Build 1.1.4.0
This commit is contained in:
@@ -105,15 +105,21 @@ namespace Barotrauma
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string slotString = subElement.GetAttributeString("slot", "None");
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InvSlotType slot = Enum.TryParse(slotString, ignoreCase: true, out InvSlotType s) ? s : InvSlotType.None;
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Entity.Spawner?.AddItemToSpawnQueue(itemPrefab, this, ignoreLimbSlots: subElement.GetAttributeBool("forcetoslot", false), slot: slot, onSpawned: (Item item) =>
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bool forceToSlot = subElement.GetAttributeBool("forcetoslot", false);
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int amount = subElement.GetAttributeInt("amount", 1);
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for (int i = 0; i < amount; i++)
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{
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if (item != null && item.ParentInventory != this)
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Entity.Spawner?.AddItemToSpawnQueue(itemPrefab, this, ignoreLimbSlots: forceToSlot, slot: slot, onSpawned: (Item item) =>
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{
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string errorMsg = $"Failed to spawn the initial item \"{item.Prefab.Identifier}\" in the inventory of \"{character.SpeciesName}\".";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("CharacterInventory:FailedToSpawnInitialItem", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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}
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});
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if (item != null && item.ParentInventory != this)
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{
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string errorMsg = $"Failed to spawn the initial item \"{item.Prefab.Identifier}\" in the inventory of \"{character.SpeciesName}\".";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("CharacterInventory:FailedToSpawnInitialItem", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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}
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});
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}
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}
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}
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@@ -172,21 +178,6 @@ namespace Barotrauma
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(SlotTypes[i] == InvSlotType.Any || slots[i].Items.Count < 1);
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}
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public bool CanBeAutoMovedToCorrectSlots(Item item)
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{
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if (item == null) { return false; }
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foreach (var allowedSlot in item.AllowedSlots)
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{
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InvSlotType slotsFree = InvSlotType.None;
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for (int i = 0; i < slots.Length; i++)
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && slots[i].Empty()) { slotsFree |= SlotTypes[i]; }
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}
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if (allowedSlot == slotsFree) { return true; }
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}
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return false;
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}
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public override void RemoveItem(Item item)
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{
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RemoveItem(item, tryEquipFromSameStack: false);
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@@ -507,9 +507,9 @@ namespace Barotrauma.Items.Components
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wire.RemoveConnection(DockingTarget.item);
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powerConnection.TryAddLink(wire);
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wire.Connect(powerConnection, false, false);
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wire.TryConnect(powerConnection, addNode: false);
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recipient.TryAddLink(wire);
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wire.Connect(recipient, false, false);
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wire.TryConnect(recipient, addNode: false);
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//Flag connections to be updated
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Powered.ChangedConnections.Add(powerConnection);
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@@ -543,8 +543,8 @@ namespace Barotrauma.Items.Components
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System.Diagnostics.Debug.Assert(doorBody == null);
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doorBody = GameMain.World.CreateRectangle(
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DockingTarget.Door.Body.width,
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DockingTarget.Door.Body.height,
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DockingTarget.Door.Body.Width,
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DockingTarget.Door.Body.Height,
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1.0f,
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position);
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doorBody.UserData = DockingTarget.Door;
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@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
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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 FarseerPhysics.Dynamics;
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#if CLIENT
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using Barotrauma.Lights;
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#endif
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@@ -13,6 +14,10 @@ namespace Barotrauma.Items.Components
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{
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partial class Door : Pickable, IDrawableComponent, IServerSerializable
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{
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private static readonly HashSet<Door> doorList = new HashSet<Door>();
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public static IReadOnlyCollection<Door> DoorList { get { return doorList; } }
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private Gap linkedGap;
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private bool isOpen;
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@@ -89,6 +94,9 @@ namespace Barotrauma.Items.Components
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public PhysicsBody Body { get; private set; }
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//the fixture that's part of the submarine's collider (= fixture that things outside the sub can collide with if the door is outside hulls)
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public Fixture OutsideSubmarineFixture;
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private float RepairThreshold
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{
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get { return item.GetComponent<Repairable>() == null ? 0.0f : item.MaxCondition; }
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@@ -162,9 +170,14 @@ namespace Barotrauma.Items.Components
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set
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{
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isOpen = value;
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OpenState = (isOpen) ? 1.0f : 0.0f;
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OpenState = isOpen ? 1.0f : 0.0f;
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}
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}
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public bool IsClosed => !IsOpen;
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public bool IsFullyOpen => IsOpen && OpenState >= 1.0f;
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public bool IsFullyClosed => IsClosed && OpenState <= 0f;
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[Serialize(false, IsPropertySaveable.No, description: "If the door has integrated buttons, it can be opened by interacting with it directly (instead of using buttons wired to it).")]
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public bool HasIntegratedButtons { get; private set; }
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@@ -226,6 +239,7 @@ namespace Barotrauma.Items.Components
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}
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IsActive = true;
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doorList.Add(this);
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}
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public override void OnItemLoaded()
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@@ -394,11 +408,20 @@ namespace Barotrauma.Items.Components
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if (isClosing)
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{
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if (OpenState < 0.9f) { PushCharactersAway(); }
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if (CheckSubmarinesInDoorWay())
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{
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PredictedState = null;
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isOpen = true;
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}
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}
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else
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{
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bool wasEnabled = Body.Enabled;
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Body.Enabled = Impassable || openState < 1.0f;
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if (OutsideSubmarineFixture != null)
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{
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OutsideSubmarineFixture.CollidesWith = Body.Enabled ? SubmarineBody.CollidesWith : Category.None;
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}
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if (wasEnabled && !Body.Enabled && IsHorizontal)
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{
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//when opening a hatch, force characters above it to refresh the floor position
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@@ -442,6 +465,10 @@ namespace Barotrauma.Items.Components
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}
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PushCharactersAway();
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}
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if (OutsideSubmarineFixture != null && Body.Enabled)
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{
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OutsideSubmarineFixture.CollidesWith = SubmarineBody.CollidesWith;
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}
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#if CLIENT
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UpdateConvexHulls();
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#endif
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@@ -462,10 +489,16 @@ namespace Barotrauma.Items.Components
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ce = ce.Next;
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}
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}
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if (OutsideSubmarineFixture != null)
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{
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OutsideSubmarineFixture.CollidesWith = Category.None;
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}
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if (linkedGap != null)
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{
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linkedGap.Open = 1.0f;
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}
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IsOpen = false;
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#if CLIENT
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if (convexHull != null) { convexHull.Enabled = false; }
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@@ -488,11 +521,8 @@ namespace Barotrauma.Items.Components
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{
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RefreshLinkedGap();
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#if CLIENT
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Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
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convexHull = new ConvexHull(corners, Color.Black, item);
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if (Window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);
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convexHull = new ConvexHull(Rectangle.Empty, !IsHorizontal, item);
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if (Window != Rectangle.Empty) { convexHull2 = new ConvexHull(Rectangle.Empty, !IsHorizontal, item); }
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UpdateConvexHulls();
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#endif
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}
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@@ -540,6 +570,36 @@ namespace Barotrauma.Items.Components
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convexHull?.Remove();
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convexHull2?.Remove();
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#endif
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doorList.Remove(this);
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}
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private bool CheckSubmarinesInDoorWay()
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{
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if (linkedGap != null && linkedGap.IsRoomToRoom) { return false; }
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Rectangle doorRect = item.WorldRect;
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if (IsHorizontal)
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{
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doorRect.Width = (int)(item.Rect.Width * (1.0f - openState));
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}
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else
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{
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doorRect.Height = (int)(item.Rect.Height * (1.0f - openState));
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}
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub == item.Submarine || sub.DockedTo.Contains(item.Submarine)) { continue; }
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Rectangle worldBorders = sub.Borders;
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worldBorders.Location += sub.WorldPosition.ToPoint();
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if (!Submarine.RectsOverlap(worldBorders, doorRect)) { continue; }
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foreach (Hull hull in sub.GetHulls(alsoFromConnectedSubs: false))
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{
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if (Submarine.RectsOverlap(hull.WorldRect, doorRect)) { return true; }
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}
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}
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return false;
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}
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bool itemPosErrorShown;
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@@ -563,7 +623,6 @@ namespace Barotrauma.Items.Components
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Vector2 currSize = IsHorizontal ?
