(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:47:22 +03:00
parent ec7e23061b
commit 2eaf22683d
129 changed files with 2451 additions and 1336 deletions
@@ -880,8 +880,7 @@ namespace Barotrauma.Items.Components
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
foreach (MapEntity entity in linked)
{
Item linkedItem = entity as Item;
if (linkedItem == null) { continue; }
if (!(entity is Item linkedItem)) { continue; }
var dockingPort = linkedItem.GetComponent<DockingPort>();
if (dockingPort != null)
@@ -426,11 +426,11 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character character = null)
{
if (!attachable || item.body == null) return (character == null || character.IsKeyDown(InputType.Aim));
if (!attachable || item.body == null) { return character == null || character.IsKeyDown(InputType.Aim); }
if (character != null)
{
if (!character.IsKeyDown(InputType.Aim)) return false;
if (!CanBeAttached()) return false;
if (!character.IsKeyDown(InputType.Aim)) { return false; }
if (!CanBeAttached()) { return false; }
#if SERVER
if (GameMain.Server != null)
{
@@ -438,7 +438,12 @@ namespace Barotrauma.Items.Components
GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
}
#endif
item.Drop(character);
}
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (character != null) { item.Drop(character); }
AttachToWall();
}
return true;
@@ -550,7 +555,7 @@ namespace Barotrauma.Items.Components
public override void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
base.ServerWrite(msg, c, extraData);
if (!attachable || body == null) return;
if (!attachable || body == null) { return; }
msg.Write(Attached);
msg.Write(body.SimPosition.X);
@@ -2,12 +2,15 @@
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class LevelResource : ItemComponent, IServerSerializable
{
private float lastSentDeattachTimer;
[Serialize(1.0f, false)]
public float DeattachDuration
{
@@ -21,12 +24,29 @@ namespace Barotrauma.Items.Components
get { return deattachTimer; }
set
{
deattachTimer = Math.Max(0.0f, value);
//clients don't deattach the item until the server says so (handled in ClientRead)
if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && deattachTimer >= DeattachDuration)
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
return;
}
deattachTimer = Math.Max(0.0f, value);
#if SERVER
if (deattachTimer >= DeattachDuration)
{
if (holdable.Attached){ item.CreateServerEvent(this); }
holdable.DeattachFromWall();
}
else if (Math.Abs(lastSentDeattachTimer - deattachTimer) > 0.1f)
{
item.CreateServerEvent(this);
lastSentDeattachTimer = deattachTimer;
}
#else
if (deattachTimer >= DeattachDuration)
{
holdable.DeattachFromWall();
}
#endif
}
}
@@ -67,7 +87,10 @@ namespace Barotrauma.Items.Components
return;
}
holdable.Reattachable = false;
holdable.PickingTime = float.MaxValue;
if (requiredItems.Any())
{
holdable.PickingTime = float.MaxValue;
}
var body = item.body ?? holdable.Body;
@@ -17,6 +17,8 @@ namespace Barotrauma.Items.Components
private readonly List<string> fixableEntities;
private Vector2 pickedPosition;
private float activeTimer;
private Vector2 debugRayStartPos, debugRayEndPos;
[Serialize(0.0f, false)]
public float Range { get; set; }
@@ -156,7 +158,7 @@ namespace Barotrauma.Items.Components
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
if (RepairThroughWalls)
{
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false);
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
foreach (Body body in bodies)
{
FixBody(user, deltaTime, degreeOfSuccess, body);
@@ -164,7 +166,7 @@ namespace Barotrauma.Items.Components
}
else
{
FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false));
FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true));
}
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
@@ -247,6 +249,7 @@ namespace Barotrauma.Items.Components
var levelResource = targetItem.GetComponent<LevelResource>();
if (levelResource != null && levelResource.IsActive &&
levelResource.requiredItems.Any() &&
levelResource.HasRequiredItems(user, addMessage: false))
{
levelResource.DeattachTimer += deltaTime;
@@ -104,8 +104,8 @@ namespace Barotrauma.Items.Components
#if SERVER
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
#endif
item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
Character thrower = picker;
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
@@ -189,7 +189,7 @@ namespace Barotrauma.Items.Components
{
get { return name; }
}
[Editable, Serialize("", true)]
public string Msg
{
@@ -203,12 +203,6 @@ namespace Barotrauma.Items.Components
set;
}
public AITarget AITarget
{
get;
private set;
}
public AITarget AITarget
{
get;
@@ -253,7 +247,7 @@ namespace Barotrauma.Items.Components
{
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
}
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
ParseMsg();
@@ -155,13 +155,14 @@ namespace Barotrauma.Items.Components
{
if (item.Container != null) { return false; }
if (AutoInteractWithContained)
if (AutoInteractWithContained && character.SelectedConstruction == null)
{
foreach (Item contained in Inventory.Items)
{
if (contained == null) continue;
if (contained.TryInteract(character))
{
character.FocusedItem = contained;
return false;
}
}
@@ -178,6 +179,7 @@ namespace Barotrauma.Items.Components
if (contained == null) continue;
if (contained.TryInteract(picker))
{
picker.FocusedItem = contained;
return true;
}
}
@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
if (Math.Abs(Force) > 1.0f)
{
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
//less effective when in a bad condition
currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
@@ -49,7 +49,7 @@ namespace Barotrauma.Items.Components
private bool shutDown;
const float AIUpdateInterval = 1.0f;
const float AIUpdateInterval = 0.2f;
private float aiUpdateTimer;
private Character lastUser;
@@ -209,10 +209,10 @@ namespace Barotrauma.Items.Components
allowedFissionRate = Vector2.Lerp(new Vector2(20, AvailableFuel), new Vector2(10, AvailableFuel), degreeOfSuccess);
allowedFissionRate.X = Math.Min(allowedFissionRate.X, allowedFissionRate.Y - 10);
float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f;
float heatAmount = GetGeneratedHeat(fissionRate);
float temperatureDiff = (heatAmount - turbineOutput) - Temperature;
Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff));
if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
//if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
@@ -313,6 +313,48 @@ namespace Barotrauma.Items.Components
}
}
private float GetGeneratedHeat(float fissionRate)
{
return fissionRate * (prevAvailableFuel / 100.0f) * 2.0f;
}
/// <summary>
/// Do we need more fuel to generate enough power to match the current load.
