Unstable 0.17.0.0

This commit is contained in:
Markus Isberg
2022-02-26 02:43:01 +09:00
parent a83f375681
commit 3974067915
913 changed files with 32472 additions and 32364 deletions
@@ -78,7 +78,7 @@ namespace Barotrauma.Items.Components
get { return rotation; }
}
[Serialize("0,0", false, description: "The position of the barrel relative to the upper left corner of the base sprite (in pixels).")]
[Serialize("0,0", IsPropertySaveable.No, description: "The position of the barrel relative to the upper left corner of the base sprite (in pixels).")]
public Vector2 BarrelPos
{
get
@@ -92,7 +92,7 @@ namespace Barotrauma.Items.Components
}
}
[Serialize("0,0", false, description: "The projectile launching location relative to transformed barrel position (in pixels).")]
[Serialize("0,0", IsPropertySaveable.No, description: "The projectile launching location relative to transformed barrel position (in pixels).")]
public Vector2 FiringOffset
{
get;
@@ -106,49 +106,49 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(0.0f, false, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched).")]
[Serialize(0.0f, IsPropertySaveable.No, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched).")]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[Editable(0.0f, 1000.0f, decimals: 3), Serialize(5.0f, false, description: "The period of time the user has to wait between shots.")]
[Editable(0.0f, 1000.0f, decimals: 3), Serialize(5.0f, IsPropertySaveable.No, description: "The period of time the user has to wait between shots.")]
public float Reload
{
get { return reloadTime; }
set { reloadTime = value; }
}
[Editable(0.1f, 10f), Serialize(1.0f, false, description: "Modifies the duration of retraction of the barrell after recoil to get back to the original position after shooting. Reload time affects this too.")]
[Editable(0.1f, 10f), Serialize(1.0f, IsPropertySaveable.No, description: "Modifies the duration of retraction of the barrell after recoil to get back to the original position after shooting. Reload time affects this too.")]
public float RetractionDurationMultiplier
{
get;
set;
}
[Editable(0.1f, 10f), Serialize(0.1f, false, description: "How quickly the recoil moves the barrel after launching.")]
[Editable(0.1f, 10f), Serialize(0.1f, IsPropertySaveable.No, description: "How quickly the recoil moves the barrel after launching.")]
public float RecoilTime
{
get;
set;
}
[Editable(0f, 1000f), Serialize(0f, false, description: "How long the barrell stays in place after the recoil and before retracting back to the original position.")]
[Editable(0f, 1000f), Serialize(0f, IsPropertySaveable.No, description: "How long the barrell stays in place after the recoil and before retracting back to the original position.")]
public float RetractionDelay
{
get;
set;
}
[Serialize(1, false, description: "How many projectiles the weapon launches when fired once.")]
[Serialize(1, IsPropertySaveable.No, description: "How many projectiles the weapon launches when fired once.")]
public int ProjectileCount
{
get;
set;
}
[Serialize(false, false, description: "Can the turret be fired without projectiles (causing it just to execute the OnUse effects and the firing animation without actually firing anything).")]
[Serialize(false, IsPropertySaveable.No, description: "Can the turret be fired without projectiles (causing it just to execute the OnUse effects and the firing animation without actually firing anything).")]
public bool LaunchWithoutProjectile
{
get;
@@ -156,7 +156,7 @@ namespace Barotrauma.Items.Components
}
[Editable(VectorComponentLabels = new string[] { "editable.minvalue", "editable.maxvalue" }),
Serialize("0.0,0.0", true, description: "The range at which the barrel can rotate.", alwaysUseInstanceValues: true)]
Serialize("0.0,0.0", IsPropertySaveable.Yes, description: "The range at which the barrel can rotate.", alwaysUseInstanceValues: true)]
public Vector2 RotationLimits
{
get
@@ -179,7 +179,7 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles (in degrees).")]
