Fixed AIObjectiveGoto terminating if previous path was unreachable, BackGroundSpriteManager won't place a sprite if a suitable position isn't found, StatusEffect fire position fix, UI improvements, door convexhull fix, progress on Fabricators & Deconstructors, mapentities sorted by category in edit mode, item descriptions, TutorialMode refactoring to make it easier to add new types of tutorials
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Deconstructor : ItemComponent
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{
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GUIProgressBar progressBar;
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GUIButton activateButton;
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float progressTimer;
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ItemContainer container;
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public Deconstructor(Item item, XElement element)
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: base(item, element)
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{
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progressBar = new GUIProgressBar(new Rectangle(0,0,200,20), Color.Green, 0.0f, Alignment.BottomCenter, GuiFrame);
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activateButton = new GUIButton(new Rectangle(0, 0, 200, 20), "Deconstruct", Alignment.TopCenter, GUI.Style, GuiFrame);
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activateButton.OnClicked = Activate;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (container == null || !container.Inventory.Items.Any(i=>i!=null))
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{
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progressBar.BarSize = 0.0f;
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//activateButton.Enabled = true;
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if (container != null) container.Inventory.Locked = false;
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IsActive = false;
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return;
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}
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progressTimer += deltaTime;
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var targetItem = container.Inventory.Items.FirstOrDefault(i => i != null);
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progressBar.BarSize = Math.Min(progressTimer / targetItem.Prefab.DeconstructTime, 1.0f);
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if (progressTimer>targetItem.Prefab.DeconstructTime)
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{
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var containers = item.GetComponents<ItemContainer>();
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if (containers.Count<2)
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{
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DebugConsole.ThrowError("Error in Deconstructor.Update: Deconstructors must have two ItemContainer components!");
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return;
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}
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foreach (string deconstructProduct in targetItem.Prefab.DeconstructItems)
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{
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var itemPrefab = ItemPrefab.list.FirstOrDefault(ip => ip.Name.ToLower() == deconstructProduct.ToLower()) as ItemPrefab;
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if (itemPrefab==null)
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{
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DebugConsole.ThrowError("Tried to deconstruct item ''"+targetItem.Name+"'' but couldn't find item prefab ''"+deconstructProduct+"''!");
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continue;
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}
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Item.Spawner.QueueItem(itemPrefab, containers[1].Inventory);
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}
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container.Inventory.RemoveItem(targetItem);
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Item.Remover.QueueItem(targetItem);
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activateButton.Text = "Deconstruct";
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progressBar.BarSize = 0.0f;
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progressTimer = 0.0f;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Draw(spriteBatch);
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}
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private bool Activate(GUIButton button, object obj)
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{
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container = item.GetComponent<ItemContainer>();
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if (container==null)
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{
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DebugConsole.ThrowError("Error in Deconstructor.Activate: Deconstructors must have two ItemContainer components");
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return false;
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}
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if (IsActive)
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{
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progressBar.BarSize = 0.0f;
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progressTimer = 0.0f;
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activateButton.Text = "Deconstruct";
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}
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else
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{
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if (!container.Inventory.Items.Any(i => i != null)) return false;
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activateButton.Text = "Cancel";
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}
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IsActive = !IsActive;
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container.Inventory.Locked = IsActive;
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return true;
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}
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}
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}
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