(f417b026f) Fetched: Changes for playing video tutorial from local branch

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:45:14 +02:00
parent e65c669eaa
commit 3f82c9a2cb
125 changed files with 1317 additions and 3166 deletions
@@ -51,11 +51,6 @@ namespace Barotrauma.Items.Components
public PhysicsBody Body { get; private set; }
private float RepairThreshold
{
get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
}
private float stuck;
[Serialize(0.0f, false)]
public float Stuck
@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
#endif
item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.Drop(picker);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
@@ -208,9 +208,8 @@ namespace Barotrauma.Items.Components
public ItemComponent(Item item, XElement element)
{
this.item = item;
originalElement = element;
name = element.Name.ToString();
SerializableProperties = SerializableProperty.GetProperties(this);
properties = SerializableProperty.GetProperties(this);
requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>();
requiredSkills = new List<Skill>();
@@ -244,9 +243,18 @@ namespace Barotrauma.Items.Components
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
}
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
ParseMsg();
properties = SerializableProperty.DeserializeProperties(this, element);
#if CLIENT
string msg = TextManager.Get(Msg, true);
if (msg != null)
{
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
{
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
}
Msg = msg;
}
#endif
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -534,6 +542,7 @@ namespace Barotrauma.Items.Components
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return 0.0f;
}
float average = skillSuccessSum / requiredSkills.Count;
float skillSuccessSum = 0.0f;
for (int i = 0; i < requiredSkills.Count; i++)
@@ -622,11 +631,53 @@ namespace Barotrauma.Items.Components
public virtual void Load(XElement componentElement)
{
if (componentElement == null) return;
foreach (XAttribute attribute in componentElement.Attributes())
{
if (!SerializableProperties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
property.TrySetValue(this, attribute.Value);
}
#if CLIENT
string msg = TextManager.Get(Msg, true);
if (msg != null)
{
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
{
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
}
Msg = msg;
}
#endif
var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
bool overrideRequiredItems = false;
foreach (XElement subElement in componentElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requireditem":
if (!overrideRequiredItems) requiredItems.Clear();
overrideRequiredItems = true;
RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
if (newRequiredItem == null) continue;
var prevRequiredItem = prevRequiredItems.ContainsKey(newRequiredItem.Type) ?
prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
if (prevRequiredItem != null)
{
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
newRequiredItem.Msg = prevRequiredItem.Msg;
}
if (!requiredItems.ContainsKey(newRequiredItem.Type))
{
requiredItems[newRequiredItem.Type] = new List<RelatedItem>();
}
requiredItems[newRequiredItem.Type].Add(newRequiredItem);
break;
}
}
ParseMsg();
OverrideRequiredItems(componentElement);
}
@@ -201,19 +201,19 @@ namespace Barotrauma.Items.Components
tolerance = MathHelper.Lerp(5.0f, 20.0f, degreeOfSuccess);
allowedTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
float temperatureTolerance = MathHelper.Lerp(10.0f, 20.0f, degreeOfSuccess);
optimalTemperature = Vector2.Lerp(new Vector2(40.0f, 60.0f), new Vector2(30.0f, 70.0f), degreeOfSuccess);
allowedTemperature = Vector2.Lerp(new Vector2(30.0f, 70.0f), new Vector2(10.0f, 90.0f), degreeOfSuccess);
optimalFissionRate = Vector2.Lerp(new Vector2(30, AvailableFuel - 20), new Vector2(20, AvailableFuel - 10), degreeOfSuccess);
optimalFissionRate.X = Math.Min(optimalFissionRate.X, optimalFissionRate.Y - 10);
allowedFissionRate = Vector2.Lerp(new Vector2(20, AvailableFuel), new Vector2(10, AvailableFuel), degreeOfSuccess);
allowedFissionRate.X = Math.Min(allowedFissionRate.X, allowedFissionRate.Y - 10);
float fissionRateTolerance = MathHelper.Lerp(10.0f, 20.0f, degreeOfSuccess);
optimalFissionRate = Vector2.Lerp(new Vector2(40.0f, 70.0f), new Vector2(30.0f, 85.0f), degreeOfSuccess);
allowedFissionRate = Vector2.Lerp(new Vector2(30.0f, 85.0f), new Vector2(20.0f, 98.0f), degreeOfSuccess);
