Unstable 0.1300.0.4
This commit is contained in:
@@ -265,16 +265,22 @@ namespace Barotrauma
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}
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}
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public void UnequipEmptyItems(Item item, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, item, avoidDroppingInSea);
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public void UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, parentItem, avoidDroppingInSea);
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public static void UnequipEmptyItems(Character character, Item item, bool avoidDroppingInSea = true)
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public void UnequipContainedItems(Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true) => UnequipContainedItems(Character, parentItem, predicate, avoidDroppingInSea);
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public static void UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea = true) => UnequipContainedItems(character, parentItem, it => it.Condition <= 0, avoidDroppingInSea);
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public static void UnequipContainedItems(Character character, Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true)
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{
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if (item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
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var inventory = parentItem.OwnInventory;
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if (inventory == null) { return; }
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if (inventory.AllItems.Any(predicate))
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{
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foreach (Item containedItem in item.OwnInventory.AllItemsMod)
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foreach (Item containedItem in inventory.AllItemsMod)
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{
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if (containedItem == null) { continue; }
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if (containedItem.Condition <= 0.0f)
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if (predicate(containedItem))
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{
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if (character.Submarine == null && avoidDroppingInSea)
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{
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@@ -181,6 +181,7 @@ namespace Barotrauma
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private set;
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} = new HashSet<Submarine>();
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public bool IsTargetingPlayer => SelectedAiTarget?.Entity?.Submarine != null && SelectedAiTarget.Entity.Submarine.Info.IsPlayer || SelectedAiTarget?.Entity is Character targetCharacter && targetCharacter.IsPlayer;
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public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
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private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
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@@ -771,17 +771,11 @@ namespace Barotrauma
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targetHull = hull;
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}
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}
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foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
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if (IsBallastFloraNoticeable(Character, hull))
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{
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if (ballastFlora.Parent?.Submarine != Character.Submarine) { continue; }
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if (!ballastFlora.HasBrokenThrough) { continue; }
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// Don't react to the first two branches, because they are usually in the very edges of the room.
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if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
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{
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var orderPrefab = Order.GetPrefab("reportballastflora");
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newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
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targetHull = hull;
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}
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var orderPrefab = Order.GetPrefab("reportballastflora");
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newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
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targetHull = hull;
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}
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if (!isFighting)
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{
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@@ -848,6 +842,21 @@ namespace Barotrauma
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}
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}
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public static bool IsBallastFloraNoticeable(Character character, Hull hull)
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{
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foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
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{
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if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
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if (!ballastFlora.HasBrokenThrough) { continue; }
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// Don't react to the first two branches, because they are usually in the very edges of the room.
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if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
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{
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return true;
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}
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}
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return false;
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}
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public static void ReportProblem(Character reporter, Order order)
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{
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if (reporter == null || order == null) { return; }
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+3
-9
@@ -58,16 +58,10 @@ namespace Barotrauma
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}
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else
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{
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if (!EjectEmptyTanks(character, targetItem, out var containedItems))
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
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#endif
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Abandon = true;
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return;
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}
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HumanAIController.UnequipContainedItems(targetItem, it => !it.HasTag("oxygensource"));
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HumanAIController.UnequipEmptyItems(targetItem);
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float min = character.Submarine == null ? 0.01f : MIN_OXYGEN;
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if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
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{
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// No valid oxygen source loaded.
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// Seek oxygen that has at least 10% condition left.
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+2
-3
@@ -86,10 +86,9 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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// Drop empty tanks
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HumanAIController.UnequipContainedItems(weldingTool, it => !it.HasTag("weldingfuel"));
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HumanAIController.UnequipEmptyItems(weldingTool);
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if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
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if (weldingTool.OwnInventory != null && weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
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{
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TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
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onAbandon: () =>
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+1
-1
@@ -122,7 +122,7 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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// Eject empty tanks
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HumanAIController.UnequipContainedItems(repairTool.Item, it => !it.HasTag("weldingfuel"));
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HumanAIController.UnequipEmptyItems(repairTool.Item);
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RelatedItem item = null;
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Item fuel = null;
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+2
@@ -153,6 +153,8 @@ namespace Barotrauma
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if (item.IsFullCondition) { return false; }
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if (item.CurrentHull == null) { return false; }
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if (item.Submarine == null || character.Submarine == null) { return false; }
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//player crew ignores items in outposts
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if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
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if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
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if (item.Repairables.None()) { return false; }
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return true;
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+5
-4
@@ -78,14 +78,14 @@ namespace Barotrauma
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// Check if the character needs more oxygen
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if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
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{
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// Replace empty oxygen tank
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// First remove empty tanks
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// Replace empty oxygen and welding fuel.
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if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
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{
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Item suit = suits.FirstOrDefault();
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if (suit != null)
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{
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AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
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AIController.UnequipEmptyItems(character, suit);
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AIController.UnequipContainedItems(character, suit, it => it.HasTag("weldingfuel"));
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}
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}
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else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
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@@ -93,7 +93,8 @@ namespace Barotrauma
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Item mask = masks.FirstOrDefault();
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if (mask != null)
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{
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AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
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AIController.UnequipEmptyItems(character, mask);
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AIController.UnequipContainedItems(character, mask, it => it.HasTag("weldingfuel"));
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}
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}
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bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
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@@ -35,7 +35,7 @@ namespace Barotrauma
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WayPointID = Waypoint.ID;
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}
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public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
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public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints, bool removeOrphans)
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{
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var nodes = new Dictionary<int, PathNode>();
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foreach (WayPoint wayPoint in wayPoints)
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@@ -63,7 +63,10 @@ namespace Barotrauma
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}
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var nodeList = nodes.Values.ToList();
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nodeList.RemoveAll(n => n.connections.Count == 0);
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if (removeOrphans)
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{
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nodeList.RemoveAll(n => n.connections.Count == 0);
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}
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foreach (PathNode node in nodeList)
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{
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node.distances = new List<float>();
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@@ -90,7 +93,7 @@ namespace Barotrauma
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public PathFinder(List<WayPoint> wayPoints, bool indoorsSteering = false)
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{
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nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering));
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nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering), removeOrphans: true);
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foreach (WayPoint wp in wayPoints)
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{
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@@ -69,8 +69,8 @@ namespace Barotrauma
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/// </summary>
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public bool IsRemotelyControlled
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{
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get
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{
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get
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{
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if (GameMain.NetworkMember == null)
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{
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return false;
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@@ -145,14 +145,8 @@ namespace Barotrauma
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}
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private readonly List<Attacker> lastAttackers = new List<Attacker>();
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public IEnumerable<Attacker> LastAttackers
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{
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get { return lastAttackers; }
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}
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public Character LastAttacker
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{
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get { return lastAttackers.Count > 0 ? lastAttackers[lastAttackers.Count - 1].Character : null; }
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}
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public IEnumerable<Attacker> LastAttackers => lastAttackers;
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public Character LastAttacker => lastAttackers.LastOrDefault()?.Character;
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public Entity LastDamageSource;
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@@ -203,7 +197,7 @@ namespace Barotrauma
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public bool IsTraitor
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{
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get;
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get;
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set;
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}
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@@ -442,7 +436,7 @@ namespace Barotrauma
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/// </summary>
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public IEnumerable<Item> HeldItems
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{
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get
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get
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{
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var item1 = Inventory?.GetItemInLimbSlot(InvSlotType.RightHand);
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var item2 = Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand);
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@@ -527,7 +521,7 @@ namespace Barotrauma
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}
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public bool UseHullOxygen { get; set; } = true;
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public float Stun
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{
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get { return IsRagdolled ? 1.0f : CharacterHealth.Stun; }
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@@ -601,7 +595,7 @@ namespace Barotrauma
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{
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get;
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set;
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}
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}
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/// <summary>
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/// Current speed of the character's collider. Can be used by status effects to check if the character is moving.
