(61d00a474) v0.9.7.1
This commit is contained in:
@@ -0,0 +1,670 @@
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma.Items.Components
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{
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partial class RepairTool : ItemComponent
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{
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public enum UseEnvironment
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{
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Air, Water, Both, None
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};
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private readonly List<string> fixableEntities;
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private Vector2 pickedPosition;
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private float activeTimer;
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private Vector2 debugRayStartPos, debugRayEndPos;
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[Serialize("Both", false, description: "Can the item be used in air, water or both.")]
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public UseEnvironment UsableIn
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{
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get; set;
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}
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[Serialize(0.0f, false, description: "The distance at which the item can repair targets.")]
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public float Range { get; set; }
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[Serialize(0.0f, false, description: "Random spread applied to the firing angle when used by a character with sufficient skills to use the tool (in degrees).")]
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public float Spread
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "Random spread applied to the firing angle when used by a character with insufficient skills to use the tool (in degrees).")]
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public float UnskilledSpread
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "How many units of damage the item removes from structures per second.")]
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public float StructureFixAmount
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{
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get; set;
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}
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[Serialize(0.0f, false, description: "How much the item decreases the size of fires per second.")]
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public float ExtinguishAmount
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{
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get; set;
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}
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[Serialize("0.0,0.0", false, description: "The position of the barrel as an offset from the item's center (in pixels).")]
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public Vector2 BarrelPos { get; set; }
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[Serialize(false, false, description: "Can the item repair things through walls.")]
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public bool RepairThroughWalls { get; set; }
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[Serialize(false, false, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
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public bool RepairMultiple { get; set; }
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[Serialize(false, false, description: "Can the item repair things through holes in walls.")]
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public bool RepairThroughHoles { get; set; }
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[Serialize(0.0f, false, description: "The probability of starting a fire somewhere along the ray fired from the barrel (for example, 0.1 = 10% chance to start a fire during a second of use).")]
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public float FireProbability { get; set; }
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[Serialize(0.0f, false, description: "Force applied to the entity the ray hits.")]
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public float TargetForce { get; set; }
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public Vector2 TransformedBarrelPos
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{
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get
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
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Vector2 flippedPos = BarrelPos;
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if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
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return (Vector2.Transform(flippedPos, bodyTransform));
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}
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}
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public RepairTool(Item item, XElement element)
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: base(item, element)
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{
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this.item = item;
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if (element.Attribute("limbfixamount") != null)
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{
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DebugConsole.ThrowError("Error in item \"" + item.Name + "\" - RepairTool damage should be configured using a StatusEffect with Afflictions, not the limbfixamount attribute.");
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}
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fixableEntities = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "fixable":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in RepairTool " + item.Name + " - use identifiers instead of names to configure fixable entities.");
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fixableEntities.Add(subElement.Attribute("name").Value);
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}
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else
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{
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fixableEntities.Add(subElement.GetAttributeString("identifier", ""));
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}
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break;
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}
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have repair tools that don't require aim to use
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item.RequireAimToUse = true;
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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activeTimer -= deltaTime;
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if (activeTimer <= 0.0f) IsActive = false;
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}
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private List<Body> ignoredBodies = new List<Body>();
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) return false;
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if (item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) return false;
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float degreeOfSuccess = DegreeOfSuccess(character);
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
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{
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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if (UsableIn == UseEnvironment.None)
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{
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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if (item.InWater)
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{
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if (UsableIn == UseEnvironment.Air)
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{
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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}
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else
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{
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if (UsableIn == UseEnvironment.Water)
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{
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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}
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Vector2 rayStart;
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Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
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Vector2 barrelPos = item.SimPosition + ConvertUnits.ToSimUnits(TransformedBarrelPos);
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//make sure there's no obstacles between the base of the item (or the shoulder of the character) and the end of the barrel
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if (Submarine.PickBody(sourcePos, barrelPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
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{
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//no obstacles -> we start the raycast at the end of the barrel
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rayStart = ConvertUnits.ToSimUnits(item.WorldPosition + TransformedBarrelPos);
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}
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else
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{
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rayStart = Submarine.LastPickedPosition + Submarine.LastPickedNormal * 0.1f;
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if (item.Submarine != null) { rayStart += item.Submarine.SimPosition; }
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}
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float spread = MathHelper.ToRadians(MathHelper.Lerp(UnskilledSpread, Spread, degreeOfSuccess));
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float angle = item.body.Rotation + spread * Rand.Range(-0.5f, 0.5f);
