Unstable v0.19.3.0

This commit is contained in:
Juan Pablo Arce
2022-09-02 15:10:56 -03:00
parent 28789616bd
commit 3f2c843247
336 changed files with 7152 additions and 7739 deletions
@@ -3847,7 +3847,7 @@ namespace Barotrauma
public override void ServerWrite(IWriteMessage msg)
{
msg.Write((byte)State);
msg.WriteByte((byte)State);
PetBehavior?.ServerWrite(msg);
}
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Barotrauma.Extensions;
using System.Collections.Immutable;
namespace Barotrauma
{
@@ -529,6 +530,15 @@ namespace Barotrauma
}
return canEquip;
}
protected bool CheckItemIdentifiersOrTags(Item item, ImmutableHashSet<Identifier> identifiersOrTags)
{
if (identifiersOrTags.Contains(item.Prefab.Identifier)) { return true; }
foreach (var identifier in identifiersOrTags)
{
if (item.HasTag(identifier)) { return true; }
}
return false;
}
protected bool CanEquip(Item item) => CanEquip(character, item);
}
@@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using FarseerPhysics.Dynamics;
using static Barotrauma.AIObjectiveFindSafety;
using System.Collections.Immutable;
namespace Barotrauma
{
@@ -967,7 +968,7 @@ namespace Barotrauma
/// <summary>
/// Seeks for more ammunition. Creates a new subobjective.
/// </summary>
private void SeekAmmunition(Identifier[] ammunitionIdentifiers)
private void SeekAmmunition(ImmutableHashSet<Identifier> ammunitionIdentifiers)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
@@ -1002,7 +1003,7 @@ namespace Barotrauma
HumanAIController.UnequipEmptyItems(Weapon);
RelatedItem item = null;
Item ammunition = null;
Identifier[] ammunitionIdentifiers = null;
ImmutableHashSet<Identifier> ammunitionIdentifiers = null;
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
@@ -1028,8 +1029,8 @@ namespace Barotrauma
if (ammunitionIdentifiers != null)
{
// Try reload ammunition from inventory
bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
ammunition = character.Inventory.FindItem(i => ammunitionIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
ammunition = character.Inventory.FindItem(i => CheckItemIdentifiersOrTags(i, ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
if (ammunition != null)
{
var container = Weapon.GetComponent<ItemContainer>();
@@ -1,6 +1,8 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
@@ -11,14 +13,14 @@ namespace Barotrauma
public Func<Item, float> GetItemPriority;
public Identifier[] ignoredContainerIdentifiers;
public ImmutableHashSet<Identifier> ignoredContainerIdentifiers;
public bool checkInventory = true;
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs and in some cases also enemy NPCs, like pirates)
private readonly bool spawnItemIfNotFound;
//can either be a tag or an identifier
public readonly Identifier[] itemIdentifiers;
public readonly ImmutableHashSet<Identifier> itemIdentifiers;
public readonly ItemContainer container;
private readonly Item item;
public Item ItemToContain { get; private set; }
@@ -61,9 +63,9 @@ namespace Barotrauma
}
public AIObjectiveContainItem(Character character, Identifier itemIdentifier, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: this(character, new Identifier[] { itemIdentifier }, container, objectiveManager, priorityModifier, spawnItemIfNotFound) { }
: this(character, itemIdentifier.ToEnumerable().ToImmutableHashSet(), container, objectiveManager, priorityModifier, spawnItemIfNotFound) { }
public AIObjectiveContainItem(Character character, Identifier[] itemIdentifiers, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
public AIObjectiveContainItem(Character character, ImmutableHashSet<Identifier> itemIdentifiers, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: base(character, objectiveManager, priorityModifier)
