Unstable 0.1300.0.3
This commit is contained in:
@@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using NLog.Targets;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -18,8 +19,11 @@ namespace Barotrauma
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private readonly Alignment? cameraEndPos;
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private readonly float? startZoom;
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private readonly float? endZoom;
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public readonly float Duration;
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public readonly float WaitDuration;
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public readonly float PanDuration;
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public readonly bool FadeOut;
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public readonly bool LosFadeIn;
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private readonly CoroutineHandle updateCoroutine;
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@@ -28,10 +32,12 @@ namespace Barotrauma
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public bool AllowInterrupt = false;
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public bool RemoveControlFromCharacter = true;
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public CameraTransition(ISpatialEntity targetEntity, Camera cam, Alignment? cameraStartPos, Alignment? cameraEndPos, bool fadeOut = true, float duration = 10.0f, float? startZoom = null, float? endZoom = null)
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public CameraTransition(ISpatialEntity targetEntity, Camera cam, Alignment? cameraStartPos, Alignment? cameraEndPos, bool fadeOut = true, bool losFadeIn = false, float waitDuration = 0f, float panDuration = 10.0f, float? startZoom = null, float? endZoom = null)
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{
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Duration = duration;
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WaitDuration = waitDuration;
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PanDuration = panDuration;
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FadeOut = fadeOut;
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LosFadeIn = losFadeIn;
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this.cameraStartPos = cameraStartPos;
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this.cameraEndPos = cameraEndPos;
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this.startZoom = startZoom;
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@@ -77,9 +83,12 @@ namespace Barotrauma
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Vector2 initialCameraPos = cam.Position;
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Vector2? initialTargetPos = targetEntity?.WorldPosition;
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float timer = 0.0f;
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while (timer < Duration)
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float timer = -WaitDuration;
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while (timer < PanDuration)
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{
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float clampedTimer = Math.Max(timer, 0f);
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if (Screen.Selected != GameMain.GameScreen)
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{
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yield return new WaitForSeconds(0.1f);
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@@ -136,14 +145,20 @@ namespace Barotrauma
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MathHelper.Lerp(maxPos.Y, minPos.Y, (cameraEndPos.Value.ToVector2().Y + 1.0f) / 2.0f)) :
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prevControlled?.WorldPosition ?? targetEntity.WorldPosition;
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Vector2 cameraPos = Vector2.SmoothStep(startPos, endPos, timer / Duration);
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Vector2 cameraPos = Vector2.SmoothStep(startPos, endPos, clampedTimer / PanDuration);
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cam.Translate(cameraPos - cam.Position);
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#if CLIENT
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cam.Zoom = MathHelper.SmoothStep(startZoom, endZoom, timer / Duration);
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if (timer / Duration > 0.9f)
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cam.Zoom = MathHelper.SmoothStep(startZoom, endZoom, clampedTimer / PanDuration);
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if (clampedTimer / PanDuration > 0.9f)
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{
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if (FadeOut) { GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, ((timer / Duration) - 0.9f) * 10.0f); }
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if (FadeOut) { GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, ((clampedTimer / PanDuration) - 0.9f) * 10.0f); }
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}
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if (LosFadeIn && clampedTimer / PanDuration > 0.8f)
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{
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GameMain.LightManager.LosAlpha = ((clampedTimer / PanDuration) - 0.8f) * 5.0f;
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Lights.LightManager.ViewTarget = prevControlled ?? (targetEntity as Entity);
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GameMain.LightManager.LosEnabled = true;
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}
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#endif
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timer += CoroutineManager.UnscaledDeltaTime;
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@@ -158,6 +173,7 @@ namespace Barotrauma
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#if CLIENT
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GUI.ScreenOverlayColor = Color.TransparentBlack;
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GameMain.LightManager.LosEnabled = true;
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GameMain.LightManager.LosAlpha = 1f;
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#endif
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if (prevControlled != null && !prevControlled.Removed)
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@@ -172,6 +172,15 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// The monster won't try to damage these submarines
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/// </summary>
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public HashSet<Submarine> UnattackableSubmarines
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{
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get;
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private set;
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} = new HashSet<Submarine>();
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public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
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private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
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@@ -2150,7 +2159,13 @@ namespace Barotrauma
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else
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{
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// Ignore all structures, items, and hulls inside wrecks and beacons
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if (aiTarget.Entity.Submarine != null && (aiTarget.Entity.Submarine.Info.IsWreck || aiTarget.Entity.Submarine.Info.IsBeacon)) { continue; }
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if (aiTarget.Entity.Submarine != null)
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{
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if (aiTarget.Entity.Submarine.Info.IsWreck || aiTarget.Entity.Submarine.Info.IsBeacon || UnattackableSubmarines.Contains(aiTarget.Entity.Submarine))
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{
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continue;
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}
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}
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if (aiTarget.Entity is Hull hull)
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{
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// Ignore the target if it's a room and the character is already inside a sub
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@@ -2439,13 +2454,23 @@ namespace Barotrauma
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}
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}
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}
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// Don't target characters that are outside of the allowed zone, unless attacking or escaping
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if (targetParams.State != AIState.Attack && targetParams.State != AIState.Escape && targetParams.State != AIState.Avoid)
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// Don't target characters that are outside of the allowed zone, unless chasing or escaping.
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switch (targetParams.State)
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{
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if (!IsPositionInsideAllowedZone(aiTarget.WorldPosition, out _))
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{
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continue;
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}
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case AIState.Escape:
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case AIState.Avoid:
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break;
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default:
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if (targetParams.State == AIState.Attack)
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{
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if (State == targetParams.State && SelectedAiTarget == aiTarget) { break; }
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}
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if (!IsPositionInsideAllowedZone(aiTarget.WorldPosition, out _))
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{
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continue;
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}
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break;
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}
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valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
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@@ -1012,11 +1012,6 @@ namespace Barotrauma
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}
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else
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{
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bool allowOffensive = HasItem(attacker, "handlocker", out _, requireEquipped: true);
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if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
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{
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cumulativeDamage = 100;
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}
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// Don't react to minor (accidental) dmg done by characters that are in the same team
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if (cumulativeDamage < 10)
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{
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@@ -1027,7 +1022,7 @@ namespace Barotrauma
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}
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else
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{
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AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 20, allowOffensive: allowOffensive), attacker, GetReactionTime() * 2);
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AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 50), attacker, GetReactionTime() * 2);
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}
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}
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}
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@@ -1056,7 +1051,7 @@ namespace Barotrauma
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if (!otherHumanAI.IsFriendly(Character)) { continue; }
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bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
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if (!isWitnessing && !CheckReportRange(Character, otherCharacter, ReportRange)) { continue; }
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var combatMode = DetermineCombatMode(otherCharacter, cumulativeDamage, isWitnessing);
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var combatMode = DetermineCombatMode(otherCharacter, cumulativeDamage, isWitnessing, dmgThreshold: attacker.TeamID == Character.TeamID ? 50 : 10);
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float delay = isWitnessing ? GetReactionTime() : Rand.Range(2.0f, 5.0f, Rand.RandSync.Unsynced);
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otherHumanAI.AddCombatObjective(combatMode, attacker, delay);
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}
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@@ -1099,6 +1094,15 @@ namespace Barotrauma
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}
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else
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{
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if (c.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
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{
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// Already targeting the attacker -> treat as a more serious threat.
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cumulativeDamage *= 2;
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}
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if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
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{
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cumulativeDamage = 100;
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}
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if (cumulativeDamage > dmgThreshold)
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{
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if (c.IsSecurity)
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@@ -1154,7 +1158,7 @@ namespace Barotrauma
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HoldPosition =
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Character.Info?.Job?.Prefab.Identifier == "watchman" ||
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Character.CurrentHull == null ||
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Character.IsOnPlayerTeam && ObjectiveManager.GetActiveObjective<AIObjectiveGoTo>()?.Target is Character followTarget && followTarget.IsPlayer,
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Character.IsOnPlayerTeam && !target.IsPlayer && ObjectiveManager.GetActiveObjective<AIObjectiveGoTo>()?.Target is Character followTarget && followTarget.IsPlayer,
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abortCondition = abortCondition,
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allowHoldFire = allowHoldFire,
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};
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@@ -1841,15 +1845,14 @@ namespace Barotrauma
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if (character == null) { continue; }
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if (c == character) { continue; }
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if (c.IsDead || c.IsIncapacitated) { continue; }
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if (c.SelectedConstruction != target.Item) { continue; }
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if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
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operatingCharacter = c;
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// If the other character is player, don't try to operate
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if (c.IsPlayer) { return true; }
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if (c.AIController is HumanAIController controllingHumanAi)
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{
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Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
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if (otherTarget != target.Item) { continue; }
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// If the other character is player, don't try to operate
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if (c.IsPlayer) { return true; }
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// If the other character is ordered to operate the item, let him do it
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if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
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{
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@@ -1874,8 +1877,7 @@ namespace Barotrauma
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}
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else
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{
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// Shouldn't go here, unless we allow non-humans to operate items
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return false;
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return c.SelectedConstruction == target.Item;
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}
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}
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@@ -178,7 +178,7 @@ namespace Barotrauma
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{
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if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
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speaker?.CurrentHull != null &&
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speaker.TeamID == CharacterTeamType.FriendlyNPC &&
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(speaker.TeamID == CharacterTeamType.FriendlyNPC || speaker.TeamID == CharacterTeamType.None) &&
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Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
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{
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currentFlags.Add("EnterOutpost");
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@@ -188,6 +188,11 @@ namespace Barotrauma
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{
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currentFlags.Add("Casual");
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}
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if (GameMain.GameSession.IsCurrentLocationRadiated())
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{
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currentFlags.Add("InRadiation");
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}
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}
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if (speaker != null)
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+13
@@ -50,6 +50,11 @@ namespace Barotrauma
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float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
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if (decontainObjective == null)
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{
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// Halve the priority until there's a decontain objective (a valid container was found).
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Priority /= 2;
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}
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}
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return Priority;
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}
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@@ -126,5 +131,13 @@ namespace Barotrauma
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itemIndex = 0;
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decontainObjective = null;
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}
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public void DropTarget()
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{
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if (item != null && character.HasItem(item))
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{
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item.Drop(character);
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}
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}
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}
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}
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+32
-5
@@ -2,6 +2,7 @@
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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namespace Barotrauma
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{
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@@ -29,7 +30,21 @@ namespace Barotrauma
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this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
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}
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protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.IsOrder(this) ? objectiveManager.GetOrderPriority(this) : AIObjectiveManager.RunPriority - 1) : 0;
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 0; }
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if (objectiveManager.IsOrder(this))
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{
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float prio = objectiveManager.GetOrderPriority(this);
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if (subObjectives.All(so => so.SubObjectives.None()))
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{
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// If none of the subobjectives have subobjectives, no valid container was found. In this case, let's reduce the priority below the run threshold.
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prio = Math.Min(prio, AIObjectiveManager.RunPriority - 1);
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}
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return prio;
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}
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return AIObjectiveManager.RunPriority - 0.5f;
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}
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protected override bool Filter(Item target)
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{
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@@ -65,10 +80,10 @@ namespace Barotrauma
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return true;
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}
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public static bool IsValidContainer(Item item, Character character) =>
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!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
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public static bool IsValidContainer(Item item, Character character, bool allowUnloading = true) =>
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!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && allowUnloading && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
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public static bool IsValidTarget(Item item, Character character, bool checkInventory)
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public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true)
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{
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if (item == null) { return false; }
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if (item.IgnoreByAI) { return false; }
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@@ -76,7 +91,7 @@ namespace Barotrauma
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if (item.SpawnedInOutpost) { return false; }
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if (item.ParentInventory != null)
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{
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if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
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if (item.Container == null || !IsValidContainer(item.Container, character, allowUnloading)) { return false; }
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}
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if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
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var pickable = item.GetComponent<Pickable>();
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@@ -127,5 +142,17 @@ namespace Barotrauma
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}
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return canEquip;
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}
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public override void OnDeselected()
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{
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base.OnDeselected();
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foreach (var subObjective in SubObjectives)
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{
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if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
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{
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cleanUpObjective.DropTarget();
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}
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}
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}
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}
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}
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+26
-10
@@ -457,7 +457,7 @@ namespace Barotrauma
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priority /= 2;
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}
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}
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if (Enemy.Stun > 1)
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if (Enemy.IsKnockedDown)
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{
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// Enemy is stunned, reduce the priority of stunner weapons.
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Attack attack = GetAttackDefinition(weapon);
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@@ -730,11 +730,12 @@ namespace Barotrauma
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{
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IgnoreIfTargetDead = true,
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = Enemy.DisplayName
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TargetName = Enemy.DisplayName,
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AlwaysUseEuclideanDistance = false
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},
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onAbandon: () => Abandon = true);
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if (followTargetObjective == null) { return; }
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if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
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if (Mode == CombatMode.Arrest && (Enemy.Stun > 1 || Enemy.IsKnockedDown))
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{
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if (HumanAIController.HasItem(character, "handlocker", out _))
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{
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@@ -742,8 +743,8 @@ namespace Barotrauma
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{
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arrestingRegistered = true;
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followTargetObjective.Completed += OnArrestTargetReached;
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followTargetObjective.CloseEnough = 100;
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}
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followTargetObjective.CloseEnough = 100;
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}
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else
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{
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@@ -759,7 +760,7 @@ namespace Barotrauma
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SteeringManager.Reset();
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}
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}
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if (followTargetObjective != null)
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if (!arrestingRegistered && followTargetObjective != null)
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 1000 :
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@@ -782,7 +783,7 @@ namespace Barotrauma
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private void OnArrestTargetReached()
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{
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if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
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if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
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{
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var handCuffs = matchingItems.First();
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if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
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@@ -802,8 +803,8 @@ namespace Barotrauma
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}
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}
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character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
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IsCompleted = true;
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}
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IsCompleted = true;
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}
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/// <summary>
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@@ -937,7 +938,14 @@ namespace Barotrauma
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return;
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}
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if (reloadTimer > 0) { return; }
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if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
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if (Mode == CombatMode.Arrest)
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{
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// If the target is arrested or if it's stunned and we can't lock the target up, consider the objective done.