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle of the projectiles (in degrees).")]
public float Spread
{
get;
@@ -187,7 +187,7 @@ namespace Barotrauma.Items.Components
}
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(5.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
Serialize(5.0f, IsPropertySaveable.No, description: "How much torque is applied to rotate the barrel when the item is used by a character"
+ " with insufficient skills to operate it. Higher values make the barrel rotate faster.")]
public float SpringStiffnessLowSkill
{
@@ -195,7 +195,7 @@ namespace Barotrauma.Items.Components
private set;
}
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(2.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
Serialize(2.0f, IsPropertySaveable.No, description: "How much torque is applied to rotate the barrel when the item is used by a character"
+ " with sufficient skills to operate it. Higher values make the barrel rotate faster.")]
public float SpringStiffnessHighSkill
{
@@ -204,7 +204,7 @@ namespace Barotrauma.Items.Components
}
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(50.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
Serialize(50.0f, IsPropertySaveable.No, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
+ " with insufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
public float SpringDampingLowSkill
{
@@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components
private set;
}
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(10.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
Serialize(10.0f, IsPropertySaveable.No, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
+ " with sufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
public float SpringDampingHighSkill
{
@@ -221,28 +221,28 @@ namespace Barotrauma.Items.Components
}
[Editable(0.0f, 100.0f, DecimalCount = 2),
Serialize(1.0f, false, description: "Maximum angular velocity of the barrel when used by a character with insufficient skills to operate it.")]
Serialize(1.0f, IsPropertySaveable.No, description: "Maximum angular velocity of the barrel when used by a character with insufficient skills to operate it.")]
public float RotationSpeedLowSkill
{
get;
private set;
}
[Editable(0.0f, 100.0f, DecimalCount = 2),
Serialize(5.0f, false, description: "Maximum angular velocity of the barrel when used by a character with sufficient skills to operate it."),]
Serialize(5.0f, IsPropertySaveable.No, description: "Maximum angular velocity of the barrel when used by a character with sufficient skills to operate it."),]
public float RotationSpeedHighSkill
{
get;
private set;
}
[Serialize(1.0f, false, description: "How fast the turret can rotate while firing (for charged weapons).")]
[Serialize(1.0f, IsPropertySaveable.No, description: "How fast the turret can rotate while firing (for charged weapons).")]
public float FiringRotationSpeedModifier
{
get;
private set;
}
[Serialize(false, true, description: "Whether the turret should always charge-up fully to shoot.")]
[Serialize(false, IsPropertySaveable.Yes, description: "Whether the turret should always charge-up fully to shoot.")]
public bool SingleChargedShot
{
get;
@@ -251,7 +251,7 @@ namespace Barotrauma.Items.Components
private float prevScale;
float prevBaseRotation;
[Serialize(0.0f, true, description: "The angle of the turret's base in degrees.", alwaysUseInstanceValues: true)]
[Serialize(0.0f, IsPropertySaveable.Yes, description: "The angle of the turret's base in degrees.", alwaysUseInstanceValues: true)]
public float BaseRotation
{
get { return item.Rotation; }
@@ -262,33 +262,33 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(3000.0f, true, description: "How close to a target the turret has to be for an AI character to fire it.")]
[Serialize(3000.0f, IsPropertySaveable.Yes, description: "How close to a target the turret has to be for an AI character to fire it.")]
public float AIRange
{
get;
set;
}
[Serialize(-1, true, description: "The turret won't fire additional projectiles if the number of previously fired, still active projectiles reaches this limit. If set to -1, there is no limit to the number of projectiles.")]
[Serialize(-1, IsPropertySaveable.Yes, description: "The turret won't fire additional projectiles if the number of previously fired, still active projectiles reaches this limit. If set to -1, there is no limit to the number of projectiles.")]
public int MaxActiveProjectiles
{
get;
set;
}
[Serialize(0f, true, description: "The time required for a charge-type turret to charge up before able to fire.")]
