Unstable 0.1500.0.0
This commit is contained in:
@@ -4,8 +4,8 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Security.Cryptography;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Abilities;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -24,6 +24,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Character user;
|
||||
|
||||
public float FabricationSpeedMultiplier
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private ItemContainer inputContainer, outputContainer;
|
||||
|
||||
[Serialize(1.0f, true)]
|
||||
@@ -240,8 +246,10 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem))
|
||||
var availableIngredients = GetAvailableIngredients();
|
||||
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
|
||||
{
|
||||
FabricationSpeedMultiplier = 1f;
|
||||
CancelFabricating();
|
||||
return;
|
||||
}
|
||||
@@ -278,38 +286,56 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (powerConsumption <= 0) { Voltage = 1.0f; }
|
||||
|
||||
timeUntilReady -= deltaTime * Math.Min(Voltage, 1.0f);
|
||||
timeUntilReady -= deltaTime * Math.Min(Voltage, 1.0f) * FabricationSpeedMultiplier;
|
||||
FabricationSpeedMultiplier = 1f;
|
||||
|
||||
UpdateRequiredTimeProjSpecific();
|
||||
|
||||
if (timeUntilReady > 0.0f) { return; }
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
var availableIngredients = GetAvailableIngredients();
|
||||
foreach (FabricationRecipe.RequiredItem ingredient in fabricatedItem.RequiredItems)
|
||||
{
|
||||
for (int i = 0; i < ingredient.Amount; i++)
|
||||
fabricatedItem.RequiredItems.ForEach(requiredItem => {
|
||||
for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
|
||||
{
|
||||
var availableItem = availableIngredients.FirstOrDefault(it =>
|
||||
it != null && ingredient.ItemPrefabs.Contains(it.Prefab) &&
|
||||
it.ConditionPercentage >= ingredient.MinCondition * 100.0f &&
|
||||
it.ConditionPercentage <= ingredient.MaxCondition * 100.0f);
|
||||
if (availableItem == null) { continue; }
|
||||
|
||||
if (ingredient.UseCondition && availableItem.ConditionPercentage - ingredient.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
|
||||
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
|
||||
{
|
||||
availableItem.Condition -= availableItem.Prefab.Health * ingredient.MinCondition;
|
||||
continue;
|
||||
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
|
||||
|
||||
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
|
||||
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
|
||||
{
|
||||
return potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
|
||||
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
|
||||
});
|
||||
|
||||
if (availablePrefab == null) { continue; }
|
||||
|
||||
if (requiredItem.UseCondition && availablePrefab.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
|
||||
{
|
||||
availablePrefab.Condition -= availablePrefab.Prefab.Health * requiredItem.MinCondition;
|
||||
continue;
|
||||
}
|
||||
|
||||
availablePrefabs.Remove(availablePrefab);
|
||||
Entity.Spawner.AddToRemoveQueue(availablePrefab);
|
||||
inputContainer.Inventory.RemoveItem(availablePrefab);
|
||||
}
|
||||
availableIngredients.Remove(availableItem);
|
||||
Entity.Spawner.AddToRemoveQueue(availableItem);
|
||||
inputContainer.Inventory.RemoveItem(availableItem);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Character tempUser = user;
|
||||
|
||||
int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
|
||||
for (int i = 0; i < fabricatedItem.Amount; i++)
|
||||
var itemsCreated = new AbilityValue(fabricatedItem.Amount);
|
||||
foreach (Character character in Character.CharacterList.Where(c => c.TeamID == user.TeamID))
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, (fabricatedItem.TargetItem, itemsCreated));
|
||||
}
|
||||
|
||||
tempUser.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, (fabricatedItem.TargetItem, itemsCreated));
|
||||
|
||||
for (int i = 0; i < (int)itemsCreated.Value; i++)
|
||||
{
|
||||
if (i < amountFittingContainer)
|
||||
{
|
||||
@@ -339,9 +365,13 @@ namespace Barotrauma.Items.Components
|
||||
foreach (Skill skill in fabricatedItem.RequiredSkills)
|
||||
{
|
||||
float userSkill = user.GetSkillLevel(skill.Identifier);
|
||||
float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f);
|
||||
var addedSkillValue = new AbilityValue(0f);
|
||||
user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
|
||||
|
||||
user.Info.IncreaseSkillLevel(
|
||||
skill.Identifier,
|
||||
skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f),
|
||||
addedSkill + addedSkillValue.Value,
|
||||
user.Position + Vector2.UnitY * 150.0f);
|
||||
}
|
||||
}
|
||||
@@ -365,24 +395,36 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
partial void UpdateRequiredTimeProjSpecific();
|
||||
|
||||
private bool CanBeFabricated(FabricationRecipe fabricableItem)
|
||||
private bool CanBeFabricated(FabricationRecipe fabricableItem, Dictionary<string, List<Item>> availableIngredients, Character character)
|
||||
{
|
||||
if (fabricableItem == null) { return false; }
|
||||
List<Item> availableIngredients = GetAvailableIngredients();
|
||||
return CanBeFabricated(fabricableItem, availableIngredients);
|
||||
}
|
||||
if (fabricableItem.RequiresRecipe && (character == null || !character.HasRecipeForItem(fabricableItem.TargetItem.Identifier))) { return false; }