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if (Enemy.IsKnockedDown && !HumanAIController.HasItem(character, "handlocker", out _, requireEquipped: false) || HumanAIController.HasItem(Enemy, "handlocker", out _, requireEquipped: true))
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{
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IsCompleted = true;
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}
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}
|
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if (holdFireCondition != null && holdFireCondition()) { return; }
|
||||
float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
@@ -1017,6 +1025,8 @@ namespace Barotrauma
|
||||
|
||||
private void UseWeapon(float deltaTime)
|
||||
{
|
||||
// Never allow to attack characters with deadly weapons while trying to arrest.
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon) { return; }
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
@@ -1038,10 +1048,16 @@ namespace Barotrauma
|
||||
reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
|
||||
}
|
||||
|
||||
private bool ShouldUnequipWeapon =>
|
||||
Weapon != null &&
|
||||
character.Submarine != null &&
|
||||
character.Submarine.TeamID == character.TeamID &&
|
||||
Character.CharacterList.None(c => c.Submarine == character.Submarine && HumanAIController.IsActive(c) && !HumanAIController.IsFriendly(character, c) && HumanAIController.VisibleHulls.Contains(c.CurrentHull));
|
||||
|
||||
protected override void OnCompleted()
|
||||
{
|
||||
base.OnCompleted();
|
||||
if (Weapon != null)
|
||||
if (ShouldUnequipWeapon)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
@@ -1051,7 +1067,7 @@ namespace Barotrauma
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (Weapon != null)
|
||||
if (ShouldUnequipWeapon)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
|
||||
+1
-1
@@ -38,7 +38,7 @@ namespace Barotrauma
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
|
||||
+44
-18
@@ -10,6 +10,8 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "get item";
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
|
||||
private readonly bool equip;
|
||||
public HashSet<Item> ignoredItems = new HashSet<Item>();
|
||||
|
||||
@@ -225,18 +227,8 @@ namespace Barotrauma
|
||||
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
|
||||
{
|
||||
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
|
||||
abortCondition = obj =>
|
||||
{
|
||||
bool abort = targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget;
|
||||
if (abort)
|
||||
{
|
||||
// Fail silently if someone takes the suit.
|
||||
obj.speakIfFails = false;
|
||||
}
|
||||
return abort;
|
||||
},
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
|
||||
abortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
SpeakIfFails = false
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
@@ -263,13 +255,18 @@ namespace Barotrauma
|
||||
if (targetItem == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item was defined.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item, because neither identifiers nor item was defined.", Color.Red);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
|
||||
float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
|
||||
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
|
||||
bool hasCalledPathFinder = false;
|
||||
int itemsPerFrame = (int)priority;
|
||||
for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
{
|
||||
currSearchIndex++;
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
@@ -310,8 +307,18 @@ namespace Barotrauma
|
||||
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
|
||||
itemPriority *= distanceFactor;
|
||||
itemPriority *= item.Condition / item.MaxCondition;
|
||||
//ignore if the item has a lower priority than the currently selected one
|
||||
// Ignore if the item has a lower priority than the currently selected one
|
||||
if (itemPriority < currItemPriority) { continue; }
|
||||
if (!hasCalledPathFinder && PathSteering != null && checkPath)
|
||||
{
|
||||
// While following the player, let's ensure that there's a valid path to the target before accepting it.
|
||||
// Otherwise it will take some time for us to find a valid item when there are multiple items that we can't reach and some that we can.
|
||||
// This is relatively expensive, so let's do this only when it significantly improves the behavior.
|
||||
// Only allow one path find call per frame.
|
||||
hasCalledPathFinder = true;
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, item.SimPosition, errorMsgStr: $"AIObjectiveGetItem {character.DisplayName}", nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable) { continue; }
|
||||
}
|
||||
currItemPriority = itemPriority;
|
||||
targetItem = item;
|
||||
moveToTarget = rootInventoryOwner ?? item;
|
||||
@@ -326,7 +333,7 @@ namespace Barotrauma
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -345,7 +352,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -393,11 +400,30 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
private void ResetInternal()
|
||||
{
|
||||
goToObjective = null;
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
targetItem = originalTarget;
|
||||
moveToTarget = targetItem?.GetRootInventoryOwner();
|
||||
isDoneSeeking = false;
|
||||
currSearchIndex = 0;
|
||||
currItemPriority = 0;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (moveToTarget == null) { return; }
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
|
||||
#endif
|
||||
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null)
|
||||
{
|
||||
string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
|
||||
string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
|
||||
if (msg != null)
|
||||
{
|
||||
character.Speak(msg, identifier: "dialogcannotreachtarget", minDurationBetweenSimilar: 20.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+34
-22
@@ -30,7 +30,7 @@ namespace Barotrauma
|
||||
|
||||
public bool followControlledCharacter;
|
||||
public bool mimic;
|
||||
public bool speakIfFails = true;
|
||||
public bool SpeakIfFails { get; set; } = true;
|
||||
|
||||
public float extraDistanceWhileSwimming;
|
||||
public float extraDistanceOutsideSub;
|
||||
@@ -67,6 +67,8 @@ namespace Barotrauma
|
||||
public bool IgnoreIfTargetDead { get; set; }
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
|
||||
public bool AlwaysUseEuclideanDistance { get; set; } = true;
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
|
||||
|
||||
public override bool AllowOutsideSubmarine => AllowGoingOutside;
|
||||
@@ -88,12 +90,7 @@ namespace Barotrauma
|
||||
Abandon = !isOrder;
|
||||
return Priority;
|
||||
}
|
||||
if (followControlledCharacter && Character.Controlled == null)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
}
|
||||
if (Target is Entity e && e.Removed)
|
||||
if (Target == null || Target is Entity e && e.Removed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
@@ -147,11 +144,10 @@ namespace Barotrauma
|
||||
|
||||
private void SpeakCannotReach()
|
||||
{
|
||||
if (!character.IsOnPlayerTeam) { return; }
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
|
||||
#endif
|
||||
if (objectiveManager.HasOrders() && DialogueIdentifier != null && speakIfFails)
|
||||
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null && DialogueIdentifier != null && SpeakIfFails)
|
||||
{
|
||||
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
|
||||
if (msg != null)
|
||||
@@ -165,12 +161,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (followControlledCharacter)
|
||||
{
|
||||
if (Character.Controlled == null || !HumanAIController.IsFriendly(Character.Controlled))
|
||||
if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
|
||||
{
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
|
||||
{
|
||||
@@ -260,6 +259,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (needsEquipment)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
if (findDivingGear != null && !findDivingGear.CanBeCompleted)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
@@ -288,9 +288,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
float maxGapDistance = 500;
|
||||
Character targetCharacter = Target as Character;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (character.CurrentHull == null)
|
||||
if (character.CurrentHull == null ||
|
||||
followControlledCharacter &&
|
||||
targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
|
||||
Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
|
||||
{
|
||||
if (seekGapsTimer > 0)
|
||||
{
|
||||
@@ -298,7 +303,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
SeekGaps(maxDistance: 500);
|
||||
SeekGaps(maxGapDistance);
|
||||
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
|
||||
if (TargetGap != null)
|
||||
{
|
||||
@@ -327,7 +332,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (TargetGap != null)
|
||||
{
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
|
||||
return;
|
||||
@@ -347,7 +352,7 @@ namespace Barotrauma
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
(targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
|
||||
{
|
||||
// Currently equipped scooter
|
||||
@@ -528,17 +533,24 @@ namespace Barotrauma
|
||||
{
|
||||
Gap selectedGap = null;
|
||||
float selectedDistance = -1;
|
||||
Vector2 toTargetNormalized = Vector2.Normalize(Target.WorldPosition - character.WorldPosition);
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.Open < 1) { continue; }
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
|
||||
if (distance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || distance < selectedDistance)
|
||||
if (gap.Submarine == null) { continue; }
|
||||
if (!followControlledCharacter)
|
||||
{
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
}
|
||||
Vector2 toGap = gap.WorldPosition - character.WorldPosition;
|
||||
if (Vector2.Dot(Vector2.Normalize(toGap), toTargetNormalized) < 0) { continue; }
|
||||
float squaredDistance = toGap.LengthSquared();
|
||||
if (squaredDistance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || squaredDistance < selectedDistance)
|
||||
{
|
||||
selectedGap = gap;
|
||||
selectedDistance = distance;
|
||||
selectedDistance = squaredDistance;
|
||||
}
|
||||
}
|
||||
TargetGap = selectedGap;
|
||||
@@ -555,7 +567,7 @@ namespace Barotrauma
|
||||
//otherwise characters can let go of the ladders too soon once they're close enough to the target
|
||||
if (PathSteering.CurrentPath.NextNode != null) { return false; }
|
||||
}
|
||||
if (!character.AnimController.InWater)
|
||||
if (!AlwaysUseEuclideanDistance && !character.AnimController.InWater)
|
||||
{
|
||||
float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
|
||||
if (yDiff > CloseEnough) { return false; }
|
||||
|
||||
+13
-1
@@ -495,7 +495,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
@@ -540,5 +540,17 @@ namespace Barotrauma
|
||||
ignoredItems.Clear();
|
||||
autonomousObjectiveRetryTimer = 10;
|
||||
}
|
||||
|
||||
public override void OnDeselected()
|
||||
{
|
||||
base.OnDeselected();
|
||||
foreach (var subObjective in SubObjectives)
|
||||
{
|
||||
if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
|
||||
{
|
||||
cleanUpObjective.DropTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -445,7 +445,7 @@ namespace Barotrauma
|
||||
extraDistanceWhileSwimming = 100,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = orderGiver == character,
|
||||
followControlledCharacter = true,
|
||||
mimic = true,
|
||||
DialogueIdentifier = "dialogcannotreachplace"
|
||||
};
|
||||
|
||||
+4
-6
@@ -69,10 +69,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (!isOrder)
|
||||
{
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
|
||||
HumanAIController.IsTrueForAnyCrewMember(c =>
|
||||
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
// The reactor was previously operated by a player -> ignore.
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
@@ -89,7 +88,6 @@ namespace Barotrauma
|
||||
case "powerup":
|
||||
// Check that we don't already have another order that is targeting the same item.
|
||||
// Without this the autonomous objective will tell the bot to turn the reactor on again.
|
||||
|
||||
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -177,9 +175,9 @@ namespace Barotrauma
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
{
|
||||
// Another crew member is already targeting this entity.
|
||||
// Another crew member is already targeting this entity (leak).
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -471,13 +471,15 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private double pressureProtectionLastSet;
|
||||
private float pressureProtection;
|
||||
public float PressureProtection
|
||||
{
|
||||
get { return pressureProtection; }
|
||||
set
|
||||
{
|
||||
pressureProtection = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
pressureProtection = Math.Max(value, 0.0f);
|
||||
pressureProtectionLastSet = Timing.TotalTime;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -528,11 +530,10 @@ namespace Barotrauma
|
||||
|
||||
public float Stun
|
||||
{
|
||||
get { return IsRagdolled ? 1.0f : CharacterHealth.StunTimer; }
|
||||
get { return IsRagdolled ? 1.0f : CharacterHealth.Stun; }
|
||||
set
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) return;
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
SetStun(value, true);
|
||||
}
|
||||
}
|
||||
@@ -697,7 +698,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!canBeDragged) { return false; }
|
||||
if (Removed || !AnimController.Draggable) { return false; }
|
||||
return IsDead || Stun > 0.0f || LockHands || IsIncapacitated || IsPet;
|
||||
return IsKnockedDown || LockHands || IsPet;
|
||||
}
|
||||
set { canBeDragged = value; }
|
||||
}
|
||||
@@ -715,7 +716,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
return IsDead || Stun > 0.0f || LockHands || IsIncapacitated;
|
||||
return IsKnockedDown || LockHands;
|
||||
}
|
||||
}
|
||||
set { canInventoryBeAccessed = value; }
|
||||
@@ -1016,7 +1017,7 @@ namespace Barotrauma
|
||||
{
|
||||
// Get the non husked name and find the ragdoll with it
|
||||
var matchingAffliction = AfflictionPrefab.List
|
||||
.Where(p => p.AfflictionType == "huskinfection")
|
||||
.Where(p => p is AfflictionPrefabHusk)
|
||||
.Select(p => p as AfflictionPrefabHusk)
|
||||
.FirstOrDefault(p => p.TargetSpecies.Any(t => t.Equals(AfflictionHusk.GetNonHuskedSpeciesName(speciesName, p), StringComparison.OrdinalIgnoreCase)));
|
||||
string nonHuskedSpeciesName = string.Empty;
|
||||
@@ -1052,7 +1053,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
AnimController = new FishAnimController(this, seed, ragdollParams as FishRagdollParams);
|
||||
PressureProtection = 100.0f;
|
||||
PressureProtection = int.MaxValue;
|
||||
}
|
||||
|
||||
AnimController.SetPosition(ConvertUnits.ToSimUnits(position));
|
||||
@@ -1271,7 +1272,13 @@ namespace Barotrauma
|
||||
|
||||
public float GetSkillLevel(string skillIdentifier)
|
||||
{
|
||||
return (Info == null || Info.Job == null) ? 0.0f : Info.Job.GetSkillLevel(skillIdentifier);
|
||||
if (Info?.Job == null) { return 0.0f; }
|
||||
float skillLevel = Info.Job.GetSkillLevel(skillIdentifier);
|
||||
foreach (Affliction affliction in CharacterHealth.GetAllAfflictions())
|
||||
{
|
||||
skillLevel *= affliction.GetSkillMultiplier();
|
||||
}
|
||||
return skillLevel;
|
||||
}
|
||||
|
||||
// TODO: reposition? there's also the overrideTargetMovement variable, but it's not in the same manner
|
||||
@@ -2466,11 +2473,8 @@ namespace Barotrauma
|
||||
|
||||
if (NeedsAir)
|
||||
{
|
||||
bool protectedFromPressure = PressureProtection > 0.0f;
|
||||
//cannot be protected from pressure when below crush depth
|
||||
protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
|
||||
//implode if not protected from pressure, and either outside or in a high-pressure hull
|
||||
if (!protectedFromPressure &&
|
||||
if (!IsProtectedFromPressure() &&
|
||||
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
|
||||
{
|
||||
if (CharacterHealth.PressureKillDelay <= 0.0f)
|
||||
@@ -2656,7 +2660,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (NeedsAir)
|
||||
{
|
||||
PressureProtection -= deltaTime * 100.0f;
|
||||
if (Timing.TotalTime > pressureProtectionLastSet + 0.1)
|
||||
{
|
||||
PressureProtection = 0.0f;
|
||||
}
|
||||
}
|
||||
if (NeedsWater)
|
||||
{
|
||||
@@ -3281,7 +3288,7 @@ namespace Barotrauma
|
||||
GameMain.Config.RecentlyEncounteredCreatures.Add(other.SpeciesName);
|
||||
}
|
||||
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1)
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true)
|
||||
{
|
||||
if (Removed) { return new AttackResult(); }
|
||||
|
||||
@@ -3327,7 +3334,7 @@ namespace Barotrauma
|
||||
bool wasDead = IsDead;
|
||||
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
|
||||
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound, damageMultiplier: damageMultiplier);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult, allowStacking);
|
||||
if (attacker != this)
|
||||
{
|
||||
OnAttacked?.Invoke(attacker, attackResult);
|
||||
@@ -3382,6 +3389,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned.