float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f;
float temperatureDiff = (heatAmount - turbineOutput) - Temperature;
Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff));
if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
@@ -364,7 +364,7 @@ namespace Barotrauma.Items.Components
}
else if (-currPowerConsumption < load)
{
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, allowedFissionRate.Y);
}
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
}
@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
}
continue;
}
if (!pt.IsActive || !pt.CanTransfer) { continue; }
if (!pt.IsActive) { continue; }
gridLoad += pt.PowerLoad;
gridPower -= pt.CurrPowerConsumption;
@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
Charge -= CurrPowerOutput / 3600.0f;
}
item.SendSignal(0, ((int)Charge).ToString(), "charge", null);
item.SendSignal(0, ((int)((Charge / capacity) * 100)).ToString(), "charge_%", null);
item.SendSignal(0, ((int)((RechargeSpeed / maxRechargeSpeed) * 100)).ToString(), "charge_rate", null);
item.SendSignal(0, Charge.ToString(), "charge", null);
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
foreach (Pair<Powered, Connection> connected in directlyConnected)
{
@@ -319,13 +319,7 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
//float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
RelayComponent thisRelayComponent = this as RelayComponent;
if (thisRelayComponent != null)
{
clampPower = Math.Min(Math.Min(clampPower, thisRelayComponent.MaxPower), powerLoad);
clampLoad = Math.Min(clampLoad, thisRelayComponent.MaxPower);
}
float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
foreach (Connection c in PowerConnections)
{
@@ -363,8 +357,6 @@ namespace Barotrauma.Items.Components
continue;
}
float addLoad = 0.0f;
float addPower = 0.0f;
if (powered is PowerContainer powerContainer)
{
if (recipient.Name == "power_in")
@@ -373,7 +365,7 @@ namespace Barotrauma.Items.Components
}
else
{
addPower = powerContainer.CurrPowerOutput;
fullPower += Math.Min(powerContainer.CurrPowerOutput, maxPower);
}
}
else
@@ -388,16 +380,10 @@ namespace Barotrauma.Items.Components
//negative power consumption = the construction is a
//generator/battery or another junction box
{
addPower -= powered.CurrPowerConsumption;
fullPower -= Math.Max(powered.CurrPowerConsumption, -maxPower);
}
}
if (addPower + fullPower > clampPower) { addPower -= (addPower + fullPower) - clampPower; };
if (addPower > 0) { fullPower += addPower; }
if (addLoad + fullLoad > clampLoad) { addLoad -= (addLoad + fullLoad) - clampLoad; };
if (addLoad > 0) { fullLoad += addLoad; }
}
}
}
}
}
@@ -12,6 +12,8 @@ namespace Barotrauma.Items.Components
public static float SkillIncreaseMultiplier = 0.4f;
private string header;
private float fixDurationLowSkill, fixDurationHighSkill;
private float deteriorationTimer;
@@ -50,20 +52,17 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
public float FixDurationLowSkill
/*private float repairProgress;
public float RepairProgress
{
get;
set;
}
[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
public float FixDurationHighSkill
{
get;
set;
}
get { return repairProgress; }
set
{
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
}
}*/
private Character currentFixer;
public Character CurrentFixer
{
@@ -84,6 +83,8 @@ namespace Barotrauma.Items.Components
this.item = item;
header = element.GetAttributeString("name", "");
fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
InitProjSpecific(element);
}
@@ -159,7 +160,7 @@ namespace Barotrauma.Items.Components
}
bool wasBroken = !item.IsFullCondition;
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
if (fixDuration <= 0.0f)
{
item.Condition = item.MaxCondition;
@@ -185,5 +186,26 @@ namespace Barotrauma.Items.Components
{
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(deteriorationTimer);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
deteriorationTimer = msg.ReadSingle();
}
public void ClientWrite(NetBuffer msg, object[] extraData = null)
{
//no need to write anything, just letting the server know we started repairing
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
if (c.Character == null) return;
StartRepairing(c.Character);
}
}
}
@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
IsActive = value;
#if SERVER
if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
if (GameMain.Server != null) item.CreateServerEvent(this);
#endif
}
}
@@ -177,21 +177,14 @@ namespace Barotrauma.Items.Components
Vector2 nodePos = refSub == null ?
