Unstable 0.16.0.0

This commit is contained in:
Markus Isberg
2022-01-14 01:28:24 +09:00
parent d9baeaa2e1
commit 7d6421a548
237 changed files with 6430 additions and 2205 deletions
@@ -262,6 +262,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.SubEditorScreen)
{
SetContainedItemPositions();
GetComponent<LightComponent>()?.SetLightSourceTransform();
}
#endif
}
@@ -732,12 +733,12 @@ namespace Barotrauma
"Disclaimer: It's possible or even likely that the views block each other, if they were not designed to be viewed together!")]
public bool DisplaySideBySideWhenLinked { get; set; }
public IEnumerable<Repairable> Repairables
public List<Repairable> Repairables
{
get { return repairables; }
}
public IEnumerable<ItemComponent> Components
public List<ItemComponent> Components
{
get { return components; }
}
@@ -782,7 +783,7 @@ namespace Barotrauma
}
private readonly List<ISerializableEntity> allPropertyObjects = new List<ISerializableEntity>();
public IEnumerable<ISerializableEntity> AllPropertyObjects
public IReadOnlyList<ISerializableEntity> AllPropertyObjects
{
get { return allPropertyObjects; }
}
@@ -1079,7 +1080,7 @@ namespace Barotrauma
allPropertyObjects.Add(component);
components.Add(component);
if (component.IsActive || component.Parent != null || (component.IsActiveConditionals != null && component.IsActiveConditionals.Any()))
if (component.IsActive || component.UpdateWhenInactive || component.Parent != null || (component.IsActiveConditionals != null && component.IsActiveConditionals.Any()))
{
updateableComponents.Add(component);
}
@@ -1092,7 +1093,7 @@ namespace Barotrauma
#endif
//component doesn't need to be updated if it isn't active, doesn't have a parent that could activate it,
//nor status effects, sounds or conditionals that would need to run
if (!isActive &&
if (!isActive && !component.UpdateWhenInactive &&
!hasSounds &&
component.Parent == null &&
(component.IsActiveConditionals == null || !component.IsActiveConditionals.Any()) &&
@@ -1672,7 +1673,7 @@ namespace Barotrauma
ic.WasUsed = false;
ic.WasSecondaryUsed = false;
if (ic.IsActive)
if (ic.IsActive || ic.UpdateWhenInactive)
{
if (condition <= 0.0f)
{
@@ -1809,7 +1810,7 @@ namespace Barotrauma
/// </summary>
private void ApplyWaterForces()
{
if (body.Mass <= 0.0f)
if (body.Mass <= 0.0f || body.Density <= 0.0f)
{
return;
}
@@ -2087,18 +2088,19 @@ namespace Barotrauma
return controller != null;
}
public void SendSignal(string signal, string connectionName)
public bool SendSignal(string signal, string connectionName)
{
SendSignal(new Signal(signal), connectionName);
return SendSignal(new Signal(signal), connectionName);
}
public void SendSignal(Signal signal, string connectionName)
public bool SendSignal(Signal signal, string connectionName)
{
if (connections == null) { return; }
if (!connections.TryGetValue(connectionName, out Connection connection)) { return; }
if (connections == null) { return false; }
if (!connections.TryGetValue(connectionName, out Connection connection)) { return false; }
signal.source ??= this;
SendSignal(signal, connection);
return true;
}
private readonly HashSet<(Signal Signal, Connection Connection)> delayedSignals = new HashSet<(Signal Signal, Connection Connection)>();
@@ -2113,9 +2115,14 @@ namespace Barotrauma
//if the signal has been passed through this item multiple times already, interrupt it to prevent infinite loops
if (signal.stepsTaken > 5 && signal.source != null)
{
if (signal.source.LastSentSignalRecipients.AtLeast(3, recipient => recipient == connection))
int duplicateRecipients = 0;
foreach (var recipient in signal.source.LastSentSignalRecipients)
{
return;
if (recipient == connection)
{
duplicateRecipients++;
if (duplicateRecipients > 2) { return; }
}
}
}
@@ -2126,7 +2133,16 @@ namespace Barotrauma
//if there's an equal signal waiting to be sent
//to the same connection, don't add a new one
signal.stepsTaken = 0;
if (!delayedSignals.Any(s => s.Connection == connection && s.Signal.source == signal.source && s.Signal.value == signal.value && s.Signal.sender == signal.sender))
bool duplicateFound = false;
foreach (var s in delayedSignals)
{
if (s.Connection == connection && s.Signal.source == signal.source && s.Signal.value == signal.value && s.Signal.sender == signal.sender)
{
duplicateFound = true;
break;
}
}
if (!duplicateFound)
{
delayedSignals.Add((signal, connection));
CoroutineManager.StartCoroutine(DelaySignal(signal, connection));
@@ -2134,16 +2150,17 @@ namespace Barotrauma
}
else
{
foreach (StatusEffect effect in connection.Effects)
if (connection.Effects != null && signal.value != "0" && !string.IsNullOrEmpty(signal.value))
{
if (condition <= 0.0f && effect.type != ActionType.OnBroken) { continue; }
if (signal.value != "0" && !string.IsNullOrEmpty(signal.value)) { ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step); }
foreach (StatusEffect effect in connection.Effects)
{
if (condition <= 0.0f && effect.type != ActionType.OnBroken) { continue; }
ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step);
}
}
signal.source ??= this;
connection.SendSignal(signal);
}
}
private IEnumerable<CoroutineStatus> DelaySignal(Signal signal, Connection connection)
@@ -2464,8 +2481,6 @@ namespace Barotrauma
}
if (remove) { Spawner?.AddToRemoveQueue(this); }
}
@@ -2850,6 +2865,14 @@ namespace Barotrauma
string name = element.Attribute("name").Value;
string identifier = element.GetAttributeString("identifier", "");
if (string.IsNullOrWhiteSpace(name) && string.IsNullOrWhiteSpace(identifier))
{
string errorMessage = "Failed to load an item (both name and identifier were null):\n"+element.ToString();
DebugConsole.ThrowError(errorMessage);
GameAnalyticsManager.AddErrorEventOnce("Item.Load:NameAndIdentifierNull", GameAnalyticsManager.ErrorSeverity.Error, errorMessage);
return null;
}
string pendingSwap = element.GetAttributeString("pendingswap", "");
ItemPrefab appliedSwap = null;
ItemPrefab oldPrefab = null;
@@ -3274,4 +3297,17 @@ namespace Barotrauma
}
}
}
class AbilityApplyTreatment : AbilityObject, IAbilityCharacter, IAbilityItem
{
public Character Character { get; set; }
public Character User { get; set; }
public Item Item { get; set; }
public AbilityApplyTreatment(Character user, Character target, Item item)
{
Character = target;
User = user;
Item = item;
}
}
}