|
||||
/// With stunning, the parameter uses a half a second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property.
|
||||
/// </summary>
|
||||
public bool IsKnockedDown => IsDead || IsIncapacitated || CharacterHealth.StunTimer > 0.5f;
|
||||
|
||||
public void SetStun(float newStun, bool allowStunDecrease = false, bool isNetworkMessage = false)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && !isNetworkMessage) { return; }
|
||||
@@ -3391,7 +3404,7 @@ namespace Barotrauma
|
||||
{
|
||||
AnimController.ResetPullJoints();
|
||||
}
|
||||
CharacterHealth.StunTimer = newStun;
|
||||
CharacterHealth.Stun = newStun;
|
||||
if (newStun > 0.0f)
|
||||
{
|
||||
SelectedConstruction = null;
|
||||
@@ -3964,5 +3977,10 @@ namespace Barotrauma
|
||||
public bool IsWatchman => HasJob("watchman");
|
||||
|
||||
public bool HasJob(string identifier) => Info?.Job?.Prefab.Identifier == identifier;
|
||||
|
||||
public bool IsProtectedFromPressure()
|
||||
{
|
||||
return PressureProtection >= (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -961,6 +961,20 @@ namespace Barotrauma
|
||||
public void Rename(string newName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(newName)) { return; }
|
||||
// Replace the name tag of any existing id cards or duffel bags
|
||||
foreach (var item in Item.ItemList)
|
||||
{
|
||||
if (item.Prefab.Identifier != "idcard" && !item.Tags.Contains("despawncontainer")) { continue; }
|
||||
foreach (var tag in item.Tags.Split(','))
|
||||
{
|
||||
var splitTag = tag.Split(":");
|
||||
if (splitTag.Length < 2) { continue; }
|
||||
if (splitTag[0] != "name") { continue; }
|
||||
if (splitTag[1] != Name) { continue; }
|
||||
item.ReplaceTag(tag, $"name:{newName}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
Name = newName;
|
||||
}
|
||||
|
||||
|
||||
+60
-15
@@ -14,6 +14,9 @@ namespace Barotrauma
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
|
||||
|
||||
public float PendingAdditionStrenght { get; set; }
|
||||
public float AdditionStrength { get; set; }
|
||||
|
||||
protected float _strength;
|
||||
|
||||
[Serialize(0f, true), Editable]
|
||||
@@ -26,7 +29,12 @@ namespace Barotrauma
|
||||
{
|
||||
_nonClampedStrength = value;
|
||||
}
|
||||
_strength = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
|
||||
float newValue = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
|
||||
if (newValue > _strength)
|
||||
{
|
||||
PendingAdditionStrenght = Prefab.GrainBurst;
|
||||
}
|
||||
_strength = newValue;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,6 +64,7 @@ namespace Barotrauma
|
||||
public Affliction(AfflictionPrefab prefab, float strength)
|
||||
{
|
||||
Prefab = prefab;
|
||||
PendingAdditionStrenght = Prefab.GrainBurst;
|
||||
_strength = strength;
|
||||
Identifier = prefab?.Identifier;
|
||||
|
||||
@@ -109,18 +118,25 @@ namespace Barotrauma
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (MathUtils.NearlyEqual(currentEffect.MaxGrainStrength, 0f)) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
float amount = MathHelper.Lerp(
|
||||
currentEffect.MinGrainStrength,
|
||||
currentEffect.MaxGrainStrength,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
|
||||
if (Prefab.GrainBurst > 0 && AdditionStrength > amount)
|
||||
{
|
||||
return AdditionStrength;
|
||||
}
|
||||
|
||||
return amount;
|
||||
}
|
||||
|
||||
public float GetScreenDistortStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinScreenDistortStrength,
|
||||
@@ -130,10 +146,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetRadialDistortStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinRadialDistortStrength,
|
||||
@@ -143,10 +159,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetChromaticAberrationStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinChromaticAberrationStrength,
|
||||
@@ -156,10 +172,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetScreenBlurStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinScreenBlurStrength,
|
||||
@@ -167,6 +183,20 @@ namespace Barotrauma
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public float GetSkillMultiplier()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) { return 1.0f; }
|
||||
|
||||
float amount = MathHelper.Lerp(
|
||||
currentEffect.MinSkillMultiplier,
|
||||
currentEffect.MaxSkillMultiplier,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
|
||||
return amount;
|
||||
}
|
||||
|
||||
public void CalculateDamagePerSecond(float currentVitalityDecrease)
|
||||
{
|
||||
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
|
||||
@@ -245,6 +275,21 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffect(statusEffect, deltaTime, characterHealth, targetLimb);
|
||||
}
|
||||
|
||||
float amount = deltaTime;
|
||||
if (Prefab.GrainBurst > 0)
|
||||
{
|
||||
amount /= Prefab.GrainBurst;
|
||||
}
|
||||
if (PendingAdditionStrenght >= 0)
|
||||
{
|
||||
AdditionStrength += amount;
|
||||
PendingAdditionStrenght -= deltaTime;
|
||||
}
|
||||
else if (AdditionStrength > 0)
|
||||
{
|
||||
AdditionStrength -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyStatusEffect(StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
|
||||
@@ -267,7 +312,7 @@ namespace Barotrauma
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targets);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+10
-1
@@ -134,6 +134,8 @@ namespace Barotrauma
|
||||
public float MinSpeedMultiplier, MaxSpeedMultiplier;
|
||||
public float MinBuffMultiplier, MaxBuffMultiplier;
|
||||
|
||||
public float MinSkillMultiplier, MaxSkillMultiplier;
|
||||
|
||||
public float MinResistance, MaxResistance;
|
||||
public string ResistanceFor;
|
||||
public string DialogFlag;
|
||||
@@ -172,6 +174,9 @@ namespace Barotrauma
|
||||
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
|
||||
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
|
||||
|
||||
MinSkillMultiplier = element.GetAttributeFloat("minskillmultiplier", 1.0f);
|
||||
MaxSkillMultiplier = element.GetAttributeFloat("maxskillmultiplier", 1.0f);
|
||||
|
||||
ResistanceFor = element.GetAttributeString("resistancefor", "");
|
||||
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
|
||||
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
|
||||
@@ -292,6 +297,8 @@ namespace Barotrauma
|
||||
public readonly float ShowIconToOthersThreshold = 0.05f;
|
||||
public readonly float MaxStrength = 100.0f;
|
||||
|
||||
public readonly float GrainBurst;
|
||||
|
||||
//how high the strength has to be for the affliction icon to be shown with a health scanner
|
||||
public readonly float ShowInHealthScannerThreshold = 0.05f;
|
||||
|
||||
@@ -451,6 +458,7 @@ namespace Barotrauma
|
||||
prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
|
||||
break;
|
||||
case "huskinfection":
|
||||
case "alieninfection":
|
||||
prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
|
||||
break;
|
||||
case "cprsettings":
|
||||
@@ -521,7 +529,7 @@ namespace Barotrauma
|
||||
|
||||
if (prefab != null)
|
||||
{
|
||||
loadedAfflictions.Add((prefab, element));
|
||||
loadedAfflictions.Add((prefab, sourceElement));
|
||||
Prefabs.Add(prefab, isOverride);
|
||||
prefab.CalculatePrefabUIntIdentifier(Prefabs);
|
||||
}
|
||||
@@ -582,6 +590,7 @@ namespace Barotrauma
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
|
||||
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLower(), 0.0f);
|
||||
|
||||
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
TreatmentThreshold = element.GetAttributeFloat("treatmentthreshold", Math.Max(ActivationThreshold, 5.0f));
|
||||
|
||||
@@ -190,12 +190,14 @@ namespace Barotrauma
|
||||
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public float StunTimer
|
||||
public float Stun
|
||||
{
|
||||
get { return stunAffliction.Strength; }
|
||||
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
|
||||
}
|
||||
|
||||
public float StunTimer { get; private set; }
|
||||
|
||||
public Affliction PressureAffliction
|
||||
{
|
||||
get { return pressureAffliction; }
|
||||
@@ -488,7 +490,7 @@ namespace Barotrauma
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
|
||||
public void ApplyDamage(Limb hitLimb, AttackResult attackResult, bool allowStacking = true)
|
||||
{
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
|
||||
@@ -502,11 +504,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab.LimbSpecific)
|
||||
{
|
||||
AddLimbAffliction(hitLimb, newAffliction);
|
||||
AddLimbAffliction(hitLimb, newAffliction, allowStacking);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddAffliction(newAffliction);
|
||||
AddAffliction(newAffliction, allowStacking);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -573,7 +575,7 @@ namespace Barotrauma
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!newAffliction.Prefab.LimbSpecific || limb == null) { return; }
|
||||
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
|
||||
@@ -582,10 +584,10 @@ namespace Barotrauma
|
||||
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
|
||||
return;
|
||||
}
|
||||
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
|
||||
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction, allowStacking);
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
|
||||
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
|
||||
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
|
||||
@@ -594,7 +596,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab == affliction.Prefab)
|
||||
{
|
||||
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
|
||||
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
|
||||
if (allowStacking)
|
||||
{
|
||||
// Add the existing strength
|
||||
newStrength += affliction.Strength;
|
||||
}
|
||||
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
|
||||
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
|
||||
affliction.Strength = newStrength;
|
||||
affliction.Source = newAffliction.Source;
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality)
|
||||
@@ -624,13 +634,12 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
private void AddAffliction(Affliction newAffliction)
|
||||
private void AddAffliction(Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
|
||||
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
|
||||
if (newAffliction.Prefab.AfflictionType == "huskinfection")
|
||||
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
|
||||
{
|
||||
var huskPrefab = newAffliction.Prefab as AfflictionPrefabHusk;
|
||||
if (huskPrefab.TargetSpecies.None(s => s.Equals(Character.SpeciesName, StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
return;
|
||||
@@ -640,7 +649,13 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab == affliction.Prefab)
|
||||
{
|
||||
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
|
||||
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
|
||||
if (allowStacking)
|
||||
{
|
||||
// Add the existing strength
|
||||
newStrength += affliction.Strength;
|
||||
}
|
||||
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
|
||||
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
|
||||
affliction.Strength = newStrength;
|
||||
affliction.Source = newAffliction.Source;
|
||||
@@ -676,6 +691,8 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateOxygen(deltaTime);
|
||||
|
||||
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
|
||||
|
||||
for (int i = 0; i < limbHealths.Count; i++)
|
||||
{
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
@@ -795,6 +812,13 @@ namespace Barotrauma
|
||||
Vitality -= vitalityDecrease;
|
||||
affliction.CalculateDamagePerSecond(vitalityDecrease);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (IsUnconscious)
|
||||
{
|
||||
HintManager.OnCharacterUnconscious(Character);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Kill()
|
||||
|
||||
@@ -79,6 +79,9 @@ namespace Barotrauma
|
||||
[Serialize(0f, true), Editable]
|
||||
public float SonarDisruption { get; set; }
|
||||
|
||||
[Serialize(0f, true), Editable]
|
||||
public float DistantSonarRange { get; set; }
|
||||
|
||||
[Serialize(25000f, true, "If the character is farther than this (in pixels) from the sub and the players, it will be disabled. The halved value is used for triggering simple physics where the ragdoll is disabled and only the main collider is updated."), Editable(MinValueFloat = 10000f, MaxValueFloat = 100000f)]
|
||||
public float DisableDistance { get; set; }
|
||||
|
||||
|
||||
@@ -609,7 +609,7 @@ namespace Barotrauma
|
||||
|
||||
commands.Add(new Command("giveaffliction", "giveaffliction [affliction name] [affliction strength] [character name]: Add an affliction to a character. If the name parameter is omitted, the affliction is added to the controlled character.", (string[] args) =>