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@@ -655,11 +649,11 @@ namespace Barotrauma
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}
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private bool isDead;
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public bool IsDead
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{
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public bool IsDead
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{
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get { return isDead; }
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set
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{
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set
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{
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if (isDead == value) { return; }
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if (value)
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{
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@@ -822,7 +816,7 @@ namespace Barotrauma
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speciesName = Path.GetFileNameWithoutExtension(speciesName).ToLowerInvariant();
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}
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var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
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var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
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if (prefab == null)
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{
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DebugConsole.ThrowError($"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace);
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@@ -2191,8 +2185,7 @@ namespace Barotrauma
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#if CLIENT
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if (isLocalPlayer)
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{
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if (GUI.MouseOn == null &&
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(!CharacterInventory.IsMouseOnInventory() || CharacterInventory.DraggingItemToWorld))
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if (!IsMouseOnUI)
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{
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if (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)
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{
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@@ -2910,7 +2903,7 @@ namespace Barotrauma
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}
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}
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// Prevent adding duplicate orders (same identifier and same option)
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// Prevent adding duplicate orders
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RemoveDuplicateOrders(order, orderOption);
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OrderInfo newOrderInfo = new OrderInfo(order, orderOption, priority);
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@@ -2971,7 +2964,7 @@ namespace Barotrauma
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for (int i = CurrentOrders.Count - 1; i >= 0; i--)
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{
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var orderInfo = CurrentOrders[i];
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if (orderInfo.MatchesOrder(order, option))
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if (order?.Identifier == orderInfo.Order?.Identifier)
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{
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priorityOfRemoved = orderInfo.ManualPriority;
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CurrentOrders.RemoveAt(i);
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@@ -3316,6 +3309,13 @@ namespace Barotrauma
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if (attacker.TeamID == TeamID) { return new AttackResult(); }
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}
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#if CLIENT
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if (attacker == Controlled && Controlled != null && Params.UseBossHealthBar)
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{
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CharacterHUD.ShowBossHealthBar(this);
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}
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#endif
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Vector2 dir = hitLimb.WorldPosition - worldPosition;
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if (Math.Abs(attackImpulse) > 0.0f)
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{
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@@ -3351,14 +3351,14 @@ namespace Barotrauma
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if (attackResult.Damage > 0)
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{
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LastDamage = attackResult;
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ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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if (attacker != null)
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{
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AddAttacker(attacker, attackResult.Damage);
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AddEncounter(attacker);
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attacker.AddEncounter(this);
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}
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ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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}
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return attackResult;
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}
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@@ -3418,6 +3418,16 @@ namespace Barotrauma
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foreach (StatusEffect statusEffect in statusEffects)
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{
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if (statusEffect.type != actionType) { continue; }
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if (statusEffect.type == ActionType.OnDamaged)
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{
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if (statusEffect.OnlyPlayerTriggered)
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{
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if (LastAttacker == null || !LastAttacker.IsPlayer)
|
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{
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continue;
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}
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}
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}
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if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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+8
-4
@@ -148,10 +148,9 @@ namespace Barotrauma
|
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}
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}
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public void Remove()
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public void UnsubscribeFromDeathEvent()
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{
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if (character == null) { return; }
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DeactivateHusk();
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if (character == null || !subscribedToDeathEvent) { return; }
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character.OnDeath -= CharacterDead;