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new Vector2(item.Rect.Width * (1.0f - openState), doorSprite.size.Y * item.Scale) :
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new Vector2(doorSprite.size.X * item.Scale, item.Rect.Height * (1.0f - openState));
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Vector2 simSize = ConvertUnits.ToSimUnits(currSize);
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foreach (Character c in Character.CharacterList)
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@@ -600,7 +600,7 @@ namespace Barotrauma.Items.Components
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public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
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{
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//no further data needed, the event just triggers the discharge
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msg.WriteUInt16(user?.ID ?? Entity.NullEntityID);
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}
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}
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}
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+40
-6
@@ -67,11 +67,18 @@ namespace Barotrauma.Items.Components
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[Serialize(true, IsPropertySaveable.Yes, "")]
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public bool CanSpawn { get; set; } = true;
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[Editable, Serialize(false, IsPropertySaveable.Yes, "")]
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public bool PreloadCharacter { get; set; }
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private float spawnTimer;
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private float? spawnTimerGoal;
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private int spawnedAmount = 0;
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private Character? preloadedCharacter;
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private bool preloadInitiated;
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public EntitySpawnerComponent(Item item, ContentXElement element) : base(item, element)
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{
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IsActive = true;
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@@ -103,12 +110,21 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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base.OnItemLoaded();
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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 (PreloadCharacter && !Screen.Selected.IsEditor && !preloadInitiated)
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{
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SpawnCharacter(Vector2.Zero, onSpawn: (Character c) =>
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{
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preloadedCharacter = c;
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c.DisabledByEvent = true;
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});
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preloadInitiated = true;
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return;
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}
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base.Update(deltaTime, cam);
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item.SendSignal(CanSpawn ? "1" : "0", "state_out");
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@@ -269,10 +285,18 @@ namespace Barotrauma.Items.Components
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{
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if (!string.IsNullOrWhiteSpace(SpeciesName))
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{
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Identifier[] allSpecies = SpeciesName.Split(',').Select(s => s.Trim()).ToIdentifiers().ToArray();
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Identifier species = allSpecies.GetRandomUnsynced();
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Entity.Spawner?.AddCharacterToSpawnQueue(species, pos);
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spawnedAmount++;
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if (preloadedCharacter != null)
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{
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preloadedCharacter.DisabledByEvent = false;
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preloadedCharacter.TeleportTo(pos);
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preloadedCharacter = null;
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spawnedAmount++;
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}
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else
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{
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SpawnCharacter(pos);
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spawnedAmount++;
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}
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}
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else if (!string.IsNullOrWhiteSpace(ItemIdentifier))
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{
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@@ -291,5 +315,15 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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private void SpawnCharacter(Vector2 pos, Action<Character>? onSpawn = null)
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{
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if (!string.IsNullOrWhiteSpace(SpeciesName))
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{
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Identifier[] allSpecies = SpeciesName.Split(',').Select(s => s.Trim()).ToIdentifiers().ToArray();
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Identifier species = allSpecies.GetRandomUnsynced();
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Entity.Spawner?.AddCharacterToSpawnQueue(species, pos, onSpawn);
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}
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}
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}
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}
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@@ -226,7 +226,7 @@ namespace Barotrauma.Items.Components
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Pusher = null;
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if (element.GetAttributeBool("blocksplayers", false))
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{
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Pusher = new PhysicsBody(item.body.width, item.body.height, item.body.radius,
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Pusher = new PhysicsBody(item.body.Width, item.body.Height, item.body.Radius,
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item.body.Density,
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BodyType.Dynamic,
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Physics.CollisionItemBlocking,
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@@ -427,10 +427,11 @@ namespace Barotrauma.Items.Components
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return;
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}
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//cannot hold and wear an item at the same time
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//(unless the slot in which it's held and worn are equal - e.g. a suit with built-in tool or weapon on one hand)
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var wearable = item.GetComponent<Wearable>();
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if (wearable != null)
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if (wearable != null && !wearable.AllowedSlots.SequenceEqual(allowedSlots))
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{
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//cannot hold and wear an item at the same time
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wearable.Unequip(character);
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}
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@@ -558,10 +559,16 @@ namespace Barotrauma.Items.Components
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public override bool OnPicked(Character picker)
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{
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#if CLIENT
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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if (!picker.Inventory.CanBeAutoMovedToCorrectSlots(item))
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{
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picker.Inventory.FlashAllowedSlots(item, Color.Red);
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}
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return false;
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}
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#endif
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bool wasAttached = IsAttached;
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if (base.OnPicked(picker))
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{
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@@ -128,7 +128,7 @@ namespace Barotrauma.Items.Components
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if (body != null)
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{
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trigger = new PhysicsBody(body.width, body.height, body.radius,
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trigger = new PhysicsBody(body.Width, body.Height, body.Radius,
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body.Density,
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BodyType.Static,
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Physics.CollisionWall,
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@@ -445,7 +445,7 @@ namespace Barotrauma.Items.Components
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targetItem.Condition / targetItem.MaxCondition,
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emptyColor: GUIStyle.HealthBarColorLow,
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fullColor: GUIStyle.HealthBarColorHigh,
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textTag: targetItem.Name);
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textTag: targetItem.Prefab.ShowNameInHealthBar ? targetItem.Name : string.Empty);
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}
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#endif
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}
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+36
-32
@@ -5,9 +5,7 @@ using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
|
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|
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namespace Barotrauma.Items.Components
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{
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@@ -98,6 +96,9 @@ namespace Barotrauma.Items.Components
|
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private set;
|
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}
|
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private readonly IReadOnlySet<Identifier> suitableProjectiles;
|
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|
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|
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private enum ChargingState
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{
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Inactive,
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@@ -130,12 +131,11 @@ namespace Barotrauma.Items.Components
|
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// TODO: should define this in xml if we have ranged weapons that don't require aim to use
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item.RequireAimToUse = true;
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characterUsable = true;
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suitableProjectiles = element.GetAttributeIdentifierArray(nameof(suitableProjectiles), Array.Empty<Identifier>()).ToHashSet();
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if (ReloadSkillRequirement > 0 && ReloadNoSkill <= reload)
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{
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DebugConsole.AddWarning($"Invalid XML at {item.Name}: ReloadNoSkill is lower or equal than it's reload skill, despite having ReloadSkillRequirement.");
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}
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InitProjSpecific(element);
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}
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@@ -143,7 +143,8 @@ namespace Barotrauma.Items.Components
|
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public override void Equip(Character character)
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{
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ReloadTimer = Math.Min(reload, 1.0f);
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//clamp above 1 to prevent rapid-firing by swapping weapons
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ReloadTimer = Math.Max(Math.Min(reload, 1.0f), ReloadTimer);
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IsActive = true;
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}
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@@ -259,7 +260,8 @@ namespace Barotrauma.Items.Components
|
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{
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
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float spread = GetSpread(character) * Rand.Range(-0.5f, 0.5f);
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float spread = GetSpread(character) * Projectile.GetSpreadFromPool();
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var lastProjectile = LastProjectile;
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if (lastProjectile != projectile)
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{
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||||
@@ -275,7 +277,7 @@ namespace Barotrauma.Items.Components
|
||||
{
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Item.body.ApplyLinearImpulse(new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * Item.body.Mass * -50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * Projectile.GetSpreadFromPool());
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}
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Item.RemoveContained(projectile.Item);
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}
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||||
@@ -294,39 +296,41 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public Projectile FindProjectile(bool triggerOnUseOnContainers = false)
|
||||
{
|
||||
var containedItems = item.OwnInventory?.AllItemsMod;
|
||||
if (containedItems == null) { return null; }
|
||||
|
||||
foreach (Item item in containedItems)
|
||||
foreach (ItemContainer container in item.GetComponents<ItemContainer>())
|
||||
{
|
||||
if (item == null) { continue; }
|
||||
Projectile projectile = item.GetComponent<Projectile>();
|
||||
if (projectile != null) { return projectile; }
|
||||
}
|
||||
|
||||
//projectile not found, see if one of the contained items contains projectiles
|
||||
foreach (Item it in containedItems)
|
||||
{
|
||||
if (it == null) { continue; }
|
||||
var containedSubItems = it.OwnInventory?.AllItemsMod;
|
||||
if (containedSubItems == null) { continue; }
|
||||
foreach (Item subItem in containedSubItems)
|
||||
foreach (Item containedItem in container.Inventory.AllItemsMod)
|
||||
{
|
||||
if (subItem == null) { continue; }
|
||||
Projectile projectile = subItem.GetComponent<Projectile>();
|
||||
//apply OnUse statuseffects to the container in case it has to react to it somehow
|
||||
//(play a sound, spawn more projectiles, reduce condition...)
