Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions
@@ -158,7 +158,7 @@ namespace Barotrauma.Items.Components
if (!CanBeCombinedWith(otherGeneticMaterial)) { return false; }
float conditionIncrease = Rand.Range(ConditionIncreaseOnCombineMin, ConditionIncreaseOnCombineMax);
conditionIncrease += user.GetStatValue(StatTypes.GeneticMaterialRefineBonus);
conditionIncrease += user?.GetStatValue(StatTypes.GeneticMaterialRefineBonus) ?? 0.0f;
if (item.Prefab == otherGeneticMaterial.item.Prefab)
{
item.Condition = Math.Max(item.Condition, otherGeneticMaterial.item.Condition) + conditionIncrease;
@@ -110,7 +110,9 @@ namespace Barotrauma.Items.Components
if (Item.RequireAimToUse && hitPos < MathHelper.PiOver4) { return false; }
ActivateNearbySleepingCharacters();
reloadTimer = reload / (1 + character.GetStatValue(StatTypes.MeleeAttackSpeed));
reloadTimer = reload;
reloadTimer /= (1f + character.GetStatValue(StatTypes.MeleeAttackSpeed));
reloadTimer /= (1f + item.GetQualityModifier(Quality.StatType.StrikingSpeedMultiplier));
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
@@ -385,7 +387,7 @@ namespace Barotrauma.Items.Components
{
Attack.SetUser(User);
Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.StrikingPowerMultiplier);
if (targetLimb != null)
{
@@ -142,7 +142,7 @@ namespace Barotrauma.Items.Components
return false;
}
private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
private IEnumerable<CoroutineStatus> WaitForPick(Character picker, float requiredTime)
{
activePicker = picker;
picker.PickingItem = item;
@@ -149,7 +149,8 @@ namespace Barotrauma.Items.Components
{
float degreeOfFailure = 1.0f - DegreeOfSuccess(user);
degreeOfFailure *= degreeOfFailure;
return MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
float spread = MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure) / (1f + user.GetStatValue(StatTypes.RangedSpreadReduction));
return MathHelper.ToRadians(spread);
}
private readonly List<Body> limbBodies = new List<Body>();
@@ -203,7 +204,7 @@ namespace Barotrauma.Items.Components
{
lastProjectile?.Item.GetComponent<Rope>()?.Snap();
}
float damageMultiplier = 1f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
float damageMultiplier = 1f + item.GetQualityModifier(Quality.StatType.StoppingPowerMultiplier);
projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: limbBodies.ToList(), createNetworkEvent: false, damageMultiplier);
projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
if (i == 0)
@@ -632,6 +632,10 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool IsLoaded(Character user, bool checkContainedItems = true) =>
HasRequiredContainedItems(user, addMessage: false) &&
(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
public bool HasRequiredContainedItems(Character user, bool addMessage, string msg = null)
{
if (!requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return true; }
@@ -470,7 +470,9 @@ namespace Barotrauma.Items.Components
if (!AllowDragAndDrop && user != null) { return false; }
if (!slotRestrictions.Any(s => s.MatchesItem(item))) { return false; }
if (user != null && !user.CanAccessInventory(Inventory)) { return false; }
//genetic materials use special logic for combining, don't allow doing it by placing them inside each other here
if (item.GetComponent<GeneticMaterial>() != null) { return false; }
if (Inventory.TryPutItem(item, user))
{
IsActive = true;
@@ -13,6 +13,8 @@ namespace Barotrauma.Items.Components
partial void OnStateChanged();
private string prevColorSignal;
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
@@ -22,6 +24,13 @@ namespace Barotrauma.Items.Components
Text = signal.value;
OnStateChanged();
break;
case "set_text_color":
if (signal.value != prevColorSignal)
{
TextColor = XMLExtensions.ParseColor(signal.value, false);
prevColorSignal = signal.value;
}
break;
}
}
}
@@ -221,7 +221,7 @@ namespace Barotrauma.Items.Components
if (targetItem == otherItem) { continue; }
if (deconstructProduct.RequiredOtherItem.Any(r => otherItem.HasTag(r) || r.Equals(otherItem.Prefab.Identifier, StringComparison.OrdinalIgnoreCase)))
{
user.CheckTalents(AbilityEffectType.OnGeneticMaterialCombinedOrRefined);
user?.CheckTalents(AbilityEffectType.OnGeneticMaterialCombinedOrRefined);
foreach (Character character in Character.GetFriendlyCrew(user))
{
character.CheckTalents(AbilityEffectType.OnCrewGeneticMaterialCombinedOrRefined);
@@ -264,6 +264,8 @@ namespace Barotrauma.Items.Components
{
Entity.Spawner.AddToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
{
spawnedItem.StolenDuringRound = targetItem.StolenDuringRound;
spawnedItem.AllowStealing = targetItem.AllowStealing;
for (int i = 0; i < outputContainer.Capacity; i++)
{
var containedItem = outputContainer.Inventory.GetItemAt(i);
@@ -283,7 +285,13 @@ namespace Barotrauma.Items.Components
foreach (ItemContainer ic in targetItem.GetComponents<ItemContainer>())
{
if (ic?.Inventory == null || ic.RemoveContainedItemsOnDeconstruct) { continue; }
ic.Inventory.AllItemsMod.ForEach(containedItem => outputContainer.Inventory.TryPutItem(containedItem, user: null));
foreach (Item containedItem in ic.Inventory.AllItemsMod)
{
if (!outputContainer.Inventory.TryPutItem(containedItem, user: null))
{
containedItem.Drop(dropper: null);
}
}
}
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
@@ -20,6 +20,11 @@ namespace Barotrauma.Items.Components
private string savedFabricatedItem;
private float savedTimeUntilReady, savedRequiredTime;
private readonly Dictionary<string, List<Item>> availableIngredients = new Dictionary<string, List<Item>>();
const float RefreshIngredientsInterval = 1.0f;
private float refreshIngredientsTimer;
private bool hasPower;
private Character user;
@@ -174,6 +179,8 @@ namespace Barotrauma.Items.Components
if (selectedItem == null) { return; }
if (!outputContainer.Inventory.CanBePut(selectedItem.TargetItem, selectedItem.OutCondition * selectedItem.TargetItem.Health)) { return; }
RefreshAvailableIngredients();
#if CLIENT
itemList.Enabled = false;
activateButton.Text = TextManager.Get("FabricatorCancel");
@@ -242,7 +249,13 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
var availableIngredients = GetAvailableIngredients();
if (refreshIngredientsTimer <= 0.0f)
{
RefreshAvailableIngredients();
refreshIngredientsTimer = RefreshIngredientsInterval;
}
refreshIngredientsTimer -= deltaTime;
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
{
CancelFabricating();
@@ -271,56 +284,87 @@ namespace Barotrauma.Items.Components
State = FabricatorState.Active;
}
float tinkeringStrength = 0f;
var repairable = item.GetComponent<Repairable>();
if (repairable != null)
{
repairable.LastActiveTime = (float)Timing.TotalTime + 10.0f;
if (repairable.IsTinkering)
{
tinkeringStrength = repairable.TinkeringStrength;
}
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (powerConsumption <= 0) { Voltage = 1.0f; }
float tinkeringStrength = 0f;
if (repairable.IsTinkering)
{
tinkeringStrength = repairable.TinkeringStrength;
}
float fabricationSpeedIncrease = 1f + tinkeringStrength * TinkeringSpeedIncrease;
timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(Voltage, 1.0f);
UpdateRequiredTimeProjSpecific();
if (timeUntilReady > 0.0f) { return; }
if (timeUntilReady <= 0.0f)
{
Fabricate();
}
}
private void Fabricate()
{
RefreshAvailableIngredients();
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
{
CancelFabricating();
return;
}