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Vector2 rayEnd = rayStart +
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ConvertUnits.ToSimUnits(new Vector2(
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(float)Math.Cos(angle),
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(float)Math.Sin(angle)) * Range * item.body.Dir);
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ignoredBodies.Clear();
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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ignoredBodies.Add(character.AnimController.Collider.FarseerBody);
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IsActive = true;
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activeTimer = 0.1f;
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debugRayStartPos = ConvertUnits.ToDisplayUnits(rayStart);
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debugRayEndPos = ConvertUnits.ToDisplayUnits(rayEnd);
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if (character.Submarine == null)
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{
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foreach (Submarine sub in Submarine.Loaded)
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{
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Rectangle subBorders = sub.Borders;
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subBorders.Location += new Point((int)sub.WorldPosition.X, (int)sub.WorldPosition.Y - sub.Borders.Height);
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if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, Range * 5.0f, subBorders))
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{
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continue;
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}
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Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
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}
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Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
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}
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else
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{
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Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
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}
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UseProjSpecific(deltaTime, rayStart);
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return true;
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}
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partial void UseProjSpecific(float deltaTime, Vector2 raystart);
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private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
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private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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{
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
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if (statusEffectLists != null && statusEffectLists.ContainsKey(ActionType.OnUse))
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{
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if (statusEffectLists[ActionType.OnUse].Any(s => s.SeverLimbsProbability > 0.0f))
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{
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float rangeSqr = ConvertUnits.ToSimUnits(Range);
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rangeSqr *= rangeSqr;
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foreach (Character c in Character.CharacterList)
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{
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if (!c.Enabled || !c.AnimController.BodyInRest) { continue; }
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//do a broad check first
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if (Math.Abs(c.WorldPosition.X - item.WorldPosition.X) > 1000.0f) { continue; }
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if (Math.Abs(c.WorldPosition.Y - item.WorldPosition.Y) > 1000.0f) { continue; }
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (Vector2.DistanceSquared(limb.SimPosition, item.SimPosition) < rangeSqr && Vector2.Dot(rayEnd - rayStart, limb.SimPosition - rayStart) > 0)
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{
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c.AnimController.BodyInRest = false;
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break;
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}
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}
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}
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}
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}
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float lastPickedFraction = 0.0f;
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if (RepairMultiple)
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{
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories,
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ignoreSensors: false,
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customPredicate: (Fixture f) =>
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{
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if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure) { return false; }
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if (f.Body?.UserData as string == "ruinroom") { return false; }
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return true;
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},
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allowInsideFixture: true);
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lastPickedFraction = Submarine.LastPickedFraction;
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Type lastHitType = null;
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hitCharacters.Clear();
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foreach (Body body in bodies)
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{
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Type bodyType = body.UserData?.GetType();
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if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
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{
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//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
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if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
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}
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Character hitCharacter = null;
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if (body.UserData is Limb limb)
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{
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hitCharacter = limb.character;
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}
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else if (body.UserData is Character character)
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{
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hitCharacter = character;
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}
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//only do damage once to each character even if they ray hit multiple limbs
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if (hitCharacter != null)
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{
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if (hitCharacters.Contains(hitCharacter)) { continue; }
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hitCharacters.Add(hitCharacter);
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}
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if (FixBody(user, deltaTime, degreeOfSuccess, body))
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{
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lastPickedFraction = Submarine.LastPickedBodyDist(body);
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if (bodyType != null) { lastHitType = bodyType; }
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}
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}
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}
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else
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{
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FixBody(user, deltaTime, degreeOfSuccess,
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Submarine.PickBody(rayStart, rayEnd,
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ignoredBodies, collisionCategories,
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ignoreSensors: false,
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customPredicate: (Fixture f) =>
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{
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if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure) { return false; }
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if (f.Body?.UserData as string == "ruinroom") { return false; }
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return f.Body?.UserData != null;
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},
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allowInsideFixture: true));
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lastPickedFraction = Submarine.LastPickedFraction;
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}
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if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
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{
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fireSourcesInRange.Clear();
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//step along the ray in 10% intervals, collecting all fire sources in the range
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for (float x = 0.0f; x <= lastPickedFraction; x += 0.1f)
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{
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * x);
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if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
