38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -4,88 +4,110 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
[Flags]
public enum InvSlotType
{
None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, Face=64, Card=128
None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, InnerClothes = 16, OuterClothes = 32, Headset = 64, Card = 128
};
partial class CharacterInventory : Inventory
{
private Character character;
public static InvSlotType[] limbSlots = new InvSlotType[] {
InvSlotType.Head, InvSlotType.Torso, InvSlotType.Legs, InvSlotType.LeftHand, InvSlotType.RightHand, InvSlotType.Face, InvSlotType.Card,
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any,
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any};
public CharacterInventory(int capacity, Character character)
: base(character, capacity)
public InvSlotType[] SlotTypes
{
get;
private set;
}
protected bool[] IsEquipped;
public bool AccessibleWhenAlive
{
get;
private set;
}
public CharacterInventory(XElement element, Character character)
: base(character, element.GetAttributeString("slots", "").Split(',').Count())
{
this.character = character;
IsEquipped = new bool[capacity];
SlotTypes = new InvSlotType[capacity];
InitProjSpecific();
}
AccessibleWhenAlive = element.GetAttributeBool("accessiblewhenalive", true);
partial void InitProjSpecific();
string[] slotTypeNames = element.GetAttributeString("slots", "").Split(',');
System.Diagnostics.Debug.Assert(slotTypeNames.Length == capacity);
private bool UseItemOnSelf(int slotIndex)
{
if (Items[slotIndex] == null) return false;
#if CLIENT
if (GameMain.Client != null)
for (int i = 0; i < capacity; i++)
{
GameMain.Client.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect });
return true;
}
#endif
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, character.ID });
}
Items[slotIndex].ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
//item may have been removed by a status effect
if (Items[slotIndex] == null) return true;
foreach (ItemComponent ic in Items[slotIndex].components)
{
if (ic.DeleteOnUse)
InvSlotType parsedSlotType = InvSlotType.Any;
slotTypeNames[i] = slotTypeNames[i].Trim();
if (!Enum.TryParse(slotTypeNames[i], out parsedSlotType))
{
Entity.Spawner.AddToRemoveQueue(Items[slotIndex]);
DebugConsole.ThrowError("Error in the inventory config of \"" + character.SpeciesName + "\" - " + slotTypeNames[i] + " is not a valid inventory slot type.");
}
SlotTypes[i] = parsedSlotType;
switch (SlotTypes[i])
{
//case InvSlotType.Head:
case InvSlotType.OuterClothes:
case InvSlotType.LeftHand:
case InvSlotType.RightHand:
hideEmptySlot[i] = true;
break;
}
}
return true;
InitProjSpecific(element);
//clients don't create items until the server says so
if (GameMain.Client != null) return;
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "item") continue;
string itemIdentifier = subElement.GetAttributeString("identifier", "");
ItemPrefab itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Error in character inventory \"" + character.SpeciesName + "\" - item \"" + itemIdentifier + "\" not found.");
continue;
}
Entity.Spawner?.AddToSpawnQueue(itemPrefab, this);
}
}
partial void InitProjSpecific(XElement element);
public int FindLimbSlot(InvSlotType limbSlot)
{
for (int i = 0; i < Items.Length; i++)
{
if (limbSlots[i] == limbSlot) return i;
if (SlotTypes[i] == limbSlot) return i;
}
return -1;
}
public bool IsInLimbSlot(Item item, InvSlotType limbSlot)
{
for (int i = 0; i<Items.Length; i++)
for (int i = 0; i < Items.Length; i++)
{
if (Items[i] == item && limbSlots[i] == limbSlot) return true;
if (Items[i] == item && SlotTypes[i] == limbSlot) return true;
}
return false;
}
public override bool CanBePut(Item item, int i)
{
return base.CanBePut(item, i) && item.AllowedSlots.Contains(limbSlots[i]);
return base.CanBePut(item, i) && item.AllowedSlots.Contains(SlotTypes[i]);
}
/// <summary>
@@ -95,21 +117,47 @@ namespace Barotrauma
{
if (allowedSlots == null || !allowedSlots.Any()) return false;
bool inSuitableSlot = false;
bool inWrongSlot = false;
int currentSlot = -1;
for (int i = 0; i < capacity; i++)
{
//already in the inventory and in a suitable slot
if (Items[i] == item && allowedSlots.Any(a => a.HasFlag(limbSlots[i])))
if (Items[i] == item)
{
return true;
currentSlot = i;
if (allowedSlots.Any(a => a.HasFlag(SlotTypes[i])))
inSuitableSlot = true;
else if (!allowedSlots.Any(a => a.HasFlag(SlotTypes[i])))
inWrongSlot = true;
}
}
//all good
if (inSuitableSlot && !inWrongSlot) return true;
//try to place the item in LimBlot.Any slot if that's allowed
//try to place the item in a LimbSlot.Any slot if that's allowed
if (allowedSlots.Contains(InvSlotType.Any))