[Serialize(0f, IsPropertySaveable.Yes, description: "The time required for a charge-type turret to charge up before able to fire.")]
public float MaxChargeTime
{
get;
private set;
}
public Turret(Item item, XElement element)
public Turret(Item item, ContentXElement element)
: base(item, element)
{
IsActive = true;
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
partial void InitProjSpecific(ContentXElement element);
private void UpdateTransformedBarrelPos()
{
@@ -456,7 +456,7 @@ namespace Barotrauma.Items.Components
// Do not increase the weapons skill when operating a turret in an outpost level
if (user?.Info != null && (GameMain.GameSession?.Campaign == null || !Level.IsLoadedOutpost))
{
user.Info.IncreaseSkillLevel("weapons",
user.Info.IncreaseSkillLevel("weapons".ToIdentifier(),
SkillSettings.Current.SkillIncreasePerSecondWhenOperatingTurret * deltaTime / Math.Max(user.GetSkillLevel("weapons"), 1.0f));
}
@@ -601,7 +601,7 @@ namespace Barotrauma.Items.Components
//use linked projectile containers in case they have to react to the turret being launched somehow
//(play a sound, spawn more projectiles)
if (!(e is Item linkedItem)) { continue; }
if (!item.prefab.IsLinkAllowed(e.prefab)) { continue; }
if (!item.Prefab.IsLinkAllowed(e.Prefab)) { continue; }
if (linkedItem.Condition <= 0.0f)
{
loaderBroken = true;
@@ -644,7 +644,7 @@ namespace Barotrauma.Items.Components
foreach (MapEntity e in item.linkedTo)
{
if (!(e is Item linkedItem)) { continue; }
if (!item.prefab.IsLinkAllowed(e.prefab)) { continue; }
if (!((MapEntity)item).Prefab.IsLinkAllowed(e.Prefab)) { continue; }
if (linkedItem.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering && linkedItem.HasTag("turretammosource"))
{
tinkeringStrength = repairable.TinkeringStrength;
@@ -653,8 +653,9 @@ namespace Barotrauma.Items.Components
if (!ignorePower)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
List<PowerContainer> batteries = GetConnectedBatteries();
float neededPower = GetPowerRequiredToShoot();
// tinkering is currently not factored into the common method as it is checked only when shooting
// but this is a minor issue that causes mostly cosmetic woes. might still be worth refactoring later
neededPower /= 1f + (tinkeringStrength * TinkeringPowerCostReduction);
@@ -864,8 +865,8 @@ namespace Barotrauma.Items.Components
foreach (var character in Character.CharacterList)
{
if (character == null || character.Removed || character.IsDead) { continue; }
if (character.Params.Group.Equals(ai.Config.Entity, StringComparison.OrdinalIgnoreCase)) { continue; }
bool isHuman = character.IsHuman || character.Params.Group.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase);
if (character.Params.Group == ai.Config.Entity) { continue; }
bool isHuman = character.IsHuman || character.Params.Group == CharacterPrefab.HumanSpeciesName;
if (isHuman)
{
if (!targetHumans)
@@ -901,7 +902,7 @@ namespace Barotrauma.Items.Components
closestDist = shootDistance * shootDistance;
if (closestSub != null)
{
foreach (var hull in Hull.hullList)
foreach (var hull in Hull.HullList)
{
if (!closestSub.IsEntityFoundOnThisSub(hull, true)) { continue; }
float dist = Vector2.DistanceSquared(hull.WorldPosition, item.WorldPosition);
@@ -984,8 +985,8 @@ namespace Barotrauma.Items.Components
{
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget && previousTarget.IsDead)
{
character.Speak(TextManager.Get("DialogTurretTargetDead"),
identifier: "killedtarget" + previousTarget.ID,
character.Speak(TextManager.Get("DialogTurretTargetDead").Value,
identifier: $"killedtarget{previousTarget.ID}".ToIdentifier(),
minDurationBetweenSimilar: 10.0f);
character.AIController.SelectTarget(null);
}
@@ -993,7 +994,7 @@ namespace Barotrauma.Items.Components
bool canShoot = true;
if (!HasPowerToShoot())
{
var batteries = item.GetConnectedComponents<PowerContainer>();
List<PowerContainer> batteries = GetConnectedBatteries();
float lowestCharge = 0.0f;
PowerContainer batteryToLoad = null;