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subscribedToDeathEvent = false;
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}
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@@ -159,7 +158,11 @@ namespace Barotrauma
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private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (Strength < ActiveThreshold || character.Removed) { return; }
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if (Strength < ActiveThreshold || character.Removed)
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{
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UnsubscribeFromDeathEvent();
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return;
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}
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//don't turn the character into a husk if any of its limbs are severed
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if (character.AnimController?.LimbJoints != null)
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@@ -185,6 +188,7 @@ namespace Barotrauma
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character.Enabled = false;
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Entity.Spawner.AddToRemoveQueue(character);
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UnsubscribeFromDeathEvent();
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string huskedSpeciesName = GetHuskedSpeciesName(character.SpeciesName, Prefab as AfflictionPrefabHusk);
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CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
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+3
-3
@@ -613,9 +613,6 @@ namespace Barotrauma
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case "icon":
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Icon = new Sprite(subElement);
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break;
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case "periodiceffect":
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periodicEffects.Add(new PeriodicEffect(subElement, Name));
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break;
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}
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}
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@@ -649,6 +646,9 @@ namespace Barotrauma
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case "effect":
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effects.Add(new Effect(subElement, Name));
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break;
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case "periodiceffect":
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periodicEffects.Add(new PeriodicEffect(subElement, Name));
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break;
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}
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}
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}
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@@ -1125,6 +1125,16 @@ namespace Barotrauma
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foreach (StatusEffect statusEffect in statusEffects)
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{
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if (statusEffect.type != actionType) { continue; }
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if (statusEffect.type == ActionType.OnDamaged)
|
||||
{
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if (statusEffect.OnlyPlayerTriggered)
|
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{
|
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if (character.LastAttacker == null || !character.LastAttacker.IsPlayer)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
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if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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||||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
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||||
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||||
@@ -49,6 +49,9 @@ namespace Barotrauma
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||||
[Serialize(false, false), Editable]
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||||
public bool CanSpeak { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool UseBossHealthBar { get; private set; }
|
||||
|
||||
[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 100000f)]
|
||||
public float Noise { get; set; }
|
||||
|
||||
|
||||
@@ -110,13 +110,14 @@ namespace Barotrauma
|
||||
|
||||
public Decal CreateDecal(string decalName, float scale, Vector2 worldPosition, Hull hull, int? spriteIndex = null)
|
||||
{
|
||||
if (!Prefabs.ContainsKey(decalName.ToLowerInvariant()))
|
||||
string lowerCaseDecalName = decalName.ToLowerInvariant();
|
||||
if (!Prefabs.ContainsKey(lowerCaseDecalName))
|
||||
{
|
||||
DebugConsole.ThrowError("Decal prefab " + decalName + " not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
DecalPrefab prefab = Prefabs[decalName];
|
||||
DecalPrefab prefab = Prefabs[lowerCaseDecalName];
|
||||
|
||||
return new Decal(prefab, scale, worldPosition, hull, spriteIndex);
|
||||
}
|
||||
|
||||
@@ -66,5 +66,10 @@ namespace Barotrauma
|
||||
|
||||
return (Event)instance;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"EventPrefab ({Identifier})";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -299,6 +299,13 @@ namespace Barotrauma
|
||||
System.Diagnostics.Debug.Assert(spawnPoint.ParentRuin == chosenPosition.Ruin);
|
||||
spawnPos = spawnPoint.WorldPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
//no suitable position found, disable the event
|
||||
spawnPos = null;
|
||||
Finished();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ((chosenPosition.PositionType == Level.PositionType.MainPath || chosenPosition.PositionType == Level.PositionType.SidePath)
|
||||
&& offset > 0)
|
||||
|
||||
@@ -22,7 +22,7 @@ namespace Barotrauma
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "ScriptedEvent (" + prefab.EventType.ToString() +")";
|
||||
return $"ScriptedEvent ({prefab.Identifier})";
|
||||
}
|
||||
|
||||
public ScriptedEvent(EventPrefab prefab) : base(prefab)
|
||||
|
||||
@@ -71,10 +71,13 @@ namespace Barotrauma
|
||||
else if (!isUnignoreOrder)
|
||||
{
|
||||
ActiveOrders.Add(new Pair<Order, float?>(order, fadeOutTime));
|
||||
#if CLIENT
|
||||
HintManager.OnActiveOrderAdded(order);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MatchesTarget(Entity existingTarget, Entity newTarget)
|
||||
static bool MatchesTarget(Entity existingTarget, Entity newTarget)
|
||||
{
|
||||
if (existingTarget == newTarget) { return true; }
|
||||
if (existingTarget is Hull existingHullTarget && newTarget is Hull newHullTarget)
|
||||
|
||||
@@ -148,28 +148,26 @@ namespace Barotrauma
|
||||
/// The location that's displayed as the "current one" in the map screen. Normally the current outpost or the location at the start of the level,
|
||||
/// but when selecting the next destination at the end of the level at an uninhabited location we use the location at the end
|
||||
/// </summary>
|
||||
public Location CurrentDisplayLocation
|
||||
public Location GetCurrentDisplayLocation()
|
||||
{
|
||||
get
|
||||
if (Level.Loaded?.EndLocation != null && !Level.Loaded.Generating &&
|
||||
Level.Loaded.Type == LevelData.LevelType.LocationConnection &&
|
||||
GetAvailableTransition(out _, out _) == TransitionType.ProgressToNextEmptyLocation)
|
||||
{
|
||||
if (Level.Loaded?.EndLocation != null && !Level.Loaded.Generating &&
|
||||
Level.Loaded.Type == LevelData.LevelType.LocationConnection &&
|
||||
GetAvailableTransition(out _, out _) == TransitionType.ProgressToNextEmptyLocation)
|
||||
{
|
||||
return Level.Loaded.EndLocation;
|
||||
}
|
||||
return Level.Loaded?.StartLocation ?? Map.CurrentLocation;
|
||||
return Level.Loaded.EndLocation;
|
||||
}
|
||||