|
||||
|
||||
private bool CanBeFabricated(FabricationRecipe fabricableItem, IEnumerable<Item> availableIngredients)
|
||||
{
|
||||
if (fabricableItem == null) { return false; }
|
||||
foreach (FabricationRecipe.RequiredItem requiredItem in fabricableItem.RequiredItems)
|
||||
return fabricableItem.RequiredItems.All(requiredItem =>
|
||||
{
|
||||
if (availableIngredients.Count(it => IsItemValidIngredient(it, requiredItem)) < requiredItem.Amount)
|
||||
int availablePrefabsAmount = 0;
|
||||
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
|
||||
{
|
||||
return false;
|
||||
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
|
||||
|
||||
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
|
||||
foreach (Item availablePrefab in availablePrefabs)
|
||||
{
|
||||
if (availablePrefab.Condition / availablePrefab.Prefab.Health >= requiredItem.MinCondition &&
|
||||
availablePrefab.Condition / availablePrefab.Prefab.Health <= requiredItem.MaxCondition)
|
||||
{
|
||||
availablePrefabsAmount++;
|
||||
}
|
||||
|
||||
if (availablePrefabsAmount >= requiredItem.Amount)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
private float GetRequiredTime(FabricationRecipe fabricableItem, Character user)
|
||||
@@ -416,7 +458,7 @@ namespace Barotrauma.Items.Components
|
||||
/// Get a list of all items available in the input container and linked containers
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private List<Item> GetAvailableIngredients()
|
||||
private Dictionary<string, List<Item>> GetAvailableIngredients()
|
||||
{
|
||||
List<Item> availableIngredients = new List<Item>();
|
||||
availableIngredients.AddRange(inputContainer.Inventory.AllItems);
|
||||
@@ -448,7 +490,19 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
#endif
|
||||
|
||||
return availableIngredients;
|
||||
Dictionary<string, List<Item>> ingredientsDictionary = new Dictionary<string, List<Item>>();
|
||||
for (int i = 0; i < availableIngredients.Count; i++)
|
||||
{
|
||||
var itemIdentifier = availableIngredients[i].prefab.Identifier;
|
||||
if (!ingredientsDictionary.ContainsKey(itemIdentifier))
|
||||
{
|
||||
ingredientsDictionary[itemIdentifier] = new List<Item>(availableIngredients.Count);
|
||||
}
|
||||
|
||||
ingredientsDictionary[itemIdentifier].Add(availableIngredients[i]);
|
||||
}
|
||||
|
||||
return ingredientsDictionary;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -463,40 +517,41 @@ namespace Barotrauma.Items.Components
|
||||
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
|
||||
|
||||
var availableIngredients = GetAvailableIngredients();
|
||||
foreach (var requiredItem in targetItem.RequiredItems)
|
||||
{
|
||||
targetItem.RequiredItems.ForEach(requiredItem => {
|
||||
for (int i = 0; i < requiredItem.Amount; i++)
|
||||
{
|
||||
var matchingItem = availableIngredients.Find(it => !usedItems.Contains(it) && IsItemValidIngredient(it, requiredItem));
|
||||
if (matchingItem == null) { continue; }
|
||||
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
|
||||
{
|
||||
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
|
||||
|
||||
availableIngredients.Remove(matchingItem);
|
||||
|
||||
if (matchingItem.ParentInventory == inputContainer.Inventory)
|
||||
{
|
||||
//already in input container, all good
|
||||
usedItems.Add(matchingItem);
|
||||
}
|
||||
else //in another inventory, we need to move the item
|
||||
{
|
||||
if (!inputContainer.Inventory.CanBePut(matchingItem))
|
||||
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
|
||||
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
|
||||
{
|
||||
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !usedItems.Contains(it));
|
||||
unneededItem?.Drop(null, createNetworkEvent: !isClient);
|
||||
}
|
||||
inputContainer.Inventory.TryPutItem(matchingItem, user: null, createNetworkEvent: !isClient);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return !usedItems.Contains(potentialPrefab) &&
|
||||
potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
|
||||
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
|
||||
});
|
||||
if (availablePrefab == null) { continue; }
|
||||
|
||||
private bool IsItemValidIngredient(Item item, FabricationRecipe.RequiredItem requiredItem)
|
||||
{
|
||||
return
|
||||
item != null &&
|
||||
requiredItem.ItemPrefabs.Contains(item.prefab) &&
|
||||
item.Condition / item.Prefab.Health >= requiredItem.MinCondition &&
|
||||
item.Condition / item.Prefab.Health <= requiredItem.MaxCondition;
|
||||
availablePrefabs.Remove(availablePrefab);
|
||||
|
||||
if (availablePrefab.ParentInventory == inputContainer.Inventory)
|
||||
{
|
||||
//already in input container, all good
|
||||
usedItems.Add(availablePrefab);
|
||||
}
|
||||
else //in another inventory, we need to move the item
|
||||
{
|
||||
if (!inputContainer.Inventory.CanBePut(availablePrefab))
|
||||
{
|
||||
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !usedItems.Contains(it));
|
||||
unneededItem?.Drop(null, createNetworkEvent: !isClient);
|
||||
}
|
||||
inputContainer.Inventory.TryPutItem(availablePrefab, user: null, createNetworkEvent: !isClient);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
|
||||
Reference in New Issue
Block a user