(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
@@ -223,7 +223,6 @@ namespace Barotrauma.Items.Components
if (attachable)
{
prevMsg = DisplayMsg;
prevPickKey = PickKey;
prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
}
}
@@ -254,9 +253,9 @@ namespace Barotrauma.Items.Components
if (item.body != null) { item.body.Enabled = true; }
IsActive = false;
if (picker == null)
if (picker == null || picker.Removed)
{
if (dropper == null) { return; }
if (dropper == null || dropper.Removed) { return; }
picker = dropper;
}
if (picker.Inventory == null) { return; }
@@ -285,7 +284,7 @@ namespace Barotrauma.Items.Components
heldHand = picker.AnimController.GetLimb(LimbType.RightHand);
arm = picker.AnimController.GetLimb(LimbType.RightArm);
}
if (heldHand != null && arm != null)
if (heldHand != null && !heldHand.Removed && arm != null && !arm.Removed)
{
//hand simPosition is actually in the wrist so need to move the item out from it slightly
Vector2 diff = new Vector2(
@@ -391,6 +390,8 @@ namespace Barotrauma.Items.Components
//allow deattaching everywhere in sub editor
if (Screen.Selected == GameMain.SubEditorScreen) { return true; }
if (item.GetComponent<LevelResource>() != null) { return true; }
//if the item has a connection panel and rewiring is disabled, don't allow deattaching
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null && (connectionPanel.Locked || !(GameMain.NetworkMember?.ServerSettings?.AllowRewiring ?? true)))
@@ -581,7 +582,7 @@ namespace Barotrauma.Items.Components
}
Vector2 swing = Vector2.Zero;
if (swingAmount != Vector2.Zero)
if (swingAmount != Vector2.Zero && !picker.IsUnconscious && picker.Stun <= 0.0f)
{
swingState += deltaTime;
swingState %= 1.0f;
@@ -605,7 +606,7 @@ namespace Barotrauma.Items.Components
{
scaledHandlePos[0] = handlePos[0] * item.Scale;
scaledHandlePos[1] = handlePos[1] * item.Scale;
bool aim = picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
bool aim = picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero && picker.CanAim;
picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, aim, holdAngle);
}
else
@@ -678,17 +679,14 @@ namespace Barotrauma.Items.Components
}
var tempMsg = DisplayMsg;
var tempPickKey = PickKey;
var tempRequiredItems = requiredItems;
DisplayMsg = prevMsg;
PickKey = prevPickKey;
requiredItems = prevRequiredItems;
XElement saveElement = base.Save(parentElement);
DisplayMsg = tempMsg;
PickKey = tempPickKey;
requiredItems = tempRequiredItems;
return saveElement;
@@ -114,6 +114,7 @@ namespace Barotrauma.Items.Components
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (trigger != null)
{
trigger.Remove();
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
private float reloadTimer;
private readonly Attack attack;
public Attack Attack { get; private set; }
private readonly HashSet<Entity> hitTargets = new HashSet<Entity>();
@@ -56,7 +56,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
attack = new Attack(subElement, item.Name + ", MeleeWeapon");
Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
}
item.IsShootable = true;
// TODO: should define this in xml if we have melee weapons that don't require aim to use
@@ -158,7 +158,7 @@ namespace Barotrauma.Items.Components
//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
if (!hitting)
{
bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
if (aim)
{
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
@@ -332,31 +332,31 @@ namespace Barotrauma.Items.Components
Structure targetStructure = target.UserData as Structure;
Item targetItem = target.UserData as Item;
if (attack != null)
if (Attack != null)
{
attack.SetUser(User);
Attack.SetUser(User);
if (targetLimb != null)
{
if (targetLimb.character.Removed) { return; }
targetLimb.character.LastDamageSource = item;
attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
Attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
}
else if (targetCharacter != null)
{
if (targetCharacter.Removed) { return; }
targetCharacter.LastDamageSource = item;
attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
}
else if (targetStructure != null)
{
if (targetStructure.Removed) { return; }
attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
}
else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
{
if (targetItem.Removed) { return; }
attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
}
else
{
@@ -25,7 +25,14 @@ namespace Barotrauma.Items.Components
public Character Picker
{
get { return picker; }
get
{
if (picker != null && picker.Removed)
{
picker = null;
}
return picker;
}
}
public Pickable(Item item, XElement element)
@@ -178,7 +178,7 @@ namespace Barotrauma.Items.Components
return true;
}
private Projectile FindProjectile(bool triggerOnUseOnContainers = false)
public Projectile FindProjectile(bool triggerOnUseOnContainers = false)
{
var containedItems = item.ContainedItems;
if (containedItems == null) { return null; }
@@ -604,19 +604,7 @@ namespace Barotrauma.Items.Components
}
if (item.RequireAimToUse)
{
bool isOperatingButtons = false;
if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
{
var door = indoorSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
if (door != null && !door.IsOpen)
{
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
}
}
if (!isOperatingButtons)
{
character.SetInput(InputType.Aim, false, true);
}
character.SetInput(InputType.Aim, false, true);
sinTime += deltaTime * 5;
}
// Press the trigger only when the tool is approximately facing the target.
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Shoot)) { throwing = true; }
if (!picker.IsKeyDown(InputType.Aim) && !throwing) { throwPos = 0.0f; }
bool aim = picker.IsKeyDown(InputType.Aim) && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
bool aim = picker.IsKeyDown(InputType.Aim) && picker.CanAim;
if (picker.IsDead || !picker.AllowInput)
{