return Level.Loaded?.StartLocation ?? Map.CurrentLocation;
|
||||
}
|
||||
|
||||
public List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
|
||||
{
|
||||
//leave subs behind if they're not docked to the leaving sub and not at the same exit
|
||||
return Submarine.Loaded.FindAll(s =>
|
||||
s != leavingSub &&
|
||||
!leavingSub.DockedTo.Contains(s) &&
|
||||
s.Info.Type == SubmarineType.Player &&
|
||||
(s.AtEndExit != leavingSub.AtEndExit || s.AtStartExit != leavingSub.AtStartExit));
|
||||
return Submarine.Loaded.FindAll(sub =>
|
||||
sub != leavingSub &&
|
||||
!leavingSub.DockedTo.Contains(sub) &&
|
||||
sub.Info.Type == SubmarineType.Player &&
|
||||
sub != GameMain.NetworkMember?.RespawnManager?.RespawnShuttle &&
|
||||
(sub.AtEndExit != leavingSub.AtEndExit || sub.AtStartExit != leavingSub.AtStartExit));
|
||||
}
|
||||
|
||||
public override void Start()
|
||||
@@ -476,7 +474,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Level.Loaded.StartOutpost == null)
|
||||
{
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true);
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
else
|
||||
@@ -490,7 +488,7 @@ namespace Barotrauma
|
||||
|
||||
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.StartOutpost)) { return null; }
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true);
|
||||
if (closestSub == null || !closestSub.AtStartExit) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -503,7 +501,7 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded.EndOutpost == null)
|
||||
{
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndPosition, ignoreOutposts: true);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndPosition, ignoreOutposts: true, ignoreRespawnShuttle: true);
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
else
|
||||
@@ -517,7 +515,7 @@ namespace Barotrauma
|
||||
|
||||
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.EndOutpost)) { return null; }
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true);
|
||||
if (closestSub == null || !closestSub.AtEndExit) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -625,7 +623,10 @@ namespace Barotrauma
|
||||
}
|
||||
Map.SetLocation(Map.Locations.IndexOf(Map.StartLocation));
|
||||
Map.SelectLocation(-1);
|
||||
Map.Radiation.Amount = Map.Radiation.Params.StartingRadiation;
|
||||
if (Map.Radiation != null)
|
||||
{
|
||||
Map.Radiation.Amount = Map.Radiation.Params.StartingRadiation;
|
||||
}
|
||||
foreach (Location location in Map.Locations)
|
||||
{
|
||||
location.TurnsInRadiation = 0;
|
||||
|
||||
@@ -875,6 +875,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Item.Submarine.EnableObstructedWaypoints(DockingTarget.Item.Submarine);
|
||||
obstructedWayPointsDisabled = false;
|
||||
Item.Submarine.RefreshOutdoorNodes();
|
||||
|
||||
DockingTarget.Undock();
|
||||
DockingTarget = null;
|
||||
@@ -1000,6 +1001,7 @@ namespace Barotrauma.Items.Components
|
||||
if (!obstructedWayPointsDisabled && dockingState >= 0.99f)
|
||||
{
|
||||
Item.Submarine.DisableObstructedWayPoints(DockingTarget?.Item.Submarine);
|
||||
Item.Submarine.RefreshOutdoorNodes();
|
||||
obstructedWayPointsDisabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -46,7 +46,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
@@ -11,7 +10,10 @@ namespace Barotrauma.Items.Components
|
||||
//how many wires can be linked to connectors by default
|
||||
private const int DefaultMaxWires = 5;
|
||||
|
||||
//how many wires can be linked to this connection
|
||||
//how many wires a player can link to this connection
|
||||
public readonly int MaxPlayerConnectableWires = 5;
|
||||
|
||||
//how many wires can be linked to this connection in total
|
||||
public readonly int MaxWires = 5;
|
||||
|
||||
public readonly string Name;
|
||||
@@ -81,6 +83,7 @@ namespace Barotrauma.Items.Components
|
||||
item = connectionPanel.Item;
|
||||
|
||||
MaxWires = element.GetAttributeInt("maxwires", DefaultMaxWires);
|
||||
MaxPlayerConnectableWires = element.GetAttributeInt("maxplayerconnectablewires", MaxWires);
|
||||
wires = new Wire[MaxWires];
|
||||
|
||||
IsOutput = element.Name.ToString() == "output";
|
||||
|
||||
@@ -16,13 +16,18 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
[Serialize("", false, translationTextTag: "Label.", description: "The text displayed on this button/tickbox."), Editable]
|
||||
public string Label { get; set; }
|
||||
|
||||
[Serialize("1", false, description: "The signal sent out when this button is pressed or this tickbox checked."), Editable]
|
||||
public string Signal { get; set; }
|
||||
|
||||
public string PropertyName { get; }
|
||||
public bool TargetOnlyParentProperty { get; }
|
||||
|
||||
public int NumberInputMin { get; }
|
||||
public int NumberInputMax { get; }
|
||||
|
||||
public int MaxTextLength { get; }
|
||||
|
||||
public const int DefaultNumberInputMin = 0, DefaultNumberInputMax = 99;
|
||||
public bool IsIntegerInput { get; }
|
||||
public bool HasPropertyName { get; }
|
||||
@@ -46,7 +51,7 @@ namespace Barotrauma.Items.Components
|
||||
TargetOnlyParentProperty = element.GetAttributeBool("targetonlyparentproperty", false);
|
||||
NumberInputMin = element.GetAttributeInt("min", DefaultNumberInputMin);
|
||||
NumberInputMax = element.GetAttributeInt("max", DefaultNumberInputMax);
|
||||
|
||||
MaxTextLength = element.GetAttributeInt("maxtextlength", int.MaxValue);
|
||||
HasPropertyName = !string.IsNullOrEmpty(PropertyName);
|
||||
IsIntegerInput = HasPropertyName && element.Name.ToString().ToLowerInvariant() == "integerinput";
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -38,7 +38,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
@@ -83,7 +83,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -99,7 +99,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
+1
-1
@@ -28,7 +28,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
+2
-2
@@ -14,7 +14,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
@@ -37,7 +37,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
|
||||
@@ -348,7 +348,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (AiTarget != null)
|
||||
{
|
||||
AiTarget.SonarLabel = value;
|
||||
AiTarget.SonarLabel = !string.IsNullOrEmpty(value) && value.Length > 200 ? value.Substring(200) : value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -111,7 +111,7 @@ namespace Barotrauma
|
||||
public override bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
|
||||
{
|
||||
bool wasPut = base.TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent);
|
||||
if (wasPut)
|
||||
if (wasPut && item.ParentInventory == this)
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
|
||||
@@ -524,6 +524,11 @@ namespace Barotrauma
|
||||
|
||||
public bool CanBeBought => (DefaultPrice != null && DefaultPrice.CanBeBought) || (locationPrices != null && locationPrices.Any(p => p.Value.CanBeBought));
|
||||
|
||||
/// <summary>
|
||||
/// Can the item be chosen as extra cargo in multiplayer. If not set, the item is available if it can be bought from outposts in the campaign.
|
||||
/// </summary>
|
||||
public bool? AllowAsExtraCargo;
|
||||
|
||||
/// <summary>
|
||||
/// Any item with a Price element in the definition can be sold everywhere.
|
||||
/// </summary>
|
||||
@@ -719,6 +724,11 @@ namespace Barotrauma
|
||||
FabricationRecipes = new List<FabricationRecipe>();
|
||||
DeconstructTime = 1.0f;
|
||||
|
||||
if (element.Attribute("allowasextracargo") != null)
|
||||
{
|
||||
AllowAsExtraCargo = element.GetAttributeBool("allowasextracargo", false);
|
||||
}
|
||||
|
||||
Tags = new HashSet<string>(element.GetAttributeStringArray("tags", new string[0], convertToLowerInvariant: true));
|
||||
if (!Tags.Any())
|
||||
{
|
||||
|
||||
@@ -142,7 +142,7 @@ namespace Barotrauma
|
||||
|
||||
if (displayRange < 0.1f) { return; }
|
||||
|
||||
if (Attack.GetStructureDamage(1.0f) > 0.0f)
|
||||
if (Attack.GetStructureDamage(1.0f) > 0.0f || Attack.GetLevelWallDamage(1.0f) > 0.0f)
|
||||
{
|
||||
