Unstable 0.1300.0.3
This commit is contained in:
@@ -62,6 +62,7 @@ namespace Barotrauma.Items.Components
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{
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if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
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Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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Attack.DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent());
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have melee weapons that don't require aim to use
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@@ -175,7 +175,7 @@ namespace Barotrauma.Items.Components
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Vector2 propellerWorldPos = item.WorldPosition + PropellerPos * item.Scale;
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foreach (Character character in Character.CharacterList)
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{
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if (character.Submarine != null || !character.Enabled || character.Removed) { continue; }
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if (!character.Enabled || character.Removed) { continue; }
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float distSqr = Vector2.DistanceSquared(character.WorldPosition, propellerWorldPos);
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if (distSqr > scaledDamageRange * scaledDamageRange) { continue; }
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character.LastDamageSource = item;
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@@ -121,11 +121,10 @@ namespace Barotrauma.Items.Components
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inputContainer = containers[0];
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outputContainer = containers[1];
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foreach (var recipe in fabricationRecipes)
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{
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int ingredientCount = recipe.RequiredItems.Sum(it => it.Amount);
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if (ingredientCount > inputContainer.Capacity)
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if (recipe.RequiredItems.Count > inputContainer.Capacity)
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{
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DebugConsole.ThrowError("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + recipe.TargetItem.Name + "\"!");
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}
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@@ -581,10 +581,9 @@ namespace Barotrauma.Items.Components
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return false;
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}
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aiUpdateTimer = AIUpdateInterval;
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// load more fuel if the current maximum output is only 50% of the current load
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// or if the fuel rod is (almost) deplenished
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float minCondition = fuelConsumptionRate * MathUtils.Pow((degreeOfSuccess - refuelLimit) * 2, 2);
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float minCondition = fuelConsumptionRate * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
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if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
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{
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bool outOfFuel = false;
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@@ -360,7 +360,7 @@ namespace Barotrauma.Items.Components
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//other junction boxes don't need to receive the signal in the pass-through signal connections
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//because we relay it straight to the connected items without going through the whole chain of junction boxes
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if (ic is PowerTransfer && !(ic is RelayComponent) && connection.Name.Contains("signal")) { continue; }
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ic.ReceiveSignal(signal, connection);
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ic.ReceiveSignal(signal, recipient);
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}
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foreach (StatusEffect effect in recipient.Effects)
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@@ -65,10 +65,10 @@ namespace Barotrauma.Items.Components
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}
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base.IsActive = true;
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InitProjSpecific(element);
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InitProjSpecific();
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}
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partial void InitProjSpecific(XElement element);
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partial void InitProjSpecific();
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private bool linksInitialized;
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public override void OnMapLoaded()
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+1
-1
@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
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{
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case "signal_in":
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string signalOut = (signal.value == TargetSignal) ? Output : FalseOutput;
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if (string.IsNullOrWhiteSpace(signalOut)) { return; }
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if (string.IsNullOrEmpty(signalOut)) { return; }
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signal.value = signalOut;
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item.SendSignal(signal, "signal_out");
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break;
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@@ -83,7 +83,8 @@ namespace Barotrauma.Items.Components
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fireInRange = IsFireInRange();
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fireCheckTimer = FireCheckInterval;
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}
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item.SendSignal(fireInRange ? Output : FalseOutput, "signal_out");
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string signalOut = fireInRange ? Output : FalseOutput;
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if (!string.IsNullOrEmpty(signalOut)) { item.SendSignal(signalOut, "signal_out"); }
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}
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}
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}
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@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
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partial void InitProjSpecific(XElement element);
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partial void ShowOnDisplay(string input);
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partial void ShowOnDisplay(string input, bool addToHistory = true);
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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@@ -58,13 +58,18 @@ namespace Barotrauma.Items.Components
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public override void OnItemLoaded()
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{
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bool isSubEditor = false;
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#if CLIENT
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isSubEditor = Screen.Selected != GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
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#endif
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base.OnItemLoaded();
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if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
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{
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ShowOnDisplay(DisplayedWelcomeMessage);
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ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
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DisplayedWelcomeMessage = "";
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//remove welcome message if a game session is running so it doesn't reappear on successive rounds
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if (GameMain.GameSession != null)
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if (GameMain.GameSession != null && !isSubEditor)
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{
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welcomeMessage = null;
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}
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@@ -102,6 +102,13 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Editable, Serialize(false, true, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
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public bool UseSpriteDepth
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{
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get;
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set;
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}
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public Wire(Item item, XElement element)
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: base(item, element)
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{
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@@ -436,23 +436,28 @@ namespace Barotrauma.Items.Components
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Projectile launchedProjectile = null;
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for (int i = 0; i < ProjectileCount; i++)
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{
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foreach (MapEntity e in item.linkedTo)
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var projectiles = GetLoadedProjectiles(true);
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if (projectiles.Any())
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{
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//use linked projectile containers in case they have to react to the turret being launched somehow
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//(play a sound, spawn more projectiles)
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if (!(e is Item linkedItem)) { continue; }
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ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
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if (projectileContainer != null)
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ItemContainer projectileContainer = projectiles.First().Item.Container?.GetComponent<ItemContainer>();
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projectileContainer?.Item.Use(deltaTime, null);
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}
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else
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{
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foreach (MapEntity e in item.linkedTo)
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{
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linkedItem.Use(deltaTime, null);
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var repairable = linkedItem.GetComponent<Repairable>();
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if (repairable != null && failedLaunchAttempts < 2)
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//use linked projectile containers in case they have to react to the turret being launched somehow
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//(play a sound, spawn more projectiles)
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if (!(e is Item linkedItem)) { continue; }
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ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
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if (projectileContainer != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
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linkedItem.Use(deltaTime, null);
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projectiles = GetLoadedProjectiles(true);
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if (projectiles.Any()) { break; }
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}
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}
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}
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var projectiles = GetLoadedProjectiles(true);
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if (projectiles.Count == 0 && !LaunchWithoutProjectile)
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{
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//coilguns spawns ammo in the ammo boxes with the OnUse statuseffect when the turret is launched,
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@@ -471,7 +476,6 @@ namespace Barotrauma.Items.Components
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}
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failedLaunchAttempts = 0;
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launchedProjectile = projectiles.FirstOrDefault();
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if (!ignorePower)
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{
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var batteries = item.GetConnectedComponents<PowerContainer>();
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@@ -492,6 +496,15 @@ namespace Barotrauma.Items.Components
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}
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}
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if (launchedProjectile?.Item.Container != null)
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{
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var repairable = launchedProjectile?.Item.Container.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
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}
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}
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if (launchedProjectile != null || LaunchWithoutProjectile)
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{
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Launch(launchedProjectile?.Item, character);
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