|
||||
{
|
||||
if (args.Length < 2) return;
|
||||
if (args.Length < 2) { return; }
|
||||
|
||||
AfflictionPrefab afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(a =>
|
||||
a.Name.Equals(args[0], StringComparison.OrdinalIgnoreCase) ||
|
||||
@@ -626,9 +626,19 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
Character targetCharacter = (args.Length <= 2) ? Character.Controlled : FindMatchingCharacter(args.Skip(2).ToArray());
|
||||
bool relativeStrength = false;
|
||||
if (args.Length > 2)
|
||||
{
|
||||
bool.TryParse(args[2], out relativeStrength);
|
||||
}
|
||||
|
||||
Character targetCharacter = (relativeStrength || args.Length <= 2) ? Character.Controlled : FindMatchingCharacter(args.Skip(2).ToArray());
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
if (relativeStrength)
|
||||
{
|
||||
afflictionStrength *= targetCharacter.MaxVitality / afflictionPrefab.MaxStrength;
|
||||
}
|
||||
targetCharacter.CharacterHealth.ApplyAffliction(targetCharacter.AnimController.MainLimb, afflictionPrefab.Instantiate(afflictionStrength));
|
||||
}
|
||||
},
|
||||
@@ -734,19 +744,19 @@ namespace Barotrauma
|
||||
List<EventPrefab> eventPrefabs = EventSet.GetAllEventPrefabs().Where(prefab => !string.IsNullOrWhiteSpace(prefab.Identifier)).ToList();
|
||||
if (GameMain.GameSession?.EventManager != null && args.Length > 0)
|
||||
{
|
||||
EventPrefab newEvent = eventPrefabs.Find(prefab => string.Equals(prefab.Identifier, args[0], StringComparison.InvariantCultureIgnoreCase));
|
||||
EventPrefab eventPrefab = eventPrefabs.Find(prefab => string.Equals(prefab.Identifier, args[0], StringComparison.InvariantCultureIgnoreCase));
|
||||
|
||||
if (newEvent != null)
|
||||
if (eventPrefab != null)
|
||||
{
|
||||
var @event = newEvent.CreateInstance();
|
||||
var newEvent = eventPrefab.CreateInstance();
|
||||
if (newEvent == null)
|
||||
{
|
||||
NewMessage($"Could not initialize event {args[0]} because level did not meet requirements");
|
||||
return;
|
||||
}
|
||||
GameMain.GameSession.EventManager.ActiveEvents.Add(@event);
|
||||
@event.Init(true);
|
||||
NewMessage($"Initialized event {newEvent.Identifier}", Color.Aqua);
|
||||
GameMain.GameSession.EventManager.ActiveEvents.Add(newEvent);
|
||||
newEvent.Init(true);
|
||||
NewMessage($"Initialized event {eventPrefab.Identifier}", Color.Aqua);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1002,7 +1012,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError("Could not set location reputation ({args[0]} is not a valid reputation value).");
|
||||
ThrowError($"Could not set location reputation ({args[0]} is not a valid reputation value).");
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -1010,6 +1020,41 @@ namespace Barotrauma
|
||||
ThrowError("Could not set location reputation (no active campaign).");
|
||||
}
|
||||
}, null, true));
|
||||
|
||||
commands.Add(new Command("setreputation", "setreputation [faction] [value]: Set the reputation of a cation to the specified value.", (string[] args) =>
|
||||
{
|
||||
if (args.Length < 2)
|
||||
{
|
||||
ThrowError("Insufficient arguments (expected 2)");
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameMain.GameSession?.GameMode is CampaignMode campaign)
|
||||
{
|
||||
if (campaign.Factions.FirstOrDefault(f => f.Prefab.Identifier.Equals(args[0], StringComparison.OrdinalIgnoreCase)) is { } faction)
|
||||
{
|
||||
if (float.TryParse(args[1], NumberStyles.Any, CultureInfo.InvariantCulture, out float reputation))
|
||||
{
|
||||
faction.Reputation.Value = reputation;
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError($"Could not set faction reputation ({args[1]} is not a valid reputation value).");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError($"Could not set faction reputation (faction {args[0]} not found).");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError("Could not set faction reputation (no active campaign).");
|
||||
}
|
||||
}, () =>
|
||||
{
|
||||
return new[] { FactionPrefab.Prefabs.Select(f => f.Identifier).ToArray() };
|
||||
}, true));
|
||||
|
||||
commands.Add(new Command("fixitems", "fixitems: Repairs all items and restores them to full condition.", (string[] args) =>
|
||||
{
|
||||
@@ -1133,6 +1178,56 @@ namespace Barotrauma
|
||||
UpgradePrefab.Prefabs.Select(c => c.Identifier).Distinct().ToArray()
|
||||
};
|
||||
}, true));
|
||||
|
||||
commands.Add(new Command("maxupgrades", "maxupgrades [category] [prefab]: Maxes out all upgrades or only specific one if given arguments.", args =>
|
||||
{
|
||||
UpgradeManager upgradeManager = GameMain.GameSession?.Campaign?.UpgradeManager;
|
||||
if (upgradeManager == null)
|
||||
{
|
||||
ThrowError("This command can only be used in campaign.");
|
||||
return;
|
||||
}
|
||||
|
||||
string categoryIdentifier = null;
|
||||
string prefabIdentifier = null;
|
||||
|
||||
switch (args.Length)
|
||||
{
|
||||
case 1:
|
||||
categoryIdentifier = args[0];
|
||||
break;
|
||||
case 2:
|
||||
categoryIdentifier = args[0];
|
||||
prefabIdentifier = args[1];
|
||||
break;
|
||||
}
|
||||
|
||||
foreach (UpgradeCategory category in UpgradeCategory.Categories)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(categoryIdentifier) && !category.Identifier.Equals(categoryIdentifier, StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
|
||||
{
|
||||
if (!prefab.UpgradeCategories.Contains(category)) { continue; }
|
||||
if (!string.IsNullOrWhiteSpace(prefabIdentifier) && !prefab.Identifier.Equals(prefabIdentifier, StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
|
||||
int targetLevel = prefab.MaxLevel - upgradeManager.GetRealUpgradeLevel(prefab, category);
|
||||
for (int i = 0; i < targetLevel; i++)
|
||||
{
|
||||
upgradeManager.PurchaseUpgrade(prefab, category, force: true);
|
||||
}
|
||||
NewMessage($"Upgraded {category.Identifier}.{prefab.Identifier} by {targetLevel} levels.", Color.DarkGreen);
|
||||
}
|
||||
}
|
||||
|
||||
NewMessage($"Start a new round to apply the upgrades.", Color.Lime);
|
||||
}, () =>
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
UpgradeCategory.Categories.Select(c => c.Identifier).Distinct().ToArray(),
|
||||
UpgradePrefab.Prefabs.Select(c => c.Identifier).Distinct().ToArray()
|
||||
};
|
||||
}, true));
|
||||
|
||||
commands.Add(new Command("power", "power: Immediately powers up the submarine's nuclear reactor.", (string[] args) =>
|
||||
{
|
||||
|
||||
@@ -253,8 +253,8 @@ namespace Barotrauma
|
||||
};
|
||||
|
||||
potentialSpawnPoints = potentialSpawnPoints.FindAll(wp => wp.ConnectedDoor == null && wp.Ladders == null && !wp.isObstructed);
|
||||
var airlockSpawnPoints = potentialSpawnPoints.Where(wp => wp.CurrentHull?.OutpostModuleTags?.Contains("airlock") ?? false).ToList();
|
||||
|
||||
var airlockSpawnPoints = potentialSpawnPoints.Where(wp => wp.CurrentHull?.OutpostModuleTags?.Contains("airlock") ?? false).ToList();
|
||||
if (moduleFlags != null && moduleFlags.Any())
|
||||
{
|
||||
List<WayPoint> spawnPoints = potentialSpawnPoints.Where(wp => wp.CurrentHull?.OutpostModuleTags?.Any(moduleFlags.Contains) ?? false).ToList();
|
||||
@@ -303,6 +303,12 @@ namespace Barotrauma
|
||||
return potentialSpawnPoints.GetRandom();
|
||||
}
|
||||
|
||||
//avoid using waypoints if there's any actual spawnpoints available
|
||||
if (validSpawnPoints.Any(wp => wp.SpawnType != SpawnType.Path))
|
||||
{
|
||||
validSpawnPoints = validSpawnPoints.Where(wp => wp.SpawnType != SpawnType.Path);
|
||||
}
|
||||
|
||||
//if not trying to spawn at a tagged spawnpoint, favor spawnpoints without tags
|
||||
if (spawnpointTags == null || !spawnpointTags.Any())
|
||||
{
|
||||
|
||||
@@ -6,12 +6,17 @@ namespace Barotrauma
|
||||
{
|
||||
class TagAction : EventAction
|
||||
{
|
||||
public enum SubType { Any= 0, Player = 1, Outpost = 2, Wreck = 4, BeaconStation = 8 }
|
||||
|
||||
[Serialize("", true)]
|
||||
public string Criteria { get; set; }
|
||||
|
||||
[Serialize("", true)]
|
||||
public string Tag { get; set; }
|
||||
|
||||
[Serialize(SubType.Any, true)]
|
||||
public SubType SubmarineType { get; set; }
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool IgnoreIncapacitatedCharacters { get; set; }
|
||||
|
||||
@@ -63,17 +68,37 @@ namespace Barotrauma
|
||||
|
||||
private void TagStructuresByIdentifier(string identifier)
|
||||
{
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Structure s && s.Prefab.Identifier.Equals(identifier, StringComparison.InvariantCultureIgnoreCase));
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Structure s && SubmarineTypeMatches(s.Submarine) && s.Prefab.Identifier.Equals(identifier, StringComparison.InvariantCultureIgnoreCase));
|
||||
}
|
||||
|
||||
private void TagItemsByIdentifier(string identifier)
|
||||
{
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Item it && it.Prefab.Identifier.Equals(identifier, StringComparison.InvariantCultureIgnoreCase));
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Item it && SubmarineTypeMatches(it.Submarine) && it.Prefab.Identifier.Equals(identifier, StringComparison.InvariantCultureIgnoreCase));
|
||||
}
|
||||
|
||||
private void TagItemsByTag(string tag)
|
||||
{
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Item it && it.HasTag(tag));
|
||||
ParentEvent.AddTargetPredicate(Tag, e => e is Item it && SubmarineTypeMatches(it.Submarine) && it.HasTag(tag));
|
||||
}
|
||||
|
||||
private bool SubmarineTypeMatches(Submarine sub)
|
||||
{
|
||||
if (SubmarineType == SubType.Any) { return true; }
|
||||
if (sub == null) { return false; }
|
||||
switch (sub.Info.Type)
|
||||
{
|
||||
case Barotrauma.SubmarineType.Player:
|
||||
return SubmarineType.HasFlag(SubType.Player);
|
||||
case Barotrauma.SubmarineType.Outpost:
|
||||
case Barotrauma.SubmarineType.OutpostModule:
|
||||
return SubmarineType.HasFlag(SubType.Outpost);
|
||||
case Barotrauma.SubmarineType.Wreck:
|
||||
return SubmarineType.HasFlag(SubType.Wreck);
|
||||
case Barotrauma.SubmarineType.BeaconStation:
|
||||
return SubmarineType.HasFlag(SubType.BeaconStation);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
@@ -113,7 +138,7 @@ namespace Barotrauma
|
||||
|
||||
public override string ToDebugString()
|
||||
{
|
||||
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(TagAction)} -> (Criteria: {Criteria.ColorizeObject()}, Tag: {Tag.ColorizeObject()})";
|
||||
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(TagAction)} -> (Criteria: {Criteria.ColorizeObject()}, Tag: {Tag.ColorizeObject()}, Sub: {SubmarineType.ColorizeObject()})";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -134,7 +134,7 @@ namespace Barotrauma
|
||||
if (level?.LevelData?.Type == LevelData.LevelType.Outpost)
|
||||
{
|
||||
//if the outpost is connected to a locked connection, create an event to unlock it
|
||||
if (level.StartLocation?.Connections.Any(c => c.Locked) ?? false)
|
||||
if (level.StartLocation?.Connections.Any(c => c.Locked && level.StartLocation.MapPosition.X < c.OtherLocation(level.StartLocation).MapPosition.X) ?? false)
|
||||
{
|
||||
var unlockPathPrefabs = EventSet.PrefabList.FindAll(e => e.UnlockPathEvent);
|
||||
var unlockPathPrefabsForBiome = unlockPathPrefabs.FindAll(e =>
|
||||
@@ -166,11 +166,14 @@ namespace Barotrauma
|
||||
void AddChildEvents(EventSet eventSet)
|
||||
{
|
||||
if (eventSet == null) { return; }
|
||||
foreach (EventPrefab ep in eventSet.EventPrefabs.Select(e => e.First))
|
||||
if (eventSet.OncePerOutpost)
|
||||
{
|
||||
if (!level.LevelData.NonRepeatableEvents.Contains(ep))
|
||||
foreach (EventPrefab ep in eventSet.EventPrefabs.Select(e => e.First))
|
||||
{
|
||||
level.LevelData.NonRepeatableEvents.Add(ep);
|
||||
if (!level.LevelData.NonRepeatableEvents.Contains(ep))
|
||||
{
|
||||
level.LevelData.NonRepeatableEvents.Add(ep);
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (EventSet childSet in eventSet.ChildSets)
|
||||
@@ -373,6 +376,8 @@ namespace Barotrauma
|
||||
private void CreateEvents(EventSet eventSet, Random rand)
|
||||
{
|
||||
if (level == null) { return; }
|
||||
if (level.LevelData.HasHuntingGrounds && eventSet.DisableInHuntingGrounds) { return; }
|
||||
|
||||
int applyCount = 1;
|
||||
List<Func<Level.InterestingPosition, bool>> spawnPosFilter = new List<Func<Level.InterestingPosition, bool>>();
|
||||
if (eventSet.PerRuin)
|
||||
|
||||
@@ -86,6 +86,7 @@ namespace Barotrauma
|
||||
public readonly bool IgnoreCoolDown;
|
||||
|
||||
public readonly bool PerRuin, PerCave, PerWreck;
|
||||
public readonly bool DisableInHuntingGrounds;
|
||||
|
||||
public readonly bool OncePerOutpost;
|
||||
|
||||
@@ -142,9 +143,10 @@ namespace Barotrauma
|
||||