bool ingredientsStolen = false;
bool ingredientsAllowStealing = true;
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
fabricatedItem.RequiredItems.ForEach(requiredItem => {
fabricatedItem.RequiredItems.ForEach(requiredItem =>
{
for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
{
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
var availableItems = availableIngredients[requiredPrefab.Identifier];
var availableItem = availableItems.FirstOrDefault(potentialPrefab =>
{
return potentialPrefab.ConditionPercentage >= requiredItem.MinCondition * 100.0f &&
potentialPrefab.ConditionPercentage <= requiredItem.MaxCondition * 100.0f;
});
if (availablePrefab == null) { continue; }
if (availableItem == null) { continue; }
if (requiredItem.UseCondition && availablePrefab.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
ingredientsStolen |= availableItem.StolenDuringRound;
if (!availableItem.AllowStealing)
{
availablePrefab.Condition -= availablePrefab.Prefab.Health * requiredItem.MinCondition;
continue;
ingredientsAllowStealing = false;
}
availablePrefabs.Remove(availablePrefab);
Entity.Spawner.AddToRemoveQueue(availablePrefab);
inputContainer.Inventory.RemoveItem(availablePrefab);
//Leave it behind with reduced condition if it has enough to stay above 0
if (requiredItem.UseCondition && availableItem.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f)
{
availableItem.Condition -= availableItem.Prefab.Health * requiredItem.MinCondition;
continue;
}
if (availableItem.OwnInventory != null)
{
foreach (Item containedItem in availableItem.OwnInventory.AllItemsMod)
{
containedItem.Drop(dropper: null);
}
}
availableItems.Remove(availableItem);
Entity.Spawner.AddToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
}
}
});
@@ -351,6 +395,9 @@ namespace Barotrauma.Items.Components
onSpawned: (Item spawnedItem) =>
{
onItemSpawned(spawnedItem, tempUser);
spawnedItem.Quality = quality;
spawnedItem.StolenDuringRound = ingredientsStolen;
spawnedItem.AllowStealing = ingredientsAllowStealing;
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
});
@@ -361,6 +408,9 @@ namespace Barotrauma.Items.Components
onSpawned: (Item spawnedItem) =>
{
onItemSpawned(spawnedItem, tempUser);
spawnedItem.Quality = quality;
spawnedItem.StolenDuringRound = ingredientsStolen;
spawnedItem.AllowStealing = ingredientsAllowStealing;
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
});
@@ -408,6 +458,7 @@ namespace Barotrauma.Items.Components
CancelFabricating();
}
}
private int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
@@ -446,8 +497,8 @@ namespace Barotrauma.Items.Components
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
foreach (Item availablePrefab in availablePrefabs)
{
if (availablePrefab.Condition / availablePrefab.Prefab.Health >= requiredItem.MinCondition &&
availablePrefab.Condition / availablePrefab.Prefab.Health <= requiredItem.MaxCondition)
if (availablePrefab.ConditionPercentage / 100.0f >= requiredItem.MinCondition &&
availablePrefab.ConditionPercentage / 100.0f <= requiredItem.MaxCondition)
{
availablePrefabsAmount++;
}
@@ -490,14 +541,10 @@ namespace Barotrauma.Items.Components
return SkillRequirementMultiplier;
}
/// <summary>
/// Get a list of all items available in the input container and linked containers
/// </summary>
/// <returns></returns>
private Dictionary<string, List<Item>> GetAvailableIngredients()
private void RefreshAvailableIngredients()
{
List<Item> availableIngredients = new List<Item>();
availableIngredients.AddRange(inputContainer.Inventory.AllItems);
List<Item> itemList = new List<Item>();
itemList.AddRange(inputContainer.Inventory.AllItems);
foreach (MapEntity linkedTo in item.linkedTo)
{
if (linkedTo is Item linkedItem)
@@ -511,34 +558,38 @@ namespace Barotrauma.Items.Components
itemContainer = deconstructor.OutputContainer;
}
availableIngredients.AddRange(itemContainer.Inventory.AllItems);
itemList.AddRange(itemContainer.Inventory.AllItems);
}
}
for (int i = 0; i < itemList.Count; i++)
{
var container = itemList[i].GetComponent<ItemContainer>();
if (container != null)
{
itemList.AddRange(container.Inventory.AllItems);
}
}
#if CLIENT
if (Character.Controlled?.Inventory != null)
{
availableIngredients.AddRange(Character.Controlled.Inventory.AllItems);
itemList.AddRange(Character.Controlled.Inventory.AllItems);
}
#else
if (user?.Inventory != null)
{
availableIngredients.AddRange(user.Inventory.AllItems);
itemList.AddRange(user.Inventory.AllItems);
}
#endif
Dictionary<string, List<Item>> ingredientsDictionary = new Dictionary<string, List<Item>>();
for (int i = 0; i < availableIngredients.Count; i++)
availableIngredients.Clear();
foreach (Item item in itemList)
{
var itemIdentifier = availableIngredients[i].prefab.Identifier;
if (!ingredientsDictionary.ContainsKey(itemIdentifier))
var itemIdentifier = item.prefab.Identifier;
if (!availableIngredients.ContainsKey(itemIdentifier))
{
ingredientsDictionary[itemIdentifier] = new List<Item>(availableIngredients.Count);
availableIngredients[itemIdentifier] = new List<Item>(itemList.Count);
}
ingredientsDictionary[itemIdentifier].Add(availableIngredients[i]);
availableIngredients[itemIdentifier].Add(item);
}
return ingredientsDictionary;
}
/// <summary>
@@ -552,7 +603,6 @@ namespace Barotrauma.Items.Components
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
var availableIngredients = GetAvailableIngredients();
targetItem.RequiredItems.ForEach(requiredItem => {
for (int i = 0; i < requiredItem.Amount; i++)
{
@@ -588,6 +638,7 @@ namespace Barotrauma.Items.Components
}
}
});
RefreshAvailableIngredients();
}
public override XElement Save(XElement parentElement)
@@ -190,28 +190,38 @@ namespace Barotrauma.Items.Components
#if CLIENT
if (GameMain.Client != null) { return false; }
#endif
if (objective.Option.Equals("stoppumping", StringComparison.OrdinalIgnoreCase))
switch (objective.Option.ToLowerInvariant())
{
case "pumpout":
#if SERVER
if (objective.Override || FlowPercentage > 0.0f)
{
item.CreateServerEvent(this);
}
if (objective.Override || !IsActive || FlowPercentage > -100.0f)
{
item.CreateServerEvent(this);
}
#endif
IsActive = false;
FlowPercentage = 0.0f;
}
else
{
IsActive = true;
FlowPercentage = -100.0f;
break;
case "pumpin":
#if SERVER
if (objective.Override || !IsActive || FlowPercentage > -100.0f)
{
item.CreateServerEvent(this);
}
if (objective.Override || !IsActive || FlowPercentage < 100.0f)
{
item.CreateServerEvent(this);
}
#endif
IsActive = true;
FlowPercentage = -100.0f;
IsActive = true;
FlowPercentage = 100.0f;
break;
case "stoppumping":
#if SERVER
if (objective.Override || FlowPercentage > 0.0f)
{
item.CreateServerEvent(this);
}
#endif
IsActive = false;
FlowPercentage = 0.0f;
break;
}
return true;
}
@@ -12,7 +12,6 @@ namespace Barotrauma.Items.Components
partial class Reactor : Powered, IServerSerializable, IClientSerializable
{
const float NetworkUpdateIntervalHigh = 0.5f;
const float NetworkUpdateIntervalLow = 10.0f;
//the rate at which the reactor is being run on (higher rate -> higher temperature)
private float fissionRate;
@@ -38,9 +37,8 @@ namespace Barotrauma.Items.Components
private float maxPowerOutput;
private Queue<float> loadQueue = new Queue<float>();
private float load;
private readonly Queue<float> loadQueue = new Queue<float>();
private bool unsentChanges;
private float sendUpdateTimer;
@@ -158,11 +156,6 @@ namespace Barotrauma.Items.Components
set { /*do nothing*/ }
