v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -14,7 +14,7 @@ namespace Barotrauma
partial class CharacterInventory : Inventory
{
private Character character;
private readonly Character character;
public InvSlotType[] SlotTypes
{
@@ -33,8 +33,14 @@ namespace Barotrauma
private set;
}
private static string[] ParseSlotTypes(XElement element)
{
string slotString = element.GetAttributeString("slots", null);
return slotString == null ? new string[0] : slotString.Split(',');
}
public CharacterInventory(XElement element, Character character)
: base(character, element.GetAttributeString("slots", "").Split(',').Count())
: base(character, ParseSlotTypes(element).Length)
{
this.character = character;
IsEquipped = new bool[capacity];
@@ -42,7 +48,7 @@ namespace Barotrauma
AccessibleWhenAlive = element.GetAttributeBool("accessiblewhenalive", true);
string[] slotTypeNames = element.GetAttributeString("slots", "").Split(',');
string[] slotTypeNames = ParseSlotTypes(element);
System.Diagnostics.Debug.Assert(slotTypeNames.Length == capacity);
for (int i = 0; i < capacity; i++)
@@ -56,11 +62,9 @@ namespace Barotrauma
SlotTypes[i] = parsedSlotType;
switch (SlotTypes[i])
{
//case InvSlotType.Head:
//case InvSlotType.OuterClothes:
case InvSlotType.LeftHand:
case InvSlotType.RightHand:
hideEmptySlot[i] = true;
slots[i].HideIfEmpty = true;
break;
}
}
@@ -83,7 +87,7 @@ namespace Barotrauma
continue;
}
Entity.Spawner?.AddToSpawnQueue(itemPrefab, this);
Entity.Spawner?.AddToSpawnQueue(itemPrefab, this, ignoreLimbSlots: subElement.GetAttributeBool("forcetoslot", false));
}
}
@@ -91,18 +95,28 @@ namespace Barotrauma
public int FindLimbSlot(InvSlotType limbSlot)
{
for (int i = 0; i < Items.Length; i++)
for (int i = 0; i < slots.Length; i++)
{
if (SlotTypes[i] == limbSlot) { return i; }
}
return -1;
}
public Item GetItemInLimbSlot(InvSlotType limbSlot)
{
for (int i = 0; i < slots.Length; i++)
{
if (SlotTypes[i] == limbSlot) { return slots[i].FirstOrDefault(); }
}
return null;
}
public bool IsInLimbSlot(Item item, InvSlotType limbSlot)
{
for (int i = 0; i < Items.Length; i++)
for (int i = 0; i < slots.Length; i++)
{
if (Items[i] == item && SlotTypes[i] == limbSlot) { return true; }
if (SlotTypes[i] == limbSlot && slots[i].Contains(item)) { return true; }
}
return false;
}
@@ -118,9 +132,9 @@ namespace Barotrauma
foreach (var allowedSlot in item.AllowedSlots)
{
InvSlotType slotsFree = InvSlotType.None;
for (int i = 0; i < Items.Length; i++)
for (int i = 0; i < slots.Length; i++)
{
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] == null) { slotsFree |= SlotTypes[i]; }
if (allowedSlot.HasFlag(SlotTypes[i]) && slots[i].Empty()) { slotsFree |= SlotTypes[i]; }
}
if (allowedSlot == slotsFree) { return true; }
}
@@ -130,7 +144,7 @@ namespace Barotrauma
/// <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>
public bool TryPutItemWithAutoEquipCheck(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
public bool TryPutItemWithAutoEquipCheck(Item item, Character user, IEnumerable<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
{
// Does not auto-equip the item if specified and no suitable any slot found (for example handcuffs are not auto-equipped)
if (item.AllowedSlots.Contains(InvSlotType.Any))
@@ -148,7 +162,7 @@ namespace Barotrauma
/// <summary>
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
/// </summary>
public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
public override bool TryPutItem(Item item, Character user, IEnumerable<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
{
if (allowedSlots == null || !allowedSlots.Any()) { return false; }
if (item == null)
@@ -174,7 +188,7 @@ namespace Barotrauma
int currentSlot = -1;
for (int i = 0; i < capacity; i++)
{
if (Items[i] == item)
if (slots[i].Contains(item))
{
currentSlot = i;
if (allowedSlots.Any(a => a.HasFlag(SlotTypes[i])))
@@ -208,18 +222,18 @@ namespace Barotrauma
bool free = true;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(SlotTypes[i]) && item.AllowedSlots.Any(s => s.HasFlag(SlotTypes[i])) && Items[i] != null && Items[i] != item)
if (allowedSlot.HasFlag(SlotTypes[i]) && item.AllowedSlots.Any(s => s.HasFlag(SlotTypes[i])) && slots[i].Items.Any(it => it != item))
{
#if CLIENT
if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
#endif
if (!Items[i].AllowedSlots.Contains(InvSlotType.Any) || !TryPutItem(Items[i], character, new List<InvSlotType> { InvSlotType.Any }, true))