PerRuin = element.GetAttributeBool("perruin", false);
|
||||
PerCave = element.GetAttributeBool("percave", false);
|
||||
PerWreck = element.GetAttributeBool("perwreck", false);
|
||||
DisableInHuntingGrounds = element.GetAttributeBool("disableinhuntinggrounds", false);
|
||||
IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? (PerRuin || PerCave || PerWreck));
|
||||
DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", !PerRuin && !PerCave && !PerWreck);
|
||||
OncePerOutpost = element.GetAttributeBool("perwreck", false);
|
||||
OncePerOutpost = element.GetAttributeBool("onceperoutpost", false);
|
||||
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
|
||||
|
||||
Commonness[""] = 1.0f;
|
||||
|
||||
+13
-4
@@ -54,10 +54,6 @@ namespace Barotrauma
|
||||
requireRescue.Clear();
|
||||
|
||||
var submarine = Submarine.Loaded.Find(s => s.Info.Type == SubmarineType.Outpost) ?? Submarine.MainSub;
|
||||
if (submarine.Info.Type == SubmarineType.Outpost)
|
||||
{
|
||||
submarine.TeamID = CharacterTeamType.None;
|
||||
}
|
||||
if (!IsClient)
|
||||
{
|
||||
InitCharacters(submarine);
|
||||
@@ -148,6 +144,10 @@ namespace Barotrauma
|
||||
}
|
||||
humanPrefab.InitializeCharacter(spawnedCharacter, spawnPos);
|
||||
humanPrefab.GiveItems(spawnedCharacter, Submarine.MainSub, Rand.RandSync.Server, createNetworkEvents: false);
|
||||
if (spawnPos is WayPoint wp)
|
||||
{
|
||||
spawnedCharacter.GiveIdCardTags(wp);
|
||||
}
|
||||
if (element.GetAttributeBool("requirekill", false))
|
||||
{
|
||||
requireKill.Add(spawnedCharacter);
|
||||
@@ -175,6 +175,15 @@ namespace Barotrauma
|
||||
{
|
||||
characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true));
|
||||
}
|
||||
if (submarine != null && spawnedCharacter.AIController is EnemyAIController enemyAi)
|
||||
{
|
||||
enemyAi.UnattackableSubmarines.Add(submarine);
|
||||
enemyAi.UnattackableSubmarines.Add(Submarine.MainSub);
|
||||
foreach (Submarine sub in Submarine.MainSub.DockedTo)
|
||||
{
|
||||
enemyAi.UnattackableSubmarines.Add(sub);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -99,18 +100,18 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
|
||||
subs[0].TeamID = CharacterTeamType.Team1; subs[1].TeamID = CharacterTeamType.Team2;
|
||||
subs[0].NeutralizeBallast(); subs[1].NeutralizeBallast();
|
||||
|
||||
subs[0].NeutralizeBallast();
|
||||
subs[0].TeamID = CharacterTeamType.Team1;
|
||||
subs[0].DockedTo.ForEach(s => s.TeamID = CharacterTeamType.Team1);
|
||||
|
||||
subs[1].NeutralizeBallast();
|
||||
subs[1].TeamID = CharacterTeamType.Team2;
|
||||
subs[1].DockedTo.ForEach(s => s.TeamID = CharacterTeamType.Team2);
|
||||
subs[1].SetPosition(subs[1].FindSpawnPos(Level.Loaded.EndPosition));
|
||||
subs[1].FlipX();
|
||||
|
||||
crews = new List<Character>[] { new List<Character>(), new List<Character>() };
|
||||
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
{
|
||||
//hide all subs from sonar to make sneak attacks possible
|
||||
submarine.ShowSonarMarker = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void End()
|
||||
|
||||
@@ -107,6 +107,11 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public readonly Location[] Locations;
|
||||
|
||||
public int? Difficulty
|
||||
{
|
||||
get { return Prefab.Difficulty; }
|
||||
}
|
||||
|
||||
public Mission(MissionPrefab prefab, Location[] locations)
|
||||
{
|
||||
@@ -186,6 +191,9 @@ namespace Barotrauma
|
||||
|
||||
public void Start(Level level)
|
||||
{
|
||||
#if CLIENT
|
||||
shownMessages.Clear();
|
||||
#endif
|
||||
foreach (string categoryToShow in Prefab.UnhideEntitySubCategories)
|
||||
{
|
||||
foreach (MapEntity entityToShow in MapEntity.mapEntityList.Where(me => me.prefab?.HasSubCategory(categoryToShow) ?? false))
|
||||
|
||||
@@ -72,6 +72,8 @@ namespace Barotrauma
|
||||
public readonly List<Tuple<string, object, SetDataAction.OperationType>> DataRewards = new List<Tuple<string, object, SetDataAction.OperationType>>();
|
||||
|
||||
public readonly int Commonness;
|
||||
public readonly int? Difficulty;
|
||||
public const int MinDifficulty = 1, MaxDifficulty = 4;
|
||||
|
||||
public readonly int Reward;
|
||||
|
||||
@@ -156,6 +158,11 @@ namespace Barotrauma
|
||||
AllowRetry = element.GetAttributeBool("allowretry", false);
|
||||
IsSideObjective = element.GetAttributeBool("sideobjective", false);
|
||||
Commonness = element.GetAttributeInt("commonness", 1);
|
||||
if (element.GetAttribute("difficulty") != null)
|
||||
{
|
||||
int difficulty = element.GetAttributeInt("difficulty", MinDifficulty);
|
||||
Difficulty = Math.Clamp(difficulty, MinDifficulty, MaxDifficulty);
|
||||
}
|
||||
|
||||
SuccessMessage = TextManager.Get("MissionSuccess." + TextIdentifier, true) ?? element.GetAttributeString("successmessage", "Mission completed successfully");
|
||||
FailureMessage = TextManager.Get("MissionFailure." + TextIdentifier, true) ?? "";
|
||||
|
||||
@@ -228,7 +228,7 @@ namespace Barotrauma
|
||||
}
|
||||
GiveReward();
|
||||
completed = true;
|
||||
if (level?.LevelData != null && Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase)))
|
||||
if (level?.LevelData != null && Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase) || t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
level.LevelData.HasHuntingGrounds = false;
|
||||
}
|
||||
|
||||
@@ -310,7 +310,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Character npc in Character.CharacterList)
|
||||
{
|
||||
if (npc.TeamID != CharacterTeamType.FriendlyNPC || npc.CurrentHull == null || npc.IsIncapacitated) { continue; }
|
||||
if ((npc.TeamID != CharacterTeamType.FriendlyNPC && npc.TeamID != CharacterTeamType.None) || npc.CurrentHull == null || npc.IsIncapacitated) { continue; }
|
||||
if (npc.AIController is HumanAIController humanAI && (humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>() || humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveCombat>()))
|
||||
{
|
||||
continue;
|
||||
@@ -327,10 +327,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (npc.TeamID == CharacterTeamType.None)
|
||||
{
|
||||
dialogFlags.Remove("OutpostNPC");
|
||||
dialogFlags.Add("Bandit");
|
||||
}
|
||||
else if (npc.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
dialogFlags.Remove("OutpostNPC");
|
||||
dialogFlags.Add("Hostage");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,7 +144,7 @@ namespace Barotrauma
|
||||
new XAttribute("value", valueStr),
|
||||
new XAttribute("type", value?.GetType())));
|
||||
}
|
||||
#if DEBUG || UNSTABLE
|
||||
#if DEBUG
|
||||
DebugConsole.Log(element.ToString());
|
||||
#endif
|
||||
modeElement.Add(element);
|
||||
|
||||
@@ -6,6 +6,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -258,22 +259,32 @@ namespace Barotrauma
|
||||
|
||||
if (levelData.HasBeaconStation && !levelData.IsBeaconActive)
|
||||
{
|
||||
var beaconMissionPrefab = MissionPrefab.List.Find(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase)));
|
||||
if (beaconMissionPrefab != null && !Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
|
||||
var beaconMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase)));
|
||||
if (beaconMissionPrefabs.Any())
|
||||
{
|
||||
extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
|
||||
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
|
||||
var beaconMissionPrefab = beaconMissionPrefabs.GetRandom(rand);
|
||||
if (!Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
|
||||
{
|
||||
extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (levelData.HasHuntingGrounds)
|
||||
{
|
||||
var huntingGroundsMissionPrefab = MissionPrefab.List.Find(m => m.Tags.Any(t => t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)));
|
||||
if (huntingGroundsMissionPrefab == null)
|
||||
var huntingGroundsMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)));
|
||||
if (!huntingGroundsMissionPrefabs.Any())
|
||||
{
|
||||
DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggroundsnoreward\" found.");
|
||||
}
|
||||
else if (!Missions.Any(m => m.Prefab.Type == huntingGroundsMissionPrefab.Type))
|
||||
else
|
||||
{
|
||||
extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
|
||||
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
|
||||
var huntingGroundsMissionPrefab = huntingGroundsMissionPrefabs.GetRandom(rand);
|
||||
if (!Missions.Any(m => m.Prefab.Type == huntingGroundsMissionPrefab.Type))
|
||||
{
|
||||
extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -524,11 +535,13 @@ namespace Barotrauma
|
||||
takenItems.Add(item);
|
||||
}
|
||||
}
|
||||
map.CurrentLocation.RegisterTakenItems(takenItems);
|
||||
|
||||
map.CurrentLocation.AddToStock(CargoManager.SoldItems);
|
||||
CargoManager.ClearSoldItemsProjSpecific();
|
||||
map.CurrentLocation.RemoveFromStock(CargoManager.PurchasedItems);
|
||||
if (map != null && CargoManager != null)
|
||||
{
|
||||
map.CurrentLocation.RegisterTakenItems(takenItems);
|
||||
map.CurrentLocation.AddToStock(CargoManager.SoldItems);
|
||||
CargoManager.ClearSoldItemsProjSpecific();
|
||||
map.CurrentLocation.RemoveFromStock(CargoManager.PurchasedItems);
|
||||
}
|
||||
if (GameMain.NetworkMember == null)
|
||||
{
|
||||
CargoManager.ClearItemsInBuyCrate();
|
||||
@@ -538,11 +551,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
CargoManager.ClearItemsInBuyCrate();
|
||||
CargoManager?.ClearItemsInBuyCrate();
|
||||
}
|
||||
else if (GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
CargoManager.ClearItemsInSellCrate();
|
||||
CargoManager?.ClearItemsInSellCrate();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -601,7 +614,11 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (Location location in Map.Locations)
|
||||
{
|
||||
location.ChangeType(location.OriginalType);
|
||||
if (location.Type != location.OriginalType)
|
||||
{
|
||||
location.ChangeType(location.OriginalType);
|
||||
location.PendingLocationTypeChange = null;
|
||||
}
|
||||
location.CreateStore(force: true);
|
||||
location.ClearMissions();
|
||||
location.Discovered = false;
|
||||
|
||||
@@ -425,6 +425,7 @@ namespace Barotrauma
|
||||
|
||||
#if CLIENT
|
||||
GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
|
||||
if (GameMain.LightManager.LosEnabled) { GameMain.LightManager.LosAlpha = 1f; }
|
||||
if (GameMain.Client == null) GameMain.LightManager.LosMode = GameMain.Config.LosMode;
|
||||
#endif
|
||||
LevelData = level?.LevelData;
|
||||
|
||||
@@ -104,7 +104,8 @@ namespace Barotrauma
|
||||
/// </remarks>
|
||||
/// <param name="prefab"></param>
|
||||
/// <param name="category"></param>
|
||||
public void PurchaseUpgrade(UpgradePrefab prefab, UpgradeCategory category)
|
||||
/// <param name="force"></param>
|
||||
public void PurchaseUpgrade(UpgradePrefab prefab, UpgradeCategory category, bool force = false)
|
||||
{
|
||||
if (!CanUpgradeSub())
|
||||
{
|
||||
@@ -136,6 +137,11 @@ namespace Barotrauma
|
||||
});
|
||||
}
|
||||
|
||||
if (force)
|
||||
{
|
||||
price = 0;
|
||||
}
|
||||
|
||||
if (Campaign.Money > price)
|
||||
{
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
@@ -154,7 +160,7 @@ namespace Barotrauma
|
||||
PurchasedUpgrade? upgrade = FindMatchingUpgrade(prefab, category);
|
||||
|
||||
#if CLIENT
|
||||
DebugLog($"CLIENT: Purchased level {GetUpgradeLevel(prefab, category) + 1} {category.Name}.{prefab.Name} for ${price}", GUI.Style.Orange);
|
||||
DebugLog($"CLIENT: Purchased level {GetUpgradeLevel(prefab, category) + 1} {category.Name}.{prefab.Name} for {price}", GUI.Style.Orange);
|
||||
#endif
|
||||
|
||||
if (upgrade == null)
|
||||
@@ -689,7 +695,7 @@ namespace Barotrauma
|
||||
|
||||
public static void DebugLog(string msg, Color? color = null)
|
||||
{
|
||||
#if UNSTABLE || DEBUG
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage(msg, color ?? Color.GreenYellow);
|
||||
#else
|
||||
DebugConsole.Log(msg);
|
||||
|
||||
@@ -150,6 +150,44 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void RemoveItem(Item item)
|
||||
{
|
||||
RemoveItem(item, tryEquipFromSameStack: false);
|
||||
}
|
||||
|
||||
public void RemoveItem(Item item, bool tryEquipFromSameStack)
|
||||
{
|
||||
if (!Contains(item)) { return; }
|
||||
|
||||
bool wasEquipped = character.HasEquippedItem(item);
|
||||
var indices = FindIndices(item);
|
||||
|
||||
base.RemoveItem(item);
|
||||
#if CLIENT
|
||||
CreateSlots();
|
||||
#endif
|
||||
//if the item was equipped and there are more items in the same stack, equip one of those items
|
||||
if (tryEquipFromSameStack && wasEquipped)
|
||||
{
|
||||
int limbSlot = indices.Find(j => SlotTypes[j] != InvSlotType.Any);
|
||||
foreach (int i in indices)
|
||||
{
|
||||
var itemInSameSlot = GetItemAt(i);
|
||||
if (itemInSameSlot != null)
|
||||
{
|
||||
