(63916eda9) Unstable v0.9.1001.0

This commit is contained in:
Juan Pablo Arce
2020-05-15 13:06:19 -03:00
parent a1ca41aa5d
commit 3d2b7bcf63
52 changed files with 364 additions and 164 deletions
@@ -210,7 +210,7 @@ namespace Barotrauma
public void SelectTarget(AITarget target, float priority)
{
SelectedAiTarget = target;
selectedTargetMemory = GetTargetMemory(target);
selectedTargetMemory = GetTargetMemory(target, true);
selectedTargetMemory.Priority = priority;
}
@@ -439,7 +439,10 @@ namespace Barotrauma
throw new NotImplementedException();
}
LatchOntoAI?.Update(this, deltaTime);
if (!Character.AnimController.SimplePhysicsEnabled)
{
LatchOntoAI?.Update(this, deltaTime);
}
IsSteeringThroughGap = false;
if (SwarmBehavior != null)
{
@@ -478,7 +481,7 @@ namespace Barotrauma
if (target?.Entity != null && !target.Entity.Removed && PreviousState == AIState.Attack && Character.CurrentHull == null)
{
// Keep heading to the last known position of the target
var memory = GetTargetMemory(target);
var memory = GetTargetMemory(target, false);
if (memory != null)
{
var location = memory.Location;
@@ -908,7 +911,7 @@ namespace Barotrauma
}
if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
{
if (Vector2.Distance(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
if (Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
{
// Check that we are not bumping into a door or a wall
Vector2 rayStart = SimPosition;
@@ -916,8 +919,8 @@ namespace Barotrauma
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
Vector2 toTarget = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + toTarget.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Vector2 dir = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null &&
(!AIParams.TargetOuterWalls || !canAttackWalls && closestBody.UserData is Structure s && s.Submarine != null || !canAttackDoors && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null))
@@ -933,25 +936,30 @@ namespace Barotrauma
float distance = 0;
Limb attackTargetLimb = null;
Character targetCharacter = SelectedAiTarget.Entity as Character;
if (canAttack && !Character.AnimController.SimplePhysicsEnabled)
if (canAttack)
{
// Target a specific limb instead of the target center position
if (wallTarget == null && targetCharacter != null)
if (!Character.AnimController.SimplePhysicsEnabled)
{
var targetLimbType = AttackingLimb.Params.Attack.Attack.TargetLimbType;
attackTargetLimb = GetTargetLimb(AttackingLimb, targetCharacter, targetLimbType);
if (attackTargetLimb == null)
// Target a specific limb instead of the target center position
if (wallTarget == null && targetCharacter != null)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
var targetLimbType = AttackingLimb.Params.Attack.Attack.TargetLimbType;
attackTargetLimb = GetTargetLimb(AttackingLimb, targetCharacter, targetLimbType);
if (attackTargetLimb == null)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
}
attackWorldPos = attackTargetLimb.WorldPosition;
attackSimPos = Character.GetRelativeSimPosition(attackTargetLimb);
}
attackWorldPos = attackTargetLimb.WorldPosition;
attackSimPos = Character.GetRelativeSimPosition(attackTargetLimb);
}
// Check that we can reach the target
Vector2 toTarget = attackWorldPos - (Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : AttackingLimb.WorldPosition);
Vector2 attackLimbPos = Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : AttackingLimb.WorldPosition;
Vector2 toTarget = attackWorldPos - attackLimbPos;
// Add a margin when the target is moving away, because otherwise it might be difficult to reach it (the attack takes some time to perform)
if (wallTarget != null)
{
if (wallTarget.Structure.Submarine != null)
@@ -962,7 +970,6 @@ namespace Barotrauma
}
else if (targetCharacter != null)
{
// Add a margin when the target is moving away, because otherwise it might be difficult to reach it (the attack takes some time to perform)
Vector2 margin = CalculateMargin(targetCharacter.AnimController.Collider.LinearVelocity);
toTarget += margin;
}
@@ -982,6 +989,7 @@ namespace Barotrauma
return ConvertUnits.ToDisplayUnits(targetVelocity) * AttackingLimb.attack.Duration * dot;