}
private float correctTurbineOutput;
private float targetFissionRate;
private float targetTurbineOutput;
[Serialize(false, true, description: "Is the automatic temperature control currently on. Indended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
public bool AutoTemp
{
@@ -181,6 +174,18 @@ namespace Barotrauma.Items.Components
[Serialize(0.0f, true)]
public float AvailableFuel { get; set; }
[Serialize(0.0f, true)]
public new float Load { get; private set; }
[Serialize(0.0f, true)]
public float TargetFissionRate { get; set; }
[Serialize(0.0f, true)]
public float TargetTurbineOutput { get; set; }
[Serialize(0.0f, true)]
public float CorrectTurbineOutput { get; set; }
public Reactor(Item item, XElement element)
: base(item, element)
{
@@ -199,8 +204,8 @@ namespace Barotrauma.Items.Components
{
GameServer.Log(GameServer.CharacterLogName(lastUser) + " adjusted reactor settings: " +
"Temperature: " + (int)(temperature * 100.0f) +
", Fission rate: " + (int)targetFissionRate +
", Turbine output: " + (int)targetTurbineOutput +
", Fission rate: " + (int)TargetFissionRate +
", Turbine output: " + (int)TargetTurbineOutput +
(autoTemp ? ", Autotemp ON" : ", Autotemp OFF"),
ServerLog.MessageType.ItemInteraction);
@@ -223,7 +228,7 @@ namespace Barotrauma.Items.Components
}
#if CLIENT
if(PowerOn && AvailableFuel < 1)
if (PowerOn && AvailableFuel < 1)
{
HintManager.OnReactorOutOfFuel(this);
}
@@ -236,15 +241,15 @@ namespace Barotrauma.Items.Components
//so the player doesn't have to keep adjusting the rate impossibly fast when the load fluctuates heavily
if (!MathUtils.NearlyEqual(MaxPowerOutput, 0.0f))
{
correctTurbineOutput += MathHelper.Clamp((load / MaxPowerOutput * 100.0f) - correctTurbineOutput, -10.0f, 10.0f) * deltaTime;
CorrectTurbineOutput += MathHelper.Clamp((Load / MaxPowerOutput * 100.0f) - CorrectTurbineOutput, -10.0f, 10.0f) * deltaTime;
}
//calculate tolerances of the meters based on the skills of the user
//more skilled characters have larger "sweet spots", making it easier to keep the power output at a suitable level
float tolerance = MathHelper.Lerp(2.5f, 10.0f, degreeOfSuccess);
optimalTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
optimalTurbineOutput = new Vector2(CorrectTurbineOutput - tolerance, CorrectTurbineOutput + tolerance);
tolerance = MathHelper.Lerp(5.0f, 20.0f, degreeOfSuccess);
allowedTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
allowedTurbineOutput = new Vector2(CorrectTurbineOutput - tolerance, CorrectTurbineOutput + tolerance);
optimalTemperature = Vector2.Lerp(new Vector2(40.0f, 60.0f), new Vector2(30.0f, 70.0f), degreeOfSuccess);
allowedTemperature = Vector2.Lerp(new Vector2(30.0f, 70.0f), new Vector2(10.0f, 90.0f), degreeOfSuccess);
@@ -260,9 +265,9 @@ namespace Barotrauma.Items.Components
Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff));
//if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
FissionRate = MathHelper.Lerp(fissionRate, Math.Min(TargetFissionRate, AvailableFuel), deltaTime);
TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
TurbineOutput = MathHelper.Lerp(turbineOutput, TargetTurbineOutput, deltaTime);
float temperatureFactor = Math.Min(temperature / 50.0f, 1.0f);
currPowerConsumption = -MaxPowerOutput * Math.Min(turbineOutput / 100.0f, temperatureFactor);
@@ -276,7 +281,7 @@ namespace Barotrauma.Items.Components
float maxAutoAdjust = maxPowerOutput * 0.1f;
autoAdjustAmount = MathHelper.Lerp(
autoAdjustAmount,
MathHelper.Clamp(-load - currPowerConsumption, -maxAutoAdjust, maxAutoAdjust),
MathHelper.Clamp(-Load - currPowerConsumption, -maxAutoAdjust, maxAutoAdjust),
deltaTime * 10.0f);
}
else
@@ -287,8 +292,8 @@ namespace Barotrauma.Items.Components
if (!PowerOn)
{
targetFissionRate = 0.0f;
targetTurbineOutput = 0.0f;
TargetFissionRate = 0.0f;
TargetTurbineOutput = 0.0f;
}
else if (autoTemp)
{
@@ -317,56 +322,30 @@ namespace Barotrauma.Items.Components
}
}
if (!loadQueue.Any() && PowerOn)
{
//loadQueue is empty, round must've just started
//reset the fission rate, turbine output and
//temperature to optimal levels to prevent fires
//at the start of the round
correctTurbineOutput = MathUtils.NearlyEqual(MaxPowerOutput, 0.0f) ? 0.0f : currentLoad / MaxPowerOutput * 100.0f;
tolerance = MathHelper.Lerp(2.5f, 10.0f, degreeOfSuccess);
optimalTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
tolerance = MathHelper.Lerp(5.0f, 20.0f, degreeOfSuccess);
allowedTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
DebugConsole.Log($"Degree of success: {degreeOfSuccess}");
DebugConsole.Log($"Current load: {currentLoad}");
DebugConsole.Log($"Max power output: {MaxPowerOutput}");
DebugConsole.Log($"Available fuel: {AvailableFuel}");
float desiredTurbineOutput = MathHelper.Clamp(correctTurbineOutput, 0.0f, 100.0f);
DebugConsole.Log($"Turbine output reset: {targetTurbineOutput}, {turbineOutput} -> {desiredTurbineOutput}");
targetTurbineOutput = desiredTurbineOutput;
turbineOutput = desiredTurbineOutput;
float desiredTemperature = (optimalTemperature.X + optimalTemperature.Y) / 2.0f;
DebugConsole.Log($"Temperature reset: {temperature} -> {desiredTemperature}");
temperature = desiredTemperature;
float desiredFissionRate = GetFissionRateForTargetTemperatureAndTurbineOutput(desiredTemperature, desiredTurbineOutput);
DebugConsole.Log($"Fission rate reset: {targetFissionRate}, {fissionRate} -> {desiredFissionRate}");
targetFissionRate = desiredFissionRate;
fissionRate = desiredFissionRate;
}
loadQueue.Enqueue(currentLoad);
while (loadQueue.Count() > 60.0f)
{
load = loadQueue.Average();
Load = loadQueue.Average();
loadQueue.Dequeue();
}
float fuelLeft = 0.0f;
var containedItems = item.OwnInventory?.AllItems;
if (containedItems != null)
{
foreach (Item item in containedItems)
{
if (!item.HasTag("reactorfuel")) { continue; }
if (fissionRate > 0.0f)
{
item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
}
fuelLeft += item.ConditionPercentage;
}
}
if (fissionRate > 0.0f)
{
var containedItems = item.OwnInventory?.AllItems;
if (containedItems != null)
{
foreach (Item item in containedItems)
{
if (!item.HasTag("reactorfuel")) { continue; }
item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
}
}
if (item.AiTarget != null && MaxPowerOutput > 0)
{
var aiTarget = item.AiTarget;
@@ -385,8 +364,9 @@ namespace Barotrauma.Items.Components
item.SendSignal(((int)(temperature * 100.0f)).ToString(), "temperature_out");
item.SendSignal(((int)-CurrPowerConsumption).ToString(), "power_value_out");
item.SendSignal(((int)load).ToString(), "load_value_out");
item.SendSignal(((int)Load).ToString(), "load_value_out");
item.SendSignal(((int)AvailableFuel).ToString(), "fuel_out");
item.SendSignal(((int)fuelLeft).ToString(), "fuel_percentage_left");
UpdateFailures(deltaTime);
#if CLIENT
@@ -407,8 +387,7 @@ namespace Barotrauma.Items.Components
{
item.CreateServerEvent(this);
}
#endif
#if CLIENT
#elif CLIENT
if (GameMain.Client != null)
{
item.CreateClientEvent(this);
@@ -424,12 +403,6 @@ namespace Barotrauma.Items.Components
return fissionRate * (prevAvailableFuel / 100.0f) * 2.0f;
}
private float GetFissionRateForTargetTemperatureAndTurbineOutput(float temperature, float turbineOutput)
{
if (MathUtils.NearlyEqual(AvailableFuel, 0f)) { return 0f; }
return (temperature + turbineOutput) / (AvailableFuel / 100f) / 2f;
}
/// <summary>
/// Do we need more fuel to generate enough power to match the current load.