|
||||
if (triggerOnUseOnContainers && subItem.Condition > 0.0f)
|
||||
if (containedItem == null) { continue; }
|
||||
Projectile projectile = containedItem.GetComponent<Projectile>();
|
||||
if (IsSuitableProjectile(projectile)) { return projectile; }
|
||||
|
||||
//projectile not found, see if the contained item contains projectiles
|
||||
var containedSubItems = containedItem.OwnInventory?.AllItemsMod;
|
||||
if (containedSubItems == null) { continue; }
|
||||
foreach (Item subItem in containedSubItems)
|
||||
{
|
||||
subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, 1.0f);
|
||||
}
|
||||
if (projectile != null) { return projectile; }
|
||||
if (subItem == null) { continue; }
|
||||
Projectile subProjectile = subItem.GetComponent<Projectile>();
|
||||
//apply OnUse statuseffects to the container in case it has to react to it somehow
|
||||
//(play a sound, spawn more projectiles, reduce condition...)
|
||||
if (triggerOnUseOnContainers && subItem.Condition > 0.0f)
|
||||
{
|
||||
subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, 1.0f);
|
||||
}
|
||||
if (IsSuitableProjectile(subProjectile)) { return subProjectile; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool IsSuitableProjectile(Projectile projectile)
|
||||
{
|
||||
if (projectile?.Item == null) { return false; }
|
||||
if (!suitableProjectiles.Any()) { return true; }
|
||||
return suitableProjectiles.Any(s => projectile.Item.Prefab.Identifier == s || projectile.Item.HasTag(s));
|
||||
}
|
||||
|
||||
partial void LaunchProjSpecific();
|
||||
}
|
||||
class AbilityRangedWeapon : AbilityObject, IAbilityItem
|
||||
|
||||
@@ -100,6 +100,9 @@ namespace Barotrauma.Items.Components
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Can the item hit broken doors.")]
|
||||
public bool HitBrokenDoors { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Should the tool ignore characters? Enabled e.g. for fire extinguisher.")]
|
||||
public bool IgnoreCharacters { get; set; }
|
||||
|
||||
[Serialize(0.0f, IsPropertySaveable.No, description: "The probability of starting a fire somewhere along the ray fired from the barrel (for example, 0.1 = 10% chance to start a fire during a second of use).")]
|
||||
public float FireProbability { get; set; }
|
||||
|
||||
@@ -313,7 +316,11 @@ namespace Barotrauma.Items.Components
|
||||
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
|
||||
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
||||
{
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
||||
if (!IgnoreCharacters)
|
||||
{
|
||||
collisionCategories |= Physics.CollisionCharacter;
|
||||
}
|
||||
|
||||
//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
|
||||
if (statusEffectLists != null)
|
||||
@@ -703,7 +710,7 @@ namespace Barotrauma.Items.Components
|
||||
private float repairTimer;
|
||||
private Gap previousGap;
|
||||
private readonly float repairTimeOut = 5;
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (!(objective.OperateTarget is Gap leak))
|
||||
{
|
||||
@@ -901,17 +908,16 @@ namespace Barotrauma.Items.Components
|
||||
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
|
||||
foreach (ISerializableEntity target in currentTargets)
|
||||
{
|
||||
if (!(target is Door door)) { continue; }
|
||||
if (target is not Door door) { continue; }
|
||||
if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
|
||||
for (int i = 0; i < effect.propertyNames.Length; i++)
|
||||
foreach (var propertyEffect in effect.PropertyEffects)
|
||||
{
|
||||
Identifier propertyName = effect.propertyNames[i];
|
||||
if (propertyName != "stuck") { continue; }
|
||||
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property)) { continue; }
|
||||
if (propertyEffect.propertyName != "stuck") { continue; }
|
||||
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyEffect.propertyName, out SerializableProperty property)) { continue; }
|
||||
object value = property.GetValue(target);
|
||||
if (door.Stuck > 0)
|
||||
{
|
||||
bool isCutting = effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0;
|
||||
bool isCutting = propertyEffect.value is float and < 0;
|
||||
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White,
|
||||
textTag: isCutting ? "progressbar.cutting" : "progressbar.welding");
|
||||
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
|
||||
|
||||
@@ -42,6 +42,8 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public const float WaterDragCoefficient = 0.5f;
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
//actual throwing logic is handled in Update
|
||||
@@ -59,6 +61,7 @@ namespace Barotrauma.Items.Components
|
||||
base.Drop(dropper);
|
||||
throwState = ThrowState.None;
|
||||
throwAngle = ThrowAngleStart;
|
||||
Item.ResetWaterDragCoefficient();
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
@@ -97,6 +100,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform;
|
||||
midAir = false;
|
||||
Item.ResetWaterDragCoefficient();
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -188,6 +192,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
item.Drop(CurrentThrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
item.WaterDragCoefficient = WaterDragCoefficient;
|
||||
item.body.ApplyLinearImpulse(throwVector * ThrowForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
|
||||
//disable platform collisions until the item comes back to rest again
|
||||
|
||||
@@ -111,8 +111,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool drawable = true;
|
||||
|
||||
[Serialize(PropertyConditional.Comparison.And, IsPropertySaveable.No)]
|
||||
public PropertyConditional.Comparison IsActiveConditionalComparison
|
||||
#warning TODO: misnomer - should be IsActiveConditionalLogicalOperator
|
||||
[Serialize(PropertyConditional.LogicalOperatorType.And, IsPropertySaveable.No)]
|
||||
public PropertyConditional.LogicalOperatorType IsActiveConditionalComparison
|
||||
{
|
||||
get;
|
||||
set;
|
||||
@@ -245,17 +246,10 @@ namespace Barotrauma.Items.Components
|
||||
[Serialize(0, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public int ManuallySelectedSound { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Can be used by status effects or conditionals to the speed of the item
|
||||
/// </summary>
|
||||
public float Speed
|
||||
{
|
||||
get
|
||||
{
|
||||
return item.Speed;
|
||||
}
|
||||
}
|
||||
public float Speed => item.Speed;
|
||||
|
||||
public readonly bool InheritStatusEffects;
|
||||
|
||||
@@ -346,14 +340,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
case "activeconditional":
|
||||
case "isactive":
|
||||
IsActiveConditionals = IsActiveConditionals ?? new List<PropertyConditional>();
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
if (PropertyConditional.IsValid(attribute))
|
||||
{
|
||||
IsActiveConditionals.Add(new PropertyConditional(attribute));
|
||||
}
|
||||
}
|
||||
IsActiveConditionals ??= new List<PropertyConditional>();
|
||||
IsActiveConditionals.AddRange(PropertyConditional.FromXElement(subElement));