newConnection.Item.Position :
newConnection.Item.Position - refSub.HiddenSubPosition;
if (nodes.Count > 0 && nodes[0] == nodePos) break;
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
int newNodeIndex = 0;
if (nodes.Count > 1)
{
if (Vector2.DistanceSquared(nodes[nodes.Count-1], nodePos) < Vector2.DistanceSquared(nodes[0], nodePos))
{
newNodeIndex = nodes.Count;
}
}
if (newNodeIndex == 0)
{
nodes.Insert(0, nodePos);
}
@@ -433,10 +433,9 @@ namespace Barotrauma.Items.Components
if (usableProjectileCount == 0 || (usableProjectileCount < maxProjectileCount && objective.Option.ToLowerInvariant() != "fireatwill"))
{
ItemContainer container = null;
Item containerItem = null;
foreach (MapEntity e in item.linkedTo)
{
containerItem = e as Item;
var containerItem = e as Item;
if (containerItem == null) continue;
container = containerItem.GetComponent<ItemContainer>();
@@ -454,7 +453,7 @@ namespace Barotrauma.Items.Components
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Identifiers[0], container);
character?.Speak(TextManager.Get("DialogLoadTurret").Replace("[itemname]", item.Name), null, 0.0f, "loadturret", 30.0f);
containShellObjective.MinContainedAmount = usableProjectileCount + 1;
containShellObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
containShellObjective.IgnoreAlreadyContainedItems = true;
objective.AddSubObjective(containShellObjective);
return false;
}
@@ -59,7 +59,8 @@ namespace Barotrauma
public PhysicsBody body;
public readonly XElement StaticBodyConfig;
private bool needsPositionUpdate;
private float lastSentCondition;
private float sendConditionUpdateTimer;
private bool conditionUpdatePending;
@@ -88,7 +89,7 @@ namespace Barotrauma
if (hasInGameEditableProperties == null)
{
hasInGameEditableProperties = false;
if (SerializableProperties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
if (properties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
{
hasInGameEditableProperties = true;
}
@@ -97,7 +98,7 @@ namespace Barotrauma
foreach (ItemComponent component in components)
{
if (!component.AllowInGameEditing) { continue; }
if (component.SerializableProperties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
if (component.properties.Values.Any(p => p.Attributes.OfType<InGameEditable>().Any()))
{
hasInGameEditableProperties = true;
break;
@@ -211,14 +212,14 @@ namespace Barotrauma
set { spriteColor = value; }
}
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
[Serialize("1.0,1.0,1.0,1.0", false), Editable]
public Color InventoryIconColor
{
get;
protected set;
}
[Serialize("1.0,1.0,1.0,1.0", true), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
[Serialize("1.0,1.0,1.0,1.0", false), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
public Color ContainerColor
{
get;
@@ -274,11 +275,12 @@ namespace Barotrauma
SetActiveSprite();
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
{
if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
{
conditionUpdatePending = true;
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
lastSentCondition = condition;
}
}
}
@@ -583,10 +585,10 @@ namespace Barotrauma
public override MapEntity Clone()
{
Item clone = new Item(rect, Prefab, Submarine, callOnItemLoaded: false);
foreach (KeyValuePair<string, SerializableProperty> property in SerializableProperties)
foreach (KeyValuePair<string, SerializableProperty> property in properties)
{
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
clone.SerializableProperties[property.Key].TrySetValue(clone, property.Value.GetValue(this));
clone.properties[property.Key].TrySetValue(clone, property.Value.GetValue(this));
}
if (components.Count != clone.components.Count)
@@ -603,7 +605,7 @@ namespace Barotrauma