/// </summary>
@@ -438,7 +411,7 @@ namespace Barotrauma.Items.Components
private bool NeedMoreFuel(float minimumOutputRatio, float minCondition = 0)
{
float remainingFuel = item.ContainedItems.Sum(i => i.Condition);
if (remainingFuel <= minCondition && load > 0.0f)
if (remainingFuel <= minCondition && Load > 0.0f)
{
return true;
}
@@ -455,7 +428,7 @@ namespace Barotrauma.Items.Components
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
//maximum output not enough, we need more fuel
return theoreticalMaxOutput < load * minimumOutputRatio;
return theoreticalMaxOutput < Load * minimumOutputRatio;
}
private bool TooMuchFuel()
@@ -467,7 +440,7 @@ namespace Barotrauma.Items.Components
float minimumHeat = GetGeneratedHeat(optimalFissionRate.X);
//if we need a very high turbine output to keep the engine from overheating, there's too much fuel
return minimumHeat > Math.Min(correctTurbineOutput * 1.5f, 90);
return minimumHeat > Math.Min(CorrectTurbineOutput * 1.5f, 90);
}
private void UpdateFailures(float deltaTime)
@@ -514,26 +487,26 @@ namespace Barotrauma.Items.Components
public void UpdateAutoTemp(float speed, float deltaTime)
{
float desiredTurbineOutput = (optimalTurbineOutput.X + optimalTurbineOutput.Y) / 2.0f;
targetTurbineOutput += MathHelper.Clamp(desiredTurbineOutput - targetTurbineOutput, -speed, speed) * deltaTime;
targetTurbineOutput = MathHelper.Clamp(targetTurbineOutput, 0.0f, 100.0f);
TargetTurbineOutput += MathHelper.Clamp(desiredTurbineOutput - TargetTurbineOutput, -speed, speed) * deltaTime;
TargetTurbineOutput = MathHelper.Clamp(TargetTurbineOutput, 0.0f, 100.0f);
float desiredFissionRate = (optimalFissionRate.X + optimalFissionRate.Y) / 2.0f;
targetFissionRate += MathHelper.Clamp(desiredFissionRate - targetFissionRate, -speed, speed) * deltaTime;
TargetFissionRate += MathHelper.Clamp(desiredFissionRate - TargetFissionRate, -speed, speed) * deltaTime;
if (temperature > (optimalTemperature.X + optimalTemperature.Y) / 2.0f)
{
targetFissionRate = Math.Min(targetFissionRate - speed * 2 * deltaTime, allowedFissionRate.Y);
TargetFissionRate = Math.Min(TargetFissionRate - speed * 2 * deltaTime, allowedFissionRate.Y);
}
else if (-currPowerConsumption < load)
else if (-currPowerConsumption < Load)
{
targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
TargetFissionRate = Math.Min(TargetFissionRate + speed * 2 * deltaTime, 100.0f);
}
targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
TargetFissionRate = MathHelper.Clamp(TargetFissionRate, 0.0f, 100.0f);
//don't push the target too far from the current fission rate
//otherwise we may "overshoot", cranking the target fission rate all the way up because it takes a while
//for the actual fission rate and temperature to follow
targetFissionRate = MathHelper.Clamp(targetFissionRate, FissionRate - 5, FissionRate + 5);
TargetFissionRate = MathHelper.Clamp(TargetFissionRate, FissionRate - 5, FissionRate + 5);
}
public void PowerUpImmediately()
@@ -557,8 +530,8 @@ namespace Barotrauma.Items.Components
currPowerConsumption = 0.0f;
Temperature -= deltaTime * 1000.0f;
targetFissionRate = Math.Max(targetFissionRate - deltaTime * 10.0f, 0.0f);
targetTurbineOutput = Math.Max(targetTurbineOutput - deltaTime * 10.0f, 0.0f);
TargetFissionRate = Math.Max(TargetFissionRate - deltaTime * 10.0f, 0.0f);
TargetTurbineOutput = Math.Max(TargetTurbineOutput - deltaTime * 10.0f, 0.0f);
#if CLIENT
FissionRateScrollBar.BarScroll = 1.0f - FissionRate / 100.0f;
TurbineOutputScrollBar.BarScroll = 1.0f - TurbineOutput / 100.0f;
@@ -583,7 +556,6 @@ namespace Barotrauma.Items.Components
containedItem.Condition = 0.0f;
}
}
#if SERVER
GameServer.Log("Reactor meltdown!", ServerLog.MessageType.ItemInteraction);
if (GameMain.Server != null)
@@ -696,15 +668,15 @@ namespace Barotrauma.Items.Components
bool prevAutoTemp = autoTemp;
bool prevPowerOn = _powerOn;
float prevFissionRate = targetFissionRate;
float prevTurbineOutput = targetTurbineOutput;
float prevFissionRate = TargetFissionRate;
float prevTurbineOutput = TargetTurbineOutput;
if (shutDown)
{
PowerOn = false;
AutoTemp = false;
targetFissionRate = 0.0f;
targetTurbineOutput = 0.0f;
TargetFissionRate = 0.0f;
TargetTurbineOutput = 0.0f;
unsentChanges = true;
return true;
}
@@ -730,8 +702,8 @@ namespace Barotrauma.Items.Components
#endif
if (autoTemp != prevAutoTemp ||
prevPowerOn != _powerOn ||
Math.Abs(prevFissionRate - targetFissionRate) > 1.0f ||
Math.Abs(prevTurbineOutput - targetTurbineOutput) > 1.0f)
Math.Abs(prevFissionRate - TargetFissionRate) > 1.0f ||
Math.Abs(prevTurbineOutput - TargetTurbineOutput) > 1.0f)
{
unsentChanges = true;
}
@@ -767,32 +739,32 @@ namespace Barotrauma.Items.Components
switch (connection.Name)
{
case "shutdown":
if (targetFissionRate > 0.0f || targetTurbineOutput > 0.0f)
if (TargetFissionRate > 0.0f || TargetTurbineOutput > 0.0f)
{
PowerOn = false;
AutoTemp = false;
targetFissionRate = 0.0f;
targetTurbineOutput = 0.0f;
TargetFissionRate = 0.0f;
TargetTurbineOutput = 0.0f;
if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
}
break;
case "set_fissionrate":
if (PowerOn && float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float newFissionRate))
{
targetFissionRate = MathHelper.Clamp(newFissionRate, 0.0f, 100.0f);
TargetFissionRate = MathHelper.Clamp(newFissionRate, 0.0f, 100.0f);
if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
#if CLIENT
FissionRateScrollBar.BarScroll = targetFissionRate / 100.0f;
FissionRateScrollBar.BarScroll = TargetFissionRate / 100.0f;
#endif
}
break;
case "set_turbineoutput":
if (PowerOn && float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float newTurbineOutput))
{
targetTurbineOutput = MathHelper.Clamp(newTurbineOutput, 0.0f, 100.0f);
TargetTurbineOutput = MathHelper.Clamp(newTurbineOutput, 0.0f, 100.0f);
if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
#if CLIENT
TurbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f;
TurbineOutputScrollBar.BarScroll = TargetTurbineOutput / 100.0f;
#endif
}
break;
@@ -17,6 +17,8 @@ namespace Barotrauma.Items.Components
public const float DefaultSonarRange = 10000.0f;
public const float PassivePowerConsumption = 0.1f;
class ConnectedTransducer
{
public readonly SonarTransducer Transducer;
@@ -150,7 +152,7 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
currPowerConsumption = (currentMode == Mode.Active) ? powerConsumption : powerConsumption * 0.1f;
currPowerConsumption = (currentMode == Mode.Active) ? powerConsumption : powerConsumption * PassivePowerConsumption;
UpdateOnActiveEffects(deltaTime);
@@ -332,7 +334,9 @@ namespace Barotrauma.Items.Components
if (connection.Name == "transducer_in")
{
var transducer = signal.source.GetComponent<SonarTransducer>();
if (transducer == null) return;
if (transducer == null) { return; }
transducer.ConnectedSonar = this;
var connectedTransducer = connectedTransducers.Find(t => t.Transducer == transducer);
if (connectedTransducer == null)
@@ -8,6 +8,8 @@ namespace Barotrauma.Items.Components
private float sendSignalTimer;
public Sonar ConnectedSonar;
