(0792e9b34) Option to ignore item requirements in the sub editor. Items can now be placed to secure cabinets and crates in character mode without having to spawn an ID Card in the inventory first.

This commit is contained in:
Joonas Rikkonen
2019-05-06 11:33:42 +03:00
parent 950d4f9d27
commit 5868b1da41
5 changed files with 58 additions and 316 deletions
@@ -580,8 +580,8 @@ namespace Barotrauma.Items.Components
public virtual bool HasRequiredItems(Character character, bool addMessage, string msg = null)
{
if (!requiredItems.Any()) return true;
if (character.Inventory == null) return false;
if (!requiredItems.Any()) { return true; }
if (character.Inventory == null) { return false; }
bool hasRequiredItems = false;
bool canContinue = true;
if (requiredItems.ContainsKey(RelatedItem.RelationType.Equipped))
@@ -615,7 +615,15 @@ namespace Barotrauma.Items.Components
{
bool Predicate(Item it) => it != null && it.Condition > 0.0f && relatedItem.MatchesItem(it);
bool shouldBreak = false;
if (relatedItem.IsOptional)
bool inEditor = false;
#if CLIENT
inEditor = Screen.Selected == GameMain.SubEditorScreen;
#endif
if (relatedItem.IgnoreInEditor && inEditor)
{
hasRequiredItems = true;
}
else if (relatedItem.IsOptional)
{
if (!hasRequiredItems)
{
@@ -784,6 +792,7 @@ namespace Barotrauma.Items.Components
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
newRequiredItem.Msg = prevRequiredItem.Msg;
newRequiredItem.IsOptional = prevRequiredItem.IsOptional;
newRequiredItem.IgnoreInEditor = prevRequiredItem.IgnoreInEditor;
}
if (!requiredItems.ContainsKey(newRequiredItem.Type))