Unstable 0.16.2.0

This commit is contained in:
Markus Isberg
2022-02-02 00:55:02 +09:00
parent b259af5911
commit 6814a11520
106 changed files with 1634 additions and 793 deletions
@@ -74,6 +74,13 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(true, false, description: "Should the OnUse StatusEffects trigger when docking (on vanilla docking ports these effects emit particles and play a sound).)")]
public bool ApplyEffectsOnDocking
{
get;
set;
}
[Editable, Serialize(DirectionType.None, false, description: "Which direction the port is allowed to dock in. For example, \"Top\" would mean the port can dock to another port above it.\n"+
"Normally there's no need to touch this setting, but if you notice the docking position is incorrect (for example due to some unusual docking port configuration without hulls or doors), you can use this to enforce the direction.")]
public DirectionType ForceDockingDirection { get; set; }
@@ -261,7 +268,7 @@ namespace Barotrauma.Items.Components
DockingDir = GetDir(DockingTarget);
DockingTarget.DockingDir = -DockingDir;
if (applyEffects)
if (applyEffects && ApplyEffectsOnDocking)
{
ApplyStatusEffects(ActionType.OnUse, 1.0f);
}
@@ -53,7 +53,7 @@ namespace Barotrauma.Items.Components
{
if (holdable.Attached)
{
GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Name ?? "none") + ":" + item.Prefab.Identifier);
GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + item.Prefab.Identifier);
holdable.DeattachFromWall();
}
trigger.Enabled = false;
@@ -841,9 +841,9 @@ namespace Barotrauma.Items.Components
if (statusEffectLists == null) { return; }
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
currentTargets.Clear();
foreach (StatusEffect effect in statusEffects)
{
currentTargets.Clear();
effect.SetUser(user);
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{
@@ -300,7 +300,7 @@ namespace Barotrauma.Items.Components
}
}
GameAnalyticsManager.AddDesignEvent("ItemDeconstructed:" + (GameMain.GameSession?.GameMode?.Name ?? "none") + ":" + targetItem.prefab.Identifier);
GameAnalyticsManager.AddDesignEvent("ItemDeconstructed:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + targetItem.prefab.Identifier);
if (targetItem.AllowDeconstruct && allowRemove)
{
@@ -112,7 +112,7 @@ namespace Barotrauma.Items.Components
prevVoltage = Voltage;
hasPower = Voltage > MinVoltage;
Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, 0.1f);
Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, deltaTime * 10.0f);
if (Math.Abs(Force) > 1.0f)
{
float voltageFactor = MinVoltage <= 0.0f ? 1.0f : Math.Min(Voltage, 1.0f);
@@ -137,18 +137,19 @@ namespace Barotrauma.Items.Components
currForce *= MathHelper.Lerp(0.5f, 2.0f, condition);
if (item.Submarine.FlippedX) { currForce *= -1; }
Vector2 forceVector = new Vector2(currForce, 0);
item.Submarine.ApplyForce(forceVector);
item.Submarine.ApplyForce(forceVector * deltaTime * Timing.FixedUpdateRate);
UpdatePropellerDamage(deltaTime);
#if CLIENT
particleTimer -= deltaTime;
if (particleTimer <= 0.0f)
float particleInterval = 1.0f / particlesPerSec;
particleTimer += deltaTime;
while (particleTimer > particleInterval)
{
Vector2 particleVel = -forceVector.ClampLength(5000.0f) / 5.0f;
GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition + PropellerPos * item.Scale,
particleVel * Rand.Range(0.9f, 1.1f),
particleVel * Rand.Range(0.8f, 1.1f),
0.0f, item.CurrentHull);
particleTimer = 1.0f / particlesPerSec;
}
particleTimer -= particleInterval;
}
#endif
}
}
@@ -397,7 +397,7 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < (int)fabricationitemAmount.Value; i++)
{
float outCondition = fabricatedItem.OutCondition;
GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Name ?? "none") + ":" + fabricatedItem.TargetItem.Identifier);
GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + fabricatedItem.TargetItem.Identifier);
if (i < amountFittingContainer)
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
@@ -103,7 +103,20 @@ namespace Barotrauma.Items.Components
if (TargetLevel != null)
{
float hullPercentage = 0.0f;
if (item.CurrentHull != null) { hullPercentage = (item.CurrentHull.WaterVolume / item.CurrentHull.Volume) * 100.0f; }
if (item.CurrentHull != null)
{
float hullWaterVolume = item.CurrentHull.WaterVolume;
float totalHullVolume = item.CurrentHull.Volume;
foreach (var linked in item.CurrentHull.linkedTo)
{
if ((linked is Hull linkedHull))
{
hullWaterVolume += linkedHull.WaterVolume;
totalHullVolume += linkedHull.Volume;
}
}
hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
}
FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
}
@@ -131,8 +144,8 @@ namespace Barotrauma.Items.Components
//less effective when in a bad condition
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
item.CurrentHull.WaterVolume += currFlow;
if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
Voltage -= deltaTime;
}
@@ -738,8 +738,9 @@ namespace Barotrauma.Items.Components
}
lastTarget = target;
float projectileNewSpeed = 0.5f;
float projectileDeflectedNewSpeed = 0.1f;
int remainingHits = Math.Max(MaxTargetsToHit - hits.Count, 0);
float speedMultiplier = Math.Min(0.4f + remainingHits * 0.1f, 1.0f);
float deflectedSpeedMultiplier = 0.1f;
AttackResult attackResult = new AttackResult();
Character character = null;
@@ -755,8 +756,8 @@ namespace Barotrauma.Items.Components
// when hitting limbs with piercing ammo, don't lose as much speed
if (MaxTargetsToHit > 1)
{
projectileNewSpeed = 1f;
projectileDeflectedNewSpeed = 0.8f;
speedMultiplier = 1f;
deflectedSpeedMultiplier = 0.8f;
}
if (limb.IsSevered || limb.character == null || limb.character.Removed) { return false; }
@@ -869,7 +870,7 @@ namespace Barotrauma.Items.Components
if (attackResult.AppliedDamageModifiers != null &&
(attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles) && !StickToDeflective))
{
item.body.LinearVelocity *= projectileDeflectedNewSpeed;
item.body.LinearVelocity *= deflectedSpeedMultiplier;
}
else if ( // When hitting characters the collision normal seems to sometimes point into wrong direction, resulting in a failed attempt to stick
//Vector2.Dot(Vector2.Normalize(velocity), collisionNormal) < 0.0f &&
@@ -901,13 +902,13 @@ namespace Barotrauma.Items.Components
item.CreateServerEvent(this);
}
#endif
item.body.LinearVelocity *= projectileNewSpeed;
item.body.LinearVelocity *= speedMultiplier;
return Hitscan;
}
else
{
item.body.LinearVelocity *= projectileNewSpeed;
item.body.LinearVelocity *= speedMultiplier;
}
var containedItems = item.OwnInventory?.AllItems;
@@ -272,7 +272,7 @@ namespace Barotrauma.Items.Components
ic.ReceiveSignal(signal, connection);
}
if (recipient.Effects != null && signal.value != "0" && !string.IsNullOrEmpty(signal.value))
if (recipient.Effects != null && signal.value != "0")
{
foreach (StatusEffect effect in recipient.Effects)
{
@@ -241,7 +241,7 @@ namespace Barotrauma.Items.Components
public override void OnMapLoaded()
{
if (item.body == null && powerConsumption <= 0.0f && Parent == null && turret == null &&
if (item.body == null && powerConsumption <= 0.0f && Parent == null && turret == null && IsOn &&
(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
{