RangedStructureDamage(worldPosition, displayRange, Attack.GetStructureDamage(1.0f), Attack.GetLevelWallDamage(1.0f), attacker);
|
||||
}
|
||||
|
||||
@@ -3603,31 +3603,36 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//remove wires
|
||||
foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList())
|
||||
float removeWireMinDifficulty = 20.0f;
|
||||
float removeWireProbability = MathUtils.InverseLerp(removeWireMinDifficulty, 100.0f, LevelData.Difficulty) * 0.5f;
|
||||
if (removeWireProbability > 0.0f)
|
||||
{
|
||||
if (item.NonInteractable) { continue; }
|
||||
Wire wire = item.GetComponent<Wire>();
|
||||
if (wire.Locked) { continue; }
|
||||
if (wire.Connections[0] != null && (wire.Connections[0].Item.NonInteractable || wire.Connections[0].Item.GetComponent<ConnectionPanel>().Locked))
|
||||
foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (wire.Connections[1] != null && (wire.Connections[1].Item.NonInteractable || wire.Connections[1].Item.GetComponent<ConnectionPanel>().Locked))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.25f)
|
||||
{
|
||||
foreach (Connection connection in wire.Connections)
|
||||
if (item.NonInteractable) { continue; }
|
||||
Wire wire = item.GetComponent<Wire>();
|
||||
if (wire.Locked) { continue; }
|
||||
if (wire.Connections[0] != null && (wire.Connections[0].Item.NonInteractable || wire.Connections[0].Item.GetComponent<ConnectionPanel>().Locked))
|
||||
{
|
||||
if (connection != null)
|
||||
continue;
|
||||
}
|
||||
if (wire.Connections[1] != null && (wire.Connections[1].Item.NonInteractable || wire.Connections[1].Item.GetComponent<ConnectionPanel>().Locked))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (Rand.Range(0f, 1.0f, Rand.RandSync.Unsynced) < removeWireProbability)
|
||||
{
|
||||
foreach (Connection connection in wire.Connections)
|
||||
{
|
||||
connection.ConnectionPanel.DisconnectedWires.Add(wire);
|
||||
wire.RemoveConnection(connection.Item);
|
||||
if (connection != null)
|
||||
{
|
||||
connection.ConnectionPanel.DisconnectedWires.Add(wire);
|
||||
wire.RemoveConnection(connection.Item);
|
||||
#if SERVER
|
||||
connection.ConnectionPanel.Item.CreateServerEvent(connection.ConnectionPanel);
|
||||
wire.CreateNetworkEvent();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,8 +117,7 @@ namespace Barotrauma
|
||||
EventHistory.AddRange(EventSet.PrefabList.Where(p => prefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));
|
||||
|
||||
string[] nonRepeatablePrefabNames = element.GetAttributeStringArray("nonrepeatableevents", new string[] { });
|
||||
NonRepeatableEvents.AddRange(EventSet.PrefabList.Where(p => prefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));
|
||||
|
||||
NonRepeatableEvents.AddRange(EventSet.PrefabList.Where(p => nonRepeatablePrefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -183,10 +183,10 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
string levelSeed = element.GetAttributeString("location", "");
|
||||
LevelData levelData = GameMain.GameSession.Campaign?.NextLevel ?? GameMain.GameSession.LevelData;
|
||||
LevelData levelData = GameMain.GameSession?.Campaign?.NextLevel ?? GameMain.GameSession?.LevelData;
|
||||
linkedSub = new LinkedSubmarine(submarine, idRemap.AssignMaxId())
|
||||
{
|
||||
purchasedLostShuttles = GameMain.GameSession.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles,
|
||||
purchasedLostShuttles = GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles,
|
||||
saveElement = element
|
||||
};
|
||||
|
||||
|
||||
@@ -591,9 +591,9 @@ namespace Barotrauma
|
||||
|
||||
public bool IsCriticallyRadiated()
|
||||
{
|
||||
if (GameMain.GameSession is { Campaign: { Map: { } map } })
|
||||
if (GameMain.GameSession?.Map?.Radiation != null)
|
||||
{
|
||||
return TurnsInRadiation > map.Radiation.Params.CriticalRadiationThreshold;
|
||||
return TurnsInRadiation > GameMain.GameSession.Map.Radiation.Params.CriticalRadiationThreshold;
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -708,7 +708,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsRadiated() => GameMain.GameSession is { Campaign: { Map: { Radiation: { Enabled: true } radiation } } } && radiation.Contains(this);
|
||||
public bool IsRadiated() => GameMain.GameSession?.Map?.Radiation != null && GameMain.GameSession.Map.Radiation.Enabled && GameMain.GameSession.Map.Radiation.Contains(this);
|
||||
|
||||
private List<PurchasedItem> CreateStoreStock()
|
||||
{
|
||||
|
||||
@@ -16,8 +16,8 @@ namespace Barotrauma
|
||||
|
||||
private Location furthestDiscoveredLocation;
|
||||
|
||||
public int Width => generationParams.Width;
|
||||
public int Height => generationParams.Height;
|
||||
public int Width { get; private set; }
|
||||
public int Height { get; private set; }
|
||||
|
||||
public Action<Location, LocationConnection> OnLocationSelected;
|
||||
/// <summary>
|
||||
@@ -62,12 +62,17 @@ namespace Barotrauma
|
||||
public Map(CampaignSettings settings)
|
||||
{
|
||||
generationParams = MapGenerationParams.Instance;
|
||||
Width = generationParams.Width;
|
||||
Height = generationParams.Height;
|
||||
Locations = new List<Location>();
|
||||
Connections = new List<LocationConnection>();
|
||||
Radiation = new Radiation(this, generationParams.RadiationParams)
|
||||
if (generationParams.RadiationParams != null)
|
||||
{
|
||||
Enabled = settings.RadiationEnabled
|
||||
};
|
||||
Radiation = new Radiation(this, generationParams.RadiationParams)
|
||||
{
|
||||
Enabled = settings.RadiationEnabled
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -78,6 +83,9 @@ namespace Barotrauma
|
||||
Seed = element.GetAttributeString("seed", "a");
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(Seed));
|
||||
|
||||
Width = element.GetAttributeInt("width", Width);
|
||||
Height = element.GetAttributeInt("height", Height);
|
||||
|
||||
bool lairsFound = false;
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
@@ -180,6 +188,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
//backwards compatibility: if locations go out of bounds (map saved with different generation parameters before width/height were included in the xml)
|
||||
float maxX = Locations.Select(l => l.MapPosition.X).Max();
|
||||
if (maxX > Width) { Width = (int)(maxX + 10); }
|
||||
float maxY = Locations.Select(l => l.MapPosition.Y).Max();
|
||||
if (maxY > Height) { Height = (int)(maxY + 10); }
|
||||
|
||||
InitProjectSpecific();
|
||||
}
|
||||
|
||||
@@ -405,6 +419,7 @@ namespace Barotrauma
|
||||
int zone1 = GetZoneIndex(Connections[i].Locations[0].MapPosition.X);
|
||||
int zone2 = GetZoneIndex(Connections[i].Locations[1].MapPosition.X);
|
||||
if (zone1 == zone2) { continue; }
|
||||
if (zone2 == generationParams.DifficultyZones) { continue; }
|
||||
|
||||
if (!connectionsBetweenZones.Contains(Connections[i]))
|
||||
{
|
||||
@@ -416,9 +431,9 @@ namespace Barotrauma
|
||||
Connections[i].Locations[0].MapPosition.X < Connections[i].Locations[1].MapPosition.X ?
|
||||
Connections[i].Locations[0] :
|
||||
Connections[i].Locations[1];
|
||||
if (!leftMostLocation.Type.HasOutpost)
|
||||
if (!leftMostLocation.Type.HasOutpost || leftMostLocation.Type.Identifier.Equals("abandoned", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
leftMostLocation.ChangeType(LocationType.List.First(lt => lt.HasOutpost));
|
||||
leftMostLocation.ChangeType(LocationType.List.First(lt => lt.HasOutpost && !lt.Identifier.Equals("abandoned", StringComparison.OrdinalIgnoreCase)));
|
||||
}
|
||||
leftMostLocation.IsGateBetweenBiomes = true;
|
||||
Connections[i].Locked = true;
|
||||
@@ -708,8 +723,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
SelectedLocation = Locations[index];
|
||||
var currentDisplayLocation = GameMain.GameSession?.Campaign?.GetCurrentDisplayLocation();
|
||||
SelectedConnection =
|
||||
Connections.Find(c => c.Locations.Contains(GameMain.GameSession?.Campaign?.CurrentDisplayLocation) && c.Locations.Contains(SelectedLocation)) ??
|
||||
Connections.Find(c => c.Locations.Contains(currentDisplayLocation) && c.Locations.Contains(SelectedLocation)) ??