if (TryPutItem(itemInSameSlot, limbSlot, allowSwapping: false, allowCombine: false, character))
|
||||
{
|
||||
#if CLIENT
|
||||
visualSlots[i].ShowBorderHighlight(GUI.Style.Green, 0.1f, 0.412f);
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot
|
||||
/// </summary>
|
||||
@@ -165,6 +203,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (allowedSlots != null && !allowedSlots.Contains(InvSlotType.Any))
|
||||
{
|
||||
int slot = FindLimbSlot(allowedSlots.First());
|
||||
if (slot > -1 && slots[slot].Items.Any(it => it != item) && slots[slot].First().Prefab.AllowDroppingOnSwap)
|
||||
{
|
||||
foreach (Item existingItem in slots[slot].Items.ToList())
|
||||
{
|
||||
existingItem.Drop(user);
|
||||
if (existingItem.ParentInventory != null) { existingItem.ParentInventory.RemoveItem(existingItem); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return TryPutItem(item, user, allowedSlots, createNetworkEvent);
|
||||
}
|
||||
|
||||
|
||||
@@ -62,6 +62,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
|
||||
Attack.DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent());
|
||||
}
|
||||
item.IsShootable = true;
|
||||
// TODO: should define this in xml if we have melee weapons that don't require aim to use
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 propellerWorldPos = item.WorldPosition + PropellerPos * item.Scale;
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.Submarine != null || !character.Enabled || character.Removed) { continue; }
|
||||
if (!character.Enabled || character.Removed) { continue; }
|
||||
float distSqr = Vector2.DistanceSquared(character.WorldPosition, propellerWorldPos);
|
||||
if (distSqr > scaledDamageRange * scaledDamageRange) { continue; }
|
||||
character.LastDamageSource = item;
|
||||
|
||||
@@ -121,11 +121,10 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
inputContainer = containers[0];
|
||||
outputContainer = containers[1];
|
||||
|
||||
|
||||
foreach (var recipe in fabricationRecipes)
|
||||
{
|
||||
int ingredientCount = recipe.RequiredItems.Sum(it => it.Amount);
|
||||
if (ingredientCount > inputContainer.Capacity)
|
||||
if (recipe.RequiredItems.Count > inputContainer.Capacity)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + recipe.TargetItem.Name + "\"!");
|
||||
}
|
||||
|
||||
@@ -581,10 +581,9 @@ namespace Barotrauma.Items.Components
|
||||
return false;
|
||||
}
|
||||
aiUpdateTimer = AIUpdateInterval;
|
||||
|
||||
// load more fuel if the current maximum output is only 50% of the current load
|
||||
// or if the fuel rod is (almost) deplenished
|
||||
float minCondition = fuelConsumptionRate * MathUtils.Pow((degreeOfSuccess - refuelLimit) * 2, 2);
|
||||
float minCondition = fuelConsumptionRate * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
|
||||
if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
|
||||
{
|
||||
bool outOfFuel = false;
|
||||
|
||||
@@ -360,7 +360,7 @@ namespace Barotrauma.Items.Components
|
||||
//other junction boxes don't need to receive the signal in the pass-through signal connections
|
||||
//because we relay it straight to the connected items without going through the whole chain of junction boxes
|
||||
if (ic is PowerTransfer && !(ic is RelayComponent) && connection.Name.Contains("signal")) { continue; }
|
||||
ic.ReceiveSignal(signal, connection);
|
||||
ic.ReceiveSignal(signal, recipient);
|
||||
}
|
||||
|
||||
foreach (StatusEffect effect in recipient.Effects)
|
||||
|
||||
@@ -65,10 +65,10 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
base.IsActive = true;
|
||||
InitProjSpecific(element);
|
||||
InitProjSpecific();
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element);
|
||||
partial void InitProjSpecific();
|
||||
|
||||
private bool linksInitialized;
|
||||
public override void OnMapLoaded()
|
||||
|
||||
+1
-1
@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
case "signal_in":
|
||||
string signalOut = (signal.value == TargetSignal) ? Output : FalseOutput;
|
||||
if (string.IsNullOrWhiteSpace(signalOut)) { return; }
|
||||
if (string.IsNullOrEmpty(signalOut)) { return; }
|
||||
signal.value = signalOut;
|
||||
item.SendSignal(signal, "signal_out");
|
||||
break;
|
||||
|
||||
@@ -83,7 +83,8 @@ namespace Barotrauma.Items.Components
|
||||
fireInRange = IsFireInRange();
|
||||
fireCheckTimer = FireCheckInterval;
|
||||
}
|
||||
item.SendSignal(fireInRange ? Output : FalseOutput, "signal_out");
|
||||
string signalOut = fireInRange ? Output : FalseOutput;
|
||||
if (!string.IsNullOrEmpty(signalOut)) { item.SendSignal(signalOut, "signal_out"); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
partial void InitProjSpecific(XElement element);
|
||||
|
||||
partial void ShowOnDisplay(string input);
|
||||
partial void ShowOnDisplay(string input, bool addToHistory = true);
|
||||
|
||||
public override void ReceiveSignal(Signal signal, Connection connection)
|
||||
{
|
||||
@@ -58,13 +58,18 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void OnItemLoaded()
|
||||
{
|
||||
bool isSubEditor = false;
|
||||
#if CLIENT
|
||||
isSubEditor = Screen.Selected != GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
|
||||
#endif
|
||||
|
||||
base.OnItemLoaded();
|
||||
if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
|
||||
{
|
||||
ShowOnDisplay(DisplayedWelcomeMessage);
|
||||
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
|
||||
DisplayedWelcomeMessage = "";
|
||||
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
|
||||
if (GameMain.GameSession != null)
|
||||
if (GameMain.GameSession != null && !isSubEditor)
|
||||
{
|
||||
welcomeMessage = null;
|
||||
}
|
||||
|
||||
@@ -102,6 +102,13 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, Serialize(false, true, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
|
||||
public bool UseSpriteDepth
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Wire(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
@@ -436,23 +436,28 @@ namespace Barotrauma.Items.Components
|
||||
Projectile launchedProjectile = null;
|
||||
for (int i = 0; i < ProjectileCount; i++)
|
||||
{
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
var projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Any())
|
||||
{
|
||||
//use linked projectile containers in case they have to react to the turret being launched somehow
|
||||
//(play a sound, spawn more projectiles)
|
||||
if (!(e is Item linkedItem)) { continue; }
|
||||
ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
|
||||
if (projectileContainer != null)
|
||||
ItemContainer projectileContainer = projectiles.First().Item.Container?.GetComponent<ItemContainer>();
|
||||
projectileContainer?.Item.Use(deltaTime, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
linkedItem.Use(deltaTime, null);
|
||||
var repairable = linkedItem.GetComponent<Repairable>();
|
||||
if (repairable != null && failedLaunchAttempts < 2)
|
||||
//use linked projectile containers in case they have to react to the turret being launched somehow
|
||||
//(play a sound, spawn more projectiles)
|
||||
if (!(e is Item linkedItem)) { continue; }
|
||||
ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
|
||||
if (projectileContainer != null)
|
||||
{
|
||||
repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
|
||||
linkedItem.Use(deltaTime, null);
|
||||
projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Any()) { break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
var projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Count == 0 && !LaunchWithoutProjectile)
|
||||
{
|
||||
//coilguns spawns ammo in the ammo boxes with the OnUse statuseffect when the turret is launched,
|
||||
@@ -471,7 +476,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
failedLaunchAttempts = 0;
|
||||
launchedProjectile = projectiles.FirstOrDefault();
|
||||
|
||||
if (!ignorePower)
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
@@ -492,6 +496,15 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (launchedProjectile?.Item.Container != null)
|
||||
{
|
||||
var repairable = launchedProjectile?.Item.Container.GetComponent<Repairable>();
|
||||
if (repairable != null)
|
||||
{
|
||||
repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (launchedProjectile != null || LaunchWithoutProjectile)
|
||||
{
|
||||
Launch(launchedProjectile?.Item, character);
|
||||
|
||||
@@ -663,13 +663,29 @@ namespace Barotrauma
|
||||
existingItems.Count == 1 && otherInventory.TryPutItem(existingItems.First(),user, CharacterInventory.anySlot, createNetworkEvent))
|
||||
&&
|
||||
stackedItems.Distinct().All(stackedItem => TryPutItem(stackedItem, index, false, false, user, createNetworkEvent));
|
||||
|
||||
if (!swapSuccessful && existingItems.Count == 1 && existingItems[0].Prefab.AllowDroppingOnSwap)
|
||||
{
|
||||
existingItems[0].Drop(user, createNetworkEvent);
|
||||
swapSuccessful = stackedItems.Distinct().Any(stackedItem => TryPutItem(stackedItem, index, false, false, user, createNetworkEvent));
|
||||
#if CLIENT
|
||||
if (swapSuccessful)
|
||||
{
|
||||
SoundPlayer.PlayUISound(GUISoundType.DropItem);
|
||||
if (otherInventory.visualSlots != null && otherIndex > -1)
|
||||
{
|
||||
otherInventory.visualSlots[otherIndex].ShowBorderHighlight(Color.Transparent, 0.1f, 0.1f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
//if the item in the slot can be moved to the slot of the moved item
|
||||
if (swapSuccessful)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(slots[index].Contains(item), "Something when wrong when swapping items, item is not present in the inventory.");
|
||||
System.Diagnostics.Debug.Assert(otherInventory.Contains(existingItems.FirstOrDefault()), "Something when wrong when swapping items, item is not present in the other inventory.");
|
||||
System.Diagnostics.Debug.Assert(!existingItems.Any(it => !it.Prefab.AllowDroppingOnSwap && !otherInventory.Contains(it)), "Something when wrong when swapping items, item is not present in the other inventory.");
|
||||
#if CLIENT
|
||||
if (visualSlots != null)
|
||||
{
|
||||
|
||||
@@ -2807,7 +2807,14 @@ namespace Barotrauma
|
||||
|
||||
if (parentInventory != null)
|
||||
{
|
||||
parentInventory.RemoveItem(this);
|
||||
if (parentInventory is CharacterInventory characterInventory)
|
||||
{
|
||||
characterInventory.RemoveItem(this, tryEquipFromSameStack: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
parentInventory.RemoveItem(this);
|
||||
}
|
||||
parentInventory = null;
|
||||
}
|
||||
|
||||
|
||||
@@ -517,6 +517,9 @@ namespace Barotrauma
|
||||
set { maxStackSize = MathHelper.Clamp(value, 1, Inventory.MaxStackSize); }
|
||||
}
|
||||
|
||||
[Serialize(false, false)]
|
||||
public bool AllowDroppingOnSwap { get; private set; }
|
||||
|
||||
public Vector2 Size => size;
|
||||
|
||||
public bool CanBeBought => (DefaultPrice != null && DefaultPrice.CanBeBought) || (locationPrices != null && locationPrices.Any(p => p.Value.CanBeBought));
|
||||
|
||||
@@ -87,7 +87,7 @@ namespace Barotrauma.MapCreatures.Behavior
|
||||
|
||||
internal partial class BallastFloraBehavior : ISerializableEntity
|
||||
{
|
||||
#if DEBUG || UNSTABLE
|
||||
#if DEBUG
|
||||
public List<Tuple<Vector2, Vector2>> debugSearchLines = new List<Tuple<Vector2, Vector2>>();
|
||||
#endif
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace Barotrauma.MapCreatures.Behavior
|
||||
protected virtual void Grow()
|
||||
{
|
||||
List<BallastFloraBranch> newTiles = GrowRandomly();
|
||||
#if DEBUG || UNSTABLE
|
||||
#if DEBUG
|
||||
Behavior.debugSearchLines.Clear();
|
||||
#endif
|
||||
if (newTiles.Any(TryScanTargets)) { return; }
|
||||
@@ -135,7 +135,7 @@ namespace Barotrauma.MapCreatures.Behavior
|
||||
|
||||
Vector2 itemSimPos = ConvertUnits.ToSimUnits(item.Position);
|
||||
|
||||
#if DEBUG || UNSTABLE
|
||||
#if DEBUG
|
||||
Tuple<Vector2, Vector2> debugLine1 = Tuple.Create(parent.Position - ConvertUnits.ToDisplayUnits(topLeft), parent.Position - ConvertUnits.ToDisplayUnits(itemSimPos - diameter));
|
||||
Tuple<Vector2, Vector2> debugLine2 = Tuple.Create(parent.Position - ConvertUnits.ToDisplayUnits(bottomRight), parent.Position - ConvertUnits.ToDisplayUnits(itemSimPos + diameter));
|
||||
Behavior.debugSearchLines.Add(debugLine2);
|
||||
|
||||
@@ -27,6 +27,7 @@ namespace Barotrauma
|
||||
private bool sparks, shockwave, flames, smoke, flash, underwaterBubble;
|
||||
private bool playTinnitus;
|
||||
private bool applyFireEffects;
|
||||
private string[] ignoreFireEffectsForTags;
|
||||
private bool ignoreCover;
|
||||
private bool onlyInside;
|
||||
private bool onlyOutside;
|
||||
@@ -53,6 +54,7 @@ namespace Barotrauma
|
||||
smoke = true;
|
||||
flames = true;
|
||||
underwaterBubble = true;