{
for (int i = 0; i < capacity; i++)
{
if (Items[i] != null || limbSlots[i] != InvSlotType.Any) continue;
if (SlotTypes[i] != InvSlotType.Any) continue;
if (Items[i] == item)
{
PutItem(item, i, user, true, createNetworkEvent);
item.Unequip(character);
return true;
}
}
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;
}
PutItem(item, i, user, true, createNetworkEvent);
item.Unequip(character);
@@ -117,18 +165,21 @@ namespace Barotrauma
}
}
bool placed = false;
int placedInSlot = -1;
foreach (InvSlotType allowedSlot in allowedSlots)
{
//check if all the required slots are free
bool free = true;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] != null && Items[i] != item)
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
{
free = false;
#if CLIENT
if (slots != null) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
for (int j = 0; j < capacity; j++)
{
if (slots != null && Items[j] == Items[i]) slots[j].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
}
#endif
}
}
@@ -137,97 +188,71 @@ namespace Barotrauma
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] == null)
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] == null)
{
PutItem(item, i, user, !placed, createNetworkEvent);
bool removeFromOtherSlots = item.ParentInventory != this;
if (placedInSlot == -1 && inWrongSlot)
{
if (!hideEmptySlot[i] || SlotTypes[currentSlot] != InvSlotType.Any) removeFromOtherSlots = true;
}
PutItem(item, i, user, removeFromOtherSlots, createNetworkEvent);
item.Equip(character);
placed = true;
placedInSlot = i;
}
}
if (placed)
if (placedInSlot > -1)
{
if (item.AllowedSlots.Contains(InvSlotType.Any) && hideEmptySlot[placedInSlot])
{
bool isInAnySlot = false;
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] == InvSlotType.Any && Items[i]==item)
{
isInAnySlot = true;
break;
}
}
if (!isInAnySlot)
{
for (int i = 0; i < capacity; i++)
{
if (SlotTypes[i] == InvSlotType.Any && Items[i] == null)
{
Items[i] = item;
break;
}
}
}
}
return true;
}
}
return placed;
return placedInSlot > -1;
}
public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
{
if (index < 0 || index >= Items.Length)
{
string errorMsg = "CharacterInventory.TryPutItem failed: index was out of range(" + index + ").\n" + Environment.StackTrace;
GameAnalyticsManager.AddErrorEventOnce("CharacterInventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return false;
}
//there's already an item in the slot
if (Items[index] != null)
{
if (Items[index] == item) return false;
bool combined = false;
if (allowCombine && Items[index].Combine(item))
{
System.Diagnostics.Debug.Assert(Items[index] != null);
Inventory otherInventory = Items[index].ParentInventory;
if (otherInventory != null && otherInventory.Owner!=null)
{
}
combined = true;
}
//if moving the item between slots in the same inventory
else if (item.ParentInventory == this && allowSwapping)
{
int currentIndex = Array.IndexOf(Items, item);
Item existingItem = Items[index];
for (int i = 0; i < capacity; i++)
{
if (Items[i] == item || Items[i] == existingItem) Items[i] = null;
}
//if the item in the slot can be moved to the slot of the moved item
if (TryPutItem(existingItem, currentIndex, false, false, user, createNetworkEvent) &&
TryPutItem(item, index, false, false, user, createNetworkEvent))
{
#if CLIENT
for (int i = 0; i < capacity; i++)
{
if (Items[i] == item || Items[i] == existingItem)
{
slots[i].ShowBorderHighlight(Color.Green, 0.1f, 0.9f);
}
}
#endif
}
else
{
for (int i = 0; i < capacity; i++)
{
if (Items[i] == item || Items[i] == existingItem) Items[i] = null;
}
//swapping the items failed -> move them back to where they were
TryPutItem(item, currentIndex, false, false, user, createNetworkEvent);
TryPutItem(existingItem, index, false, false, user, createNetworkEvent);
#if CLIENT
for (int i = 0; i < capacity; i++)
{
if (Items[i] == existingItem)
{
slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
}
}
#endif
}
}
return combined;
return base.TryPutItem(item, index, allowSwapping, allowCombine, user, createNetworkEvent);
}
if (limbSlots[index] == InvSlotType.Any)
if (SlotTypes[index] == InvSlotType.Any)
{
if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
if (Items[index] != null) return Items[index] == item;
@@ -242,11 +267,11 @@ namespace Barotrauma
List<InvSlotType> allowedSlots = item.AllowedSlots;
foreach (InvSlotType allowedSlot in allowedSlots)
{
if (!allowedSlot.HasFlag(limbSlots[index])) continue;
if (!allowedSlot.HasFlag(SlotTypes[index])) continue;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] != null && Items[i] != item)
if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
{
slotsFree = false;
break;