|
||||
Connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
|
||||
if (SelectedConnection?.Locked ?? false)
|
||||
{
|
||||
@@ -796,7 +812,7 @@ namespace Barotrauma
|
||||
ProgressWorld();
|
||||
}
|
||||
|
||||
Radiation.OnStep(steps);
|
||||
Radiation?.OnStep(steps);
|
||||
}
|
||||
|
||||
private void ProgressWorld()
|
||||
@@ -1092,6 +1108,8 @@ namespace Barotrauma
|
||||
mapElement.Add(new XAttribute("currentlocationconnection", Connections.IndexOf(Connections.Find(c => c.LevelData == Level.Loaded.LevelData))));
|
||||
}
|
||||
}
|
||||
mapElement.Add(new XAttribute("width", Width));
|
||||
mapElement.Add(new XAttribute("height", Height));
|
||||
mapElement.Add(new XAttribute("selectedlocation", SelectedLocationIndex));
|
||||
mapElement.Add(new XAttribute("startlocation", Locations.IndexOf(StartLocation)));
|
||||
mapElement.Add(new XAttribute("endlocation", Locations.IndexOf(EndLocation)));
|
||||
@@ -1118,7 +1136,10 @@ namespace Barotrauma
|
||||
mapElement.Add(connectionElement);
|
||||
}
|
||||
|
||||
mapElement.Add(Radiation.Save());
|
||||
if (Radiation != null)
|
||||
{
|
||||
mapElement.Add(Radiation.Save());
|
||||
}
|
||||
|
||||
element.Add(mapElement);
|
||||
}
|
||||
|
||||
@@ -133,7 +133,7 @@ namespace Barotrauma
|
||||
|
||||
public Rectangle Borders
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
return subBody == null ? Rectangle.Empty : subBody.Borders;
|
||||
}
|
||||
@@ -155,7 +155,7 @@ namespace Barotrauma
|
||||
private float? realWorldCrushDepth;
|
||||
public float RealWorldCrushDepth
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
if (!realWorldCrushDepth.HasValue)
|
||||
{
|
||||
@@ -172,6 +172,7 @@ namespace Barotrauma
|
||||
}
|
||||
return realWorldCrushDepth.Value;
|
||||
}
|
||||
set { realWorldCrushDepth = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -179,7 +180,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public float RealWorldDepth
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
if (Level.Loaded?.GenerationParams == null)
|
||||
{
|
||||
@@ -191,7 +192,7 @@ namespace Barotrauma
|
||||
|
||||
public bool AtEndExit
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
if (Level.Loaded == null) { return false; }
|
||||
if (Level.Loaded.EndOutpost != null && DockedTo.Contains(Level.Loaded.EndOutpost))
|
||||
@@ -247,7 +248,7 @@ namespace Barotrauma
|
||||
|
||||
public bool AtDamageDepth
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
if (Level.Loaded == null || subBody == null) { return false; }
|
||||
return RealWorldDepth > Level.Loaded.RealWorldCrushDepth && RealWorldDepth > RealWorldCrushDepth;
|
||||
@@ -330,7 +331,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Submarine != this) { continue; }
|
||||
if (item.prefab.Identifier == "idcardwreck" || item.prefab.Identifier == "idcard")
|
||||
if (item.prefab.Identifier == "idcardwreck" || item.prefab.Identifier == "idcard")
|
||||
{
|
||||
foreach (string tag in item.GetTags().ToList())
|
||||
{
|
||||
@@ -338,7 +339,7 @@ namespace Barotrauma
|
||||
string newTag = Level.Loaded.GetWreckIDTag(tag, this);
|
||||
item.ReplaceTag(tag, newTag);
|
||||
ReplaceIDCardTagRequirements(tag, newTag);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -452,7 +453,7 @@ namespace Barotrauma
|
||||
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f, int verticalMoveDir = 0)
|
||||
{
|
||||
Rectangle dockedBorders = GetDockedBorders();
|
||||
Vector2 diffFromDockedBorders =
|
||||
Vector2 diffFromDockedBorders =
|
||||
new Vector2(dockedBorders.Center.X, dockedBorders.Y - dockedBorders.Height / 2)
|
||||
- new Vector2(Borders.Center.X, Borders.Y - Borders.Height / 2);
|
||||
|
||||
@@ -503,7 +504,7 @@ namespace Barotrauma
|
||||
(e.Point1.Y > refPos.Y + minHeight * 0.5f && e.Point2.Y > refPos.Y + minHeight * 0.5f))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (cell.Site.Coord.X < refPos.X)
|
||||
{
|
||||
@@ -550,7 +551,7 @@ namespace Barotrauma
|
||||
//walls found at both sides, use their midpoint
|
||||
spawnPos.X = (limits.X + limits.Y) / 2 + subDockingPortOffset;
|
||||
}
|
||||
|
||||
|
||||
spawnPos.Y = MathHelper.Clamp(spawnPos.Y, dockedBorders.Height / 2 + 10, Level.Loaded.Size.Y - dockedBorders.Height / 2 - padding * 2);
|
||||
return spawnPos - diffFromDockedBorders;
|
||||
}
|
||||
@@ -617,7 +618,7 @@ namespace Barotrauma
|
||||
|
||||
return new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
|
||||
}
|
||||
|
||||
|
||||
public static Rectangle AbsRect(Vector2 pos, Vector2 size)
|
||||
{
|
||||
if (size.X < 0.0f)
|
||||
@@ -630,7 +631,7 @@ namespace Barotrauma
|
||||
pos.Y -= size.Y;
|
||||
size.Y = -size.Y;
|
||||
}
|
||||
|
||||
|
||||
return new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
|
||||
}
|
||||
|
||||
@@ -684,7 +685,7 @@ namespace Barotrauma
|
||||
|
||||
closestFraction = 0.0f;
|
||||
closestNormal = Vector2.Normalize(rayEnd - rayStart);
|
||||
if (fixture.Body != null) closestBody = fixture.Body;
|
||||
if (fixture.Body != null) closestBody = fixture.Body;
|
||||
return false;
|
||||
}, ref aabb);
|
||||
if (closestFraction <= 0.0f)
|
||||
@@ -695,7 +696,7 @@ namespace Barotrauma
|
||||
return closestBody;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
|
||||
@@ -712,7 +713,7 @@ namespace Barotrauma
|
||||
lastPickedPosition = rayStart + (rayEnd - rayStart) * closestFraction;
|
||||
lastPickedFraction = closestFraction;
|
||||
lastPickedNormal = closestNormal;
|
||||
|
||||
|
||||
return closestBody;
|
||||
}
|
||||
|
||||
@@ -837,13 +838,13 @@ namespace Barotrauma
|
||||
lastPickedPosition = rayEnd;
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
if (fixture == null) { return -1; }
|
||||
if (ignoreSensors && fixture.IsSensor) { return -1; }
|
||||
if (ignoreLevel && fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return -1; }
|
||||
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)
|
||||
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)
|
||||
&& !fixture.CollisionCategories.HasFlag(Physics.CollisionWall)
|
||||
&& !fixture.CollisionCategories.HasFlag(Physics.CollisionRepair)) { return -1; }
|
||||
if (ignoreSubs && fixture.Body.UserData is Submarine) { return -1; }
|
||||
@@ -890,7 +891,7 @@ namespace Barotrauma
|
||||
parents.Add(this);
|
||||
|
||||
flippedX = !flippedX;
|
||||
|
||||
|
||||
Item.UpdateHulls();
|
||||
|
||||
List<Item> bodyItems = Item.ItemList.FindAll(it => it.Submarine == this && it.body != null);
|
||||
@@ -1174,7 +1175,7 @@ namespace Barotrauma
|
||||
subBody.SetPosition(subBody.Position + amount);
|
||||
}
|
||||
|
||||
public static Submarine FindClosest(Vector2 worldPosition, bool ignoreOutposts = false, bool ignoreOutsideLevel = true)
|
||||
public static Submarine FindClosest(Vector2 worldPosition, bool ignoreOutposts = false, bool ignoreOutsideLevel = true, bool ignoreRespawnShuttle = false)
|
||||
{
|
||||
Submarine closest = null;
|
||||
float closestDist = 0.0f;
|
||||
@@ -1182,6 +1183,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (ignoreOutposts && sub.Info.IsOutpost) { continue; }
|
||||
if (ignoreOutsideLevel && Level.Loaded != null && sub.WorldPosition.Y > Level.Loaded.Size.Y) { continue; }
|
||||
if (ignoreRespawnShuttle)