public SonarTransducer(Item item, XElement element) : base(item, element)
{
IsActive = true;
@@ -17,7 +19,7 @@ namespace Barotrauma.Items.Components
{
UpdateOnActiveEffects(deltaTime);
CurrPowerConsumption = powerConsumption;
CurrPowerConsumption = powerConsumption * (ConnectedSonar?.CurrentMode == Sonar.Mode.Active ? 1.0f : Sonar.PassivePowerConsumption);
if (Voltage >= MinVoltage)
{
@@ -61,6 +61,8 @@ namespace Barotrauma.Items.Components
public List<Body> IgnoredBodies;
private Character stickTargetCharacter;
private Character _user;
public Character User
{
@@ -614,8 +616,8 @@ namespace Barotrauma.Items.Components
return;
}
//target very far from the item -> update the item's transform to make sure it's inside the same sub as the target (or outside)
if (Math.Abs(stickJoint.JointTranslation) > 100.0f)
// Update the item's transform to make sure it's inside the same sub as the target (or outside)
if (StickTarget?.UserData is Limb target && target.Submarine != item.Submarine || Math.Abs(stickJoint.JointTranslation) > 100.0f)
{
item.UpdateTransform();
}
@@ -866,7 +868,7 @@ namespace Barotrauma.Items.Components
(DoesStick ||
(StickToCharacters && (target.Body.UserData is Limb || target.Body.UserData is Character)) ||
(StickToStructures && target.Body.UserData is Structure) ||
(StickToItems && target.Body.UserData is Item)))
(StickToItems && target.Body.UserData is Item)))
{
Vector2 dir = new Vector2(
(float)Math.Cos(item.body.Rotation),
@@ -965,9 +967,14 @@ namespace Barotrauma.Items.Components
GameMain.World.Add(stickJoint);
IsActive = true;
if (targetBody.UserData is Limb limb)
{
stickTargetCharacter = limb.character;
stickTargetCharacter.AttachedProjectiles.Add(this);
}
}
private void Unstick()
public void Unstick()
{
StickTarget = null;
if (stickJoint != null)
@@ -979,25 +986,21 @@ namespace Barotrauma.Items.Components
stickJoint = null;
}
if (!item.body.FarseerBody.IsBullet) { IsActive = false; }
item.GetComponent<Rope>()?.Snap();
if (stickTargetCharacter != null)
{
stickTargetCharacter.AttachedProjectiles.Remove(this);
stickTargetCharacter = null;
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (stickJoint != null)
if (IsStuckToTarget || stickJoint != null || stickTargetCharacter != null)
{
try
{
GameMain.World.Remove(stickJoint);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickJoint = null;
Unstick();
}
}
partial void LaunchProjSpecific(Vector2 startLocation, Vector2 endLocation);
}
@@ -26,6 +26,10 @@ namespace Barotrauma.Items.Components
RepairToolStructureRepairMultiplier,
RepairToolStructureDamageMultiplier,
RepairToolDeattachTimeMultiplier,
StoppingPowerMultiplier,
StrikingPowerMultiplier,
StrikingSpeedMultiplier,
FiringRateMultiplier,
// unused as of now
AttackMultiplier,
AttackSpeedMultiplier,
@@ -33,7 +37,6 @@ namespace Barotrauma.Items.Components
RangedSpreadReduction,
ChargeSpeedMultiplier,
MovementSpeedMultiplier,
// generic stats to be used for various needs, declared just in case (localization)
EffectivenessMultiplier,
PowerOutputMultiplier,
ConsumptionReductionMultiplier,
@@ -105,11 +105,6 @@ namespace Barotrauma.Items.Components
public bool IsTinkering { get; private set; } = false;
public float RepairIconThreshold
{
get { return RepairThreshold / 2; }
}
public Character CurrentFixer { get; private set; }
private Item currentRepairItem;
@@ -118,6 +113,9 @@ namespace Barotrauma.Items.Components
public float TinkeringStrength => tinkeringStrength;
public bool IsBelowRepairThreshold => item.ConditionPercentage <= RepairThreshold;
public bool IsBelowRepairIconThreshold => item.ConditionPercentage <= RepairThreshold / 2;
public enum FixActions : int
{
None = 0,
@@ -179,8 +177,17 @@ namespace Barotrauma.Items.Components
if (bestRepairItem != null && bestRepairItem.Prefab.CannotRepairFail) { return true; }
// unpowered (electrical) items can be repaired without a risk of electrical shock
if (requiredSkills.Any(s => s != null && s.Identifier.Equals("electrical", StringComparison.OrdinalIgnoreCase)) &&
item.GetComponent<Powered>() is Powered powered && powered.Voltage < 0.1f) { return true; }
if (requiredSkills.Any(s => s != null && s.Identifier.Equals("electrical", StringComparison.OrdinalIgnoreCase)))
{
if (item.GetComponent<Reactor>() is Reactor reactor)
{
if (MathUtils.NearlyEqual(reactor.CurrPowerConsumption, 0.0f, 0.1f)) { return true; }
}
else if (item.GetComponent<Powered>() is Powered powered && powered.Voltage < 0.1f)
{
return true;
}
}
if (Rand.Range(0.0f, 0.5f) < RepairDegreeOfSuccess(character, requiredSkills)) { return true; }
@@ -393,7 +400,7 @@ namespace Barotrauma.Items.Components
float successFactor = requiredSkills.Count == 0 ? 1.0f : RepairDegreeOfSuccess(CurrentFixer, requiredSkills);
//item must have been below the repair threshold for the player to get an achievement or XP for repairing it
if (item.ConditionPercentage < RepairThreshold)
if (IsBelowRepairThreshold)
{
wasBroken = true;
}
@@ -524,7 +531,7 @@ namespace Barotrauma.Items.Components
public void AdjustPowerConsumption(ref float powerConsumption)
{
if (item.ConditionPercentage < RepairThreshold)
if (IsBelowRepairThreshold)
{
powerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
}
@@ -306,9 +306,13 @@ namespace Barotrauma.Items.Components
forceDir.X = Math.Clamp(forceDir.X, -0.1f, 0.1f);
}
}
float force = LerpForces ? MathHelper.Lerp(0, TargetPullForce, MathUtils.InverseLerp(0, MaxLength / 3, distance)) : TargetPullForce;
float force = LerpForces ? MathHelper.Lerp(0, TargetPullForce, MathUtils.InverseLerp(0, MaxLength / 3, distance - 50)) : TargetPullForce;
targetBody?.ApplyForce(-forceDir * force);
targetCharacter?.AnimController.Collider.ApplyForce(-forceDir * force * 3);
var targetRagdoll = targetCharacter?.AnimController;
if (targetRagdoll != null && (targetRagdoll.InWater || targetRagdoll.OnGround))
{
targetRagdoll.Collider.ApplyForce(-forceDir * force * 3);
}
}
}
}
@@ -19,6 +19,10 @@ namespace Barotrauma.Items.Components
get { return timeFrame; }
set
{
if (value > timeFrame)
{
timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
}
timeFrame = Math.Max(0.0f, value);
}
}
@@ -39,6 +39,10 @@ namespace Barotrauma.Items.Components
get { return timeFrame; }
set
{
if (value > timeFrame)
{
timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
}
timeFrame = Math.Max(0.0f, value);
}
}
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components
{
class DelayComponent : ItemComponent
@@ -114,6 +114,18 @@ namespace Barotrauma.Items.Components
};
signalQueue.Enqueue(prevQueuedSignal);
break;
case "set_delay":
if (float.TryParse(signal.value, out float newDelay))
{
newDelay = MathHelper.Clamp(newDelay, 0, 60);
if (signalQueue.Count > 0 && newDelay != Delay)
{
prevQueuedSignal = null;
signalQueue.Clear();
}
Delay = newDelay;
}
break;
}
}
}
@@ -62,6 +62,10 @@ namespace Barotrauma.Items.Components
get { return timeFrame; }
set
{
if (value > timeFrame)
{
timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
}
timeFrame = Math.Max(0.0f, value);
}
}
@@ -43,7 +43,16 @@ namespace Barotrauma.Items.Components
}
}
