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
@@ -9,11 +9,24 @@ namespace Barotrauma.Items.Components
{
partial class ItemContainer : ItemComponent, IDrawableComponent
{
class ActiveContainedItem
{
public readonly Item Item;
public readonly StatusEffect StatusEffect;
public readonly bool ExcludeBroken;
public ActiveContainedItem(Item item, StatusEffect statusEffect, bool excludeBroken)
{
Item = item;
StatusEffect = statusEffect;
ExcludeBroken = excludeBroken;
}
}
public ItemInventory Inventory;
private List<Pair<Item, StatusEffect>> itemsWithStatusEffects;
private readonly List<ActiveContainedItem> activeContainedItems = new List<ActiveContainedItem>();
private ushort[] itemIds;
private List<ushort>[] itemIds;
//how many items can be contained
private int capacity;
@@ -24,6 +37,15 @@ namespace Barotrauma.Items.Components
set { capacity = Math.Max(value, 1); }
}
//how many items can be contained
private int maxStackSize;
[Serialize(64, false, description: "How many items can be stacked in one slot. Does not increase the maximum stack size of the items themselves, e.g. a stack of bullets could have a maximum size of 8 but the number of bullets in a specific weapon could be restricted to 6.")]
public int MaxStackSize
{
get { return maxStackSize; }
set { maxStackSize = Math.Max(value, 1); }
}
private bool hideItems;
[Serialize(true, false, description: "Should the items contained inside this item be hidden."
+ " If set to false, you should use the ItemPos and ItemInterval properties to determine where the items get rendered.")]
@@ -141,8 +163,6 @@ namespace Barotrauma.Items.Components
}
InitProjSpecific(element);
itemsWithStatusEffects = new List<Pair<Item, StatusEffect>>();
}
partial void InitProjSpecific(XElement element);
@@ -154,23 +174,23 @@ namespace Barotrauma.Items.Components
RelatedItem ri = ContainableItems.Find(x => x.MatchesItem(containedItem));
if (ri != null)
{
itemsWithStatusEffects.RemoveAll(i => i.First == containedItem);
activeContainedItems.RemoveAll(i => i.Item == containedItem);
foreach (StatusEffect effect in ri.statusEffects)
{
itemsWithStatusEffects.Add(new Pair<Item, StatusEffect>(containedItem, effect));
activeContainedItems.Add(new ActiveContainedItem(containedItem, effect, ri.ExcludeBroken));
}
}
//no need to Update() if this item has no statuseffects and no physics body
IsActive = itemsWithStatusEffects.Count > 0 || Inventory.Items.Any(it => it?.body != null);
IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
}
public void OnItemRemoved(Item containedItem)
{
itemsWithStatusEffects.RemoveAll(i => i.First == containedItem);
activeContainedItems.RemoveAll(i => i.Item == containedItem);
//deactivate if the inventory is empty
IsActive = itemsWithStatusEffects.Count > 0 || Inventory.Items.Any(it => it?.body != null);
IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
}
public bool CanBeContained(Item item)
@@ -196,18 +216,17 @@ namespace Barotrauma.Items.Components
{
item.SetContainedItemPositions();
}
else if (itemsWithStatusEffects.Count == 0)
else if (activeContainedItems.Count == 0)
{
IsActive = false;
return;
}
foreach (Pair<Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
foreach (var activeContainedItem in activeContainedItems)
{
Item contained = itemAndEffect.First;
if (contained.Condition <= 0.0f) continue;
StatusEffect effect = itemAndEffect.Second;
Item contained = activeContainedItem.Item;
if (activeContainedItem.ExcludeBroken && contained.Condition <= 0.0f) { continue; }
StatusEffect effect = activeContainedItem.StatusEffect;
if (effect.HasTargetType(StatusEffect.TargetType.This))
effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
@@ -240,9 +259,8 @@ namespace Barotrauma.Items.Components
}
if (AutoInteractWithContained && character.SelectedConstruction == null)
{
foreach (Item contained in Inventory.Items)
foreach (Item contained in Inventory.AllItems)
{
if (contained == null) continue;
if (contained.TryInteract(character))
{
character.FocusedItem = contained;
@@ -264,9 +282,8 @@ namespace Barotrauma.Items.Components
