Release v0.15.13.0

This commit is contained in:
Joonas Rikkonen
2021-11-02 13:19:48 +02:00
parent a52a23f8c2
commit 3a35dbfe6c
77 changed files with 509 additions and 224 deletions
@@ -14,8 +14,9 @@ namespace Barotrauma.Abilities
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
{
if ((abilityObject as IAbilityCharacter)?.Character is Character character)
if (abilityObject is IAbilityCharacter abilityCharacter)
{
if (!(abilityCharacter.Character is Character character)) { return false; }
if (!IsViableTarget(targetTypes, character)) { return false; }
return true;
@@ -0,0 +1,23 @@
using System.Xml.Linq;
namespace Barotrauma.Abilities
{
class AbilityConditionGeneHarvester : AbilityConditionData
{
public AbilityConditionGeneHarvester(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
{
if (abilityObject is AbilityCharacterKill abilityCharacterKill)
{
return abilityCharacterKill.Killer.Submarine == null || abilityCharacterKill.Killer.TeamID != abilityCharacterKill.Killer.Submarine.TeamID;
}
else
{
LogAbilityConditionError(abilityObject, typeof(AbilityCharacterKill));
return false;
}
}
}
}
@@ -136,6 +136,7 @@ namespace Barotrauma.Abilities
public float DamageMultiplier { get; set; } = 1f;
public float AddedPenetration { get; set; } = 0f;
public List<Affliction> Afflictions { get; set; }
public bool ShouldImplode { get; set; } = false;
public Attack SourceAttack { get; }
public Character Character { get; set; }
public Character Attacker { get; set; }
@@ -37,12 +37,7 @@ namespace Barotrauma.Abilities
attackData.DamageMultiplier += addedDamageMultiplier;
attackData.AddedPenetration += addedPenetration;
if (implode)
{
// might have issues, as the method used to be private and only used for pressure death
attackData.Character?.Implode();
}
attackData.ShouldImplode = implode;
}
else
{
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
private readonly AbilityFlags abilityFlag;
private bool lastState;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -6,6 +6,7 @@ namespace Barotrauma.Abilities
class CharacterAbilityModifyReduceAffliction : CharacterAbility
{
float addedAmountMultiplier;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
private readonly string resistanceId;
private readonly float resistance;
bool lastState;
public override bool AllowClientSimulation => true;
// should probably be split to different classes
public CharacterAbilityModifyResistance(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
private readonly StatTypes statType;
private readonly float value;
bool lastState;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
private readonly StatTypes statType;
private readonly float maxValue;
private float lastValue = 0f;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -9,6 +9,7 @@ namespace Barotrauma.Abilities
private readonly float statPerLevel;
private readonly int maxLevel;
private float lastValue = 0f;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyStatToLevel(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -10,6 +10,7 @@ namespace Barotrauma.Abilities
private readonly string skillIdentifier;
private readonly bool useAll;
private float lastValue = 0f;
public override bool AllowClientSimulation => true;
public CharacterAbilityModifyStatToSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
@@ -19,11 +19,10 @@ namespace Barotrauma.Abilities
moneyPerMission = abilityElement.GetAttributeInt("moneypermission", 0);
}
protected override void ApplyEffect()
protected override void ApplyEffect(AbilityObject abilityObject)
{
if (Character?.Info is CharacterInfo info)
{
Character.GiveMoney(moneyPerMission * info.MissionsCompletedSinceDeath);
}
}
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
private float maxValue;
private string afflictionIdentifier;
private float lastValue = 0f;
public override bool AllowClientSimulation => true;
public CharacterAbilityPsychoClown(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{