if (!slots[i].First().AllowedSlots.Contains(InvSlotType.Any) || !TryPutItem(slots[i].FirstOrDefault(), character, new List<InvSlotType> { InvSlotType.Any }, true))
{
free = false;
#if CLIENT
for (int j = 0; j < capacity; j++)
{
if (slots != null && Items[j] == Items[i]) slots[j].ShowBorderHighlight(GUI.Style.Red, 0.1f, 0.9f);
if (visualSlots != null && slots[j] == slots[i]) { visualSlots[j].ShowBorderHighlight(GUI.Style.Red, 0.1f, 0.9f); }
}
#endif
}
@@ -230,7 +244,7 @@ namespace Barotrauma
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(SlotTypes[i]) && item.AllowedSlots.Any(s => s.HasFlag(SlotTypes[i])) && Items[i] == null)
if (allowedSlot.HasFlag(SlotTypes[i]) && item.AllowedSlots.Any(s => s.HasFlag(SlotTypes[i])) && slots[i].Empty())
{
#if CLIENT
if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
@@ -238,7 +252,7 @@ namespace Barotrauma
bool removeFromOtherSlots = item.ParentInventory != this;
if (placedInSlot == -1 && inWrongSlot)
{
if (!hideEmptySlot[i] || SlotTypes[currentSlot] != InvSlotType.Any) removeFromOtherSlots = true;
if (!slots[i].HideIfEmpty || SlotTypes[currentSlot] != InvSlotType.Any) { removeFromOtherSlots = true; }
}
PutItem(item, i, user, removeFromOtherSlots, createNetworkEvent);
@@ -254,35 +268,51 @@ namespace Barotrauma
public int CheckIfAnySlotAvailable(Item item, bool inWrongSlot)
{
for (int i = 0; i < capacity; i++)
//attempt to stack first
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] != InvSlotType.Any) { continue; }
if (!slots[i].Empty() && CanBePut(item, i))
{
if (SlotTypes[i] != InvSlotType.Any) continue;
if (Items[i] == item)
{
return i;
}
}
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] != InvSlotType.Any) continue;
if (inWrongSlot)
{
if (Items[i] != item && Items[i] != null) continue;
}
else
{
if (Items[i] != null) continue;
}
return i;
}
}
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] != InvSlotType.Any) { continue; }
if (slots[i].Contains(item))
{
return i;
}
}
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] != InvSlotType.Any) { continue; }
if (CanBePut(item, i))
{
return i;
}
}
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] != InvSlotType.Any) { continue; }
if (inWrongSlot)
{
//another item already in the slot
if (slots[i].Any() && slots[i].Items.Any(it => it != item)) { continue; }
}
else
{
if (!CanBePut(item, i)) { continue; }
}
return i;
}
return -1;
}
public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
{
if (index < 0 || index >= Items.Length)
if (index < 0 || index >= slots.Length)
{
string errorMsg = "CharacterInventory.TryPutItem failed: index was out of range(" + index + ").\n" + Environment.StackTrace.CleanupStackTrace();
GameAnalyticsManager.AddErrorEventOnce("CharacterInventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
@@ -292,18 +322,16 @@ namespace Barotrauma
if (PersonalSlots.HasFlag(SlotTypes[index])) { hidePersonalSlots = false; }
#endif
//there's already an item in the slot
if (Items[index] != null)
if (slots[index].Any())
{
if (Items[index] == item) return false;
if (slots[index].Contains(item)) { return false; }
return base.TryPutItem(item, index, allowSwapping, allowCombine, user, createNetworkEvent);
}
if (SlotTypes[index] == InvSlotType.Any)
{
if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
if (Items[index] != null) return Items[index] == item;
if (!item.AllowedSlots.Contains(InvSlotType.Any)) { return false; }
if (slots[index].Any()) { return slots[index].Contains(item); }
PutItem(item, index, user, true, createNetworkEvent);
return true;
}
@@ -311,28 +339,24 @@ namespace Barotrauma
InvSlotType placeToSlots = InvSlotType.None;
bool slotsFree = true;
List<InvSlotType> allowedSlots = item.AllowedSlots;
foreach (InvSlotType allowedSlot in allowedSlots)
foreach (InvSlotType allowedSlot in item.AllowedSlots)
{
if (!allowedSlot.HasFlag(SlotTypes[index])) continue;
if (!allowedSlot.HasFlag(SlotTypes[index])) { continue; }
#if CLIENT
if (PersonalSlots.HasFlag(allowedSlot)) { hidePersonalSlots = false; }
#endif
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
if (allowedSlot.HasFlag(SlotTypes[i]) && slots[i].Any() && !slots[i].Contains(item))
{
slotsFree = false;
break;
}
placeToSlots = allowedSlot;
}
}
if (!slotsFree) return false;
if (!slotsFree) { return false; }
return TryPutItem(item, user, new List<InvSlotType>() { placeToSlots }, createNetworkEvent);
}