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Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
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if (hull == null) continue;
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foreach (FireSource fs in hull.FireSources)
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{
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if (fs.IsInDamageRange(displayPos, 100.0f) && !fireSourcesInRange.Contains(fs))
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{
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fireSourcesInRange.Add(fs);
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}
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}
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}
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foreach (FireSource fs in fireSourcesInRange)
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{
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fs.Extinguish(deltaTime, ExtinguishAmount);
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#if SERVER
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GameMain.Server.KarmaManager.OnExtinguishingFire(user, deltaTime);
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#endif
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}
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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if (Rand.Range(0.0f, 1.0f) < FireProbability * deltaTime)
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{
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * lastPickedFraction * 0.9f);
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if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
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new FireSource(displayPos);
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}
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}
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}
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private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
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{
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if (targetBody?.UserData == null) { return false; }
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pickedPosition = Submarine.LastPickedPosition;
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if (targetBody.UserData is Structure targetStructure)
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{
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if (targetStructure.IsPlatform) { return false; }
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) { return false; }
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if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return true; }
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new ISerializableEntity[] { targetStructure });
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FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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for (int i = -1; i < 2; i += 2)
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{
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
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if ((sectionIndex == 1 && i == -1) ||
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(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
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(nextSectionLength > 0 && nextSectionLength < Structure.WallSectionSize * 0.3f))
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{
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//targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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}
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}
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return true;
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}
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else if (targetBody.UserData is Character targetCharacter)
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{
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if (targetCharacter.Removed) { return false; }
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targetCharacter.LastDamageSource = item;
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Limb closestLimb = null;
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float closestDist = float.MaxValue;
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foreach (Limb limb in targetCharacter.AnimController.Limbs)
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{
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float dist = Vector2.DistanceSquared(item.SimPosition, limb.SimPosition);
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if (dist < closestDist)
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{
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closestLimb = limb;
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closestDist = dist;
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}
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}
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if (closestLimb != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
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{
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Vector2 dir = closestLimb.WorldPosition - item.WorldPosition;
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dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
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closestLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
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}
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse,
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closestLimb == null ? new ISerializableEntity[] { targetCharacter } : new ISerializableEntity[] { targetCharacter, closestLimb });
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FixCharacterProjSpecific(user, deltaTime, targetCharacter);
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return true;
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}
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else if (targetBody.UserData is Limb targetLimb)
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{
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if (targetLimb.character == null || targetLimb.character.Removed) { return false; }
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if (!MathUtils.NearlyEqual(TargetForce, 0.0f))
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{
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Vector2 dir = targetLimb.WorldPosition - item.WorldPosition;
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dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
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targetLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
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}
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targetLimb.character.LastDamageSource = item;
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new ISerializableEntity[] { targetLimb.character, targetLimb });
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FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
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return true;
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}
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else if (targetBody.UserData is Item targetItem)
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{
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targetItem.IsHighlighted = true;
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, targetItem.AllPropertyObjects);
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if (targetItem.body != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
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{
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Vector2 dir = targetItem.WorldPosition - item.WorldPosition;
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dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
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targetItem.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
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}
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|
||||
var levelResource = targetItem.GetComponent<LevelResource>();
|
||||
if (levelResource != null && levelResource.Attached &&
|
||||
levelResource.requiredItems.Any() &&
|
||||
levelResource.HasRequiredItems(user, addMessage: false))
|
||||
{
|
||||
levelResource.DeattachTimer += deltaTime;
|
||||
#if CLIENT
|
||||
Character.Controlled?.UpdateHUDProgressBar(
|
||||
this,
|
||||
targetItem.WorldPosition,
|
||||
levelResource.DeattachTimer / levelResource.DeattachDuration,
|
||||
GUI.Style.Red, GUI.Style.Green);
|
||||
#endif
|
||||
}
|
||||
FixItemProjSpecific(user, deltaTime, targetItem);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex);
|
||||
partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter);
|
||||
partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem);
|
||||
|
||||
private float sinTime;
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (!(objective.OperateTarget is Gap leak)) { return true; }
|
||||
if (leak.Submarine == null) { return true; }
|
||||
Vector2 fromCharacterToLeak = leak.WorldPosition - character.WorldPosition;
|
||||
float dist = fromCharacterToLeak.Length();
|
||||
float reach = Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
|
||||
|
||||
//too far away -> consider this done and hope the AI is smart enough to move closer
|
||||
if (dist > reach * 2) { return true; }
|
||||
character.AIController.SteeringManager.Reset();
|
||||
//steer closer if almost in range
|
||||
if (dist > reach)
|
||||
{
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
|
||||
{
|
||||
// Swimming inside the sub
|
||||
if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
Vector2 dir = Vector2.Normalize(fromCharacterToLeak);
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, dir);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Swimming outside the sub
|
||||
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: use the collider size?
