Unstable 0.17.0.0
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@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
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private float pumpSpeedLockTimer, isActiveLockTimer;
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[Serialize(0.0f, true, description: "How fast the item is currently pumping water (-100 = full speed out, 100 = full speed in). Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "How fast the item is currently pumping water (-100 = full speed out, 100 = full speed in). Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
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public float FlowPercentage
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{
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get { return flowPercentage; }
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@@ -48,18 +48,18 @@ namespace Barotrauma.Items.Components
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{
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if (!MathUtils.IsValid(flowPercentage)) { return; }
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flowPercentage = MathHelper.Clamp(value, -100.0f, 100.0f);
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flowPercentage = MathUtils.Round(flowPercentage, 1.0f);
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flowPercentage = MathF.Round(flowPercentage);
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}
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}
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[Editable, Serialize(80.0f, false, description: "How fast the item pumps water in/out when operating at 100%.", alwaysUseInstanceValues: true)]
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[Editable, Serialize(80.0f, IsPropertySaveable.No, description: "How fast the item pumps water in/out when operating at 100%.", alwaysUseInstanceValues: true)]
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public float MaxFlow
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{
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get { return maxFlow; }
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set { maxFlow = value; }
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}
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[Editable, Serialize(true, true, alwaysUseInstanceValues: true)]
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[Editable, Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public bool IsOn
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{
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get { return IsActive; }
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@@ -83,13 +83,13 @@ namespace Barotrauma.Items.Components
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public override bool UpdateWhenInactive => true;
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public Pump(Item item, XElement element)
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public Pump(Item item, ContentXElement element)
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: base(item, element)
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{
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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partial void InitProjSpecific(ContentXElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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@@ -120,10 +120,6 @@ namespace Barotrauma.Items.Components
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FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
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}
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currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
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//pumps consume more power when in a bad condition
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item.GetComponent<Repairable>()?.AdjustPowerConsumption(ref currPowerConsumption);
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if (!HasPower) { return; }
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UpdateProjSpecific(deltaTime);
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@@ -147,10 +143,9 @@ namespace Barotrauma.Items.Components
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item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
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Voltage -= deltaTime;
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}
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public void InfectBallast(string identifier, bool allowMultiplePerShip = false)
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public void InfectBallast(Identifier identifier, bool allowMultiplePerShip = false)
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{
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Hull hull = item.CurrentHull;
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if (hull == null) { return; }
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@@ -158,7 +153,7 @@ namespace Barotrauma.Items.Components
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if (!allowMultiplePerShip)
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{
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// if the ship is already infected then do nothing
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if (Hull.hullList.Where(h => h.Submarine == hull.Submarine).Any(h => h.BallastFlora != null)) { return; }
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if (Hull.HullList.Where(h => h.Submarine == hull.Submarine).Any(h => h.BallastFlora != null)) { return; }
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}
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if (hull.BallastFlora != null) { return; }
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@@ -178,6 +173,24 @@ namespace Barotrauma.Items.Components
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#endif
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}
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/// <summary>
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/// Power consumption of the Pump. Only consume power when active and adjust consumption based on condition.
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/// </summary>
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public override float GetCurrentPowerConsumption(Connection connection = null)
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{
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//There shouldn't be other power connections to this
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if (connection != this.powerIn)
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{
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return 0;
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}
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currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
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//pumps consume more power when in a bad condition
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item.GetComponent<Repairable>()?.AdjustPowerConsumption(ref currPowerConsumption);
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return currPowerConsumption;
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}
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partial void UpdateProjSpecific(float deltaTime);
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public override void ReceiveSignal(Signal signal, Connection connection)
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@@ -218,7 +231,8 @@ namespace Barotrauma.Items.Components
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#if CLIENT
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if (GameMain.Client != null) { return false; }
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#endif
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switch (objective.Option.ToLowerInvariant())
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switch (objective.Option.Value.ToLowerInvariant())
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{
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case "pumpout":
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#if SERVER
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