public float Rotation;
private float rotation;
public float Rotation
{
get { return rotation; }
set
{
rotation = value;
SetLightSourceTransform();
}
}
[Editable, Serialize(true, true, description: "Should structures cast shadows when light from this light source hits them. " +
"Disabling shadows increases the performance of the game, and is recommended for lights with a short range.", alwaysUseInstanceValues: true)]
@@ -246,39 +255,14 @@ namespace Barotrauma.Items.Components
SetLightSourceState(false, 0.0f);
return;
}
#if CLIENT
if (ParentBody != null)
{
Light.Position = ParentBody.Position;
}
else if (turret != null)
{
Light.Position = new Vector2(item.Rect.X + turret.TransformedBarrelPos.X, item.Rect.Y - turret.TransformedBarrelPos.Y);
}
else
{
Light.Position = item.Position;
}
#endif
SetLightSourceTransform();
PhysicsBody body = ParentBody ?? item.body;
if (body != null)
if (body != null && !body.Enabled)
{
#if CLIENT
Light.Rotation = body.Dir > 0.0f ? body.DrawRotation : body.DrawRotation - MathHelper.Pi;
Light.LightSpriteEffect = (body.Dir > 0.0f) ? SpriteEffects.None : SpriteEffects.FlipVertically;
#endif
if (!body.Enabled)
{
SetLightSourceState(false, 0.0f);
return;
}
}
else
{
#if CLIENT
Light.Rotation = -Rotation - MathHelper.ToRadians(item.Rotation);
Light.LightSpriteEffect = item.SpriteEffects;
#endif
SetLightSourceState(false, 0.0f);
return;
}
currPowerConsumption = powerConsumption;
@@ -333,6 +317,9 @@ namespace Barotrauma.Items.Components
if (signal.value != prevColorSignal)
{
LightColor = XMLExtensions.ParseColor(signal.value, false);
#if CLIENT
SetLightSourceState(Light.Enabled, currentBrightness);
#endif
prevColorSignal = signal.value;
}
break;
@@ -350,5 +337,8 @@ namespace Barotrauma.Items.Components
}
partial void SetLightSourceState(bool enabled, float brightness);
partial void SetLightSourceTransform();
}
}
@@ -34,7 +34,12 @@ namespace Barotrauma.Items.Components
}
}
protected bool writeable = true;
[Editable, Serialize(true, true, description: "Can the value stored in the memory component be changed via signals.", alwaysUseInstanceValues: true)]
public bool Writeable
{
get;
set;
}
public MemoryComponent(Item item, XElement element)
: base(item, element)
@@ -54,7 +59,7 @@ namespace Barotrauma.Items.Components
switch (connection.Name)
{
case "signal_in":
if (writeable)
if (Writeable)
{
string prevValue = Value;
Value = signal.value;
@@ -66,7 +71,7 @@ namespace Barotrauma.Items.Components
break;
case "signal_store":
case "lock_state":
writeable = signal.value == "1";
Writeable = signal.value == "1";
break;
}
}
@@ -131,6 +131,13 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(true, true, description: "Should the sensor trigger when the item itself moves.")]
public bool DetectOwnMotion
{
get;
set;
}
public MotionSensor(Item item, XElement element)
: base(item, element)
{
@@ -168,7 +175,7 @@ namespace Barotrauma.Items.Components
MotionDetected = false;
updateTimer = UpdateInterval;
if (item.body != null && item.body.Enabled)
if (item.body != null && item.body.Enabled && DetectOwnMotion)
{
if (Math.Abs(item.body.LinearVelocity.X) > MinimumVelocity || Math.Abs(item.body.LinearVelocity.Y) > MinimumVelocity)
{
@@ -6,6 +6,8 @@ namespace Barotrauma.Items.Components
{
class RegExFindComponent : ItemComponent
{
private static readonly TimeSpan timeout = TimeSpan.FromSeconds(Timing.Step);
private string expression;
private string receivedSignal;
@@ -67,7 +69,10 @@ namespace Barotrauma.Items.Components
try
{
regex = new Regex(@expression);
regex = new Regex(
@expression,
options: RegexOptions.None,
matchTimeout: timeout);
}
catch
@@ -97,11 +102,14 @@ namespace Barotrauma.Items.Components
previousResult = match.Success;
previousGroups = UseCaptureGroup && previousResult ? match.Groups : null;
previousReceivedSignal = receivedSignal;
}
catch
catch (Exception e)
{
item.SendSignal("ERROR", "signal_out");
item.SendSignal(
e is RegexMatchTimeoutException
? "TIMEOUT"
: "ERROR",
"signal_out");
previousResult = false;
return;
}
@@ -24,6 +24,10 @@ namespace Barotrauma.Items.Components
get { return timeFrame; }
set
{
if (value > timeFrame)
{
timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
}
timeFrame = Math.Max(0.0f, value);
}
}
@@ -2,16 +2,35 @@
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components
{
readonly struct TerminalMessage
{
public readonly string Text;
public readonly Color Color;
public TerminalMessage(string text, Color color)
{
Text = text;
Color = color;
}
public void Deconstruct(out string text, out Color color)
{
text = Text;
color = Color;
}
}
partial class Terminal : ItemComponent
{
private const int MaxMessageLength = ChatMessage.MaxLength;
private const int MaxMessages = 60;
private List<string> messageHistory = new List<string>(MaxMessages);
private List<TerminalMessage> messageHistory = new List<TerminalMessage>(MaxMessages);
public string DisplayedWelcomeMessage
{
@@ -37,19 +56,39 @@ namespace Barotrauma.Items.Components
/// </summary>
public string ShowMessage
{
get { return messageHistory.Count == 0 ? string.Empty : messageHistory.Last(); }
get { return messageHistory.Count == 0 ? string.Empty : messageHistory.Last().Text; }
set
{
if (string.IsNullOrEmpty(value)) { return; }
ShowOnDisplay(value, addToHistory: true);
ShowOnDisplay(value, addToHistory: true, TextColor);
}
}
[Editable, Serialize(false, true, description: "The terminal will use a monospace font if this box is ticked.", alwaysUseInstanceValues: true)]
public bool UseMonospaceFont { get; set; }
private Color textColor = Color.LimeGreen;
[Editable, Serialize("50,205,50,255", true, description: "Color of the terminal text.", alwaysUseInstanceValues: true)]
public Color TextColor
{
get => textColor;
set
{
textColor = value;
#if CLIENT
if (inputBox is { } input)
{
input.TextColor = value;
}
#endif
}
}
private string OutputValue { get; set; }
private string prevColorSignal;
public Terminal(Item item, XElement element)
: base(item, element)
{
@@ -59,18 +98,39 @@ namespace Barotrauma.Items.Components
partial void InitProjSpecific(XElement element);
partial void ShowOnDisplay(string input, bool addToHistory);
partial void ShowOnDisplay(string input, bool addToHistory, Color color);
public override void ReceiveSignal(Signal signal, Connection connection)
{
if (connection.Name != "signal_in") { return; }
if (signal.value.Length > MaxMessageLength)
switch (connection.Name)
{
signal.value = signal.value.Substring(0, MaxMessageLength);
}
case "set_text":
string inputSignal = signal.value.Replace("\\n", "\n");
ShowOnDisplay(inputSignal, addToHistory: true);
if (signal.value.Length > MaxMessageLength)
{
signal.value = signal.value.Substring(0, MaxMessageLength);
}
string inputSignal = signal.value.Replace("\\n", "\n");
ShowOnDisplay(inputSignal, addToHistory: true, TextColor);
break;
case "set_text_color":
if (signal.value != prevColorSignal)
{
TextColor = XMLExtensions.ParseColor(signal.value, false);
prevColorSignal = signal.value;
}
break;
case "clear_text" when signal.value != "0":
messageHistory.Clear();
#if CLIENT