}
if (AutoInteractWithContained)
{
foreach (Item contained in Inventory.Items)
foreach (Item contained in Inventory.AllItems)
{
if (contained == null) continue;
if (contained.TryInteract(picker))
{
picker.FocusedItem = contained;
@@ -277,20 +294,19 @@ namespace Barotrauma.Items.Components
IsActive = true;
return (picker != null);
return picker != null;
}
public override bool Combine(Item item, Character user)
{
if (!AllowDragAndDrop && user != null) { return false; }
if (!ContainableItems.Any(x => x.MatchesItem(item))) { return false; }
if (!ContainableItems.Any(it => it.MatchesItem(item))) { return false; }
if (user != null && !user.CanAccessInventory(Inventory)) { return false; }
if (Inventory.TryPutItem(item, null))
if (Inventory.TryPutItem(item, user))
{
IsActive = true;
if (hideItems && item.body != null) item.body.Enabled = false;
if (hideItems && item.body != null) { item.body.Enabled = false; }
return true;
}
@@ -318,9 +334,8 @@ namespace Barotrauma.Items.Components
currentRotation += item.body.Rotation;
}
foreach (Item contained in Inventory.Items)
foreach (Item contained in Inventory.AllItems)
{
if (contained == null) { continue; }
if (contained.body != null)
{
try
@@ -362,13 +377,22 @@ namespace Barotrauma.Items.Components
public override void OnMapLoaded()
{
if (itemIds != null)
{
if (itemIds != null)
{
for (ushort i = 0; i < itemIds.Length; i++)
{
if (!(Entity.FindEntityByID(itemIds[i]) is Item item)) { continue; }
if (i >= Inventory.Capacity) { continue; }
Inventory.TryPutItem(item, i, false, false, null, false);
if (i >= Inventory.Capacity)
{
//legacy support: before item stacking was implemented, revolver for example had a separate slot for each bullet
//now there's just one, try to put the extra items where they fit (= stack them)
Inventory.TryPutItem(item, user: null, createNetworkEvent: false);
continue;
}
foreach (ushort id in itemIds[i])
{
if (!(Entity.FindEntityByID(id) is Item item)) { continue; }
Inventory.TryPutItem(item, i, false, false, null, false);
}
}
itemIds = null;
}
@@ -380,7 +404,7 @@ namespace Barotrauma.Items.Components
if (SpawnWithId.Length > 0)
{
ItemPrefab prefab = ItemPrefab.Prefabs.Find(m => m.Identifier == SpawnWithId);
if (prefab != null && Inventory != null && Inventory.Items.Any(it => it == null))
if (prefab != null && Inventory != null && Inventory.CanBePut(prefab))
{
Entity.Spawner?.AddToSpawnQueue(prefab, Inventory, spawnIfInventoryFull: false);
}
@@ -407,13 +431,8 @@ namespace Barotrauma.Items.Components
return;
}
#endif
foreach (Item item in Inventory.Items)
{
if (item == null) continue;
item.Drop(null);
}
}
Inventory.AllItemsMod.ForEach(it => it.Drop(null));
}
public override void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
@@ -421,26 +440,28 @@ namespace Barotrauma.Items.Components
string containedString = componentElement.GetAttributeString("contained", "");
string[] itemIdStrings = containedString.Split(',');
itemIds = new ushort[itemIdStrings.Length];
itemIds = new List<ushort>[itemIdStrings.Length];
for (int i = 0; i < itemIdStrings.Length; i++)
{
if (!int.TryParse(itemIdStrings[i], out int id)) { continue; }
itemIds[i] = idRemap.GetOffsetId(id);
itemIds[i] ??= new List<ushort>();
foreach (string idStr in itemIdStrings[i].Split(';'))
{
if (!int.TryParse(idStr, out int id)) { continue; }
itemIds[i].Add(idRemap.GetOffsetId(id));
}
}
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
string[] itemIdStrings = new string[Inventory.Items.Length];
for (int i = 0; i < Inventory.Items.Length; i++)
string[] itemIdStrings = new string[Inventory.Capacity];
for (int i = 0; i < Inventory.Capacity; i++)
{
itemIdStrings[i] = (Inventory.Items[i] == null) ? "0" : Inventory.Items[i].ID.ToString();
var items = Inventory.GetItemsAt(i);
itemIdStrings[i] = string.Join(';', items.Select(it => it.ID.ToString()));
}
componentElement.Add(new XAttribute("contained", string.Join(",", itemIdStrings)));
componentElement.Add(new XAttribute("contained", string.Join(',', itemIdStrings)));
return componentElement;
}
}