foreach (PowerContainer battery in batteries)
@@ -1013,8 +1014,8 @@ namespace Barotrauma.Items.Components
}
else
{
character.Speak(TextManager.Get("DialogSupercapacitorIsBroken"),
identifier: "supercapacitorisbroken",
character.Speak(TextManager.Get("DialogSupercapacitorIsBroken").Value,
identifier: "supercapacitorisbroken".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
canShoot = false;
}
@@ -1023,13 +1024,13 @@ namespace Barotrauma.Items.Components
if (batteryToLoad == null) { return true; }
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
{
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, objective.objectiveManager, option: "", requireEquip: false));
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, objective.objectiveManager, option: Identifier.Empty, requireEquip: false));
return false;
}
if (lowestCharge <= 0 && batteryToLoad.Item.ConditionPercentage > 0)
{
character.Speak(TextManager.Get("DialogTurretHasNoPower"),
identifier: "turrethasnopower",
character.Speak(TextManager.Get("DialogTurretHasNoPower").Value,
identifier: "turrethasnopower".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
canShoot = false;
}
@@ -1040,7 +1041,7 @@ namespace Barotrauma.Items.Components
foreach (MapEntity e in item.linkedTo)
{
if (!item.IsInteractable(character)) { continue; }
if (!item.prefab.IsLinkAllowed(e.prefab)) { continue; }
if (!((MapEntity)item).Prefab.IsLinkAllowed(e.Prefab)) { continue; }
if (e is Item projectileContainer)
{
var container = projectileContainer.GetComponent<ItemContainer>();
@@ -1070,8 +1071,8 @@ namespace Barotrauma.Items.Components
{
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogCannotLoadTurret", "[itemname]", item.Name, formatCapitals: true),
identifier: "cannotloadturret",
character.Speak(TextManager.GetWithVariable("DialogCannotLoadTurret", "[itemname]", item.Name, formatCapitals: FormatCapitals.Yes).Value,
identifier: "cannotloadturret".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
return true;
@@ -1079,11 +1080,11 @@ namespace Barotrauma.Items.Components
if (objective.SubObjectives.None())
{
var loadItemsObjective = AIContainItems<Turret>(container, character, objective, usableProjectileCount + 1, equip: true, removeEmpty: true, dropItemOnDeselected: true);
loadItemsObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
loadItemsObjective.ignoredContainerIdentifiers = new Identifier[] { ((MapEntity)containerItem).Prefab.Identifier };
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogLoadTurret", "[itemname]", item.Name, formatCapitals: true),
identifier: "loadturret",
character.Speak(TextManager.GetWithVariable("DialogLoadTurret", "[itemname]", item.Name, formatCapitals: FormatCapitals.Yes).Value,
identifier: "loadturret".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
loadItemsObjective.Abandoned += CheckRemainingAmmo;
@@ -1094,18 +1095,18 @@ namespace Barotrauma.Items.Components
{
if (!character.IsOnPlayerTeam) { return; }
if (character.Submarine != Submarine.MainSub) { return; }
string ammoType = container.ContainableItemIdentifiers.FirstOrDefault() ?? "ammobox";
Identifier ammoType = container.ContainableItemIdentifiers.FirstOrNull() ?? "ammobox".ToIdentifier();
int remainingAmmo = Submarine.MainSub.GetItems(false).Count(i => i.HasTag(ammoType) && i.Condition > 1);
if (remainingAmmo == 0)
{
character.Speak(TextManager.Get($"DialogOutOf{ammoType}", fallBackTag: "DialogOutOfTurretAmmo"),
identifier: "outofammo",
character.Speak(TextManager.Get($"DialogOutOf{ammoType}", "DialogOutOfTurretAmmo").Value,
identifier: "outofammo".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
else if (remainingAmmo < 3)
{
character.Speak(TextManager.Get($"DialogLowOn{ammoType}"),
identifier: "outofammo",
character.Speak(TextManager.Get($"DialogLowOn{ammoType}").Value,
identifier: "outofammo".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
}
@@ -1264,29 +1265,29 @@ namespace Barotrauma.Items.Components
{
if (character.AIController.SelectedAiTarget == null && !hadCurrentTarget)