/// </summary>
/// <param name="minimumOutputRatio">How low we allow the output/load ratio to go before loading more fuel.
/// 1.0 = always load more fuel when maximum output is too low, 0.5 = load more if max output is 50% of the load</param>
private bool NeedMoreFuel(float minimumOutputRatio)
{
if (prevAvailableFuel <= 0.0f && load > 0.0f)
{
return true;
}
//fission rate is clamped to the amount of available fuel
float maxFissionRate = Math.Min(prevAvailableFuel, 100.0f);
float maxTurbineOutput = 100.0f;
//calculate the maximum output if the fission rate is cranked as high as it goes and turbine output is at max
float theoreticalMaxHeat = GetGeneratedHeat(fissionRate: maxFissionRate);
float temperatureFactor = Math.Min(theoreticalMaxHeat / 50.0f, 1.0f);
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
//maximum output not enough, we need more fuel
return theoreticalMaxOutput < load * minimumOutputRatio;
}
private bool TooMuchFuel()
{
var containedItems = item.ContainedItems;
if (containedItems != null && containedItems.Count() <= 1) { return false; }
//get the amount of heat we'd generate if the fission rate was at the low end of the optimal range
float minimumHeat = GetGeneratedHeat(optimalFissionRate.X);
//if we need a very high turbine output to keep the engine from overheating, there's too much fuel
return minimumHeat > Math.Min(correctTurbineOutput * 1.5f, 90);
}
private void UpdateFailures(float deltaTime)
{
if (temperature > allowedTemperature.Y)
@@ -367,6 +409,11 @@ namespace Barotrauma.Items.Components
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
}
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
//don't push the target too far from the current fission rate
//otherwise we may "overshoot", cranking the target fission rate all the way up because it takes a while
//for the actual fission rate and temperature to follow
targetFissionRate = MathHelper.Clamp(targetFissionRate, FissionRate - 5, FissionRate + 5);
}
public override void UpdateBroken(float deltaTime, Camera cam)
@@ -441,12 +488,18 @@ namespace Barotrauma.Items.Components
}
}
//we need more fuel
if (-currPowerConsumption < load * 0.5f && prevAvailableFuel <= 0.0f)
if (aiUpdateTimer > 0.0f)
{
aiUpdateTimer -= deltaTime;
return false;
}
//load more fuel if the current maximum output is only 50% of the current load
if (NeedMoreFuel(minimumOutputRatio: 0.5f))
{
var containFuelObjective = new AIObjectiveContainItem(character, new string[] { "fuelrod", "reactorfuel" }, item.GetComponent<ItemContainer>())
{
MinContainedAmount = containedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
MinContainedAmount = item.ContainedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
GetItemPriority = (Item fuelItem) =>
{
if (fuelItem.ParentInventory?.Owner is Item)
@@ -461,6 +514,7 @@ namespace Barotrauma.Items.Components
character?.Speak(TextManager.Get("DialogReactorFuel"), null, 0.0f, "reactorfuel", 30.0f);
aiUpdateTimer = AIUpdateInterval;
return false;
}
else if (TooMuchFuel())
@@ -479,12 +533,6 @@ namespace Barotrauma.Items.Components
}
}
if (aiUpdateTimer > 0.0f)
{
aiUpdateTimer -= deltaTime;
return false;
}
if (lastUser != character && lastUser != null && lastUser.SelectedConstruction == item)
{
character.Speak(TextManager.Get("DialogReactorTaken"), null, 0.0f, "reactortaken", 10.0f);
@@ -506,7 +554,7 @@ namespace Barotrauma.Items.Components
{
AutoTemp = false;
unsentChanges = true;
UpdateAutoTemp(2.0f + degreeOfSuccess * 5.0f, 1.0f);
UpdateAutoTemp(MathHelper.Lerp(0.5f, 2.0f, degreeOfSuccess), 1.0f);
}
#if CLIENT
onOffSwitch.BarScroll = 0.0f;
@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
}
continue;
}
if (!pt.IsActive) { continue; }
if (!pt.IsActive || !pt.CanTransfer) { continue; }
gridLoad += pt.PowerLoad;
gridPower -= pt.CurrPowerConsumption;
@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
Charge -= CurrPowerOutput / 3600.0f;
}
item.SendSignal(0, Charge.ToString(), "charge", null);
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
item.SendSignal(0, ((int)Charge).ToString(), "charge", null);
item.SendSignal(0, ((int)((Charge / capacity) * 100)).ToString(), "charge_%", null);
item.SendSignal(0, ((int)((RechargeSpeed / maxRechargeSpeed) * 100)).ToString(), "charge_rate", null);