{
this.itemIdentifiers = itemIdentifiers;
@@ -102,7 +104,10 @@ namespace Barotrauma
return containedItemCount >= ItemCount;
}
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel && i.HasAccess(character);
private bool CheckItem(Item item)
{
return CheckItemIdentifiersOrTags(item, itemIdentifiers) && item.ConditionPercentage >= ConditionLevel && item.HasAccess(character);
}
protected override void Act(float deltaTime)
{
@@ -1,5 +1,7 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
@@ -13,7 +15,7 @@ namespace Barotrauma
//can either be a tag or an identifier
private readonly string[] itemIdentifiers;
private readonly ItemContainer sourceContainer;
private ItemContainer targetContainer;
private readonly ItemContainer targetContainer;
private readonly Item targetItem;
private AIObjectiveGetItem getItemObjective;
@@ -127,7 +129,7 @@ namespace Barotrauma
RemoveExistingPredicate = RemoveExistingPredicate,
RemoveMax = RemoveExistingMax,
GetItemPriority = GetItemPriority,
ignoredContainerIdentifiers = sourceContainer != null ? new Identifier[] { sourceContainer.Item.Prefab.Identifier } : null
ignoredContainerIdentifiers = sourceContainer?.Item.Prefab.Identifier.ToEnumerable().ToImmutableHashSet()
},
onCompleted: () => IsCompleted = true,
onAbandon: () => Abandon = true);
@@ -177,7 +177,7 @@ namespace Barotrauma
TargetName = Leak.FlowTargetHull?.DisplayName,
requiredCondition = () =>
Leak.Submarine == character.Submarine &&
Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
Leak.linkedTo.Any(e => e is Hull h && (character.CurrentHull == h || h.linkedTo.Contains(character.CurrentHull))),
endNodeFilter = n => n.Waypoint.CurrentHull != null && Leak.linkedTo.Any(e => e is Hull h && h == n.Waypoint.CurrentHull),
// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
@@ -21,10 +21,10 @@ namespace Barotrauma
public float TargetCondition { get; set; } = 1;
public bool AllowDangerousPressure { get; set; }
public readonly ImmutableArray<Identifier> IdentifiersOrTags;
public readonly ImmutableHashSet<Identifier> IdentifiersOrTags;
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
private bool spawnItemIfNotFound = false;
private readonly bool spawnItemIfNotFound = false;
private Item targetItem;
private readonly Item originalTarget;
@@ -32,8 +32,8 @@ namespace Barotrauma
private bool isDoneSeeking;
public Item TargetItem => targetItem;
private int currSearchIndex;
public Identifier[] ignoredContainerIdentifiers;
public Identifier[] ignoredIdentifiersOrTags;
public ImmutableHashSet<Identifier> ignoredContainerIdentifiers;
public ImmutableHashSet<Identifier> ignoredIdentifiersOrTags;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
private readonly bool checkInventory;
@@ -93,8 +93,8 @@ namespace Barotrauma
Equip = equip;
this.spawnItemIfNotFound = spawnItemIfNotFound;
this.checkInventory = checkInventory;
IdentifiersOrTags = ParseGearTags(identifiersOrTags).ToImmutableArray();
ignoredIdentifiersOrTags = ParseIgnoredTags(identifiersOrTags).ToArray();
IdentifiersOrTags = ParseGearTags(identifiersOrTags).ToImmutableHashSet();
ignoredIdentifiersOrTags = ParseIgnoredTags(identifiersOrTags).ToImmutableHashSet();
}
public static IEnumerable<Identifier> ParseGearTags(IEnumerable<Identifier> identifiersOrTags)
@@ -558,11 +558,11 @@ namespace Barotrauma
{
if (!item.HasAccess(character)) { return false; }
if (ignoredItems.Contains(item)) { return false; };
if (ignoredIdentifiersOrTags != null && ignoredIdentifiersOrTags.Any(id => item.Prefab.Identifier == id || item.HasTag(id))) { return false; }
if (ignoredIdentifiersOrTags != null && CheckItemIdentifiersOrTags(item, ignoredIdentifiersOrTags)) { return false; }