foreach (KeyValuePair<string, SerializableProperty> property in components[i].SerializableProperties)
{
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
clone.components[i].SerializableProperties[property.Key].TrySetValue(clone.components[i], property.Value.GetValue(components[i]));
clone.components[i].properties[property.Key].TrySetValue(clone.components[i], property.Value.GetValue(components[i]));
}
//clone requireditem identifiers
@@ -995,21 +997,6 @@ namespace Barotrauma
aiTarget.SightRange -= deltaTime * 1000.0f;
aiTarget.SoundRange -= deltaTime * 1000.0f;
}
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
sendConditionUpdateTimer -= deltaTime;
if (conditionUpdatePending)
{
if (sendConditionUpdateTimer <= 0.0f)
{
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
lastSentCondition = condition;
sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
conditionUpdatePending = false;
}
}
}
ApplyStatusEffects(ActionType.Always, deltaTime, null);
@@ -1574,15 +1561,12 @@ namespace Barotrauma
return isCombined;
}
public void Drop(Character dropper, bool createNetworkEvent = true)
public void Drop(Character dropper)
{
if (createNetworkEvent)
if (parentInventory != null && !parentInventory.Owner.Removed && !Removed &&
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
{
if (parentInventory != null && !parentInventory.Owner.Removed && !Removed &&
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
{
parentInventory.CreateNetworkEvent();
}
parentInventory.CreateNetworkEvent();
}
foreach (ItemComponent ic in components) { ic.Drop(dropper); }
@@ -1825,20 +1809,8 @@ namespace Barotrauma
}
partial void UpdateNetPosition(float deltaTime);
public static Item Load(XElement element, Submarine submarine)
{
return Load(element, submarine, createNetworkEvent: false);
}
/// <summary>
/// Instantiate a new item and load its data from the XML element.
/// </summary>
/// <param name="element">The element containing the data of the item</param>
/// <param name="submarine">The submarine to spawn the item in (can be null)</param>
/// <param name="createNetworkEvent">Should an EntitySpawner event be created to notify clients about the item being created.</param>
/// <returns></returns>
public static Item Load(XElement element, Submarine submarine, bool createNetworkEvent)
{
string name = element.Attribute("name").Value;
string identifier = element.GetAttributeString("identifier", "");
@@ -1884,16 +1856,9 @@ namespace Barotrauma
linkedToID = new List<ushort>()
};
#if SERVER
if (createNetworkEvent)
{
Spawner.CreateNetworkEvent(item, remove: false);
}
#endif
foreach (XAttribute attribute in element.Attributes())
{
if (!item.SerializableProperties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
if (!item.properties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
bool shouldBeLoaded = false;
foreach (var propertyAttribute in property.Attributes.OfType<Serialize>())
{
@@ -1937,7 +1902,7 @@ namespace Barotrauma
{
component.OnItemLoaded();
}
return item;
}
@@ -91,7 +91,8 @@ namespace Barotrauma
public override void CreateNetworkEvent()
{
if (!Item.ItemList.Contains(container.Item))
int componentIndex = container.Item.GetComponentIndex(container);
if (componentIndex == -1)
{
string errorMsg = "Attempted to create a network event for an item (" + container.Item.Name + ") that hasn't been fully initialized yet.";
DebugConsole.ThrowError(errorMsg);
@@ -100,13 +101,6 @@ namespace Barotrauma
GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
int componentIndex = container.Item.GetComponentIndex(container);
if (componentIndex == -1)
{
DebugConsole.Log("Creating a network event for the item \"" + container.Item + "\" failed, ItemContainer not found in components");
return;
}
if (GameMain.NetworkMember != null)
{