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
@@ -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)