if (item.Condition < TargetCondition) { return false; }
if (ItemFilter != null && !ItemFilter(item)) { return false; }
if (RequireLoaded && item.Components.Any(i => !i.IsLoaded(character))) { return false; }
return IdentifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id) || (AllowVariants && !item.Prefab.VariantOf.IsEmpty && item.Prefab.VariantOf == id));
return CheckItemIdentifiersOrTags(item, IdentifiersOrTags) || (AllowVariants && !item.Prefab.VariantOf.IsEmpty && IdentifiersOrTags.Contains(item.Prefab.VariantOf));
}
public override void Reset()
@@ -25,7 +25,7 @@ namespace Barotrauma
public bool RequireAllItems { get; set; }
private readonly ImmutableArray<Identifier> gearTags;
private readonly Identifier[] ignoredTags;
private readonly ImmutableHashSet<Identifier> ignoredTags;
private bool subObjectivesCreated;
public readonly HashSet<Item> achievedItems = new HashSet<Item>();
@@ -33,7 +33,7 @@ namespace Barotrauma
public AIObjectiveGetItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Identifier> identifiersOrTags, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
{
gearTags = AIObjectiveGetItem.ParseGearTags(identifiersOrTags).ToImmutableArray();
ignoredTags = AIObjectiveGetItem.ParseIgnoredTags(identifiersOrTags).ToArray();
ignoredTags = AIObjectiveGetItem.ParseIgnoredTags(identifiersOrTags).ToImmutableHashSet();
}
protected override bool CheckObjectiveSpecific() => subObjectivesCreated && subObjectives.None();
@@ -259,7 +259,8 @@ namespace Barotrauma
// Check that there is no unsafe hulls on the way to the target
if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
return true;
}, endNodeFilter: node => !isCurrentHullAllowed | !IsForbidden(node.Waypoint.CurrentHull));
//don't stop at ladders when idling
}, endNodeFilter: node => node.Waypoint.Ladders == null && (!isCurrentHullAllowed || !IsForbidden(node.Waypoint.CurrentHull)));
if (path.Unreachable)
{
//can't go to this room, remove it from the list and try another room
@@ -290,7 +291,9 @@ namespace Barotrauma
}
else if (currentTarget != null)
{
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1,
nodeFilter: node => node.Waypoint.CurrentHull != null,
endNodeFilter: node => node.Waypoint.Ladders == null);
}
else
{
@@ -444,7 +444,7 @@ namespace Barotrauma
#if SERVER
public void ServerEventWrite(IWriteMessage msg, Client client, NetEntityEvent.IData extraData = null)
{
msg.Write(IsAlive);
msg.WriteBoolean(IsAlive);
}
#endif
}
@@ -331,39 +331,41 @@ namespace Barotrauma
Collider.SetTransform(Collider.SimPosition, Collider.Rotation + angleDiff);
}
}
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
midPos += Vector2.Transform(new Vector2(-0.3f * Dir, -0.2f), torsoTransform);
if (rightHand.PullJointEnabled) midPos = (midPos + rightHand.PullJointWorldAnchorB) / 2.0f;
HandIK(rightHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
HandIK(leftHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
}
else if (character.AnimController.AnimationTestPose)
if (character.AnimController.AnimationTestPose)
{
ApplyTestPose();
}
else if (Anim != Animation.UsingItem)
else
{
if (Anim != Animation.UsingItemWhileClimbing)
if (character.LockHands)
{
ResetPullJoints();
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
midPos += Vector2.Transform(new Vector2(-0.3f * Dir, -0.2f), torsoTransform);
if (rightHand.PullJointEnabled) midPos = (midPos + rightHand.PullJointWorldAnchorB) / 2.0f;
HandIK(rightHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
HandIK(leftHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
}
else
if (Anim != Animation.UsingItem && character.SelectedBy == null)
{
ResetPullJoints(l => l.IsLowerBody);
if (Anim != Animation.UsingItemWhileClimbing)
{
ResetPullJoints();
