Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-12-11 10:44:53 -03:00
257 changed files with 4793 additions and 1653 deletions
@@ -14,13 +14,15 @@ namespace Barotrauma.Items.Components
{
partial class Holdable : Pickable, IServerSerializable, IClientSerializable
{
private readonly struct EventData : IEventData
private readonly struct AttachEventData : IEventData
{
public readonly Vector2 AttachPos;
public EventData(Vector2 attachPos)
public readonly Character Attacher;
public AttachEventData(Vector2 attachPos, Character attacher)
{
AttachPos = attachPos;
Attacher = attacher;
}
}
@@ -225,6 +227,44 @@ namespace Barotrauma.Items.Components
set;
}
/// <summary>
/// For setting the handle positions using status effects
/// </summary>
public Vector2 Handle1
{
get { return ConvertUnits.ToDisplayUnits(handlePos[0]); }
set
{
handlePos[0] = ConvertUnits.ToSimUnits(value);
if (item.FlippedX)
{
handlePos[0].X = -handlePos[0].X;
}
if (!secondHandlePosDefined)
{
Handle2 = value;
}
}
}
/// <summary>
/// For setting the handle positions using status effects
/// </summary>
public Vector2 Handle2
{
get { return ConvertUnits.ToDisplayUnits(handlePos[1]); }
set
{
handlePos[1] = ConvertUnits.ToSimUnits(value);
if (item.FlippedX)
{
handlePos[1].X = -handlePos[1].X;
}
}
}
private bool secondHandlePosDefined;
public Holdable(Item item, ContentXElement element)
: base(item, element)
{
@@ -254,9 +294,14 @@ namespace Barotrauma.Items.Components
{
int index = i - 1;
string attributeName = "handle" + i;
var attribute = element.GetAttribute(attributeName);
// If no value is defind for handle2, use the value of handle1.
var value = attribute != null ? ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value)) : previousValue;
Vector2 value = previousValue;
var attribute = element.GetAttribute(attributeName);
if (attribute != null)
{
secondHandlePosDefined = i > 1;
value = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value));
}
handlePos[index] = value;
previousValue = value;
}
@@ -755,21 +800,14 @@ namespace Barotrauma.Items.Components
if (GameMain.NetworkMember != null)
{
if (character != Character.Controlled)
{
return false;
}
else if (GameMain.NetworkMember.IsServer)
{
return false;
}
else
{
#if CLIENT
if (character == Character.Controlled)
{
Vector2 attachPos = ConvertUnits.ToSimUnits(GetAttachPosition(character));
item.CreateClientEvent(this, new EventData(attachPos));
#endif
item.CreateClientEvent(this, new AttachEventData(attachPos, character));
}
#endif
//don't attach at this point in MP: instead rely on the network events created above
return false;
}
else
@@ -824,9 +862,13 @@ namespace Barotrauma.Items.Components
if (user.Submarine != null)
{
//we must add some "padding" to the raycast to ensure it reaches all the way to a wall
//otherwise the cursor might be outside a wall, but the grid cell it's in might be partially inside
Vector2 padding = Submarine.GridSize * new Vector2(Math.Sign(mouseDiff.X), Math.Sign(mouseDiff.Y));
if (Submarine.PickBody(
ConvertUnits.ToSimUnits(user.Position),
ConvertUnits.ToSimUnits(user.Position + mouseDiff), collisionCategory: Physics.CollisionWall) != null)
ConvertUnits.ToSimUnits(user.Position + mouseDiff + padding), collisionCategory: Physics.CollisionWall) != null)
{
attachPos = userPos + mouseDiff * Submarine.LastPickedFraction + offset;
@@ -420,7 +420,7 @@ namespace Barotrauma.Items.Components
Limb targetLimb = target.UserData as Limb;
Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
Structure targetStructure = target.UserData as Structure ?? targetFixture.UserData as Structure;
Item targetItem = target.UserData as Item ?? targetFixture.UserData as Item;
Item targetItem = target.UserData is Holdable h ? h.Item : target.UserData as Item ?? targetFixture.UserData as Item;
Entity targetEntity = targetCharacter ?? targetStructure ?? targetItem ?? target.UserData as Entity;
GameMain.LuaCs.Hook.Call("meleeWeapon.handleImpact", this, target);
if (Attack != null)
@@ -461,10 +461,9 @@ namespace Barotrauma.Items.Components
}
#endif
}
else if (target.UserData is Holdable holdable && holdable.CanPush)
else if (target.UserData is Holdable { CanPush: true } holdable)
{
if (holdable.Item.Removed) { return; }
Attack.DoDamage(user, holdable.Item, item.WorldPosition, 1.0f);
RestoreCollision();
hitting = false;
User = null;
@@ -202,12 +202,26 @@ namespace Barotrauma.Items.Components
#if CLIENT
if (requiredTime < float.MaxValue && picker == Character.Controlled)
{
string text = string.Empty;
if (!string.IsNullOrWhiteSpace(PickingMsg))
{
text = PickingMsg;
}
else if (this is Door door)
{
text = door.IsClosed ? "progressbar.opening" : "progressbar.closing";
}
else
{
text = "progressbar.deattaching";
}
Character.Controlled?.UpdateHUDProgressBar(
this,
item.WorldPosition,
pickTimer / requiredTime,
GUIStyle.Red, GUIStyle.Green,
!string.IsNullOrWhiteSpace(PickingMsg) ? PickingMsg : this is Door ? "progressbar.opening" : "progressbar.deattaching");
text);
}
#endif
picker.AnimController.UpdateUseItem(!picker.IsClimbing, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
@@ -296,7 +296,9 @@ namespace Barotrauma.Items.Components
//which doesn't support multiple attached ropes (see Holdable.GetRope and the references to it)
lastProjectile?.Item.GetComponent<Rope>()?.Snap();
}
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;
float rangedAttackMultiplier = character?.GetStatValue(StatTypes.RangedAttackMultiplier) ?? 0;
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier) + rangedAttackMultiplier) * WeaponDamageModifier;
projectile.Launcher = item;
ignoredBodies.Clear();
@@ -306,6 +308,9 @@ namespace Barotrauma.Items.Components
{
if (l.IsSevered) { continue; }
ignoredBodies.Add(l.body.FarseerBody);
#if SERVER
ignoredBodies.Add(l.LagCompensatedBody.FarseerBody);
#endif
}
foreach (Item heldItem in character.HeldItems)
@@ -320,7 +320,7 @@ namespace Barotrauma.Items.Components
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepairableWall;
var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepairableWall | Physics.CollisionItemBlocking;
if (!IgnoreCharacters)
{
collisionCategories |= Physics.CollisionCharacter;
@@ -654,8 +654,9 @@ namespace Barotrauma.Items.Components
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
}
else if (targetBody.UserData is Item targetItem)
else if (targetBody.UserData is Barotrauma.Item or Holdable)
{
Item targetItem = targetBody.UserData is Holdable holdable ? holdable.Item : (Item)targetBody.UserData;
if (!HitItems || !targetItem.IsInteractable(user)) { return false; }
var levelResource = targetItem.GetComponent<LevelResource>();