Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop

This commit is contained in:
EvilFactory
2025-04-16 18:08:37 -03:00
20 changed files with 106 additions and 41 deletions
@@ -2196,17 +2196,22 @@ namespace Barotrauma
private static float CalculateHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false, bool ignorePressureProtection = false)
{
bool isProtectedFromPressure = character.IsProtectedFromPressure;
if (!ignorePressureProtection)
{
bool isProtectedFromPressure = character.IsProtectedFromPressure;
if (hull == null) { return isProtectedFromPressure ? 100 : 0; }
if (hull.LethalPressure > 0 && !isProtectedFromPressure) { return 0; }
}
else
{
if (hull == null) { return 0; }
}
// Oxygen factor should be 1 with 70% oxygen or more and 0.1 when the oxygen level is 30% or lower.
// With insufficient oxygen, the safety of the hull should be 39, all the other factors aside. So, just below the HULL_SAFETY_THRESHOLD.
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp((HULL_SAFETY_THRESHOLD - 1) / 100, 1, MathUtils.InverseLerp(HULL_LOW_OXYGEN_PERCENTAGE, 100 - HULL_LOW_OXYGEN_PERCENTAGE, hull.OxygenPercentage));
float waterFactor = 1;
if (!ignoreWater)
if (!ignoreWater && !isProtectedFromPressure)
{
if (visibleHulls != null)
{
@@ -2694,7 +2694,7 @@ namespace Barotrauma
return false;
}
if (character == this) { return true; }
if (IsKnockedDown || LockHands) { return true; }
if (IsKnockedDownOrRagdolled || LockHands) { return true; }
return accessLevel switch
{
CharacterInventory.AccessLevel.Restricted => false,
@@ -774,7 +774,7 @@ namespace Barotrauma
{
if (eventSet.Faction != location.Faction?.Prefab.Identifier && eventSet.Faction != location.SecondaryFaction?.Prefab.Identifier) { return false; }
}
var locationType = location.Type;
var locationType = location.GetLocationTypeToDisplay();
bool includeGenericEvents = level.Type == LevelData.LevelType.LocationConnection || !locationType.IgnoreGenericEvents;
if (includeGenericEvents && eventSet.LocationTypeIdentifiers == null) { return true; }
return eventSet.LocationTypeIdentifiers != null && eventSet.LocationTypeIdentifiers.Any(identifier => identifier == locationType.Identifier);
@@ -22,6 +22,8 @@ namespace Barotrauma
private Submarine enemySub;
private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
private readonly float pirateSightingUpdateFrequency = 30;
private float pirateSightingUpdateTimer;
@@ -893,7 +893,7 @@ namespace Barotrauma
var spawnPoint = WayPoint.WayPointList.Find(wp => wp.SpawnType.HasFlag(SpawnType.Submarine) && wp.Submarine == outpost);
if (spawnPoint != null)
{
//pre-determine spawnpoint, just use it directly
//pre-determined spawnpoint, just use it directly
sub.SetPosition(spawnPoint.WorldPosition);
sub.NeutralizeBallast();
sub.EnableMaintainPosition();
@@ -946,6 +946,14 @@ namespace Barotrauma
sub.SetPosition(spawnPos);
myPort.Dock(outPostPort);
myPort.Lock(isNetworkMessage: true, applyEffects: false);
foreach (var item in sub.GetItems(alsoFromConnectedSubs: true))
{
//need to refresh position to maintain since the sub was moved to the docking port
if (item.GetComponent<Steering>() is { MaintainPos: true } steering)
{
steering.RefreshPosToMaintain();
}
}
}
else
{
@@ -89,19 +89,10 @@ namespace Barotrauma.Items.Components
#endif
if (autoPilot)
{
if (pathFinder == null)
{
pathFinder = new PathFinder(WayPoint.WayPointList, false)
{
GetNodePenalty = GetNodePenalty
};
}
MaintainPos = true;
if (posToMaintain == null)
{
posToMaintain = controlledSub != null ?
controlledSub.WorldPosition :
item.Submarine == null ? item.WorldPosition : item.Submarine.WorldPosition;
RefreshPosToMaintain();
}
}
else
@@ -266,6 +257,24 @@ namespace Barotrauma.Items.Components
return true;
}
/// <summary>
/// Sets the position the autopilot tries to maintain to the current position of the sub.