|
||||
break;
|
||||
case "requireditem":
|
||||
case "requireditems":
|
||||
@@ -450,7 +438,7 @@ namespace Barotrauma.Items.Components
|
||||
public virtual void Drop(Character dropper) { }
|
||||
|
||||
/// <returns>true if the operation was completed</returns>
|
||||
public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public virtual bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -1033,7 +1021,7 @@ namespace Barotrauma.Items.Components
|
||||
prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
|
||||
if (prevRequiredItem != null)
|
||||
{
|
||||
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
|
||||
newRequiredItem.StatusEffects = prevRequiredItem.StatusEffects;
|
||||
newRequiredItem.Msg = prevRequiredItem.Msg;
|
||||
newRequiredItem.IsOptional = prevRequiredItem.IsOptional;
|
||||
newRequiredItem.IgnoreInEditor = prevRequiredItem.IgnoreInEditor;
|
||||
|
||||
@@ -12,20 +12,9 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class ItemContainer : ItemComponent, IDrawableComponent
|
||||
{
|
||||
class ActiveContainedItem
|
||||
{
|
||||
public readonly Item Item;
|
||||
public readonly StatusEffect StatusEffect;
|
||||
public readonly bool ExcludeBroken;
|
||||
public readonly bool ExcludeFullCondition;
|
||||
public ActiveContainedItem(Item item, StatusEffect statusEffect, bool excludeBroken, bool excludeFullCondition)
|
||||
{
|
||||
Item = item;
|
||||
StatusEffect = statusEffect;
|
||||
ExcludeBroken = excludeBroken;
|
||||
ExcludeFullCondition = excludeFullCondition;
|
||||
}
|
||||
}
|
||||
readonly record struct ActiveContainedItem(Item Item, StatusEffect StatusEffect, bool ExcludeBroken, bool ExcludeFullCondition);
|
||||
|
||||
readonly record struct DrawableContainedItem(Item Item, bool Hide, Vector2? ItemPos, float Rotation);
|
||||
|
||||
class SlotRestrictions
|
||||
{
|
||||
@@ -63,7 +52,9 @@ namespace Barotrauma.Items.Components
|
||||
public readonly ItemInventory Inventory;
|
||||
|
||||
private readonly List<ActiveContainedItem> activeContainedItems = new List<ActiveContainedItem>();
|
||||
|
||||
|
||||
private readonly List<DrawableContainedItem> drawableContainedItems = new List<DrawableContainedItem>();
|
||||
|
||||
private List<ushort>[] itemIds;
|
||||
|
||||
//how many items can be contained
|
||||
@@ -351,8 +342,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public void OnItemContained(Item containedItem)
|
||||
{
|
||||
item.SetContainedItemPositions();
|
||||
|
||||
int index = Inventory.FindIndex(containedItem);
|
||||
if (index >= 0 && index < slotRestrictions.Length)
|
||||
{
|
||||
@@ -362,7 +351,7 @@ namespace Barotrauma.Items.Components
|
||||
foreach (var containableItem in slotRestrictions[index].ContainableItems)
|
||||
{
|
||||
if (!containableItem.MatchesItem(containedItem)) { continue; }
|
||||
foreach (StatusEffect effect in containableItem.statusEffects)
|
||||
foreach (StatusEffect effect in containableItem.StatusEffects)
|
||||
{
|
||||
activeContainedItems.Add(new ActiveContainedItem(containedItem, effect, containableItem.ExcludeBroken, containableItem.ExcludeFullCondition));
|
||||
}
|
||||
@@ -370,6 +359,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
var relatedItem = FindContainableItem(containedItem);
|
||||
drawableContainedItems.RemoveAll(d => d.Item == containedItem);
|
||||
drawableContainedItems.Add(new DrawableContainedItem(containedItem,
|
||||
Hide: relatedItem?.Hide ?? false,
|
||||
ItemPos: relatedItem?.ItemPos,
|
||||
Rotation: relatedItem?.Rotation ?? 0.0f));
|
||||
drawableContainedItems.Sort((DrawableContainedItem it1, DrawableContainedItem it2) => Inventory.FindIndex(it1.Item).CompareTo(Inventory.FindIndex(it2.Item)));
|
||||
|
||||
if (item.GetComponent<Planter>() != null)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":GardeningPlanted:" + containedItem.Prefab.Identifier);
|
||||
@@ -384,6 +381,7 @@ namespace Barotrauma.Items.Components
|
||||
// Set the contained items active if there's an item inserted inside the container. Enables e.g. the rifle flashlight when it's attached to the rifle (put inside of it).
|
||||
SetContainedActive(true);
|
||||
}
|
||||
item.SetContainedItemPositions();
|
||||
CharacterHUD.RecreateHudTextsIfFocused(item, containedItem);
|
||||
OnContainedItemsChanged.Invoke(this);
|
||||
}
|
||||
@@ -396,6 +394,7 @@ namespace Barotrauma.Items.Components
|
||||
public void OnItemRemoved(Item containedItem)
|
||||
{
|
||||
activeContainedItems.RemoveAll(i => i.Item == containedItem);
|
||||
drawableContainedItems.RemoveAll(i => i.Item == containedItem);
|
||||
//deactivate if the inventory is empty
|
||||
IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
|
||||
CharacterHUD.RecreateHudTextsIfFocused(item, containedItem);
|
||||
@@ -483,11 +482,11 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
foreach (Item item in Inventory.AllItemsMod)
|
||||
{
|
||||
item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter);
|
||||
item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
|
||||
item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter, useTarget: ownerCharacter);
|
||||
item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter, useTarget: ownerCharacter);
|
||||
item.GetComponent<GeneticMaterial>()?.Equip(ownerCharacter);
|
||||
autoInjectCooldown = AutoInjectInterval;
|
||||
}
|
||||
autoInjectCooldown = AutoInjectInterval;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -512,10 +511,18 @@ namespace Barotrauma.Items.Components
|
||||
if (activeContainedItem.ExcludeFullCondition && contained.IsFullCondition) { continue; }
|
||||
StatusEffect effect = activeContainedItem.StatusEffect;
|
||||
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
{
|
||||
effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
{
|
||||
effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Character) && item.ParentInventory?.Owner is Character character)
|
||||
{
|
||||
effect.Apply(ActionType.OnContaining, deltaTime, item, character);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
@@ -759,54 +766,50 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
int i = 0;
|
||||
Vector2 currentItemPos = transformedItemPos;
|
||||
foreach (Item contained in Inventory.AllItems)
|
||||
foreach (DrawableContainedItem contained in drawableContainedItems)
|
||||
{
|
||||
Vector2 itemPos = currentItemPos;
|
||||
var relatedItem = FindContainableItem(contained);
|
||||
if (relatedItem != null)
|
||||
if (contained.ItemPos.HasValue)
|
||||
{
|
||||
if (relatedItem.ItemPos.HasValue)
|
||||
Vector2 pos = contained.ItemPos.Value;
|
||||
if (item.body != null)
|
||||
{
|
||||
Vector2 pos = relatedItem.ItemPos.Value;
|
||||
if (item.body != null)
|
||||
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
pos.X *= item.body.Dir;
|
||||
itemPos = Vector2.Transform(pos, transform) + item.body.Position;
|
||||
}
|
||||
else
|
||||
{
|
||||
itemPos = pos;
|
||||
// This code is aped based on above. Not tested.