|
||||
if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
|
||||
Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
|
||||
{
|
||||
((HumanoidAnimController)character.AnimController).Crouching = true;
|
||||
}
|
||||
Vector2 standPos = new Vector2(Math.Sign(-fromCharacterToLeak.X), Math.Sign(-fromCharacterToLeak.Y)) / 2;
|
||||
if (leak.IsHorizontal)
|
||||
{
|
||||
standPos.X *= 2;
|
||||
standPos.Y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
standPos.X = 0;
|
||||
}
|
||||
character.AIController.SteeringManager.SteeringSeek(standPos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dist < reach / 2)
|
||||
{
|
||||
// Too close -> steer away
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition));
|
||||
}
|
||||
else if (dist <= reach)
|
||||
{
|
||||
// In range
|
||||
character.CursorPosition = leak.Position;
|
||||
character.CursorPosition += VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
var torso = character.AnimController.GetLimb(LimbType.Torso);
|
||||
// Turn facing the target when not moving (handled in the animcontroller if not moving)
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
||||
Vector2 diff = (mousePos - torso.SimPosition) * character.AnimController.Dir;
|
||||
float newRotation = MathUtils.VectorToAngle(diff);
|
||||
character.AnimController.Collider.SmoothRotate(newRotation, 5.0f);
|
||||
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(torso.body.TransformedRotation), fromCharacterToLeak) < MathHelper.PiOver4)
|
||||
{
|
||||
// Swim past
|
||||
Vector2 moveDir = leak.IsHorizontal ? Vector2.UnitY : Vector2.UnitX;
|
||||
moveDir *= character.AnimController.Dir;
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, moveDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
sinTime += deltaTime * 5;
|
||||
}
|
||||
// Press the trigger only when the tool is approximately facing the target.
|
||||
Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
|
||||
var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
|
||||
if (angle < MathHelper.PiOver4)
|
||||
{
|
||||
// Check that we don't hit any friendlies
|
||||
if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
|
||||
{
|
||||
if (hit.UserData is Character c)
|
||||
{
|
||||
if (c == character) { return false; }
|
||||
return HumanAIController.IsFriendly(character, c);
|
||||
}
|
||||
return false;
|
||||
}))
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Use(deltaTime, character);
|
||||
}
|
||||
}
|
||||
|
||||
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
|
||||
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
|
||||
|
||||
if (leakFixed && leak.FlowTargetHull != null)
|
||||
{
|
||||
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
|
||||
{
|
||||
|
||||
character.Speak(TextManager.GetWithVariable("DialogLeaksFixed", "[roomname]", leak.FlowTargetHull.DisplayName, true), null, 0.0f, "leaksfixed", 10.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogLeakFixed", "[roomname]", leak.FlowTargetHull.DisplayName, true), null, 0.0f, "leakfixed", 10.0f);
|
||||
}
|
||||
}
|
||||
|
||||
return leakFixed;
|
||||
}
|
||||
|
||||
private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, IEnumerable<ISerializableEntity> targets)
|
||||
{
|
||||
if (statusEffectLists == null) { return; }
|
||||
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
|
||||
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
effect.SetUser(user);
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
effect.Apply(actionType, deltaTime, item, targets);
|
||||
}
|
||||
else if (effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
effect.Apply(actionType, deltaTime, item, targets.Where(t => t is Character));
|
||||
}
|
||||
else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
effect.Apply(actionType, deltaTime, item, targets.Where(t => t is Limb));
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
// Hard-coded progress bars for welding doors stuck.
|
||||
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
if (target is Door door)
|
||||
{
|
||||
if (!door.CanBeWelded) continue;
|
||||
for (int i = 0; i < effect.propertyNames.Length; i++)
|
||||
{
|
||||
string propertyName = effect.propertyNames[i];
|
||||
if (propertyName != "stuck") { continue; }
|
||||
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property)) { continue; }
|
||||
object value = property.GetValue(target);
|
||||
if (door.Stuck > 0)
|
||||
{
|
||||
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White);
|
||||
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user