spawnCondition = null)
public Item(Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine)
: base(itemPrefab, submarine)
{
prefab = itemPrefab;
@@ -370,7 +370,7 @@ namespace Barotrauma
rect = newRect;
condition = (float)(spawnCondition ?? prefab.Health);
condition = prefab.Health;
lastSentCondition = condition;
XElement element = prefab.ConfigElement;
@@ -425,11 +425,8 @@ namespace Barotrauma
//and add them to the corresponding statuseffect list
foreach (List<StatusEffect> componentEffectList in ic.statusEffectLists.Values)
{
ActionType actionType = componentEffectList.First().type;
List<StatusEffect> statusEffectList;
if (!statusEffectLists.TryGetValue(actionType, out statusEffectList))
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffectList))
{
statusEffectList = new List<StatusEffect>();
statusEffectLists.Add(actionType, statusEffectList);

View File

@@ -22,13 +22,13 @@ namespace Barotrauma
public readonly Vector2 Position;
public readonly Inventory Inventory;
public readonly Submarine Submarine;
public readonly float Condition;
public readonly float Condition;
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, float? condition = null)
{
Prefab = prefab;
Position = worldPosition;
Condition = (float)(condition ?? prefab.Health);
Condition = condition ?? prefab.Health;
}
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, float? condition = null)
@@ -36,14 +36,14 @@ namespace Barotrauma
Prefab = prefab;
Position = position;
Submarine = sub;
Condition = (float)(condition ?? prefab.Health);
Condition = condition ?? prefab.Health;
}
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, float? condition = null)
{
Prefab = prefab;
Inventory = inventory;
Condition = (float)(condition ?? prefab.Health);
Condition = condition ?? prefab.Health;
}
public Entity Spawn()
@@ -52,13 +52,14 @@ namespace Barotrauma
if (Inventory != null)
{
spawnedItem = new Item(Prefab, Vector2.Zero, null, Condition);
spawnedItem = new Item(Prefab, Vector2.Zero, null);
Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots);
}
else
{
spawnedItem = new Item(Prefab, Position, Submarine, Condition);
spawnedItem = new Item(Prefab, Position, Submarine);
}
spawnedItem.Condition = Condition;
return spawnedItem;
}