|
||||
if (item.FlippedX)
|
||||
{
|
||||
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
pos.X *= item.body.Dir;
|
||||
itemPos = Vector2.Transform(pos, transform) + item.body.Position;
|
||||
itemPos.X = -itemPos.X;
|
||||
itemPos.X += item.Rect.Width;
|
||||
}
|
||||
else
|
||||
if (item.FlippedY)
|
||||
{
|
||||
itemPos = pos;
|
||||
// This code is aped based on above. Not tested.
|
||||
if (item.FlippedX)
|
||||
{
|
||||
itemPos.X = -itemPos.X;
|
||||
itemPos.X += item.Rect.Width;
|
||||
}
|
||||
if (item.FlippedY)
|
||||
{
|
||||
itemPos.Y = -itemPos.Y;
|
||||
itemPos.Y -= item.Rect.Height;
|
||||
}
|
||||
itemPos += new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (Math.Abs(item.RotationRad) > 0.01f)
|
||||
{
|
||||
Matrix transform = Matrix.CreateRotationZ(item.RotationRad);
|
||||
itemPos = Vector2.Transform(itemPos - item.Position, transform) + item.Position;
|
||||
}
|
||||
itemPos.Y = -itemPos.Y;
|
||||
itemPos.Y -= item.Rect.Height;
|
||||
}
|
||||
itemPos += new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (Math.Abs(item.RotationRad) > 0.01f)
|
||||
{
|
||||
Matrix transform = Matrix.CreateRotationZ(item.RotationRad);
|
||||
itemPos = Vector2.Transform(itemPos - item.Position, transform) + item.Position;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (contained.body != null)
|
||||
if (contained.Item.body != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
Vector2 simPos = ConvertUnits.ToSimUnits(itemPos);
|
||||
float rotation = itemRotation;
|
||||
if (relatedItem != null && relatedItem.Rotation != 0)
|
||||
if (contained.Rotation != 0)
|
||||
{
|
||||
rotation = MathHelper.ToRadians(relatedItem.Rotation);
|
||||
rotation = MathHelper.ToRadians(contained.Rotation);
|
||||
}
|
||||
if (item.body != null)
|
||||
{
|
||||
@@ -817,29 +820,29 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
rotation += -item.RotationRad;
|
||||
}
|
||||
contained.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation);
|
||||
contained.body.SetPrevTransform(contained.body.SimPosition, contained.body.Rotation);
|
||||
contained.body.UpdateDrawPosition();
|
||||
contained.Item.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation);
|
||||
contained.Item.body.SetPrevTransform(contained.Item.body.SimPosition, contained.Item.body.Rotation);
|
||||
contained.Item.body.UpdateDrawPosition();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.Log("SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.AddErrorEventOnce("ItemContainer.SetContainedItemPositions.InvalidPosition:" + contained.Name,
|
||||
GameAnalyticsManager.AddErrorEventOnce("ItemContainer.SetContainedItemPositions.InvalidPosition:" + contained.Item.Name,
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
|
||||
}
|
||||
contained.body.Submarine = item.Submarine;
|
||||
contained.Item.body.Submarine = item.Submarine;
|
||||
}
|
||||
|
||||
contained.Rect =
|
||||
contained.Item.Rect =
|
||||
new Rectangle(
|
||||
(int)(itemPos.X - contained.Rect.Width / 2.0f),
|
||||
(int)(itemPos.Y + contained.Rect.Height / 2.0f),
|
||||
contained.Rect.Width, contained.Rect.Height);
|
||||
(int)(itemPos.X - contained.Item.Rect.Width / 2.0f),
|
||||
(int)(itemPos.Y + contained.Item.Rect.Height / 2.0f),
|
||||
contained.Item.Rect.Width, contained.Item.Rect.Height);
|
||||
|
||||
contained.Submarine = item.Submarine;
|
||||
contained.CurrentHull = item.CurrentHull;
|
||||
contained.SetContainedItemPositions();
|
||||
contained.Item.Submarine = item.Submarine;
|
||||
contained.Item.CurrentHull = item.CurrentHull;
|
||||
contained.Item.SetContainedItemPositions();
|
||||
|
||||
i++;
|
||||
if (Math.Abs(ItemInterval.X) > 0.001f && Math.Abs(ItemInterval.Y) > 0.001f)
|
||||
|
||||
@@ -116,7 +116,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
float voltageFactor = MinVoltage <= 0.0f ? 1.0f : Math.Min(Voltage, MaxOverVoltageFactor);
|
||||
float currForce = force * voltageFactor;
|
||||
float condition = item.Condition / item.MaxCondition;
|
||||
float condition = item.MaxCondition <= 0.0f ? 0.0f : item.Condition / item.MaxCondition;
|
||||
// Broken engine makes more noise.
|
||||
float noise = Math.Abs(currForce) * MathHelper.Lerp(1.5f, 1f, condition);
|
||||
UpdateAITargets(noise);
|
||||
|
||||
@@ -267,7 +267,7 @@ namespace Barotrauma.Items.Components
|
||||
itemList.Enabled = true;
|
||||
if (amountInput != null)
|
||||
{
|
||||
amountInput.Enabled = true;
|
||||
amountInput.Enabled = amountTextMax.Enabled;
|
||||
}
|
||||
RefreshActivateButtonText();
|
||||
#endif
|
||||
|
||||
@@ -235,7 +235,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null) { return false; }
|
||||
|
||||
@@ -671,7 +671,7 @@ namespace Barotrauma.Items.Components
|
||||
return picker != null;
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
|
||||
character.AIController.SteeringManager.Reset();
|
||||
|
||||
@@ -272,7 +272,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private static readonly Dictionary<string, List<Character>> targetGroups = new Dictionary<string, List<Character>>();
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (currentMode == Mode.Passive || !aiPingCheckPending) { return false; }
|
||||
|
||||
|
||||
@@ -720,7 +720,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
if (objective.Override)
|
||||
@@ -813,7 +813,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
sonar?.AIOperate(deltaTime, character, objective);
|
||||
sonar?.CrewAIOperate(deltaTime, character, objective);
|
||||
if (!MaintainPos && showIceSpireWarning && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogicespirespottedsonar").Value, null, 0.0f, "icespirespottedsonar".ToIdentifier(), 60.0f);
|
||||
|
||||
@@ -303,7 +303,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
@@ -13,6 +14,20 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Projectile : ItemComponent, IServerSerializable
|
||||
{
|
||||
const int SpreadCounterWrapAround = 256;
|
||||
|
||||
private static readonly ImmutableArray<float> spreadPool;
|
||||
static Projectile()
|
||||
{
|
||||
MTRandom random = new MTRandom(0);
|
||||
spreadPool = Enumerable.Range(0, SpreadCounterWrapAround).Select(f => (float)random.NextDouble() - 0.5f).ToImmutableArray();
|
||||
}
|
||||
|
||||
public static float GetSpreadFromPool()
|
||||
{
|
||||
return spreadPool[SpreadCounter];
|
||||
}
|
||||
|
||||
struct HitscanResult
|
||||
{
|
||||
public Fixture Fixture;
|
||||
@@ -41,10 +56,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public const float WaterDragCoefficient = 0.1f;
|
||||
|
||||
private readonly Queue<Impact> impactQueue = new Queue<Impact>();
|
||||
|
||||
private bool removePending;
|
||||
|
||||
public static byte SpreadCounter { get; private set; }
|
||||
|
||||
//continuous collision detection is used while the projectile is moving faster than this
|
||||
const float ContinuousCollisionThreshold = 5.0f;
|
||||
|
||||
@@ -192,7 +211,7 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Override random spread with static spread; hitscan are launched with an equal amount of angle between them. Only applies when firing multiple hitscan.")]
