Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into unstable

This commit is contained in:
EvilFactory
2022-09-29 12:13:55 -03:00
602 changed files with 19759 additions and 16312 deletions
@@ -1,12 +1,11 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
@@ -64,7 +63,7 @@ namespace Barotrauma.Items.Components
/// <summary>
/// Defines items that boost the weapon functionality, like battery cell for stun batons.
/// </summary>
public readonly Identifier[] PreferredContainedItems;
public readonly ImmutableHashSet<Identifier> PreferredContainedItems;
public MeleeWeapon(Item item, ContentXElement element)
: base(item, element)
@@ -79,7 +78,7 @@ namespace Barotrauma.Items.Components
}
item.IsShootable = true;
item.RequireAimToUse = element.Parent.GetAttributeBool("requireaimtouse", true);
PreferredContainedItems = element.GetAttributeIdentifierArray("preferredcontaineditems", Array.Empty<Identifier>());
PreferredContainedItems = element.GetAttributeIdentifierArray("preferredcontaineditems", Array.Empty<Identifier>()).ToImmutableHashSet();
}
public override void Equip(Character character)
@@ -292,7 +291,6 @@ namespace Barotrauma.Items.Components
item.body.PhysEnabled = false;
}
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
if (User == null || User.Removed)
@@ -390,15 +388,17 @@ namespace Barotrauma.Items.Components
User = null;
return;
}
float damageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
damageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.StrikingPowerMultiplier);
Limb targetLimb = target.UserData as Limb;
Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
GameMain.LuaCs.Hook.Call("meleeWeapon.handleImpact", this, target);
if (Attack != null)
{
Attack.SetUser(User);
Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.StrikingPowerMultiplier);
Attack.DamageMultiplier = damageMultiplier;
if (targetLimb != null)
{
@@ -420,7 +420,18 @@ namespace Barotrauma.Items.Components
else if (target.UserData is Item targetItem && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
{
if (targetItem.Removed) { return; }
Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
var attackResult = Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
#if CLIENT
if (attackResult.Damage > 0.0f)
{
Character.Controlled?.UpdateHUDProgressBar(targetItem,
targetItem.WorldPosition,
targetItem.Condition / targetItem.MaxCondition,
emptyColor: GUIStyle.HealthBarColorLow,
fullColor: GUIStyle.HealthBarColorHigh,
textTag: targetItem.Name);
}
#endif
}
else if (target.UserData is Holdable holdable && holdable.CanPush)
{
@@ -460,7 +471,7 @@ namespace Barotrauma.Items.Components
if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
{
ApplyStatusEffects(success ? ActionType.OnUse : ActionType.OnFailure, 1.0f, targetCharacter, targetLimb, user: User);
ApplyStatusEffects(success ? ActionType.OnUse : ActionType.OnFailure, 1.0f, targetCharacter, targetLimb, user: User, afflictionMultiplier: damageMultiplier);
}
if (DeleteOnUse)