|
||||
ignoreFireEffectsForTags = new string[0];
|
||||
}
|
||||
|
||||
public Explosion(XElement element, string parentDebugName)
|
||||
@@ -70,6 +72,8 @@ namespace Barotrauma
|
||||
playTinnitus = element.GetAttributeBool("playtinnitus", true);
|
||||
|
||||
applyFireEffects = element.GetAttributeBool("applyfireeffects", flames);
|
||||
ignoreFireEffectsForTags = element.GetAttributeStringArray("ignorefireeffectsfortags", new string[0], convertToLowerInvariant: true);
|
||||
|
||||
ignoreCover = element.GetAttributeBool("ignorecover", false);
|
||||
onlyInside = element.GetAttributeBool("onlyinside", false);
|
||||
onlyOutside = element.GetAttributeBool("onlyoutside", false);
|
||||
@@ -192,7 +196,7 @@ namespace Barotrauma
|
||||
dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(itemRadius));
|
||||
if (dist > Attack.Range) { continue; }
|
||||
|
||||
if (dist < Attack.Range * 0.5f && applyFireEffects && !item.FireProof)
|
||||
if (dist < Attack.Range * 0.5f && applyFireEffects && !item.FireProof && ignoreFireEffectsForTags.None(t => item.HasTag(t)))
|
||||
{
|
||||
//don't apply OnFire effects if the item is inside a fireproof container
|
||||
//(or if it's inside a container that's inside a fireproof container, etc)
|
||||
|
||||
@@ -479,8 +479,8 @@ namespace Barotrauma
|
||||
minMainPathWidth, parentTunnel: null);
|
||||
Tunnels.Add(mainPath);
|
||||
|
||||
Tunnel startPath = null, endPath = null;
|
||||
if (Mirrored ? !HasEndOutpost() : !HasStartOutpost())
|
||||
Tunnel startPath = null, endPath = null, endHole = null;
|
||||
if (GenerationParams.StartPosition.Y < 0.5f && (Mirrored ? !HasEndOutpost() : !HasStartOutpost()))
|
||||
{
|
||||
startPath = new Tunnel(
|
||||
TunnelType.SidePath,
|
||||
@@ -488,7 +488,11 @@ namespace Barotrauma
|
||||
minWidth / 2, parentTunnel: mainPath);
|
||||
Tunnels.Add(startPath);
|
||||
}
|
||||
if (Mirrored ? !HasStartOutpost() : !HasEndOutpost())
|
||||
else
|
||||
{
|
||||
startExitPosition = StartPosition;
|
||||
}
|
||||
if (GenerationParams.EndPosition.Y < 0.5f && (Mirrored ? !HasStartOutpost() : !HasEndOutpost()))
|
||||
{
|
||||
endPath = new Tunnel(
|
||||
TunnelType.SidePath,
|
||||
@@ -496,12 +500,51 @@ namespace Barotrauma
|
||||
minWidth / 2, parentTunnel: mainPath);
|
||||
Tunnels.Add(endPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
endExitPosition = EndPosition;
|
||||
}
|
||||
|
||||
if (GenerationParams.CreateHoleNextToEnd)
|
||||
{
|
||||
if (Mirrored)
|
||||
{
|
||||
endHole = new Tunnel(
|
||||
TunnelType.SidePath,
|
||||
new List<Point>() { startPosition, startExitPosition.ToPoint(), new Point(0, Size.Y) },
|
||||
minWidth / 2, parentTunnel: mainPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
endHole = new Tunnel(
|
||||
TunnelType.SidePath,
|
||||
new List<Point>() { endPosition, endExitPosition.ToPoint(), Size },
|
||||
minWidth / 2, parentTunnel: mainPath);
|
||||
}
|
||||
Tunnels.Add(endHole);
|
||||
}
|
||||
|
||||
//create a tunnel from the lowest point in the main path to the abyss
|
||||
//to ensure there's a way to the abyss in all levels
|
||||
if (GenerationParams.CreateHoleToAbyss)
|
||||
{
|
||||
Point lowestPoint = mainPath.Nodes.First();
|
||||
foreach (var pathNode in mainPath.Nodes)
|
||||
{
|
||||
if (pathNode.Y < lowestPoint.Y) { lowestPoint = pathNode; }
|
||||
}
|
||||
var abyssTunnel = new Tunnel(
|
||||
TunnelType.SidePath,
|
||||
new List<Point>() { lowestPoint, new Point(lowestPoint.X, 0) },
|
||||
minWidth / 2, parentTunnel: mainPath);
|
||||
Tunnels.Add(abyssTunnel);
|
||||
}
|
||||
|
||||
int sideTunnelCount = Rand.Range(GenerationParams.SideTunnelCount.X, GenerationParams.SideTunnelCount.Y + 1, Rand.RandSync.Server);
|
||||
for (int j = 0; j < sideTunnelCount; j++)
|
||||
{
|
||||
if (mainPath.Nodes.Count < 4) { break; }
|
||||
var validTunnels = Tunnels.FindAll(t => t.Type != TunnelType.Cave && t != startPath && t != endPath);
|
||||
var validTunnels = Tunnels.FindAll(t => t.Type != TunnelType.Cave && t != startPath && t != endPath && t != endHole);
|
||||
Tunnel tunnelToBranchOff = validTunnels[Rand.Int(validTunnels.Count, Rand.RandSync.Server)];
|
||||
if (tunnelToBranchOff == null) { tunnelToBranchOff = mainPath; }
|
||||
|
||||
@@ -634,13 +677,16 @@ namespace Barotrauma
|
||||
CaveGenerator.GeneratePath(tunnel, this);
|
||||
if (tunnel.Type == TunnelType.MainPath || tunnel.Type == TunnelType.SidePath)
|
||||
{
|
||||
var distinctCells = tunnel.Cells.Distinct().ToList();
|
||||
for (int i = 2; i < distinctCells.Count; i += 3)
|
||||
if (tunnel != startPath && tunnel != endPath && tunnel != endHole)
|
||||
{
|
||||
PositionsOfInterest.Add(new InterestingPosition(
|
||||
new Point((int)distinctCells[i].Site.Coord.X, (int)distinctCells[i].Site.Coord.Y),
|
||||
tunnel.Type == TunnelType.MainPath ? PositionType.MainPath : PositionType.SidePath,
|
||||
Caves.Find(cave => cave.Tunnels.Contains(tunnel))));
|
||||
var distinctCells = tunnel.Cells.Distinct().ToList();
|
||||
for (int i = 2; i < distinctCells.Count; i += 3)
|
||||
{
|
||||
PositionsOfInterest.Add(new InterestingPosition(
|
||||
new Point((int)distinctCells[i].Site.Coord.X, (int)distinctCells[i].Site.Coord.Y),
|
||||
tunnel.Type == TunnelType.MainPath ? PositionType.MainPath : PositionType.SidePath,
|
||||
Caves.Find(cave => cave.Tunnels.Contains(tunnel))));
|
||||
}
|
||||
}
|
||||
}
|
||||
GenerateWaypoints(tunnel, parentTunnel: tunnel.ParentTunnel);
|
||||
@@ -685,7 +731,10 @@ namespace Barotrauma
|
||||
var potentialIslands = new List<VoronoiCell>();
|
||||
foreach (var cell in pathCells)
|
||||
{
|
||||
if (GetDistToTunnel(cell.Center, mainPath) < minMainPathWidth) { continue; }
|
||||
if (GetDistToTunnel(cell.Center, mainPath) < minMainPathWidth ||
|
||||
(startPath != null && GetDistToTunnel(cell.Center, startPath) < minMainPathWidth) ||
|
||||
(endPath != null && GetDistToTunnel(cell.Center, endPath) < minMainPathWidth) ||
|
||||
(endHole != null && GetDistToTunnel(cell.Center, endHole) < minMainPathWidth)) { continue; }
|
||||
if (cell.Edges.Any(e => e.AdjacentCell(cell)?.CellType != CellType.Path || e.NextToCave)) { continue; }
|
||||
potentialIslands.Add(cell);
|
||||
}
|
||||
@@ -1230,18 +1279,6 @@ namespace Barotrauma
|
||||
List<VoronoiCell> toBeRemoved = new List<VoronoiCell>();
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
if (GenerationParams.CreateHoleNextToEnd)
|
||||
{
|
||||
if ((!Mirrored && cell.Center.X > endPosition.X) || (Mirrored && cell.Center.X < StartPosition.X))
|
||||
{
|
||||
if (cell.Edges.Any(e => e.Point1.Y > Size.Y - submarineSize || e.Point2.Y > Size.Y - submarineSize))
|
||||
{
|
||||
toBeRemoved.Add(cell);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cell.Edges.Any(e => e.NextToCave)) { continue; }
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) > holeProbability) { continue; }
|
||||
if (!limits.Contains(cell.Site.Coord.X, cell.Site.Coord.Y)) { continue; }
|
||||
@@ -1644,7 +1681,7 @@ namespace Barotrauma
|
||||
Rectangle allowedArea = new Rectangle(padding, padding, Size.X - padding * 2, Size.Y - padding * 2);
|
||||
|
||||
int radius = Math.Max(caveSize.X, caveSize.Y) / 2;
|
||||
var cavePos = FindPosAwayFromMainPath((parentTunnel.MinWidth + radius) * 1.2f, asCloseAsPossible: true, allowedArea);
|
||||
var cavePos = FindPosAwayFromMainPath((parentTunnel.MinWidth + radius) * 1.5f, asCloseAsPossible: true, allowedArea);
|
||||
|
||||
GenerateCave(caveParams, parentTunnel, cavePos, caveSize);
|
||||
|
||||
@@ -2633,7 +2670,7 @@ namespace Barotrauma
|
||||
if (Submarine.PickBody(
|
||||
ConvertUnits.ToSimUnits(startPos),
|
||||
ConvertUnits.ToSimUnits(endPos),
|
||||
ExtraWalls.Where(w => w.Body?.BodyType == BodyType.Dynamic || w is DestructibleLevelWall).Select(w => w.Body),
|
||||
ExtraWalls.Where(w => w.Body?.BodyType == BodyType.Dynamic || w is DestructibleLevelWall).Select(w => w.Body).Union(Submarine.Loaded.Where(s => s.Info.Type == SubmarineType.Player).Select(s => s.PhysicsBody.FarseerBody)),
|
||||
Physics.CollisionLevel | Physics.CollisionWall) != null)
|
||||
{
|
||||
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.Normalize(startPos - endPos) * offsetFromWall;
|
||||
@@ -3027,6 +3064,7 @@ namespace Barotrauma
|
||||
else if (type == SubmarineType.BeaconStation)
|
||||
{
|
||||
sub.ShowSonarMarker = false;
|
||||
sub.DockedTo.ForEach(s => s.ShowSonarMarker = false);
|
||||
sub.PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
sub.TeamID = CharacterTeamType.None;
|
||||
}
|
||||
@@ -3472,13 +3510,22 @@ namespace Barotrauma
|
||||
if ((i == 0) == !Mirrored)
|
||||
{
|
||||
StartOutpost = outpost;
|
||||
if (StartLocation != null) { outpost.Info.Name = StartLocation.Name; }
|
||||
if (StartLocation != null)
|
||||
{
|
||||
outpost.TeamID = StartLocation.Type.OutpostTeam;
|
||||
outpost.Info.Name = StartLocation.Name;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EndOutpost = outpost;
|
||||
if (EndLocation != null) { outpost.Info.Name = EndLocation.Name; }
|
||||
if (EndLocation != null)
|
||||
{
|
||||
outpost.TeamID = EndLocation.Type.OutpostTeam;
|
||||
outpost.Info.Name = EndLocation.Name;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3514,20 +3561,28 @@ namespace Barotrauma
|
||||
List<Item> beaconItems = Item.ItemList.FindAll(it => it.Submarine == BeaconStation);
|
||||
|
||||
Item reactorItem = beaconItems.Find(it => it.GetComponent<Reactor>() != null);
|
||||
Reactor reactorComponent = reactorItem.GetComponent<Reactor>();
|
||||
ItemContainer reactorContainer = reactorItem.GetComponent<ItemContainer>();
|
||||
Repairable repairable = reactorItem.GetComponent<Repairable>();
|
||||
reactorComponent.FuelConsumptionRate = 0.0f;
|
||||
if (repairable != null)
|
||||
Reactor reactorComponent = null;
|
||||
ItemContainer reactorContainer = null;
|
||||
if (reactorItem != null)
|
||||
{
|
||||
repairable.DeteriorationSpeed = 0.0f;
|
||||
reactorComponent = reactorItem.GetComponent<Reactor>();
|
||||
reactorComponent.FuelConsumptionRate = 0.0f;
|
||||
reactorContainer = reactorItem.GetComponent<ItemContainer>();
|
||||
Repairable repairable = reactorItem.GetComponent<Repairable>();
|
||||
if (repairable != null)
|
||||
{
|
||||
if (repairable != null)
|
||||
{
|
||||
repairable.DeteriorationSpeed = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (LevelData.IsBeaconActive)
|
||||
{
|
||||
if (reactorContainer.Inventory.IsEmpty())
|
||||
if (reactorContainer != null && reactorContainer.Inventory.IsEmpty())
|
||||
{
|
||||
ItemPrefab fuelPrefab = ItemPrefab.Prefabs[reactorContainer.ContainableItems[0].Identifiers[0]];
|
||||
Entity.Spawner.AddToSpawnQueue(
|
||||
Spawner.AddToSpawnQueue(
|
||||
fuelPrefab, reactorContainer.Inventory,
|
||||
onSpawned: (it) => reactorComponent.PowerUpImmediately());
|
||||
}
|
||||
@@ -3544,7 +3599,7 @@ namespace Barotrauma
|
||||
foreach (Item item in reactorContainer.Inventory.AllItems)
|
||||
{
|
||||
if (item.NonInteractable) { continue; }
|
||||
Entity.Spawner.AddToRemoveQueue(item);
|
||||
Spawner.AddToRemoveQueue(item);
|
||||
}
|
||||
|
||||
//remove wires
|
||||
@@ -3563,7 +3618,18 @@ namespace Barotrauma
|
||||
}
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.25f)
|
||||
{
|
||||
Entity.Spawner.AddToRemoveQueue(item);
|
||||
foreach (Connection connection in wire.Connections)
|
||||
{
|
||||
if (connection != null)
|
||||
{
|
||||
connection.ConnectionPanel.DisconnectedWires.Add(wire);
|
||||
wire.RemoveConnection(connection.Item);
|
||||
#if SERVER
|
||||
connection.ConnectionPanel.Item.CreateServerEvent(connection.ConnectionPanel);
|
||||
wire.CreateNetworkEvent();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3573,7 +3639,7 @@ namespace Barotrauma
|
||||
if (item.NonInteractable) { continue; }
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.5f)
|
||||
{
|
||||
item.Condition *= Rand.Range(0.2f, 0.6f, Rand.RandSync.Unsynced);
|
||||
item.Condition *= Rand.Range(0.6f, 0.8f, Rand.RandSync.Unsynced);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3617,6 +3683,9 @@ namespace Barotrauma
|
||||
pathPoints.Shuffle(Rand.RandSync.Unsynced);
|
||||
var corpsePoints = allSpawnPoints.FindAll(wp => wp.SpawnType == SpawnType.Corpse);
|
||||
corpsePoints.Shuffle(Rand.RandSync.Unsynced);
|
||||
|
||||
if (!corpsePoints.Any() && !pathPoints.Any()) { continue; }
|
||||
|
||||
int spawnCounter = 0;
|
||||
for (int j = 0; j < corpseCount; j++)
|
||||
{
|
||||
@@ -3706,7 +3775,15 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public float GetRealWorldDepth(float worldPositionY)
|
||||
{
|
||||
return (-(worldPositionY - GenerationParams.Height) + LevelData.InitialDepth) * Physics.DisplayToRealWorldRatio;
|
||||
if (GameMain.GameSession?.Campaign == null)