if (historyBox?.Content is { } history)
{
history.ClearChildren();
}
#endif
break;
}
}
public override void OnItemLoaded()
@@ -83,7 +143,7 @@ namespace Barotrauma.Items.Components
base.OnItemLoaded();
if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
{
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor, TextColor);
DisplayedWelcomeMessage = "";
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
if (GameMain.GameSession != null && !isSubEditor)
@@ -98,7 +158,8 @@ namespace Barotrauma.Items.Components
var componentElement = base.Save(parentElement);
for (int i = 0; i < messageHistory.Count; i++)
{
componentElement.Add(new XAttribute("msg" + i, messageHistory[i]));
componentElement.Add(new XAttribute("msg" + i, messageHistory[i].Text));
componentElement.Add(new XAttribute("color" + i, messageHistory[i].Color.ToStringHex()));
}
return componentElement;
}
@@ -109,8 +170,9 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < MaxMessages; i++)
{
string msg = componentElement.GetAttributeString("msg" + i, null);
if (msg == null) { break; }
ShowOnDisplay(msg, addToHistory: true);
if (msg is null) { break; }
Color color = componentElement.GetAttributeColor("color" + i, TextColor);
ShowOnDisplay(msg, addToHistory: true, color);
}
}
}
@@ -17,8 +17,8 @@ namespace Barotrauma.Items.Components
Atan,
}
private float[] receivedSignal = new float[2];
private float[] timeSinceReceived = new float[2];
private readonly float[] receivedSignal = new float[2];
private readonly float[] timeSinceReceived = new float[2];
[Serialize(FunctionType.Sin, false, description: "Which kind of function to run the input through.", alwaysUseInstanceValues: true)]
public FunctionType Function
@@ -125,7 +125,17 @@ namespace Barotrauma.Items.Components
if (sender.TeamID != TeamID && !AllowCrossTeamCommunication)
{
return false;
}
}
//if the component is not linked to chat and has nothing connected to the output, sending a signal to it does nothing
// = no point in receiving
if (!LinkToChat)
{
if (signalOutConnection == null || !signalOutConnection.Wires.Any(w => w != null))
{
return false;
}
}
if (Vector2.DistanceSquared(item.WorldPosition, sender.item.WorldPosition) > sender.range * sender.range) { return false; }
@@ -9,7 +9,7 @@ using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class TriggerComponent : ItemComponent
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0.0f, true, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { get; set; }
@@ -18,12 +18,32 @@ namespace Barotrauma.Items.Components
private float Radius { get; set; }
private float RadiusInDisplayUnits { get; set; }
private bool TriggeredOnce { get; set; }
private float CurrentForceFluctuation { get; set; } = 1.0f;
public bool TriggerActive { get; private set; }
private float ForceFluctuationTimer { get; set; }
private static float TimeInLevel
{
get
{
if (GameMain.GameSession != null)
{
return (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime);
}
else
{
return 0.0f;
}
}
}
private readonly LevelTrigger.TriggererType triggeredBy;
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
private readonly bool triggerOnce;
private readonly bool distanceBasedForce;
private readonly bool forceFluctuation;
private readonly float forceFluctuationStrength;
private readonly float forceFluctuationFrequency;
private readonly float forceFluctuationInterval;
private readonly List<ISerializableEntity> statusEffectTargets = new List<ISerializableEntity>();
/// <summary>
/// Effects applied to entities inside the trigger
@@ -42,6 +62,15 @@ namespace Barotrauma.Items.Components
DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByAttribute}\" is not a valid triggerer type.");
}
triggerOnce = element.GetAttributeBool("triggeronce", false);
distanceBasedForce = element.GetAttributeBool("distancebasedforce", false);
forceFluctuation = element.GetAttributeBool("forcefluctuation", false);
forceFluctuationStrength = element.GetAttributeFloat("forcefluctuationstrength", 1.0f);
forceFluctuationStrength = Math.Clamp(forceFluctuationStrength, 0.0f, 1.0f);
forceFluctuationFrequency = element.GetAttributeFloat("fluctuationfrequency", 1.0f);
forceFluctuationFrequency = Math.Max(forceFluctuationFrequency, 0.01f);
forceFluctuationInterval = element.GetAttributeFloat("fluctuationinterval", 0.01f);
forceFluctuationInterval = Math.Max(forceFluctuationInterval, 0.01f);
string parentDebugName = $"TriggerComponent in {item.Name}";
foreach (XElement subElement in element.Elements())
{
@@ -128,6 +157,19 @@ namespace Barotrauma.Items.Components
TriggerActive = triggerers.Any();
if (forceFluctuation && TriggerActive && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
ForceFluctuationTimer += deltaTime;
if (ForceFluctuationTimer >= forceFluctuationInterval)
{
float v = MathF.Sin(2 * MathF.PI * forceFluctuationFrequency * TimeInLevel);
float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
CurrentForceFluctuation = MathHelper.Lerp(1.0f - forceFluctuationStrength, 1.0f, amount);
ForceFluctuationTimer = 0.0f;
GameMain.NetworkMember?.CreateEntityEvent(this);
}
}
foreach (Entity triggerer in triggerers)
{
LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets);
@@ -167,9 +209,9 @@ namespace Barotrauma.Items.Components
{
Vector2 diff = ConvertUnits.ToDisplayUnits(PhysicsBody.SimPosition - body.SimPosition);
if (diff.LengthSquared() < 0.0001f) { return; }
float distanceFactor = LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits);
float distanceFactor = distanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
if (distanceFactor <= 0.0f) { return; }
Vector2 force = distanceFactor * Force * Vector2.Normalize(diff);
Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff);
if (force.LengthSquared() < 0.01f) { return; }
body.ApplyForce(force);
}
@@ -68,6 +68,9 @@ namespace Barotrauma.Items.Components
private const float TinkeringDamageIncrease = 0.2f;
private const float TinkeringReloadDecrease = 0.2f;
public Character ActiveUser;
private float resetActiveUserTimer;
public float Rotation
{
get { return rotation; }
@@ -362,7 +365,7 @@ namespace Barotrauma.Items.Components
UpdateTransformedBarrelPos();
}
if (user != null && user.Removed)
if (user is { Removed: true })
{
user = null;
}
@@ -371,6 +374,19 @@ namespace Barotrauma.Items.Components
resetUserTimer -= deltaTime;
if (resetUserTimer <= 0.0f) { user = null; }
}
if (ActiveUser is { Removed: true })
{
ActiveUser = null;
}
else
{
resetActiveUserTimer -= deltaTime;
if (resetActiveUserTimer <= 0.0f)
{
ActiveUser = null;
}
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
@@ -744,8 +760,10 @@ namespace Barotrauma.Items.Components
if (projectileComponent != null)
{
projectileComponent.Attacker = projectileComponent.User = user;
projectileComponent.Attack.DamageMultiplier = 1f + (TinkeringDamageIncrease * tinkeringStrength);
if (projectileComponent.Attack != null)
{
projectileComponent.Attack.DamageMultiplier = 1f + (TinkeringDamageIncrease * tinkeringStrength);
}
projectileComponent.Use();
projectile.GetComponent<Rope>()?.Attach(item, projectile);