}
else
{
ResetPullJoints(l => l.IsLowerBody);
}
}
}
@@ -1489,17 +1491,17 @@ namespace Barotrauma
public override void DragCharacter(Character target, float deltaTime)
{
if (target == null) return;
if (target == null) { return; }
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb targetLeftHand = target.AnimController.GetLimb(LimbType.LeftHand);
Limb targetLeftHand = target.AnimController.GetLimb(LimbType.LeftForearm);
if (targetLeftHand == null) targetLeftHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetLeftHand == null) targetLeftHand = target.AnimController.MainLimb;
Limb targetRightHand = target.AnimController.GetLimb(LimbType.RightHand);
Limb targetRightHand = target.AnimController.GetLimb(LimbType.RightForearm);
if (targetRightHand == null) targetRightHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetRightHand == null) targetRightHand = target.AnimController.MainLimb;
@@ -1628,7 +1630,7 @@ namespace Barotrauma
}
//only pull with one hand when swimming
if (i > 0 && inWater) continue;
if (i > 0 && inWater) { continue; }
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
@@ -1680,14 +1682,15 @@ namespace Barotrauma
targetForce = 5000.0f;
}
if (!target.AllowInput)
{
targetLimb.PullJointEnabled = true;
targetLimb.PullJointMaxForce = targetForce;
targetLimb.PullJointWorldAnchorB = targetAnchor;
}
targetLimb.PullJointEnabled = true;
targetLimb.PullJointMaxForce = targetForce;
targetLimb.PullJointWorldAnchorB = targetAnchor;
targetLimb.Disabled = true;
target.AnimController.movement = -diff;
if (diff.LengthSquared() > 0.1f)
{
target.AnimController.movement = -diff;
}
}
float dist = ConvertUnits.ToSimUnits(Vector2.Distance(target.WorldPosition, WorldPosition));
@@ -1714,7 +1717,8 @@ namespace Barotrauma
else if (target is AICharacter && target != Character.Controlled)
{
target.AnimController.TargetDir = WorldPosition.X > target.WorldPosition.X ? Direction.Right : Direction.Left;
target.AnimController.TargetMovement = (character.SimPosition + Vector2.UnitX * Dir) - target.SimPosition;
Vector2 movement = (character.SimPosition + Vector2.UnitX * 0.5f * Dir) - target.SimPosition;
target.AnimController.TargetMovement = movement.LengthSquared() > 0.01f ? movement : Vector2.Zero;
}
}
}
@@ -2969,7 +2969,7 @@ namespace Barotrauma
}
else if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) &&
PressureProtection < (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 1.0f) &&
WorldPosition.Y < CharacterHealth.CrushDepth)
WorldPosition.Y < CharacterHealth.CrushDepth && !HasAbilityFlag(AbilityFlags.ImmuneToPressure))
{
//implode if below crush depth, and either outside or in a high-pressure hull
if (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f)
@@ -4776,7 +4776,7 @@ namespace Barotrauma
{
foreach (TalentOption talentOption in talentSubTree.TalentOptionStages)
{
if (talentOption.Talents.None(t => HasTalent(t.Identifier)))
if (talentOption.TalentIdentifiers.None(t => HasTalent(t)))
{
return false;
}
@@ -809,8 +809,8 @@ namespace Barotrauma
}
HumanPrefabIds = (
element.GetAttributeIdentifier("npcsetid", Identifier.Empty),
element.GetAttributeIdentifier("npcid", Identifier.Empty));
infoElement.GetAttributeIdentifier("npcsetid", Identifier.Empty),
infoElement.GetAttributeIdentifier("npcid", Identifier.Empty));
MissionsCompletedSinceDeath = infoElement.GetAttributeInt("missionscompletedsincedeath", 0);
@@ -1146,14 +1146,14 @@ namespace Barotrauma
activeAfflictions.Add(affliction);
}
}
msg.Write((byte)activeAfflictions.Count);
msg.WriteByte((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteUInt32(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count());
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
{