|
||||
{
|
||||
if (sub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { continue; }
|
||||
}
|
||||
float dist = Vector2.DistanceSquared(worldPosition, sub.WorldPosition);
|
||||
if (closest == null || dist < closestDist)
|
||||
{
|
||||
@@ -1344,9 +1349,9 @@ namespace Barotrauma
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
TeamID = CharacterTeamType.FriendlyNPC;
|
||||
|
||||
bool indestructible =
|
||||
GameMain.NetworkMember != null &&
|
||||
!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
|
||||
bool indestructible =
|
||||
GameMain.NetworkMember != null &&
|
||||
!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
|
||||
!(info.OutpostGenerationParams?.AlwaysDestructible ?? false);
|
||||
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
@@ -1432,7 +1437,7 @@ namespace Barotrauma
|
||||
//halve the brightness of the lights to make them look (almost) right on the new lighting formula
|
||||
if (showWarningMessages &&
|
||||
!string.IsNullOrEmpty(Info.FilePath) &&
|
||||
Screen.Selected != GameMain.SubEditorScreen &&
|
||||
Screen.Selected != GameMain.SubEditorScreen &&
|
||||
(Info.GameVersion == null || Info.GameVersion < new Version("0.8.9.0")))
|
||||
{
|
||||
DebugConsole.ThrowError("The submarine \"" + Info.Name + "\" was made using an older version of the Barotrauma that used a different formula to calculate the lighting. "
|
||||
@@ -1445,6 +1450,7 @@ namespace Barotrauma
|
||||
if (lightComponent != null) lightComponent.LightColor = new Color(lightComponent.LightColor, lightComponent.LightColor.A / 255.0f * 0.5f);
|
||||
}
|
||||
}
|
||||
GenerateOutdoorNodes();
|
||||
}
|
||||
|
||||
protected override ushort DetermineID(ushort id, Submarine submarine)
|
||||
@@ -1500,7 +1506,7 @@ namespace Barotrauma
|
||||
element.Add(new XAttribute("recommendedcrewsizemax", Info.RecommendedCrewSizeMax));
|
||||
element.Add(new XAttribute("recommendedcrewexperience", Info.RecommendedCrewExperience ?? ""));
|
||||
element.Add(new XAttribute("requiredcontentpackages", string.Join(", ", Info.RequiredContentPackages)));
|
||||
|
||||
|
||||
if (Info.Type == SubmarineType.OutpostModule)
|
||||
{
|
||||
Info.OutpostModuleInfo?.Save(element);
|
||||
@@ -1606,7 +1612,7 @@ namespace Barotrauma
|
||||
|
||||
PhysicsBody.RemoveAll();
|
||||
|
||||
GameMain.World.Clear();
|
||||
GameMain.World.Clear();
|
||||
|
||||
Unloading = false;
|
||||
}
|
||||
@@ -1651,12 +1657,18 @@ namespace Barotrauma
|
||||
{
|
||||
if (outdoorNodes == null)
|
||||
{
|
||||
outdoorNodes = PathNode.GenerateNodes(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path && wp.Submarine == this && wp.CurrentHull == null));
|
||||
GenerateOutdoorNodes();
|
||||
}
|
||||
return outdoorNodes;
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateOutdoorNodes()
|
||||
{
|
||||
var waypoints = WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path && wp.Submarine == this && wp.CurrentHull == null);
|
||||
outdoorNodes = PathNode.GenerateNodes(waypoints, removeOrphans: false);
|
||||
}
|
||||
|
||||
private readonly Dictionary<Submarine, HashSet<PathNode>> obstructedNodes = new Dictionary<Submarine, HashSet<PathNode>>();
|
||||
|
||||
/// <summary>
|
||||
@@ -1724,7 +1736,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
node.Waypoint.FindHull();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1739,7 +1750,8 @@ namespace Barotrauma
|
||||
nodes.Clear();
|
||||
obstructedNodes.Remove(otherSub);
|
||||
}
|
||||
OutdoorNodes.ForEach(n => n.Waypoint.FindHull());
|
||||
}
|
||||
|
||||
public void RefreshOutdoorNodes() => OutdoorNodes.ForEach(n => n?.Waypoint?.FindHull());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -453,7 +453,7 @@ namespace Barotrauma
|
||||
|
||||
//camera shake and sounds start playing 500 meters before crush depth
|
||||
float depthEffectThreshold = 500.0f;
|
||||
if (Submarine.RealWorldDepth < Level.Loaded.RealWorldCrushDepth - depthEffectThreshold && Submarine.RealWorldDepth < Submarine.RealWorldCrushDepth - depthEffectThreshold)
|
||||
if (Submarine.RealWorldDepth < Level.Loaded.RealWorldCrushDepth - depthEffectThreshold || Submarine.RealWorldDepth < Submarine.RealWorldCrushDepth - depthEffectThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -275,7 +275,7 @@ namespace Barotrauma
|
||||
OutpostModuleInfo = new OutpostModuleInfo(original.OutpostModuleInfo);
|
||||
}
|
||||
#if CLIENT
|
||||
PreviewImage = original.PreviewImage != null ? new Sprite(original.PreviewImage.Texture, null, null) : null;
|
||||
PreviewImage = original.PreviewImage != null ? new Sprite(original.PreviewImage) : null;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -144,7 +144,7 @@ namespace Barotrauma
|
||||
|
||||
DebugConsole.Log("Created waypoint (" + ID + ")");
|
||||
|
||||
CurrentHull = Hull.FindHull(WorldPosition);
|
||||
FindHull();
|
||||
}
|
||||
|
||||
public override MapEntity Clone()
|
||||
@@ -791,7 +791,7 @@ namespace Barotrauma
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
InitializeLinks();
|
||||
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
|
||||
FindHull();
|
||||
FindStairs();
|
||||
}
|
||||
|
||||
|
||||
@@ -82,7 +82,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.IsNullOrWhiteSpace(SenderName) ? TranslatedText : SenderName + ": " + TranslatedText;
|
||||
return string.IsNullOrWhiteSpace(SenderName) ? TranslatedText : NetworkMember.ClientLogName(SenderClient, SenderName) + ": " + TranslatedText;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -237,9 +237,9 @@ namespace Barotrauma.Networking
|
||||
return radioComponent.HasRequiredContainedItems(sender, addMessage: false);
|
||||
}
|
||||
|
||||
public void AddChatMessage(string message, ChatMessageType type, string senderName = "", Character senderCharacter = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None)
|
||||
public void AddChatMessage(string message, ChatMessageType type, string senderName = "", Client senderClient = null, Character senderCharacter = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None)
|
||||
{
|
||||
AddChatMessage(ChatMessage.Create(senderName, message, type, senderCharacter, changeType: changeType));
|
||||
AddChatMessage(ChatMessage.Create(senderName, message, type, senderCharacter, senderClient, changeType: changeType));
|
||||
}
|
||||
|
||||
public virtual void AddChatMessage(ChatMessage message)
|
||||
@@ -252,6 +252,18 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public static string ClientLogName(Client client, string name = null)
|
||||
{
|
||||
if (client == null) { return name; }
|
||||
string retVal = "‖";
|
||||
if (client.Karma < 40.0f)
|
||||
{
|
||||
retVal += "color:#ff9900;";
|
||||
}
|
||||
retVal += "metadata:" + (client.SteamID != 0 ? client.SteamID.ToString() : client.ID.ToString()) + "‖" + (name ?? client.Name).Replace("‖", "") + "‖end‖";
|
||||
return retVal;
|
||||
}
|
||||
|
||||
public virtual void KickPlayer(string kickedName, string reason) { }
|
||||
|
||||
public virtual void BanPlayer(string kickedName, string reason, bool range = false, TimeSpan? duration = null) { }
|
||||
|
||||
@@ -70,6 +70,8 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