projectileComponent.User = user;
@@ -956,10 +974,11 @@ namespace Barotrauma.Items.Components
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget &&
previousTarget.IsDead)
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget && previousTarget.IsDead)
{
character.Speak(TextManager.Get("DialogTurretTargetDead"), identifier: "killedtarget" + previousTarget.ID, minDurationBetweenSimilar: 10.0f);
character.Speak(TextManager.Get("DialogTurretTargetDead"),
identifier: "killedtarget" + previousTarget.ID,
minDurationBetweenSimilar: 10.0f);
character.AIController.SelectTarget(null);
}
@@ -986,7 +1005,9 @@ namespace Barotrauma.Items.Components
}
else
{
character.Speak(TextManager.Get("DialogSupercapacitorIsBroken"), identifier: "supercapacitorisbroken", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.Get("DialogSupercapacitorIsBroken"),
identifier: "supercapacitorisbroken",
minDurationBetweenSimilar: 30.0f);
canShoot = false;
}
}
@@ -999,7 +1020,9 @@ namespace Barotrauma.Items.Components
}
if (lowestCharge <= 0 && batteryToLoad.Item.ConditionPercentage > 0)
{
character.Speak(TextManager.Get("DialogTurretHasNoPower"), identifier: "turrethasnopower", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.Get("DialogTurretHasNoPower"),
identifier: "turrethasnopower",
minDurationBetweenSimilar: 30.0f);
canShoot = false;
}
}
@@ -1039,7 +1062,9 @@ namespace Barotrauma.Items.Components
{
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogCannotLoadTurret", "[itemname]", item.Name, formatCapitals: true), identifier: "cannotloadturret", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.GetWithVariable("DialogCannotLoadTurret", "[itemname]", item.Name, formatCapitals: true),
identifier: "cannotloadturret",
minDurationBetweenSimilar: 30.0f);
}
return true;
}
@@ -1049,7 +1074,9 @@ namespace Barotrauma.Items.Components
loadItemsObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogLoadTurret", "[itemname]", item.Name, formatCapitals: true), identifier: "loadturret", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.GetWithVariable("DialogLoadTurret", "[itemname]", item.Name, formatCapitals: true),
identifier: "loadturret",
minDurationBetweenSimilar: 30.0f);
}
loadItemsObjective.Abandoned += CheckRemainingAmmo;
loadItemsObjective.Completed += CheckRemainingAmmo;
@@ -1063,11 +1090,15 @@ namespace Barotrauma.Items.Components
int remainingAmmo = Submarine.MainSub.GetItems(false).Count(i => i.HasTag(ammoType) && i.Condition > 1);
if (remainingAmmo == 0)
{
character.Speak(TextManager.Get($"DialogOutOf{ammoType}", fallBackTag: "DialogOutOfTurretAmmo"), identifier: "outofammo", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.Get($"DialogOutOf{ammoType}", fallBackTag: "DialogOutOfTurretAmmo"),
identifier: "outofammo",
minDurationBetweenSimilar: 30.0f);
}
else if (remainingAmmo < 3)
{
character.Speak(TextManager.Get($"DialogLowOn{ammoType}"), identifier: "outofammo", minDurationBetweenSimilar: 30.0f);
character.Speak(TextManager.Get($"DialogLowOn{ammoType}"),
identifier: "outofammo",
minDurationBetweenSimilar: 30.0f);
}
}
}
@@ -1090,7 +1121,8 @@ namespace Barotrauma.Items.Components
float closestDistance = maxDistance * maxDistance;
if (currentTarget != null)
bool hadCurrentTarget = currentTarget != null;
if (hadCurrentTarget)
{
if (currentTarget.Removed || currentTarget.IsDead)
{
@@ -1222,24 +1254,32 @@ namespace Barotrauma.Items.Components
{
if (character.IsOnPlayerTeam)
{
if (character.AIController.SelectedAiTarget == null)
if (character.AIController.SelectedAiTarget == null && !hadCurrentTarget)
{
if (GameMain.Config.RecentlyEncounteredCreatures.Contains(closestEnemy.SpeciesName))
{
character.Speak(TextManager.Get("DialogNewTargetSpotted"), null, 0.0f, "newtargetspotted", 30.0f);
character.Speak(TextManager.Get("DialogNewTargetSpotted"),
identifier: "newtargetspotted",
minDurationBetweenSimilar: 30.0f);
}
else if (GameMain.Config.EncounteredCreatures.Any(name => name.Equals(closestEnemy.SpeciesName, StringComparison.OrdinalIgnoreCase)))
{
character.Speak(TextManager.GetWithVariable("DialogIdentifiedTargetSpotted", "[speciesname]", closestEnemy.DisplayName), null, 0.0f, "identifiedtargetspotted", 30.0f);
character.Speak(TextManager.GetWithVariable("DialogIdentifiedTargetSpotted", "[speciesname]", closestEnemy.DisplayName),
identifier: "identifiedtargetspotted",
minDurationBetweenSimilar: 30.0f);
}
else
{
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"), null, 0.0f, "unidentifiedtargetspotted", 5.0f);
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"),
identifier: "unidentifiedtargetspotted",
minDurationBetweenSimilar: 5.0f);
}
}
else if (GameMain.Config.EncounteredCreatures.None(name => name.Equals(closestEnemy.SpeciesName, StringComparison.OrdinalIgnoreCase)))
{
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"), null, 0.0f, "unidentifiedtargetspotted", 5.0f);
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted"),
identifier: "unidentifiedtargetspotted",
minDurationBetweenSimilar: 5.0f);
}
character.AddEncounter(closestEnemy);
}
@@ -1247,7 +1287,9 @@ namespace Barotrauma.Items.Components
}
else if (closestEnemy == null && character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogIceSpireSpotted"), null, 0.0f, "icespirespotted", 60.0f);
character.Speak(TextManager.Get("DialogIceSpireSpotted"),
identifier: "icespirespotted",
minDurationBetweenSimilar: 60.0f);
}
character.CursorPosition = targetPos.Value;
@@ -1289,7 +1331,9 @@ namespace Barotrauma.Items.Components
if (!shoot) { return false; }
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogFireTurret"), null, 0.0f, "fireturret", 10.0f);
character.Speak(TextManager.Get("DialogFireTurret"),
identifier: "fireturret",
minDurationBetweenSimilar: 30.0f);
}
character.SetInput(InputType.Shoot, true, true);
}
@@ -1389,6 +1433,7 @@ namespace Barotrauma.Items.Components
crosshairSprite?.Remove(); crosshairSprite = null;
crosshairPointerSprite?.Remove(); crosshairPointerSprite = null;
moveSoundChannel?.Dispose(); moveSoundChannel = null;
WeaponIndicatorSprite?.Remove(); WeaponIndicatorSprite = null;
#endif
}
@@ -1503,12 +1548,16 @@ namespace Barotrauma.Items.Components
IsActive = true;
}
user = sender;
ActiveUser = sender;
resetActiveUserTimer = 1f;
resetUserTimer = 10.0f;
break;
case "trigger_in":
if (signal.value == "0") { return; }
item.Use((float)Timing.Step, sender);
user = sender;
ActiveUser = sender;
resetActiveUserTimer = 1f;
resetUserTimer = 10.0f;
//triggering the Use method through item.Use will fail if the item is not characterusable and the signal was sent by a character
//so lets do it manually
@@ -1521,12 +1570,18 @@ namespace Barotrauma.Items.Components
if (lightComponent != null && signal.value != "0")
{
lightComponent.IsOn = !lightComponent.IsOn;
UpdateLightComponent();
}
break;
case "set_light":
if (lightComponent != null)
{
lightComponent.IsOn = signal.value != "0";
bool shouldBeOn = signal.value != "0";
if (shouldBeOn != lightComponent.IsOn)
{
lightComponent.IsOn = shouldBeOn;
UpdateLightComponent();
}
}
break;
}