}
// Check that we can reach the target
distance = toTarget.Length();
canAttack = distance < AttackingLimb.attack.Range;
if (!canAttack && !IsCoolDownRunning)
@@ -1366,7 +1374,7 @@ namespace Barotrauma
}
}
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget);
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget, true);
targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * AggressionHurt;
// Only allow to react once. Otherwise would attack the target with only a fraction of a cooldown
@@ -1409,7 +1417,7 @@ namespace Barotrauma
var aiTarget = wallTarget.Structure.AiTarget;
if (aiTarget != null && SelectedAiTarget != aiTarget)
{
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget).Priority);
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget, true).Priority);
}
}
IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
@@ -1857,7 +1865,7 @@ namespace Barotrauma
// -> just ignore the distance and attack whatever has the highest priority
dist = Math.Max(dist, 100.0f);
AITargetMemory targetMemory = GetTargetMemory(aiTarget);
AITargetMemory targetMemory = GetTargetMemory(aiTarget, true);
if (Character.CurrentHull != null && Math.Abs(toTarget.Y) > Character.CurrentHull.Size.Y)
{
// Inside the sub, treat objects that are up or down, as they were farther away.
@@ -1938,12 +1946,15 @@ namespace Barotrauma
return SelectedAiTarget;
}
private AITargetMemory GetTargetMemory(AITarget target)
private AITargetMemory GetTargetMemory(AITarget target, bool addIfNotFound)
{
if (!targetMemories.TryGetValue(target, out AITargetMemory memory))
{
memory = new AITargetMemory(target, 10);
targetMemories.Add(target, memory);
if (addIfNotFound)
{
memory = new AITargetMemory(target, 10);
targetMemories.Add(target, memory);
}
}
return memory;
}
@@ -1958,8 +1969,11 @@ namespace Barotrauma
}
else if (CanPerceive(_selectedAiTarget, distSquared: Vector2.DistanceSquared(Character.WorldPosition, _selectedAiTarget.WorldPosition)))
{
var memory = GetTargetMemory(_selectedAiTarget);
memory.Location = _selectedAiTarget.WorldPosition;
var memory = GetTargetMemory(_selectedAiTarget, false);
if (memory != null)
{
memory.Location = _selectedAiTarget.WorldPosition;
}
}
}
}
@@ -42,6 +42,7 @@ namespace Barotrauma
currSearchIndex = -1;
this.equip = equip;
this.targetItem = targetItem;
moveToTarget = targetItem?.GetRootInventoryOwner();
}
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1)
@@ -61,7 +61,7 @@ namespace Barotrauma
{
case "shutdown":
var powered = component?.Item.GetComponent<Powered>();
if (powered != null && powered.IsActive)
if (powered != null && !powered.IsActive)
{
Priority = 0;
return Priority;
@@ -47,11 +47,15 @@ namespace Barotrauma
base.Update(deltaTime, cam);
if (!Enabled) { return; }
if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated) { return; }
if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated)
{
//don't enable simple physics on dead/incapacitated characters
//the ragdoll controls the movement of incapacitated characters instead of the collider,
//but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
AnimController.SimplePhysicsEnabled = false;
return;
}
//don't enable simple physics on dead/incapacitated characters
//the ragdoll controls the movement of incapacitated characters instead of the collider,
//but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
if (!IsRemotePlayer && !(AIController is HumanAIController))
{
float characterDist = float.MaxValue;
@@ -709,7 +709,7 @@ namespace Barotrauma
float impactDamage = Math.Min((impact - ImpactTolerance) * ImpactDamageMultiplayer, character.MaxVitality * MaxImpactDamage);
character.LastDamageSource = null;
character.AddDamage(impactPos, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(impactDamage) }, 0.0f, true);
character.AddDamage(impactPos, AfflictionPrefab.ImpactDamage.Instantiate(impactDamage).ToEnumerable(), 0.0f, true);
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
//briefly disable impact damage
@@ -2469,7 +2469,7 @@ namespace Barotrauma
}
}
private readonly float maxAIRange = 10000;
private readonly float maxAIRange = 20000;
private readonly float aiTargetChangeSpeed = 5;