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
@@ -1170,15 +1170,15 @@ namespace Barotrauma
limbAfflictions.Add((limbHealth, limbAffliction));
}
msg.Write((byte)limbAfflictions.Count);
msg.WriteByte((byte)limbAfflictions.Count);
foreach (var (limbHealth, affliction) in limbAfflictions)
{
msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteUInt32(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count());
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
{
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
@@ -85,7 +85,7 @@ namespace Barotrauma
public readonly List<(XElement element, float commonness)> ItemSets = new List<(XElement element, float commonness)>();
public readonly List<(XElement element, float commonness)> CustomCharacterInfos = new List<(XElement element, float commonness)>();
private readonly Identifier npcSetIdentifier;
public readonly Identifier NpcSetIdentifier;
public HumanPrefab(ContentXElement element, ContentFile file, Identifier npcSetIdentifier) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
@@ -94,7 +94,7 @@ namespace Barotrauma
element.GetChildElements("itemset").ForEach(e => ItemSets.Add((e, e.GetAttributeFloat("commonness", 1))));
element.GetChildElements("character").ForEach(e => CustomCharacterInfos.Add((e, e.GetAttributeFloat("commonness", 1))));
PreferredOutpostModuleTypes = element.GetAttributeIdentifierArray("preferredoutpostmoduletypes", Array.Empty<Identifier>());
this.npcSetIdentifier = npcSetIdentifier;
this.NpcSetIdentifier = npcSetIdentifier;
}
public IEnumerable<Identifier> GetModuleFlags()
@@ -183,7 +183,7 @@ namespace Barotrauma
{
characterInfo = new CharacterInfo(characterElement, Identifier);
}
characterInfo.HumanPrefabIds = (npcSetIdentifier, Identifier);
characterInfo.HumanPrefabIds = (NpcSetIdentifier, Identifier);
return characterInfo;
}
@@ -1,6 +1,4 @@
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionAboveVitality : AbilityConditionDataless
{
@@ -13,7 +11,7 @@ namespace Barotrauma.Abilities
protected override bool MatchesConditionSpecific()
{
return character.HealthPercentage / 100f > vitalityPercentage;
return character.Vitality / character.MaxVitality > vitalityPercentage;
}
}
}
@@ -1,11 +1,10 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
{
class AbilityConditionAlliesAboveVitality : AbilityConditionDataless
{
float vitalityPercentage;
readonly float vitalityPercentage;
public AbilityConditionAlliesAboveVitality(CharacterTalent characterTalent, ContentXElement conditionElement) : base(characterTalent, conditionElement)
{
@@ -1,7 +1,4 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionCoauthor : AbilityConditionDataless
{
@@ -1,7 +1,4 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionCrouched : AbilityConditionDataless
{
@@ -1,28 +1,22 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionHasAffliction : AbilityConditionDataless
{
private string afflictionIdentifier;
private float minimumPercentage;
private readonly Identifier afflictionIdentifier;
private readonly float minimumPercentage;
public AbilityConditionHasAffliction(CharacterTalent characterTalent, ContentXElement conditionElement) : base(characterTalent, conditionElement)
{
afflictionIdentifier = conditionElement.GetAttributeString("afflictionidentifier", "");
afflictionIdentifier = conditionElement.GetAttributeIdentifier("afflictionidentifier", Identifier.Empty);
minimumPercentage = conditionElement.GetAttributeFloat("minimumpercentage", 0f);
}
protected override bool MatchesConditionSpecific()
{
if (!string.IsNullOrEmpty(afflictionIdentifier))
if (!afflictionIdentifier.IsEmpty)
{
var affliction = character.CharacterHealth.GetAffliction(afflictionIdentifier);