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Override random spread with static spread; projectiles are launched with an equal amount of angle between them. Only applies when firing multiple projectiles.")]
|
||||
public bool StaticSpread
|
||||
{
|
||||
get;
|
||||
@@ -280,6 +299,8 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
SpreadCounter = (byte)(item.ID % SpreadCounterWrapAround);
|
||||
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
partial void InitProjSpecific(ContentXElement element);
|
||||
@@ -292,13 +313,13 @@ namespace Barotrauma.Items.Components
|
||||
switch (item.body.BodyShape)
|
||||
{
|
||||
case PhysicsBody.Shape.Circle:
|
||||
Attack.DamageRange = item.body.radius;
|
||||
Attack.DamageRange = item.body.Radius;
|
||||
break;
|
||||
case PhysicsBody.Shape.Capsule:
|
||||
Attack.DamageRange = item.body.height / 2 + item.body.radius;
|
||||
Attack.DamageRange = item.body.Height / 2 + item.body.Radius;
|
||||
break;
|
||||
case PhysicsBody.Shape.Rectangle:
|
||||
Attack.DamageRange = new Vector2(item.body.width / 2.0f, item.body.height / 2.0f).Length();
|
||||
Attack.DamageRange = new Vector2(item.body.Width / 2.0f, item.body.Height / 2.0f).Length();
|
||||
break;
|
||||
}
|
||||
Attack.DamageRange = ConvertUnits.ToDisplayUnits(Attack.DamageRange);
|
||||
@@ -358,8 +379,8 @@ namespace Barotrauma.Items.Components
|
||||
if (createNetworkEvent && !Item.Removed && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
#if SERVER
|
||||
launchRot = rotation;
|
||||
Item.CreateServerEvent(this, new EventData(launch: true));
|
||||
launchRot = rotation;
|
||||
Item.CreateServerEvent(this, new EventData(launch: true, spreadCounter: (byte)(SpreadCounter - 1)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -368,23 +389,23 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (character != null && !characterUsable) { return false; }
|
||||
if (item.body == null) { return false; }
|
||||
//can't launch if already launched
|
||||
if (StickTarget != null || IsActive) { return false; }
|
||||
|
||||
float initialRotation = item.body.Rotation;
|
||||
for (int i = 0; i < HitScanCount; i++)
|
||||
{
|
||||
float launchAngle;
|
||||
|
||||
|
||||
if (StaticSpread)
|
||||
{
|
||||
float staticSpread = Spread / (HitScanCount - 1);
|
||||
// because the position of the item changes as hitscan are fired, we will set an
|
||||
// initial offset on the first hitscan and then increase the item's angle by a set amount as hitscan are fired
|
||||
float offset = i == 0 ? -staticSpread * (HitScanCount -1) : 0f;
|
||||
launchAngle = item.body.Rotation + MathHelper.ToRadians(staticSpread + offset);
|
||||
launchAngle = initialRotation + MathHelper.ToRadians(i - ((float)(HitScanCount - 1) / 2)) * Spread;
|
||||
}
|
||||
else
|
||||
{
|
||||
launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
|
||||
launchAngle = initialRotation + MathHelper.ToRadians(Spread * GetSpreadFromPool());
|
||||
}
|
||||
SpreadCounter++;
|
||||
|
||||
Vector2 launchDir = new Vector2((float)Math.Cos(launchAngle), (float)Math.Sin(launchAngle));
|
||||
if (Hitscan)
|
||||
@@ -401,8 +422,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
item.body.SetTransform(item.body.SimPosition, launchAngle);
|
||||
float modifiedLaunchImpulse = (LaunchImpulse + launchImpulseModifier) * (1 + Rand.Range(-ImpulseSpread, ImpulseSpread));
|
||||
DoLaunch(launchDir * modifiedLaunchImpulse * item.body.Mass);
|
||||
System.Diagnostics.Debug.WriteLine("launch: " + modifiedLaunchImpulse + " - " + item.body.LinearVelocity);
|
||||
DoLaunch(launchDir * modifiedLaunchImpulse);
|
||||
}
|
||||
}
|
||||
User = character;
|
||||
@@ -423,15 +443,26 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
item.Drop(null, createNetworkEvent: false);
|
||||
Item.WaterDragCoefficient = WaterDragCoefficient;
|
||||
|
||||
launchPos = item.SimPosition;
|
||||
|
||||
item.body.Enabled = true;
|
||||
item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.95f);
|
||||
if (item.body.BodyType == BodyType.Kinematic)
|
||||
{
|
||||
item.body.LinearVelocity = impulse;
|
||||
}
|
||||
else
|
||||
{
|
||||
impulse *= item.body.Mass;
|
||||
item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.95f);
|
||||
}
|
||||
|
||||
item.body.FarseerBody.OnCollision += OnProjectileCollision;
|
||||
item.body.FarseerBody.IsBullet = true;
|
||||
|
||||
EnableProjectileCollisions();
|
||||
|
||||
IsActive = true;
|
||||
|
||||
if (stickJoint == null) { return; }
|
||||
@@ -447,6 +478,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 simPositon = item.SimPosition;
|
||||
Vector2 rayStartWorld = item.WorldPosition;
|
||||
item.Drop(null);
|
||||
Item.WaterDragCoefficient = WaterDragCoefficient;
|
||||
|
||||
item.body.Enabled = true;
|
||||
//set the velocity of the body because the OnProjectileCollision method
|
||||
@@ -505,6 +537,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
var h = hits[i];
|
||||
item.SetTransform(h.Point, rotation);
|
||||
item.UpdateTransform();
|
||||
if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
|
||||
{
|
||||
hitCount++;
|
||||
@@ -560,6 +593,8 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
if (fixture.Body.UserData is VineTile) { return true; }
|
||||
if (fixture.CollidesWith == Category.None) { return true; }
|
||||
|
||||
if (fixture.Body.UserData as string == "ruinroom" || fixture.Body.UserData is Hull || fixture.UserData is Hull) { return true; }
|
||||
|
||||
//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
|
||||
@@ -611,6 +646,7 @@ namespace Barotrauma.Items.Components
|
||||
return -1;
|
||||
}
|
||||
if (fixture.Body.UserData is VineTile) { return -1; }
|
||||
if (fixture.CollidesWith == Category.None) { return -1; }
|
||||
if (fixture.Body.UserData is Item item)
|
||||
{
|
||||
if (item.Condition <= 0) { return -1; }
|
||||
@@ -669,6 +705,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
Item.ResetWaterDragCoefficient();
|
||||
if (dropper != null)
|
||||
{
|
||||
DisableProjectileCollisions();
|
||||
@@ -755,6 +792,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (User != null && User.Removed) { User = null; return false; }
|
||||
if (IgnoredBodies != null && IgnoredBodies.Contains(target.Body)) { return false; }
|
||||
if (originalCollisionCategories == Category.None && originalCollisionTargets == Category.None) { return false; }
|
||||
//ignore character colliders (the projectile only hits limbs)
|
||||
if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
|
||||
{
|
||||
@@ -840,8 +878,24 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
if (target.Body.UserData is Submarine sub)
|
||||
{
|
||||
Vector2 dir = item.body.LinearVelocity.LengthSquared() < 0.001f ?