/// </summary>
public void RefreshPosToMaintain()
{
posToMaintain = controlledSub != null ?
controlledSub.WorldPosition :
item.Submarine == null ? item.WorldPosition : item.Submarine.WorldPosition;
}
public override void OnMapLoaded()
{
if (MaintainPos)
{
RefreshPosToMaintain();
}
}
public override void Update(float deltaTime, Camera cam)
{
if (!searchedConnectedDockingPort)
@@ -628,7 +637,10 @@ namespace Barotrauma.Items.Components
if (pathFinder == null)
{
pathFinder = new PathFinder(WayPoint.WayPointList, false);
pathFinder = new PathFinder(WayPoint.WayPointList, false)
{
GetNodePenalty = GetNodePenalty
};
}
Vector2 target;
@@ -397,6 +397,9 @@ namespace Barotrauma.Items.Components
if (Item.Removed) { return; }
launchPos = simPosition;
LaunchSub = item.Submarine;
//set the rotation of the projectile again because dropping the projectile in Use
//resets the rotation and moves it to the position of the parent item
Item.SetTransform(simPosition, rotation + (Item.body.Dir * LaunchRotationRadians), findNewHull: false);
if (DeactivationTime > 0)
{
deactivationTimer = DeactivationTime;
@@ -312,8 +312,7 @@ namespace Barotrauma.Items.Components
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
{
PhysicsBody body = ParentBody ?? item.body;
if ((body == null || !body.Enabled) &&
(item.FindParentInventory(static it => it is ItemInventory { Container.HideItems: true }) != null))
if ((body == null || !body.Enabled) && !IsVisibleInInventory())
{
lightBrightness = 0.0f;
SetLightSourceState(false, 0.0f);
@@ -336,6 +335,24 @@ namespace Barotrauma.Items.Components
}
}
/// <summary>
/// Is the item currently in an inventory, and visible in that inventory? E.g. held by a character or on a shelf that shows the contained items.
/// </summary>
/// <returns></returns>
private bool IsVisibleInInventory()
{
if (item.GetRootInventoryOwner() is Character ownerCharacter && item.RootContainer?.GetComponent<Holdable>() is not { IsActive: true })
{
//if the item is in a character inventory, the light should only be visible if the character is holding the item
//(not if it's e.q. inside a wearable item, or in a rifle worn on the back)
return false;
}
else
{
return item.FindParentInventory(static it => it is ItemInventory { Container.HideItems: true }) == null;
}
}
public override void Update(float deltaTime, Camera cam)
{
if (item.AiTarget != null)
@@ -351,20 +368,10 @@ namespace Barotrauma.Items.Components
#endif
bool visibleInContainer;
bool isVisibleInInventory = IsVisibleInInventory();
var ownerCharacter = item.GetRootInventoryOwner() as Character;
if (ownerCharacter != null && item.RootContainer?.GetComponent<Holdable>() is not { IsActive: true })
{
//if the item is in a character inventory, the light should only be visible if the character is holding the item
//(not if it's e.q. inside a wearable item, or in a rifle worn on the back)
visibleInContainer = false;
}
else
{
visibleInContainer = item.FindParentInventory(static it => it is ItemInventory { Container.HideItems: true }) == null;
}
if ((item.Container != null && !visibleInContainer && ownerCharacter == null) ||
if ((item.Container != null && !isVisibleInInventory && ownerCharacter == null) ||
(ownerCharacter != null && ownerCharacter.InvisibleTimer > 0.0f))
{
lightBrightness = 0.0f;
@@ -374,7 +381,7 @@ namespace Barotrauma.Items.Components
SetLightSourceTransformProjSpecific();
PhysicsBody body = ParentBody ?? item.body;
if ((body == null || !body.Enabled) && !visibleInContainer)
if ((body == null || !body.Enabled) && !isVisibleInInventory)
{
lightBrightness = 0.0f;
SetLightSourceState(false, 0.0f);