- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
- bugfixes in HumanoidAnimController.Flip() - item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects - gap bubble particle tweaking
This commit is contained in:
@@ -7,7 +7,7 @@
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pickdistance="150"
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price="50"
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canuseonself="true"
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description="A syringe filled with a potent general-purpose medical compound.">
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description="Injection is often a much more effective method of administering drugs than taking them orally.">
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<Sprite texture ="med.png" sourcerect="0,0,25,5" depth="0.6"/>
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@@ -1151,12 +1151,13 @@ namespace Barotrauma
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case LimbType.RightThigh:
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case LimbType.RightLeg:
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case LimbType.RightFoot:
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mirror = true;
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flipAngle = true;
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wrapAngle = true;
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mirror = Crouching && !inWater;
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flipAngle = (limb.DoesFlip || Crouching) && !inWater;
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wrapAngle = !inWater;
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break;
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default:
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flipAngle = limb.DoesFlip;
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flipAngle = limb.DoesFlip && !inWater;
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wrapAngle = !inWater;
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break;
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}
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@@ -429,6 +429,13 @@ namespace Barotrauma
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case "showaitargets":
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AITarget.ShowAITargets = !AITarget.ShowAITargets;
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break;
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case "killmonsters":
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foreach (Character c in Character.CharacterList)
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{
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if (!(c.AIController is EnemyAIController)) continue;
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c.AddDamage(CauseOfDeath.Damage, 10000.0f, null);
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}
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break;
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case "sendrandomdata":
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int messageCount = 1;
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@@ -100,12 +100,7 @@ namespace Barotrauma.Items.Components
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DropConnectedWires(picker);
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ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
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//foreach (StatusEffect effect in item.Prefab.statusEffects)
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//{
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// effect.OnPicked(picker, null);
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//}
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return true;
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}
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@@ -189,10 +189,7 @@ namespace Barotrauma.Items.Components
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{
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targetItem.IsHighlighted = true;
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foreach (StatusEffect effect in statusEffects)
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{
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effect.Apply(ActionType.OnUse, deltaTime, item, targetItem.AllPropertyObjects);
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}
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ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
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}
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return true;
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@@ -53,7 +53,7 @@ namespace Barotrauma.Items.Components
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public bool WasUsed;
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public List<StatusEffect> statusEffects;
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public readonly Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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protected bool updated;
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@@ -184,8 +184,6 @@ namespace Barotrauma.Items.Components
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sounds = new Dictionary<ActionType, List<ItemSound>>();
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statusEffects = new List<StatusEffect>();
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SelectKey = InputType.Select;
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try
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@@ -230,7 +228,19 @@ namespace Barotrauma.Items.Components
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requiredSkills.Add(new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
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break;
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case "statuseffect":
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statusEffects.Add(StatusEffect.Load(subElement));
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var statusEffect = StatusEffect.Load(subElement);
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if (statusEffectLists == null) statusEffectLists = new Dictionary<ActionType, List<StatusEffect>>();
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List<StatusEffect> effectList;
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if (!statusEffectLists.TryGetValue(statusEffect.type, out effectList))
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{
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effectList = new List<StatusEffect>();
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statusEffectLists.Add(statusEffect.type, effectList);
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}
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effectList.Add(statusEffect);
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break;
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case "guiframe":
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string rectStr = ToolBox.GetAttributeString(subElement, "rect", "0.0,0.0,0.5,0.5");
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@@ -597,19 +607,27 @@ namespace Barotrauma.Items.Components
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public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null)
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{
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if (statusEffectLists == null) return;
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List<StatusEffect> statusEffects;
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if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
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foreach (StatusEffect effect in statusEffects)
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{
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if (effect.type != type) continue;
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item.ApplyStatusEffect(effect, type, deltaTime, character);
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}
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}
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public void ApplyStatusEffects(ActionType type, float deltaTime, IPropertyObject target)
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public void ApplyStatusEffects(ActionType type, List<IPropertyObject> targets, float deltaTime)
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{
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if (statusEffectLists == null) return;
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List<StatusEffect> statusEffects;
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if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
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foreach (StatusEffect effect in statusEffects)
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{
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if (effect.type != type) continue;
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effect.Apply(type, deltaTime, item, target);
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effect.Apply(type, deltaTime, item, targets);
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}
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}
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@@ -115,15 +115,19 @@ namespace Barotrauma.Items.Components
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foreach (FabricableItem fi in fabricableItems)
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{
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Color color = ((itemList.CountChildren % 2) == 0) ? Color.Transparent : Color.Black*0.3f;
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(0, 0, 0, 25), fi.TargetItem.Name,
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new GUITextBlock(
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new Rectangle(0, 0, 0, 25), fi.TargetItem.Name,
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color, Color.White,
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Alignment.Left, Alignment.Left, null, itemList);
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textBlock.UserData = fi;
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textBlock.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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textBlock.HoverColor = Color.Gold * 0.2f;
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textBlock.SelectedColor = Color.Gold * 0.5f;
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Alignment.Left, Alignment.Left, null, itemList)
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{
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UserData = fi,
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Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f),
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HoverColor = Color.Gold * 0.2f,
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SelectedColor = Color.Gold * 0.5f,
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ToolTip = fi.TargetItem.Description
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};
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}
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}
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@@ -135,7 +139,7 @@ namespace Barotrauma.Items.Components
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if (selectedItemFrame != null) GuiFrame.RemoveChild(selectedItemFrame);
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//int width = 200, height = 150;