|
||||
contact.Manifold.LocalNormal : Vector2.Normalize(item.body.LinearVelocity);
|
||||
//hit an item in a different sub -> no need to ignore, we can process the impact with this info
|
||||
//(if it wasn't, we'll move the projectile to that sub's coordinate space and let it hit what it hits there)
|
||||
if (Launcher?.Submarine != sub && target.UserData is Item)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 normalizedVel;
|
||||
Vector2 dir;
|
||||
if (item.body.LinearVelocity.LengthSquared() < 0.001f)
|
||||
{
|
||||
normalizedVel = Vector2.Zero;
|
||||
dir = contact.Manifold.LocalNormal;
|
||||
}
|
||||
else
|
||||
{
|
||||
normalizedVel = dir = Vector2.Normalize(item.body.LinearVelocity);
|
||||
}
|
||||
|
||||
//do a raycast in the sub's coordinate space to see if it hit a structure
|
||||
var wallBody = Submarine.PickBody(
|
||||
@@ -850,7 +904,7 @@ namespace Barotrauma.Items.Components
|
||||
collisionCategory: Physics.CollisionWall);
|
||||
if (wallBody?.FixtureList?.First() != null && (wallBody.UserData is Structure || wallBody.UserData is Item) &&
|
||||
//ignore the hit if it's behind the position the item was launched from, and the projectile is travelling in the opposite direction
|
||||
Vector2.Dot(item.body.SimPosition - launchPos, dir) > 0)
|
||||
Vector2.Dot((item.body.SimPosition + normalizedVel) - launchPos, dir) > 0)
|
||||
{
|
||||
target = wallBody.FixtureList.First();
|
||||
if (hits.Contains(target.Body))
|
||||
@@ -886,7 +940,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
AttackResult attackResult = new AttackResult();
|
||||
Character character = null;
|
||||
if (target.Body.UserData is Submarine submarine)
|
||||
if (target.Body.UserData is Submarine submarine && target.UserData is not Barotrauma.Item)
|
||||
{
|
||||
item.Move(-submarine.Position);
|
||||
item.Submarine = submarine;
|
||||
@@ -911,9 +965,11 @@ namespace Barotrauma.Items.Components
|
||||
if (Attack != null) { attackResult = Attack.DoDamageToLimb(User ?? Attacker, limb, item.WorldPosition, 1.0f); }
|
||||
if (limb.character != null) { character = limb.character; }
|
||||
}
|
||||
else if ((target.Body.UserData as Item ?? (target.Body.UserData as ItemComponent)?.Item) is Item targetItem)
|
||||
else if ((target.Body.UserData as Item ?? (target.Body.UserData as ItemComponent)?.Item ?? target.UserData as Item) is Item targetItem)
|
||||
{
|
||||
if (targetItem.Removed) { return false; }
|
||||
//hit the external collider of an item (turret?) of the same sub -> ignore
|
||||
if (target.UserData is Item && targetItem.Submarine != null && targetItem.Submarine == Launcher?.Submarine) { return false; }
|
||||
if (Attack != null && (targetItem.Prefab.DamagedByProjectiles || DamageDoors && targetItem.GetComponent<Door>() != null) && targetItem.Condition > 0)
|
||||
{
|
||||
attackResult = Attack.DoDamage(User ?? Attacker, targetItem, item.WorldPosition, 1.0f);
|
||||
@@ -925,7 +981,7 @@ namespace Barotrauma.Items.Components
|
||||
targetItem.Condition / targetItem.MaxCondition,
|
||||
emptyColor: GUIStyle.HealthBarColorLow,
|
||||
fullColor: GUIStyle.HealthBarColorHigh,
|
||||
textTag: targetItem.Name);
|
||||
textTag: targetItem.Prefab.ShowNameInHealthBar ? targetItem.Name : string.Empty);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1091,10 +1147,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private void EnableProjectileCollisions()
|
||||
{
|
||||
item.body.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking;
|
||||
if (!IgnoreProjectilesWhileActive)
|
||||
if (item.body.CollisionCategories != Category.None)
|
||||
{
|
||||
item.body.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking;
|
||||
}
|
||||
if (item.Prefab.DamagedByProjectiles && !IgnoreProjectilesWhileActive)
|
||||
{
|
||||
if (item.body.CollisionCategories == Category.None) { item.body.CollisionCategories = Physics.CollisionCharacter; }
|
||||
item.body.CollidesWith |= Physics.CollisionProjectile;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Abilities;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Abilities;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -17,6 +16,9 @@ namespace Barotrauma.Items.Components
|
||||
private float deteriorationTimer;
|
||||
private float deteriorateAlwaysResetTimer;
|
||||
|
||||
private int updateDeteriorationCounter;
|
||||
private const int UpdateDeteriorationInterval = 10;
|
||||
|
||||
private int prevSentConditionValue;
|
||||
private string conditionSignal;
|
||||
|
||||
@@ -232,6 +234,7 @@ namespace Barotrauma.Items.Components
|
||||
public float RepairDegreeOfSuccess(Character character, List<Skill> skills)
|
||||
{
|
||||
if (skills.Count == 0) { return 1.0f; }
|
||||
if (character == null) { return 0.0f; }
|
||||
|
||||
float skillSum = (from t in skills let characterLevel = character.GetSkillLevel(t.Identifier) select (characterLevel - (t.Level * SkillRequirementMultiplier))).Sum();
|
||||
float average = skillSum / skills.Count;
|
||||
@@ -241,6 +244,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public void RepairBoost(bool qteSuccess)
|
||||
{
|
||||
if (CurrentFixer == null) { return; }
|
||||
if (qteSuccess)
|
||||
{
|
||||
item.Condition += RepairDegreeOfSuccess(CurrentFixer, requiredSkills) * 3 * (currentFixerAction == FixActions.Repair ? 1.0f : -1.0f);
|
||||
@@ -404,26 +408,11 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if (!ShouldDeteriorate()) { return; }
|
||||
if (item.Condition > 0.0f)
|
||||
updateDeteriorationCounter++;
|
||||
if (updateDeteriorationCounter >= UpdateDeteriorationInterval)
|
||||
{
|
||||
if (deteriorationTimer > 0.0f)
|
||||
{
|
||||
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
deteriorationTimer -= deltaTime * GetDeteriorationDelayMultiplier();
|
||||
#if SERVER
|
||||
if (deteriorationTimer <= 0.0f) { item.CreateServerEvent(this); }
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (item.ConditionPercentage > MinDeteriorationCondition)
|
||||
{
|
||||
float deteriorationSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DetoriationSpeed, DeteriorationSpeed);
|
||||
item.Condition -= deteriorationSpeed * deltaTime;
|
||||
}
|
||||
UpdateDeterioration(deltaTime * UpdateDeteriorationInterval);
|
||||
updateDeteriorationCounter = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -559,6 +548,30 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateDeterioration(float deltaTime)
|
||||
{
|
||||
if (item.Condition <= 0.0f) { return; }
|
||||
if (!ShouldDeteriorate()) { return; }
|
||||
|
||||
if (deteriorationTimer > 0.0f)
|
||||
{
|
||||
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
deteriorationTimer -= deltaTime * GetDeteriorationDelayMultiplier();
|
||||
#if SERVER
|
||||
if (deteriorationTimer <= 0.0f) { item.CreateServerEvent(this); }
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (item.ConditionPercentage > MinDeteriorationCondition)
|
||||
{
|
||||
float deteriorationSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DetoriationSpeed, DeteriorationSpeed);
|
||||
item.Condition -= deteriorationSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetMaxRepairConditionMultiplier(Character character)
|
||||
{
|
||||
if (character == null) { return 1.0f; }