if (affliction == null) { return false; }
return minimumPercentage <= affliction.Strength / affliction.Prefab.MaxStrength;
}
return false;
@@ -3,55 +3,43 @@ using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma.Abilities
{
class AbilityConditionHasItem : AbilityConditionDataless
{
// not used for anything atm, will be used for clown subclass
private readonly string[] tags;
private InvSlotType? invSlotType;
bool requireAll;
private List<Item> items = new List<Item>();
readonly bool requireAll;
public AbilityConditionHasItem(CharacterTalent characterTalent, ContentXElement conditionElement) : base(characterTalent, conditionElement)
{
tags = conditionElement.GetAttributeStringArray("tags", Array.Empty<string>(), convertToLowerInvariant: true);
tags = conditionElement.GetAttributeStringArray("tags", Array.Empty<string>());
requireAll = conditionElement.GetAttributeBool("requireall", false);
//this.invSlotType = invSlotType;
}
protected override bool MatchesConditionSpecific()
{
items.Clear();
if (tags.Any())
if (tags.None())
{
foreach (string tag in tags)
{
// there is a better method, should use that instead
if (character.GetEquippedItem(tag, invSlotType) is Item foundItem)
{
items.Add(foundItem);
}
}
}
else
{
if (character.GetEquippedItem(null, invSlotType) is Item foundItem)
{
items.Add(foundItem);
}
return character.GetEquippedItem(null) is Item;
}
if (requireAll)
{
return (items.Count >= tags.Count());
foreach (string tag in tags)
{
if (character.GetEquippedItem(tag) == null) { return false; }
}
return true;
}
else
{
return items.Any();
foreach (string tag in tags)
{
if (character.GetEquippedItem(tag) != null) { return true; }
}
return false;
}
}
}
@@ -1,7 +1,4 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionHasVelocity : AbilityConditionDataless
{
@@ -1,7 +1,4 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class AbilityConditionShipFlooded : AbilityConditionDataless
{
@@ -14,8 +11,14 @@ namespace Barotrauma.Abilities
protected override bool MatchesConditionSpecific()
{
if (!character.IsInFriendlySub) { return false; }
float currentFloodPercentage = character.Submarine.GetHulls(false).Average(h => h.WaterPercentage);
return currentFloodPercentage / 100 > floodPercentage;
float waterVolume = 0.0f, totalVolume = 0.0f;
foreach (Hull hull in Hull.HullList)
{
if (hull.Submarine != character.Submarine) { continue; }
waterVolume += hull.WaterVolume;
totalVolume += hull.Volume;
}
return (waterVolume / totalVolume) > floodPercentage;
}
}
}
@@ -1,7 +1,4 @@
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class CharacterAbilityModifyStatToFlooding : CharacterAbility
{
@@ -22,8 +19,14 @@ namespace Barotrauma.Abilities
if (conditionsMatched && Character.IsInFriendlySub)
{
float currentFloodPercentage = Character.Submarine.GetHulls(false).Average(h => h.WaterPercentage);
lastValue = currentFloodPercentage / 100f * maxValue;
float waterVolume = 0.0f, totalVolume = 0.0f;
foreach (Hull hull in Hull.HullList)
{
if (hull.Submarine != Character.Submarine) { continue; }
waterVolume += hull.WaterVolume;
totalVolume += hull.Volume;
}
lastValue = (totalVolume == 0.0f ? 1.0f : waterVolume / totalVolume) * maxValue;
Character.ChangeStat(statType, lastValue);
}
else
@@ -1,8 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class CharacterAbilityUnlockTree : CharacterAbility
{
@@ -14,22 +10,19 @@ namespace Barotrauma.Abilities
{
if (!TalentTree.JobTalentTrees.TryGet(Character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return; }
var subTree = talentTree.TalentSubTrees.Find(t => t.TalentOptionStages.Any(ts => ts.Talents.Contains(CharacterTalent.Prefab)));
var subTree = talentTree.TalentSubTrees.Find(t => t.AllTalentIdentifiers.Contains(CharacterTalent.Prefab.Identifier));