private void UpdateSightRange(float deltaTime)
@@ -2741,14 +2741,8 @@ namespace Barotrauma
}
if (severed)
{
if (joint.LimbA == targetLimb)
{
joint.LimbB.body.LinearVelocity += targetLimb.LinearVelocity * 0.5f;
}
else
{
joint.LimbA.body.LinearVelocity += targetLimb.LinearVelocity * 0.5f;
}
Limb otherLimb = joint.LimbA == targetLimb ? joint.LimbB : joint.LimbA;
otherLimb.body.ApplyLinearImpulse(targetLimb.LinearVelocity * targetLimb.Mass);
}
}
if (wasSevered)
@@ -189,6 +189,7 @@ namespace Barotrauma
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab ImpactDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
@@ -291,6 +292,7 @@ namespace Barotrauma
{
CPRSettings.Unload();
InternalDamage = null;
ImpactDamage = null;
Bleeding = null;
Burn = null;
OxygenLow = null;
@@ -437,6 +439,9 @@ namespace Barotrauma
case "internaldamage":
InternalDamage = prefab;
break;
case "blunttrauma":
ImpactDamage = prefab;
break;
case "bleeding":
Bleeding = prefab;
break;
@@ -456,6 +461,8 @@ namespace Barotrauma
Stun = prefab;
break;
}
if (ImpactDamage == null) { ImpactDamage = InternalDamage; }
if (prefab != null)
{
Prefabs.Add(prefab, isOverride);
@@ -46,10 +46,10 @@ namespace Barotrauma
[Serialize(false, false), Editable]
public bool CanSpeak { get; set; }
[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 10000f)]
[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 100000f)]
public float Noise { get; set; }
[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 10000f)]
[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 100000f)]
public float Visibility { get; set; }
[Serialize("blood", true), Editable]
@@ -13,6 +13,9 @@ namespace Barotrauma
private readonly int minAmount, maxAmount;
private List<Character> monsters;
private readonly float scatter;
private readonly float offset;
private readonly bool spawnDeep;
private Vector2? spawnPos;
@@ -72,6 +75,8 @@ namespace Barotrauma
}
spawnDeep = prefab.ConfigElement.GetAttributeBool("spawndeep", false);
offset = prefab.ConfigElement.GetAttributeFloat("offset", 0);
scatter = Math.Clamp(prefab.ConfigElement.GetAttributeFloat("scatter", 1000), 0, 3000);
if (GameMain.NetworkMember != null)
{
@@ -241,6 +246,28 @@ namespace Barotrauma
spawnPos = spawnPoint.WorldPosition;
}
}
else if (chosenPosition.PositionType == Level.PositionType.MainPath && offset > 0)
{
Vector2 dir;
var waypoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine == null);
var nearestWaypoint = waypoints.OrderBy(wp => Vector2.DistanceSquared(wp.WorldPosition, spawnPos.Value)).FirstOrDefault();
if (nearestWaypoint != null)
{
int currentIndex = waypoints.IndexOf(nearestWaypoint);
var nextWaypoint = waypoints[Math.Min(currentIndex + 20, waypoints.Count - 1)];
dir = Vector2.Normalize(nextWaypoint.WorldPosition - nearestWaypoint.WorldPosition);
}
else
{
dir = new Vector2(1, Rand.Range(-1, 1));
}
Vector2 targetPos = spawnPos.Value + dir * offset;
var targetWaypoint = waypoints.OrderBy(wp => Vector2.DistanceSquared(wp.WorldPosition, targetPos)).FirstOrDefault();
if (targetWaypoint != null)
{
spawnPos = targetWaypoint.WorldPosition;
}
}
spawnPending = true;
}
}
@@ -314,7 +341,7 @@ namespace Barotrauma
//+1 because Range returns an integer less than the max value
int amount = Rand.Range(minAmount, maxAmount + 1);
monsters = new List<Character>();
float offsetAmount = spawnPosType == Level.PositionType.MainPath ? 1000 : 100;
float offsetAmount = spawnPosType == Level.PositionType.MainPath ? scatter : 100;
for (int i = 0; i < amount; i++)
{
CoroutineManager.InvokeAfter(() =>
@@ -324,7 +351,22 @@ namespace Barotrauma
System.Diagnostics.Debug.Assert(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer, "Clients should not create monster events.");
monsters.Add(Character.Create(speciesName, spawnPos.Value + Rand.Vector(offsetAmount), Level.Loaded.Seed + i.ToString(), null, false, true, true));
Vector2 pos = spawnPos.Value + Rand.Vector(offsetAmount);
if (spawnPosType == Level.PositionType.MainPath)
{
if (Submarine.Loaded.Any(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(pos)))
{
// Can't use the offset position, let's use the exact spawn position.