{
if (GameMain.Config.RecentlyEncounteredCreatures.Contains(closestEnemy.SpeciesName))
if (CreatureMetrics.Instance.RecentlyEncountered.Contains(closestEnemy.SpeciesName))
{
character.Speak(TextManager.Get("DialogNewTargetSpotted"),
identifier: "newtargetspotted",
character.Speak(TextManager.Get("DialogNewTargetSpotted").Value,
identifier: "newtargetspotted".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
else if (GameMain.Config.EncounteredCreatures.Any(name => name.Equals(closestEnemy.SpeciesName, StringComparison.OrdinalIgnoreCase)))
else if (CreatureMetrics.Instance.Encountered.Contains(closestEnemy.SpeciesName))
{
character.Speak(TextManager.GetWithVariable("DialogIdentifiedTargetSpotted", "[speciesname]", closestEnemy.DisplayName),
identifier: "identifiedtargetspotted",
character.Speak(TextManager.GetWithVariable("DialogIdentifiedTargetSpotted", "[speciesname]", closestEnemy.DisplayName).Value,
identifier: "identifiedtargetspotted".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
else
{
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"),
identifier: "unidentifiedtargetspotted",
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted").Value,
identifier: "unidentifiedtargetspotted".ToIdentifier(),
minDurationBetweenSimilar: 5.0f);
}
}
else if (GameMain.Config.EncounteredCreatures.None(name => name.Equals(closestEnemy.SpeciesName, StringComparison.OrdinalIgnoreCase)))
else if (!CreatureMetrics.Instance.Encountered.Contains(closestEnemy.SpeciesName))
{
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"),
identifier: "unidentifiedtargetspotted",
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted").Value,
identifier: "unidentifiedtargetspotted".ToIdentifier(),
minDurationBetweenSimilar: 5.0f);
}
character.AddEncounter(closestEnemy);
@@ -1295,8 +1296,8 @@ namespace Barotrauma.Items.Components
}
else if (closestEnemy == null && character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogIceSpireSpotted"),
identifier: "icespirespotted",
character.Speak(TextManager.Get("DialogIceSpireSpotted").Value,
identifier: "icespirespotted".ToIdentifier(),
minDurationBetweenSimilar: 60.0f);
}
@@ -1339,8 +1340,8 @@ namespace Barotrauma.Items.Components
if (!shoot) { return false; }
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogFireTurret"),
identifier: "fireturret",
character.Speak(TextManager.Get("DialogFireTurret").Value,
identifier: "fireturret".ToIdentifier(),
minDurationBetweenSimilar: 30.0f);
}
character.SetInput(InputType.Shoot, true, true);
@@ -1349,6 +1350,14 @@ namespace Barotrauma.Items.Components
return false;
}
/// <summary>
/// Turret doesn't consume grid power, directly takes from the batteries on its grid instead.
/// </summary>
public override float GetCurrentPowerConsumption(Connection conn = null)
{
return 0;
}
private bool CanShoot(Body targetBody, Character user = null, WreckAI ai = null, bool targetSubmarines = true)
{
if (targetBody == null) { return false; }
@@ -1372,7 +1381,7 @@ namespace Barotrauma.Items.Components
}
if (ai != null)
{
if (targetCharacter.Params.Group.Equals(ai.Config.Entity, StringComparison.OrdinalIgnoreCase))
if (targetCharacter.Params.Group == ai.Config.Entity)
{
return false;
}
@@ -1458,7 +1467,7 @@ namespace Barotrauma.Items.Components
for (int j = 0; j < item.linkedTo.Count; j++)
{
var e = item.linkedTo[(j + currentLoaderIndex) % item.linkedTo.Count];
if (!item.prefab.IsLinkAllowed(e.prefab)) { continue; }
if (!item.Prefab.IsLinkAllowed(e.Prefab)) { continue; }
if (e is Item projectileContainer)
{
CheckProjectileContainer(projectileContainer, projectiles, out bool stopSearching);
@@ -1602,7 +1611,7 @@ namespace Barotrauma.Items.Components
private Vector2? loadedRotationLimits;
private float? loadedBaseRotation;
public override void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
base.Load(componentElement, usePrefabValues, idRemap);
loadedRotationLimits = componentElement.GetAttributeVector2("rotationlimits", RotationLimits);