if (subTree == null) { return; }
subTree.ForceUnlock = true;
if (!addingFirstTime) { return; }
foreach (var talentOption in subTree.TalentOptionStages)
foreach (var talentId in subTree.AllTalentIdentifiers)
{
foreach (var talent in talentOption.Talents)
if (talentId == CharacterTalent.Prefab.Identifier) { continue; }
if (Character.GiveTalent(talentId))
{
if (talent == CharacterTalent.Prefab) { continue; }
if (Character.GiveTalent(talent))
{
Character.Info.AdditionalTalentPoints++;
}
}
Character.Info.AdditionalTalentPoints++;
}
}
}
}
@@ -1,10 +1,4 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
namespace Barotrauma.Abilities
{
class CharacterAbilityInsurancePolicy : CharacterAbility
{
@@ -19,10 +13,10 @@ namespace Barotrauma.Abilities
protected override void ApplyEffect(AbilityObject abilityObject)
{
if (Character?.Info is CharacterInfo info)
if (Character?.Info is CharacterInfo info && GameMain.GameSession?.GameMode is CampaignMode campaign)
{
int totalAmount = moneyPerMission * info.MissionsCompletedSinceDeath;
Character.GiveMoney(totalAmount);
campaign.Bank.Give(totalAmount);
GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier.Value);
}
}
@@ -15,7 +15,7 @@ namespace Barotrauma.Abilities
public readonly AbilityEffectType AbilityEffectType;
protected int maxTriggerCount { get; }
protected readonly int maxTriggerCount;
protected int timesTriggered = 0;
@@ -88,8 +88,6 @@ namespace Barotrauma.Abilities
// XML
private AbilityCondition ConstructCondition(CharacterTalent characterTalent, ContentXElement conditionElement, bool errorMessages = true)
{
AbilityCondition newCondition = null;
Type conditionType;
string type = conditionElement.Name.ToString().ToLowerInvariant();
try
@@ -109,6 +107,7 @@ namespace Barotrauma.Abilities
object[] args = { characterTalent, conditionElement };
AbilityCondition newCondition;
try
{
newCondition = (AbilityCondition)Activator.CreateInstance(conditionType, args);
@@ -210,8 +209,7 @@ namespace Barotrauma.Abilities
public static AbilityFlags ParseFlagType(string flagTypeString, string debugIdentifier)
{
AbilityFlags flagType = AbilityFlags.None;
if (!Enum.TryParse(flagTypeString, true, out flagType))
if (!Enum.TryParse(flagTypeString, true, out AbilityFlags flagType))
{
DebugConsole.ThrowError("Invalid flag type type \"" + flagTypeString + "\" in CharacterTalent (" + debugIdentifier + ")");
}
@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -19,7 +18,12 @@ namespace Barotrauma
public static readonly PrefabCollection<TalentTree> JobTalentTrees = new PrefabCollection<TalentTree>();
public readonly List<TalentSubTree> TalentSubTrees = new List<TalentSubTree>();
public readonly ImmutableArray<TalentSubTree> TalentSubTrees;
/// <summary>
/// Talent identifiers of all the talents in this tree
/// </summary>
public readonly ImmutableHashSet<Identifier> AllTalentIdentifiers;
public ContentXElement ConfigElement
{
@@ -36,16 +40,19 @@ namespace Barotrauma
DebugConsole.ThrowError($"No job defined for talent tree in \"{file.Path}\"!");
return;
}
List<TalentSubTree> subTrees = new List<TalentSubTree>();
foreach (var subTreeElement in element.GetChildElements("subtree"))
{
TalentSubTrees.Add(new TalentSubTree(subTreeElement));
subTrees.Add(new TalentSubTree(subTreeElement));
}
TalentSubTrees = subTrees.ToImmutableArray();
AllTalentIdentifiers = TalentSubTrees.SelectMany(t => t.AllTalentIdentifiers).ToImmutableHashSet();
}
public bool TalentIsInTree(Identifier talentIdentifier)
{
return TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier))).Any(c => c == talentIdentifier);
return AllTalentIdentifiers.Contains(talentIdentifier);
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier)