pos = spawnPos.Value;
}
else if (Level.Loaded.Ruins.Any(r => ToolBox.GetWorldBounds(r.Area.Center, r.Area.Size).ContainsWorld(pos)))
{
// Can't use the offset position, let's use the exact spawn position.
pos = spawnPos.Value;
}
}
monsters.Add(Character.Create(speciesName, pos, Level.Loaded.Seed + i.ToString(), null, false, true, true));
if (monsters.Count == amount)
{
@@ -70,6 +70,12 @@ namespace Barotrauma.Items.Components
[Serialize(false, false, description: "Can the item repair things through holes in walls.")]
public bool RepairThroughHoles { get; set; }
[Serialize(true, false, description: "Can the item hit broken doors.")]
public bool HitItems { get; set; }
[Serialize(false, false, description: "Can the item hit broken doors.")]
public bool HitBrokenDoors { get; set; }
[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).")]
public float FireProbability { get; set; }
@@ -445,7 +451,9 @@ namespace Barotrauma.Items.Components
return true;
}
else if (targetBody.UserData is Item targetItem)
{
{
if (!HitItems) { return false; }
var levelResource = targetItem.GetComponent<LevelResource>();
if (levelResource != null && levelResource.Attached &&
levelResource.requiredItems.Any() &&
@@ -463,7 +471,15 @@ namespace Barotrauma.Items.Components
}
if (!targetItem.Prefab.DamagedByRepairTools) { return false; }
if (item.GetComponent<Door>() == null && item.Condition <= 0) { return false; }
if (HitBrokenDoors)
{
if (targetItem.GetComponent<Door>() == null && targetItem.Condition <= 0) { return false; }
}
else
{
if (targetItem.Condition <= 0) { return false; }
}
targetItem.IsHighlighted = true;
@@ -486,6 +486,10 @@ namespace Barotrauma.Items.Components
return true;
}
}
else if (target.Body.UserData is Item item)
{
if (item.Condition <= 0.0f) { return false; }
}
//ignore character colliders (the projectile only hits limbs)
if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
@@ -309,11 +309,10 @@ namespace Barotrauma.Items.Components
SkillSettings.Current.SkillIncreasePerRepair / Math.Max(characterSkillLevel, 1.0f),
CurrentFixer.WorldPosition + Vector2.UnitY * 100.0f);
}
SteamAchievementManager.OnItemRepaired(item, CurrentFixer);
deteriorationTimer = Rand.Range(MinDeteriorationDelay, MaxDeteriorationDelay);
wasBroken = false;
}
deteriorationTimer = Rand.Range(MinDeteriorationDelay, MaxDeteriorationDelay);
wasBroken = false;
StopRepairing(CurrentFixer);
}
}
@@ -46,7 +46,7 @@ namespace Barotrauma.Items.Components
}
[Serialize(false, false, description: "Can the component communicate with wifi components in another team's submarine (e.g. enemy sub in Combat missions, respawn shuttle). Needs to be enabled on both the component transmitting the signal and the component receiving it.", alwaysUseInstanceValues: true)]
[Editable, Serialize(false, true, description: "Can the component communicate with wifi components in another team's submarine (e.g. enemy sub in Combat missions, respawn shuttle). Needs to be enabled on both the component transmitting the signal and the component receiving it.", alwaysUseInstanceValues: true)]
public bool AllowCrossTeamCommunication
{
get;
@@ -707,7 +707,8 @@ namespace Barotrauma
var brokenSprite = new BrokenItemSprite(
new Sprite(subElement, brokenSpriteFolder, lazyLoad: true),