foreach (Pair<Powered, Connection> connected in directlyConnected)
{
@@ -180,7 +180,8 @@ namespace Barotrauma.Items.Components
#endif
//items in a bad condition are more sensitive to overvoltage
float maxOverVoltage = MathHelper.Lerp(Math.Min(OverloadVoltage, 1.0f), OverloadVoltage, item.Condition / item.MaxCondition);
float maxOverVoltage = MathHelper.Lerp(OverloadVoltage * 0.75f, OverloadVoltage, item.Condition / item.MaxCondition);
maxOverVoltage = Math.Max(OverloadVoltage, 1.0f);
//if the item can't be fixed, don't allow it to break
if (!item.Repairables.Any() || !CanBeOverloaded) continue;
@@ -319,7 +320,13 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
//float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
RelayComponent thisRelayComponent = this as RelayComponent;
if (thisRelayComponent != null)
{
clampPower = Math.Min(Math.Min(clampPower, thisRelayComponent.MaxPower), powerLoad);
clampLoad = Math.Min(clampLoad, thisRelayComponent.MaxPower);
}
foreach (Connection c in PowerConnections)
{
@@ -357,6 +364,8 @@ namespace Barotrauma.Items.Components
continue;
}
float addLoad = 0.0f;
float addPower = 0.0f;
if (powered is PowerContainer powerContainer)
{
if (recipient.Name == "power_in")
@@ -365,7 +374,7 @@ namespace Barotrauma.Items.Components
}
else
{
fullPower += Math.Min(powerContainer.CurrPowerOutput, maxPower);
addPower = powerContainer.CurrPowerOutput;
}
}
else
@@ -380,10 +389,16 @@ namespace Barotrauma.Items.Components
//negative power consumption = the construction is a
//generator/battery or another junction box
{
fullPower -= Math.Max(powered.CurrPowerConsumption, -maxPower);
addPower -= powered.CurrPowerConsumption;
}
}
}
if (addPower + fullPower > clampPower) { addPower -= (addPower + fullPower) - clampPower; };
if (addPower > 0) { fullPower += addPower; }
if (addLoad + fullLoad > clampLoad) { addLoad -= (addLoad + fullLoad) - clampLoad; };
if (addLoad > 0) { fullLoad += addLoad; }
}
}
}
}
@@ -12,8 +12,6 @@ namespace Barotrauma.Items.Components
public static float SkillIncreaseMultiplier = 0.4f;
private string header;
private float fixDurationLowSkill, fixDurationHighSkill;
private float deteriorationTimer;
@@ -52,17 +50,20 @@ namespace Barotrauma.Items.Components
set;
}
/*private float repairProgress;
public float RepairProgress
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
public float FixDurationLowSkill
{
get { return repairProgress; }
set
{
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
}
}*/
get;
set;
}
[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
public float FixDurationHighSkill
{
get;
set;
}
private Character currentFixer;
public Character CurrentFixer
{
@@ -83,8 +84,6 @@ namespace Barotrauma.Items.Components
this.item = item;
header = element.GetAttributeString("name", "");
fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
InitProjSpecific(element);
}
@@ -160,7 +159,7 @@ namespace Barotrauma.Items.Components
}
bool wasBroken = !item.IsFullCondition;
float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
if (fixDuration <= 0.0f)
{
item.Condition = item.MaxCondition;
@@ -186,26 +185,5 @@ namespace Barotrauma.Items.Components
{
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(deteriorationTimer);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
deteriorationTimer = msg.ReadSingle();
}
public void ClientWrite(NetBuffer msg, object[] extraData = null)
{
//no need to write anything, just letting the server know we started repairing
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
if (c.Character == null) return;
StartRepairing(c.Character);
}
}
}
@@ -163,6 +163,14 @@ namespace Barotrauma.Items.Components
{
wires[index] = wire;
recipientsDirty = true;
if (wire != null)
{
var otherConnection = wire.OtherConnection(this);
if (otherConnection != null)
{
otherConnection.recipientsDirty = true;
}
}
}
public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power, float signalStrength = 1.0f)
@@ -356,7 +356,7 @@ namespace Barotrauma.Items.Components
projectile.body.ResetDynamics();
projectile.body.Enabled = true;
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y)), -rotation);
projectile.FindHull();
projectile.UpdateTransform();
projectile.Submarine = projectile.body.Submarine;
Projectile projectileComponent = projectile.GetComponent<Projectile>();