Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into unstable
This commit is contained in:
+15
-11
@@ -3,6 +3,7 @@ using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Xml.Linq;
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@@ -39,8 +40,6 @@ namespace Barotrauma.Items.Components
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[Editable, Serialize(1.0f, IsPropertySaveable.Yes)]
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public float DeconstructionSpeed { get; set; }
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public override bool RecreateGUIOnResolutionChange => true;
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public Deconstructor(Item item, ContentXElement element)
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: base(item, element)
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{
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@@ -62,11 +61,18 @@ namespace Barotrauma.Items.Components
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inputContainer = containers[0];
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outputContainer = containers[1];
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#if CLIENT
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Identifier eventIdentifier = new Identifier(nameof(Deconstructor));
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inputContainer.OnContainedItemsChanged.RegisterOverwriteExisting(eventIdentifier, OnItemSlotsChanged);
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#endif
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OnItemLoadedProjSpecific();
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}
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partial void OnItemLoadedProjSpecific();
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partial void OnItemSlotsChanged(ItemContainer container);
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public override void Update(float deltaTime, Camera cam)
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{
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MoveInputQueue();
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@@ -88,7 +94,7 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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progressTimer += deltaTime * Math.Min(powerConsumption <= 0.0f ? 1 : Voltage, 1.0f);
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progressTimer += deltaTime * Math.Min(powerConsumption <= 0.0f ? 1 : Voltage, MaxOverVoltageFactor);
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float tinkeringStrength = 0f;
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if (repairable.IsTinkering)
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@@ -114,7 +120,7 @@ namespace Barotrauma.Items.Components
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{
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if ((Entity.Spawner?.IsInRemoveQueue(targetItem) ?? false) || !inputContainer.Inventory.AllItems.Contains(targetItem)) { continue; }
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it =>
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(it.RequiredDeconstructor.Length == 0 || it.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier == r)) &&
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it.IsValidDeconstructor(item) &&
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(it.RequiredOtherItem.Length == 0 || it.RequiredOtherItem.Any(r => items.Any(it => it != targetItem && (it.HasTag(r) || it.Prefab.Identifier == r))))).ToList();
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ProcessItem(targetItem, items, validDeconstructItems, allowRemove: validDeconstructItems.Any() || !targetItem.Prefab.DeconstructItems.Any());
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@@ -132,9 +138,7 @@ namespace Barotrauma.Items.Components
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var targetItem = inputContainer.Inventory.LastOrDefault();
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if (targetItem == null) { return; }
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it =>
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it.RequiredDeconstructor.Length == 0 || it.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier == r)).ToList();
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it => it.IsValidDeconstructor(item)).ToList();
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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@@ -197,18 +201,18 @@ namespace Barotrauma.Items.Components
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foreach (DeconstructItem deconstructProduct in products)
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{
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CreateDeconstructProduct(deconstructProduct, inputItems, amountMultiplier);
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CreateDeconstructProduct(deconstructProduct, inputItems, (int)(amountMultiplier * deconstructProduct.Amount));
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}
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}
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else
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{
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foreach (DeconstructItem deconstructProduct in validDeconstructItems)
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{
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CreateDeconstructProduct(deconstructProduct, inputItems, amountMultiplier);
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CreateDeconstructProduct(deconstructProduct, inputItems, (int)(amountMultiplier * deconstructProduct.Amount));
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}
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}
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void CreateDeconstructProduct(DeconstructItem deconstructProduct, IEnumerable<Item> inputItems, float amountMultiplier)
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void CreateDeconstructProduct(DeconstructItem deconstructProduct, IEnumerable<Item> inputItems, int amount)
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{
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float percentageHealth = targetItem.Condition / targetItem.MaxCondition;
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@@ -276,11 +280,11 @@ namespace Barotrauma.Items.Components
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user.CheckTalents(AbilityEffectType.OnItemDeconstructedInventory, itemDeconstructedInventory);
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}
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int amount = (int)amountMultiplier;
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for (int i = 0; i < amount; i++)
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{
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Entity.Spawner.AddItemToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
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{
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spawnedItem.SpawnedInCurrentOutpost = item.SpawnedInCurrentOutpost;
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spawnedItem.StolenDuringRound = targetItem.StolenDuringRound;
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spawnedItem.AllowStealing = targetItem.AllowStealing;
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for (int i = 0; i < outputContainer.Capacity; i++)
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