subElement.GetAttributeFloat("maxcondition", 0.0f),
subElement.GetAttributeBool("fadein", false));
subElement.GetAttributeBool("fadein", false),
subElement.GetAttributePoint("offset", Point.Zero));
int spriteIndex = 0;
for (int i = 0; i < BrokenSprites.Count && BrokenSprites[i].MaxCondition < brokenSprite.MaxCondition; i++)
@@ -292,10 +292,10 @@ namespace Barotrauma
if (limb.WorldPosition != worldPosition && !MathUtils.NearlyEqual(force, 0.0f))
{
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
if (!MathUtils.IsValid(limbDiff)) limbDiff = Rand.Vector(1.0f);
if (!MathUtils.IsValid(limbDiff)) { limbDiff = Rand.Vector(1.0f); }
Vector2 impulse = limbDiff * distFactor * force;
Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
limb.body.ApplyLinearImpulse(impulse, impulsePoint, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
limb.body.ApplyLinearImpulse(impulse, impulsePoint, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.2f);
}
}
@@ -182,7 +182,7 @@ namespace Barotrauma
currentCell.CellType = CellType.Path;
pathCells.Add(currentCell);
int currentTargetIndex = 1;
int currentTargetIndex = 0;
int iterationsLeft = cells.Count;
@@ -1600,6 +1600,7 @@ namespace Barotrauma
int attemptsLeft = maxAttempts;
bool success = false;
Vector2 spawnPoint = Vector2.Zero;
var allCells = Loaded.GetAllCells();
while (attemptsLeft > 0)
{
if (attemptsLeft < maxAttempts)
@@ -1847,8 +1848,7 @@ namespace Barotrauma
{
return true;
}
var cells = Loaded.GetAllCells().Where(c => c.Body != null && Vector2.DistanceSquared(pos, c.Center) <= maxDistance);
return cells.Any(c => c.BodyVertices.Any(v => bounds.ContainsWorld(v)));
return cells.Any(c => c.Body != null && Vector2.DistanceSquared(pos, c.Center) <= maxDistance && c.BodyVertices.Any(v => bounds.ContainsWorld(v)));
}
}
totalSW.Stop();
@@ -1,4 +1,5 @@
using Barotrauma.Networking;
using Barotrauma.Extensions;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Common;
@@ -451,7 +452,9 @@ namespace Barotrauma
private void UpdateDepthDamage(float deltaTime)
{
if (Position.Y > DamageDepth) { return; }
#if CLIENT
if (GameMain.GameSession.GameMode is SubTestMode) { return; }
#endif
float depth = DamageDepth - Position.Y;
depthDamageTimer -= deltaTime;
@@ -639,7 +642,7 @@ namespace Barotrauma
float damageAmount = contactDot * Body.Mass / limb.character.Mass;
limb.character.LastDamageSource = submarine;
limb.character.DamageLimb(ConvertUnits.ToDisplayUnits(collision.ImpactPos), limb,
new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageAmount) }, 0.0f, true, 0.0f);
AfflictionPrefab.ImpactDamage.Instantiate(damageAmount).ToEnumerable(), 0.0f, true, 0.0f);
if (limb.character.IsDead)
{
@@ -81,7 +81,7 @@ namespace Barotrauma
if (element.StartTimer > 0.0f) { continue; }
element.Parent.Apply(1.0f, element.Entity, element.Targets, element.WorldPosition);
element.Parent.Apply(deltaTime, element.Entity, element.Targets, element.WorldPosition);
DelayList.Remove(element);
}
}
@@ -193,44 +193,64 @@ namespace Barotrauma
string[] readTags = valStr.Split(',');
int matches = 0;
foreach (string tag in readTags)
if (target is Item item && item.HasTag(tag)) matches++;
{
if (target is Item item && item.HasTag(tag))
{
matches++;
}
}
//If operator is == then it needs to match everything, otherwise if its != there must be zero matches.
return Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
}
case ConditionType.HasStatusTag:
if (target == null) { return Operator == OperatorType.NotEquals; }
List<DurationListElement> durations = StatusEffect.DurationList.FindAll(d => d.Targets.Contains(target));
List<DelayedListElement> delays = DelayedEffect.DelayList.FindAll(d => d.Targets.Contains(target));
bool success = false;
if (durations.Count > 0 || delays.Count > 0)
if (StatusEffect.DurationList.Any(d => d.Targets.Contains(target)) || DelayedEffect.DelayList.Any(d => d.Targets.Contains(target)))
{
string[] readTags = valStr.Split(',');
foreach (DurationListElement duration in durations)
foreach (DurationListElement duration in StatusEffect.DurationList)
{
if (!duration.Targets.Contains(target)) { continue; }
int matches = 0;
foreach (string tag in readTags)
if (duration.Parent.HasTag(tag)) matches++;
{
if (duration.Parent.HasTag(tag))
{
matches++;
}
}
success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
if (cancelStatusEffect > 0 && success)
{
StatusEffect.DurationList.Remove(duration);
if (cancelStatusEffect != 2) //cancelStatusEffect 1 = only cancel once, cancelStatusEffect 2 = cancel all of matching tags
}
if (cancelStatusEffect != 2)
{
//cancelStatusEffect 1 = only cancel once, cancelStatusEffect 2 = cancel all of matching tags
return success;
}
}
foreach (DelayedListElement delay in delays)
foreach (DelayedListElement delay in DelayedEffect.DelayList)
{
if (!delay.Targets.Contains(target)) { continue; }
int matches = 0;
foreach (string tag in readTags)
if (delay.Parent.HasTag(tag)) matches++;
{
if (delay.Parent.HasTag(tag))
{
matches++;
}
}
success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
if (cancelStatusEffect > 0 && success)
{
DelayedEffect.DelayList.Remove(delay);
if (cancelStatusEffect != 2) //ditto
}
if (cancelStatusEffect != 2)
{
//ditto
return success;
}
}
}
else if (Operator == OperatorType.NotEquals)
@@ -318,7 +318,7 @@ namespace Barotrauma
break;
case "conditionalcomparison":
case "comparison":
if (!Enum.TryParse(attribute.Value, out conditionalComparison))
if (!Enum.TryParse(attribute.Value, ignoreCase: true, out conditionalComparison))
{
DebugConsole.ThrowError("Invalid conditional comparison type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
}
+21
View File
@@ -1,3 +1,24 @@
---------------------------------------------------------------------------------------------------------
v0.9.1001.0 (Unstable)
---------------------------------------------------------------------------------------------------------
- Overhauled level layouts and events (longer and more difficult levels).
- Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.
- Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.
- Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter.
- Non-raycast projectiles ignore destroyed items (= destroyed thalamus organs don't block harpoons).
- Fixed monsters staying invisible if they die far away from the camera view.
- Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.
- Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").
- Fixed item deterioration delay not resetting when the item is repaired if the condition of the item wasn't below the repair threshold when starting to repair it.
- Fixed bots failing to use welding tools inside their toolbox when fixing leaks.
- Items that appear broken to psychotic characters revert back to normal immediately when the psychosis is healed or when switching to another character.
- Fixed wires connected to a wifi component getting moved from signal_out to set_channel in old subs.
- Fixed plasma cutter beam not going through broken doors.
- Fixed extinguishers getting blocked by broken doors.
- The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.
- Disabled crush depth in the submarine test mode.
---------------------------------------------------------------------------------------------------------
v0.9.1000.0 (Unstable)
---------------------------------------------------------------------------------------------------------