@@ -54,6 +61,7 @@ namespace Barotrauma
}
// i hate this function - markus
// me too - joonas
public static TalentTreeStageState GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, List<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; }
@@ -66,12 +74,12 @@ namespace Barotrauma
TalentOption targetTalentOption = subTree.TalentOptionStages[index];
if (targetTalentOption.Talents.Any(t => character.HasTalent(t.Identifier)))
if (targetTalentOption.TalentIdentifiers.Any(t => character.HasTalent(t)))
{
return TalentTreeStageState.Unlocked;
}
if (targetTalentOption.Talents.Any(t => selectedTalents.Contains(t.Identifier)))
if (targetTalentOption.TalentIdentifiers.Any(t => selectedTalents.Contains(t)))
{
return TalentTreeStageState.Highlighted;
}
@@ -83,8 +91,8 @@ namespace Barotrauma
if (lastindex >= 0)
{
TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex];
hasTalentInLastTier = lastLatentOption.Talents.Any(HasTalent);
isLastTalentPurchased = lastLatentOption.Talents.Any(t => character.HasTalent(t.Identifier));
hasTalentInLastTier = lastLatentOption.TalentIdentifiers.Any(HasTalent);
isLastTalentPurchased = lastLatentOption.TalentIdentifiers.Any(t => character.HasTalent(t));
}
if (!hasTalentInLastTier)
@@ -101,9 +109,9 @@ namespace Barotrauma
return TalentTreeStageState.Locked;
bool HasTalent(TalentPrefab t)
bool HasTalent(Identifier talentId)
{
return selectedTalents.Contains(t.Identifier);
return selectedTalents.Contains(talentId);
}
}
@@ -117,14 +125,14 @@ namespace Barotrauma
foreach (var subTree in talentTree.TalentSubTrees)
{
if (subTree.ForceUnlock && subTree.TalentOptionStages.Any(option => option.Talents.Any(t => t.Identifier == talentIdentifier))) { return true; }
if (subTree.ForceUnlock && subTree.TalentOptionStages.Any(option => option.TalentIdentifiers.Contains(talentIdentifier))) { return true; }
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
bool hasTalentInThisTier = talentOptionStage.Talents.Any(t => selectedTalents.Contains(t.Identifier));
bool hasTalentInThisTier = talentOptionStage.TalentIdentifiers.Any(t => selectedTalents.Contains(t));
if (!hasTalentInThisTier)
{
if (talentOptionStage.Talents.Any(t => t.Identifier == talentIdentifier))
if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier))
{
return true;
}
@@ -170,18 +178,21 @@ namespace Barotrauma
public bool ForceUnlock;
public readonly List<TalentOption> TalentOptionStages = new List<TalentOption>();
public readonly ImmutableArray<TalentOption> TalentOptionStages;
public readonly ImmutableHashSet<Identifier> AllTalentIdentifiers;
public TalentSubTree(ContentXElement subTreeElement)
{
Identifier = subTreeElement.GetAttributeIdentifier("identifier", "");
DisplayName = TextManager.Get("talenttree." + Identifier).Fallback(Identifier.Value);
List<TalentOption> talentOptionStages = new List<TalentOption>();
foreach (var talentOptionsElement in subTreeElement.GetChildElements("talentoptions"))
{
TalentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
talentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
}
TalentOptionStages = talentOptionStages.ToImmutableArray();
AllTalentIdentifiers = TalentOptionStages.SelectMany(t => t.TalentIdentifiers).ToImmutableHashSet();
}
}
@@ -190,8 +201,12 @@ namespace Barotrauma
{
private readonly ImmutableHashSet<Identifier> talentIdentifiers;
public IEnumerable<TalentPrefab> Talents
=> talentIdentifiers.Select(id => TalentPrefab.TalentPrefabs[id]);
public IEnumerable<Identifier> TalentIdentifiers => talentIdentifiers;
public bool HasTalent(Identifier talentIdentifier)
{
return talentIdentifiers.Contains(talentIdentifier);
}
public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier)
{