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selectedItemFrame = new GUIFrame(new Rectangle(0,0,(int)(GuiFrame.Rect.Width*0.4f),250), Color.Black*0.8f, Alignment.CenterY | Alignment.Right, null, GuiFrame);
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selectedItemFrame = new GUIFrame(new Rectangle(0, 0, (int)(GuiFrame.Rect.Width * 0.4f), 250), Color.Black * 0.8f, Alignment.CenterY | Alignment.Right, null, GuiFrame);
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selectedItemFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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@@ -170,7 +174,7 @@ namespace Barotrauma.Items.Components
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if (!inadequateSkills.Any())
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{
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text = "Required items:\n";
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foreach (Tuple<ItemPrefab,int> ip in targetItem.RequiredItems)
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foreach (Tuple<ItemPrefab, int> ip in targetItem.RequiredItems)
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{
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text += " - " + ip.Item1.Name + " x"+ip.Item2+"\n";
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}
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@@ -204,6 +208,16 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override bool Select(Character character)
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{
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if (itemList.Selected != null)
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{
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SelectItem(itemList.Selected, itemList.Selected.UserData);
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}
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return base.Select(character);
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}
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public override bool Pick(Character picker)
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{
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return (picker != null);
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@@ -224,16 +238,6 @@ namespace Barotrauma.Items.Components
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item.NewComponentEvent(this, true, true);
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}
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//listElement.Color = Color.Green;
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//itemList.Enabled = false;
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//activateButton.Text = "Cancel";
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//fabricatedItem = obj as FabricableItem;
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//IsActive = true;
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//timeUntilReady = fabricatedItem.RequiredTime;
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return true;
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}
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@@ -18,6 +18,8 @@ namespace Barotrauma.Items.Components
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List<Vent> ventList;
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private float totalHullVolume;
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public bool IsRunning()
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{
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return (running && item.Condition>0.0f);
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@@ -98,18 +100,27 @@ namespace Barotrauma.Items.Components
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if (linkedItem == null) continue;
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Vent vent = linkedItem.GetComponent<Vent>();
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if (vent != null) ventList.Add(vent);
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if (vent == null) continue;
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ventList.Add(vent);
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if (linkedItem.CurrentHull!=null) totalHullVolume += linkedItem.CurrentHull.FullVolume;
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}
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}
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public override void OnMapLoaded()
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{
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GetVents();
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}
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private void UpdateVents(float deltaOxygen)
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{
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if (!ventList.Any()) return;
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if (!ventList.Any() || totalHullVolume == 0.0f) return;
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deltaOxygen = deltaOxygen / ventList.Count;
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foreach (Vent v in ventList)
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{
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v.OxygenFlow = deltaOxygen;
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if (v.Item.CurrentHull == null) continue;
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v.OxygenFlow = deltaOxygen * (v.Item.CurrentHull.FullVolume / totalHullVolume);
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v.IsActive = true;
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}
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}
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@@ -46,6 +46,9 @@ namespace Barotrauma
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private Inventory parentInventory;
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//a dictionary containing lists of the status effects in all the components of the item
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private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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@@ -350,7 +353,31 @@ namespace Barotrauma
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if (ic == null) break;
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components.Add(ic);
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//if (!string.IsNullOrWhiteSpace(ic.Msg)) highlightText.Add(ic.Msg);
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if (ic.statusEffectLists == null) continue;
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if (statusEffectLists == null)
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statusEffectLists = new Dictionary<ActionType, List<StatusEffect>>();
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//go through all the status effects of the component
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//and add them to the corresponding statuseffect list
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foreach (List<StatusEffect> componentEffectList in ic.statusEffectLists.Values)
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{
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ActionType actionType = componentEffectList.First().type;
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List<StatusEffect> statusEffectList;
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if (!statusEffectLists.TryGetValue(actionType, out statusEffectList))
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{
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statusEffectList = new List<StatusEffect>();
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statusEffectLists.Add(actionType, statusEffectList);
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}
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foreach (StatusEffect effect in componentEffectList)
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{
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statusEffectList.Add(effect);
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}
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}
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break;
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}
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@@ -496,12 +523,14 @@ namespace Barotrauma
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public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null)
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{
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foreach (ItemComponent ic in components)
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if (statusEffectLists == null) return;
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List<StatusEffect> statusEffects;
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if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
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foreach (StatusEffect effect in statusEffects)
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{
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foreach (StatusEffect effect in ic.statusEffects)
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{
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ApplyStatusEffect(effect, type, deltaTime, character);
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}
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ApplyStatusEffect(effect, type, deltaTime, character);
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}
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}
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@@ -245,28 +245,33 @@ namespace Barotrauma
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if (isHorizontal)
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{
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pos.X += Math.Sign(flowForce.X);
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pos.Y = MathHelper.Clamp((higherSurface+lowerSurface)/2.0f, rect.Y - rect.Height, rect.Y);
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pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y);
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Vector2 velocity = new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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var particle = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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(Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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(Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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velocity);
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if (particle != null)
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{
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f),5.0f);
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
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}
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position,
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flowForce / 200.0f);
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if (Math.Abs(flowForce.X) > 300.0f)
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{
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pos.X += Math.Sign(flowForce.X) * 10.0f;
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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flowForce / 10.0f);
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}
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}
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else
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{
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Reference in New Issue
Block a user