|
||||
{
|
||||
//ensure the levels aren't too deep to traverse in non-campaign modes where you don't have the option to upgrade/switch the sub
|
||||
return (-(worldPositionY - GenerationParams.Height) + 80000.0f) * Physics.DisplayToRealWorldRatio;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (-(worldPositionY - GenerationParams.Height) + LevelData.InitialDepth) * Physics.DisplayToRealWorldRatio;
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugSetStartLocation(Location newStartLocation)
|
||||
|
||||
@@ -145,8 +145,11 @@ namespace Barotrauma
|
||||
var rand = new MTRandom(ToolBox.StringToInt(Seed));
|
||||
InitialDepth = (int)MathHelper.Lerp(GenerationParams.InitialDepthMin, GenerationParams.InitialDepthMax, (float)rand.NextDouble());
|
||||
|
||||
//minimum difficulty of the level before hunting grounds can appear
|
||||
float huntingGroundsDifficultyThreshold = 25;
|
||||
//probability of hunting grounds appearing in 100% difficulty levels
|
||||
float maxHuntingGroundsProbability = 0.3f;
|
||||
HasHuntingGrounds = rand.NextDouble() < Difficulty / 100.0f * maxHuntingGroundsProbability;
|
||||
HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;
|
||||
|
||||
HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
|
||||
IsBeaconActive = false;
|
||||
|
||||
@@ -181,6 +181,13 @@ namespace Barotrauma
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(true, true, "Should the generator force a hole to the bottom of the level to ensure there's a way to the abyss."), Editable]
|
||||
public bool CreateHoleToAbyss
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1000, true, description: "The total number of level objects (vegetation, vents, etc) in the level."), Editable(MinValueInt = 0, MaxValueInt = 100000)]
|
||||
public int LevelObjectAmount
|
||||
{
|
||||
|
||||
@@ -361,6 +361,11 @@ namespace Barotrauma
|
||||
if (subElement.Attribute("index") != null)
|
||||
{
|
||||
int locationTypeChangeIndex = subElement.GetAttributeInt("index", 0);
|
||||
if (locationTypeChangeIndex < 0 || locationTypeChangeIndex >= Type.CanChangeTo.Count)
|
||||
{
|
||||
DebugConsole.AddWarning($"Failed to activate a location type change in the location \"{Name}\". Location index out of bounds ({locationTypeChangeIndex}).");
|
||||
continue;
|
||||
}
|
||||
PendingLocationTypeChange = (Type.CanChangeTo[locationTypeChangeIndex], timer, null);
|
||||
}
|
||||
else
|
||||
@@ -1059,12 +1064,21 @@ namespace Barotrauma
|
||||
if (PendingLocationTypeChange.Value.parentMission != null)
|
||||
{
|
||||
changeElement.Add(new XAttribute("missionidentifier", PendingLocationTypeChange.Value.parentMission.Identifier));
|
||||
locationElement.Add(changeElement);
|
||||
}
|
||||
else
|
||||
{
|
||||
changeElement.Add(new XAttribute("index", Type.CanChangeTo.IndexOf(PendingLocationTypeChange.Value.typeChange)));
|
||||
int index = Type.CanChangeTo.IndexOf(PendingLocationTypeChange.Value.typeChange);
|
||||
changeElement.Add(new XAttribute("index", index));
|
||||
if (index == -1)
|
||||
{
|
||||
DebugConsole.AddWarning($"Invalid location type change in the location \"{Name}\". Unknown type change ({PendingLocationTypeChange.Value.typeChange.ChangeToType}).");
|
||||
}
|
||||
else
|
||||
{
|
||||
locationElement.Add(changeElement);
|
||||
}
|
||||
}
|
||||
locationElement.Add(changeElement);
|
||||
}
|
||||
|
||||
if (LocationTypeChangeCooldown > 0)
|
||||
|
||||
@@ -27,6 +27,8 @@ namespace Barotrauma
|
||||
|
||||
public readonly float BeaconStationChance;
|
||||
|
||||
public readonly CharacterTeamType OutpostTeam;
|
||||
|
||||
public readonly List<LocationTypeChange> CanChangeTo = new List<LocationTypeChange>();
|
||||
|
||||
public readonly List<string> MissionIdentifiers = new List<string>();
|
||||
@@ -90,6 +92,9 @@ namespace Barotrauma
|
||||
|
||||
ReplaceInRadiation = element.GetAttributeString(nameof(ReplaceInRadiation).ToLower(), "");
|
||||
|
||||
string teamStr = element.GetAttributeString("outpostteam", "FriendlyNPC");
|
||||
Enum.TryParse(teamStr, out OutpostTeam);
|
||||
|
||||
string nameFile = element.GetAttributeString("namefile", "Content/Map/locationNames.txt");
|
||||
try
|
||||
{
|
||||
|
||||
@@ -316,20 +316,13 @@ namespace Barotrauma
|
||||
if (connection2.Locations[1] == connection.Locations[0]) { connection2.Locations[1] = connection.Locations[1]; }
|
||||
}
|
||||
}
|
||||
|
||||
HashSet<Location> connectedLocations = new HashSet<Location>();
|
||||
|
||||
foreach (LocationConnection connection in Connections)
|
||||
{
|
||||
connection.Locations[0].Connections.Add(connection);
|
||||
connection.Locations[1].Connections.Add(connection);
|
||||
|
||||
connectedLocations.Add(connection.Locations[0]);
|
||||
connectedLocations.Add(connection.Locations[1]);
|
||||
}
|
||||
|
||||
//remove orphans
|
||||
Locations.RemoveAll(c => !connectedLocations.Contains(c));
|
||||
|
||||
//remove locations that are too close to each other
|
||||
float minLocationDistanceSqr = generationParams.MinLocationDistance * generationParams.MinLocationDistance;
|
||||
for (int i = Locations.Count - 1; i >= 0; i--)
|
||||
@@ -443,6 +436,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
//remove orphans
|
||||
Locations.RemoveAll(l => !Connections.Any(c => c.Locations.Contains(l)));
|
||||
|
||||
foreach (LocationConnection connection in Connections)
|
||||
{
|
||||
connection.Difficulty = MathHelper.Clamp((connection.CenterPos.X / Width * 100) + Rand.Range(-10.0f, 0.0f, Rand.RandSync.Server), 1.2f, 100.0f);
|
||||
@@ -654,10 +650,12 @@ namespace Barotrauma
|
||||
CurrentLocation.CreateStore();
|
||||
OnLocationChanged?.Invoke(prevLocation, CurrentLocation);
|
||||
|
||||
if (GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.CampaignMetadata is { } metadata)
|
||||
if (GameMain.GameSession is { Campaign: { CampaignMetadata: { } metadata } })
|
||||
{
|
||||
metadata.SetValue("campaign.location.id", CurrentLocationIndex);
|
||||
metadata.SetValue("campaign.location.name", CurrentLocation.Name);
|
||||
metadata.SetValue("campaign.location.biome", CurrentLocation.Biome?.Identifier ?? "null");
|
||||
metadata.SetValue("campaign.location.type", CurrentLocation.Type?.Identifier ?? "null");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -185,10 +185,6 @@ namespace Barotrauma
|
||||
{
|
||||
return -WorldPosition.Y * Physics.DisplayToRealWorldRatio;
|
||||
}
|
||||
else if (GameMain.GameSession?.Campaign == null)
|
||||
{
|
||||
return (-(WorldPosition.Y - Level.Loaded.GenerationParams.Height) + 80000.0f) * Physics.DisplayToRealWorldRatio;
|
||||
}
|
||||
return Level.Loaded.GetRealWorldDepth(WorldPosition.Y);
|
||||
}
|
||||
}
|
||||
@@ -254,7 +250,7 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
if (Level.Loaded == null || subBody == null) { return false; }
|
||||
return RealWorldDepth > Level.Loaded.RealWorldCrushDepth & RealWorldDepth > RealWorldCrushDepth;
|
||||
return RealWorldDepth > Level.Loaded.RealWorldCrushDepth && RealWorldDepth > RealWorldCrushDepth;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -324,6 +320,7 @@ namespace Barotrauma
|
||||
{
|
||||
Info.Type = SubmarineType.Wreck;
|
||||
ShowSonarMarker = false;
|
||||
DockedTo.ForEach(s => s.ShowSonarMarker = false);
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
TeamID = CharacterTeamType.None;
|
||||
|
||||
|
||||
@@ -450,12 +450,21 @@ namespace Barotrauma
|
||||
if (GameMain.GameSession?.GameMode is TestGameMode) { return; }
|
||||
#endif
|
||||
if (Level.Loaded == null) { return; }
|
||||
float submarineDepth = submarine.RealWorldDepth;
|
||||
if (!Submarine.AtDamageDepth) { return; }
|
||||
|
||||
//camera shake and sounds start playing 500 meters before crush depth
|
||||
float depthEffectThreshold = 500.0f;
|
||||
if (Submarine.RealWorldDepth < Level.Loaded.RealWorldCrushDepth - depthEffectThreshold && Submarine.RealWorldDepth < Submarine.RealWorldCrushDepth - depthEffectThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
depthDamageTimer -= deltaTime;
|
||||
if (depthDamageTimer > 0.0f) { return; }
|
||||
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound("pressure", Rand.Range(0.0f, 100.0f), submarine.WorldPosition + Rand.Vector(Rand.Range(0.0f, Math.Min(submarine.Borders.Width, submarine.Borders.Height))), 20000.0f);
|
||||
#endif
|
||||
|
||||
foreach (Structure wall in Structure.WallList)
|
||||
{
|
||||
if (wall.Submarine != submarine) { continue; }
|
||||
@@ -463,12 +472,14 @@ namespace Barotrauma
|
||||
float wallCrushDepth = wall.CrushDepth;
|
||||
if (submarine.Info.SubmarineClass == SubmarineClass.DeepDiver) { wallCrushDepth *= 1.2f; }
|
||||
float pastCrushDepth = submarine.RealWorldDepth - wallCrushDepth;
|
||||
if (pastCrushDepth < 0) { return; }
|
||||
Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, pastCrushDepth * 0.1f, levelWallDamage: 0.0f);
|
||||
if (pastCrushDepth > 0)
|
||||
{
|
||||
Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, pastCrushDepth * 0.1f, levelWallDamage: 0.0f);
|
||||
}
|
||||
if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
|
||||
{
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(pastCrushDepth * 0.001f, 50.0f));
|
||||
}
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, MathHelper.Clamp(pastCrushDepth * 0.001f, 1.0f, 50.0f));
|
||||
}
|
||||
}
|
||||
|
||||
depthDamageTimer = 10.0f;
|
||||
|
||||
@@ -30,7 +30,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
ERROR, //tell the server that an error occurred
|
||||
CREW,
|
||||
READY_CHECK
|
||||
READY_CHECK,
|
||||
READY_TO_SPAWN
|
||||
|
||||
}
|
||||
enum ClientNetObject
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
//items created during respawn
|
||||
//any respawn items left in the shuttle are removed when the shuttle despawns
|
||||
private List<Item> respawnItems = new List<Item>();
|
||||
private readonly List<Item> respawnItems = new List<Item>();
|
||||
|
||||
public bool UsingShuttle
|
||||
{
|
||||
|
||||
@@ -713,7 +713,7 @@ namespace Barotrauma
|
||||
|
||||
public void SetPrevTransform(Vector2 simPosition, float rotation)
|
||||
{
|
||||
#if DEBUG || UNSTABLE
|
||||
#if DEBUG
|
||||
if (!IsValidValue(simPosition, "position", -1e10f, 1e10f)) { return; }
|
||||
if (!IsValidValue(rotation, "rotation")) { return; }
|
||||
#endif
|
||||
@@ -756,12 +756,12 @@ namespace Barotrauma
|
||||
|
||||
Vector2 vel = FarseerBody.LinearVelocity;
|
||||
Vector2 deltaPos = simPosition - (Vector2)pullPos;
|
||||
#if DEBUG
|
||||
if (deltaPos.LengthSquared() > 100.0f * 100.0f)
|
||||
{
|
||||
#if DEBUG || UNSTABLE
|
||||
DebugConsole.ThrowError("Attempted to move a physics body to an invalid position.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
deltaPos *= force;
|
||||
ApplyLinearImpulse((deltaPos - vel * 0.5f) * FarseerBody.Mass, (Vector2)pullPos);
|
||||
}
|
||||
|
||||
@@ -1057,12 +1057,11 @@ namespace Barotrauma
|
||||
foreach (Affliction affliction in Afflictions)
|
||||
{
|
||||
if (Rand.Value(Rand.RandSync.Unsynced) > affliction.Probability) { continue; }
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!disableDeltaTime)
|
||||
Affliction newAffliction = affliction;
|
||||
if (!disableDeltaTime && !setValue)
|
||||
{
|
||||
multipliedAffliction = affliction.CreateMultiplied(deltaTime);
|
||||
newAffliction = affliction.CreateMultiplied(deltaTime);
|
||||
}
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
if (character.Removed) { continue; }
|
||||
@@ -1072,7 +1071,7 @@ namespace Barotrauma
|
||||
if (limb.Removed) { continue; }
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (targetLimbs != null && !targetLimbs.Contains(limb.type)) { continue; }
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, multipliedAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source, allowStacking: !setValue);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true);
|
||||
//only apply non-limb-specific afflictions to the first limb
|
||||
if (!affliction.Prefab.LimbSpecific) { break; }
|
||||
@@ -1082,7 +1081,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, multipliedAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source, allowStacking: !setValue);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true);
|
||||
}
|
||||
}
|
||||
@@ -1383,7 +1382,7 @@ namespace Barotrauma
|
||||
foreach (Affliction affliction in element.Parent.Afflictions)
|
||||
{
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!element.Parent.disableDeltaTime) { multipliedAffliction = affliction.CreateMultiplied(deltaTime); }
|
||||
if (!element.Parent.disableDeltaTime && !element.Parent.setValue) { multipliedAffliction = affliction.CreateMultiplied(deltaTime); }
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user