RespawnShuttle = new Submarine(shuttleInfo, true);
|
||||
RespawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision;
|
||||
//set crush depth slightly deeper than the main sub's
|
||||
RespawnShuttle.RealWorldCrushDepth = Math.Max(RespawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f);
|
||||
|
||||
//prevent wifi components from communicating between the respawn shuttle and other subs
|
||||
List<WifiComponent> wifiComponents = new List<WifiComponent>();
|
||||
|
||||
@@ -244,7 +244,7 @@ namespace Barotrauma
|
||||
cam.TargetPos = targetPos;
|
||||
}
|
||||
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null);
|
||||
#endif
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
|
||||
@@ -40,6 +40,7 @@ namespace Barotrauma
|
||||
public void SetRadiationEnabled(bool enabled)
|
||||
{
|
||||
#if CLIENT
|
||||
if (radiationEnabledTickBox == null) { return; }
|
||||
radiationEnabledTickBox.Selected = enabled;
|
||||
#endif
|
||||
}
|
||||
@@ -47,7 +48,7 @@ namespace Barotrauma
|
||||
public bool IsRadiationEnabled()
|
||||
{
|
||||
#if CLIENT
|
||||
return radiationEnabledTickBox.Selected;
|
||||
return radiationEnabledTickBox != null && radiationEnabledTickBox.Selected;
|
||||
#elif SERVER
|
||||
return GameMain.Server.ServerSettings.RadiationEnabled;
|
||||
#endif
|
||||
|
||||
@@ -32,6 +32,7 @@
|
||||
GUI.KeyboardDispatcher.Subscriber = null;
|
||||
GUI.ScreenChanged = true;
|
||||
}
|
||||
SubmarinePreview.Close();
|
||||
#endif
|
||||
}
|
||||
selected = this;
|
||||
|
||||
@@ -281,6 +281,8 @@ namespace Barotrauma
|
||||
|
||||
public readonly bool OnlyInside;
|
||||
public readonly bool OnlyOutside;
|
||||
// Currently only used for OnDamaged. TODO: is there a better, more generic way to do this?
|
||||
public readonly bool OnlyPlayerTriggered;
|
||||
|
||||
public HashSet<string> TargetIdentifiers
|
||||
{
|
||||
@@ -351,6 +353,7 @@ namespace Barotrauma
|
||||
tags = new HashSet<string>(element.GetAttributeString("tags", "").Split(','));
|
||||
OnlyInside = element.GetAttributeBool("onlyinside", false);
|
||||
OnlyOutside = element.GetAttributeBool("onlyoutside", false);
|
||||
OnlyPlayerTriggered = element.GetAttributeBool("onlyplayertriggered", false);
|
||||
|
||||
Range = element.GetAttributeFloat("range", 0.0f);
|
||||
Offset = element.GetAttributeVector2("offset", Vector2.Zero);
|
||||
@@ -1088,7 +1091,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (Pair<string, float> reduceAffliction in ReduceAffliction)
|
||||
{
|
||||
float reduceAmount = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
|
||||
float reduceAmount = disableDeltaTime || setValue ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
|
||||
Limb targetLimb = null;
|
||||
Character targetCharacter = null;
|
||||
if (target is Character character)
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,3 +1,53 @@
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.1300.0.4 (unstable)
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Changes:
|
||||
- Adjustments on Moloch. Improve the feedback.
|
||||
- Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them.
|
||||
- Readjusted abyss and combat diving suits. They are now essentially better versions of the normal diving suit (as opposed to just alternatives with their own pros and cons), making normal suits obsolete later in the campaign. Both suits now have a high resistance to pressure, although an abyss suit may still be required at the very end of the campaign.
|
||||
- Replaced legacy small pumps with the new ones in Orca.
|
||||
- Adjusted stun gun's effect. It basically works like incremental stun, but inversed: the strength increases rapidly to the max, after which we remove progressive stun and add full incremental stun that will wear off with time.
|
||||
- Restrict the length of the text that can be entered as a sonar beacon's sonar label.
|
||||
- The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20.
|
||||
- Added a hint for encountering ballast flora.
|
||||
- Added submarine preview to campaign outpost submarine selection.
|
||||
- Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones.
|
||||
- Abyss monsters only emit distant sonar "waves" while chasing the player, not always.
|
||||
|
||||
Fixes:
|
||||
- Fixed players being able to take the respawn shuttle with them from the levels in the multiplayer campaign, which would lead to "entity not found" errors during the next round.
|
||||
- Fixed respawn shuttle always having the default crush depth of 3500 meters, making it unusable at later stages of the campaign.
|
||||
- Fixed creaking hull sounds triggering when 500 meters above a non-upgraded sub's crush depth, even if the current sub can withstand more.
|
||||
- Fixed Kastrull's drone airlock not flooding correctly.
|
||||
- Don't restrict signal components' output length when the sub is being loaded. Fixes all outputs being restricted to 200 characters in subs from previous versions and output getting cut off when saving and loading the sub.
|
||||
- Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost.
|
||||
- Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it.
|
||||
- Fixed gaps in the "backwall pipes" sprite.
|
||||
- Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting.
|
||||
- Fixed crashing when you try to preview a sub you don't have in the server lobby.
|
||||
- Fixed "gate outpost" sometimes generating as abandoned outposts.
|
||||
- Fixed clients being unable to vote for subs they don't have.
|
||||
- Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby.
|
||||
- Fixed Operate Weapons icon not updating when assigned again while targeting a weapon of different type.
|
||||
- Fixed being able to assign the same order to a character multiple times with different options.
|
||||
- Fixed highlighted client names in chat messages not opening the player info dialog when clicked.
|
||||
|
||||
Bots:
|
||||
- Fixed bots not knowing how to swap out welding fuel from diving gear and oxygen tanks from welding tools (#4380).
|
||||
- Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked.
|
||||
|
||||
Modding:
|
||||
- Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level.
|
||||
- Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged.
|
||||
- Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints.
|
||||
- Fixed crashing if you try to create a decal with incorrect casing.
|
||||
- Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml.
|
||||
- Fixed crashes if radiation parameters aren't defined in the map generation xml.
|
||||
- Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller.
|
||||
- Fixed explosions not damaging level walls if their structure damage is set to 0.
|
||||
- Fixed reduce affliction status effects using delta time even when "setvalue" is true.
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.1300.0.3 (unstable)
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
<progresstonextemptylocation/>
|
||||
<returntopreviousemptylocation/>
|
||||
</onavailabletransition>
|
||||
<onballastflorainfected/>
|
||||
<oncharacterkilled/>
|
||||
<oncharacterunconscious/>
|
||||
<ondivinggearoutofoxygen/>
|
||||
|
||||
Reference in New Issue
Block a user