|
||||
|
||||
@@ -32,7 +32,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public readonly List<StatusEffect> Effects;
|
||||
|
||||
public readonly List<ushort> LoadedWireIds;
|
||||
public readonly List<(ushort wireId, int? connectionIndex)> LoadedWires;
|
||||
|
||||
//The grid the connection is a part of
|
||||
public GridInfo Grid;
|
||||
@@ -151,16 +151,20 @@ namespace Barotrauma.Items.Components
|
||||
IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
|
||||
|
||||
|
||||
LoadedWireIds = new List<ushort>();
|
||||
LoadedWires = new List<(ushort wireId, int? connectionIndex)>();
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "link":
|
||||
int id = subElement.GetAttributeInt("w", 0);
|
||||
int? i = null;
|
||||
if (subElement.GetAttribute("i") != null)
|
||||
{
|
||||
i = subElement.GetAttributeInt("i", 0);
|
||||
}
|
||||
if (id < 0) { id = 0; }
|
||||
if (LoadedWireIds.Count < MaxWires) { LoadedWireIds.Add(idRemap.GetOffsetId(id)); }
|
||||
|
||||
if (LoadedWires.Count < MaxWires) { LoadedWires.Add((idRemap.GetOffsetId(id), i)); }
|
||||
break;
|
||||
case "statuseffect":
|
||||
Effects ??= new List<StatusEffect>();
|
||||
@@ -351,22 +355,29 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public void InitializeFromLoaded()
|
||||
{
|
||||
if (LoadedWireIds.Count == 0) { return; }
|
||||
if (LoadedWires.Count == 0) { return; }
|
||||
|
||||
for (int i = 0; i < LoadedWireIds.Count; i++)
|
||||
foreach ((ushort wireId, int? connectionIndex) in LoadedWires)
|
||||
{
|
||||
if (!(Entity.FindEntityByID(LoadedWireIds[i]) is Item wireItem)) { continue; }
|
||||
if (Entity.FindEntityByID(wireId) is not Item wireItem) { continue; }
|
||||
|
||||
var wire = wireItem.GetComponent<Wire>();
|
||||
if (wire != null && TryAddLink(wire))
|
||||
{
|
||||
if (wire.Item.body != null) wire.Item.body.Enabled = false;
|
||||
wire.Connect(this, false, false);
|
||||
if (wire.Item.body != null) { wire.Item.body.Enabled = false; }
|
||||
if (connectionIndex.HasValue)
|
||||
{
|
||||
wire.Connect(this, connectionIndex.Value, addNode: false, sendNetworkEvent: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
wire.TryConnect(this, addNode: false, sendNetworkEvent: false);
|
||||
}
|
||||
wire.FixNodeEnds();
|
||||
recipientsDirty = true;
|
||||
}
|
||||
}
|
||||
LoadedWireIds.Clear();
|
||||
LoadedWires.Clear();
|
||||
}
|
||||
|
||||
|
||||
@@ -377,7 +388,8 @@ namespace Barotrauma.Items.Components
|
||||
foreach (var wire in wires.OrderBy(w => w.Item.ID))
|
||||
{
|
||||
newElement.Add(new XElement("link",
|
||||
new XAttribute("w", wire.Item.ID.ToString())));
|
||||
new XAttribute("w", wire.Item.ID.ToString()),
|
||||
new XAttribute("i", wire.Connections[0] == this ? 0 : 1)));
|
||||
}
|
||||
|
||||
parentElement.Add(newElement);
|
||||
|
||||
@@ -295,8 +295,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
for (int i = 0; i < loadedConnections.Count && i < Connections.Count; i++)
|
||||
{
|
||||
Connections[i].LoadedWireIds.Clear();
|
||||
Connections[i].LoadedWireIds.AddRange(loadedConnections[i].LoadedWireIds);
|
||||
Connections[i].LoadedWires.Clear();
|
||||
Connections[i].LoadedWires.AddRange(loadedConnections[i].LoadedWires);
|
||||
}
|
||||
|
||||
disconnectedWireIds = element.GetAttributeUshortArray("disconnectedwires", Array.Empty<ushort>()).ToList();
|
||||
|
||||
+7
-11
@@ -243,14 +243,7 @@ namespace Barotrauma.Items.Components
|
||||
for (int i = 0; i < labels.Length; i++)
|
||||
{
|
||||
labels[i] = i < newLabels.Length ? newLabels[i] : customInterfaceElementList[i].Label;
|
||||
if (Screen.Selected != GameMain.SubEditorScreen)
|
||||
{
|
||||
customInterfaceElementList[i].Label = TextManager.Get(labels[i]).Fallback(labels[i]).Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
customInterfaceElementList[i].Label = labels[i];
|
||||
}
|
||||
customInterfaceElementList[i].Label = labels[i];
|
||||
}
|
||||
UpdateLabelsProjSpecific();
|
||||
}
|
||||
@@ -304,9 +297,12 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
#if SERVER
|
||||
//make sure the clients know about the states of the checkboxes and text fields
|
||||
if (item.Submarine == null || !item.Submarine.Loading)
|
||||
if (customInterfaceElementList.Any())
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
if (item.Submarine == null || !item.Submarine.Loading)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -326,7 +322,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
foreach (StatusEffect effect in btnElement.StatusEffects)
|
||||
{
|
||||
item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
|
||||
item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f, character: item.ParentInventory?.Owner as Character);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+27
-15
@@ -1,6 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Extensions;
|
||||
#if CLIENT
|
||||
@@ -13,6 +12,9 @@ namespace Barotrauma.Items.Components
|
||||
partial class LightComponent : Powered, IServerSerializable, IDrawableComponent
|
||||
{
|
||||
private Color lightColor;
|
||||
/// <summary>
|
||||
/// The current brightness of the light source, affected by powerconsumption/voltage
|
||||
/// </summary>
|
||||
private float lightBrightness;
|
||||
private float blinkFrequency;
|
||||
private float pulseFrequency, pulseAmount;
|
||||
@@ -94,7 +96,7 @@ namespace Barotrauma.Items.Components
|
||||
if (isOn == value && IsActive == value) { return; }
|
||||
|
||||
IsActive = isOn = value;
|
||||
SetLightSourceState(value);
|
||||
SetLightSourceState(value, value ? lightBrightness : 0.0f);
|
||||
OnStateChanged();
|
||||
}
|
||||
}
|
||||
@@ -174,7 +176,7 @@ namespace Barotrauma.Items.Components
|
||||
#if CLIENT
|
||||
if (Light != null)
|
||||
{
|
||||
Light.Color = IsOn ? lightColor.Multiply(lightBrightness) : Color.Transparent;
|
||||
Light.Color = IsOn ? lightColor.Multiply(lightColorMultiplier) : Color.Transparent;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -187,7 +189,7 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Should the light sprite be drawn on the item using alpha blending, in addition to being rendered in the light map? Can be used to make the light sprite stand out more.")]
|
||||
[Serialize(true, IsPropertySaveable.No, description: "Should the light sprite be drawn on the item using alpha blending, in addition to being rendered in the light map? Can be used to make the light sprite stand out more.")]
|
||||
public bool AlphaBlend
|
||||
{
|
||||
get;
|
||||
@@ -214,7 +216,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (base.IsActive == value) { return; }
|
||||
base.IsActive = isOn = value;
|
||||
SetLightSourceState(value);
|
||||
SetLightSourceState(value, value ? lightBrightness : 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -228,7 +230,7 @@ namespace Barotrauma.Items.Components
|
||||
Position = item.Position,
|
||||
CastShadows = castShadows,
|
||||
IsBackground = drawBehindSubs,
|
||||
SpriteScale = Vector2.One * item.Scale,
|
||||
SpriteScale = Vector2.One * item.Scale * LightSpriteScale,
|
||||
Range = range
|
||||
};
|
||||
Light.LightSourceParams.Flicker = flicker;
|
||||
@@ -245,7 +247,7 @@ namespace Barotrauma.Items.Components
|
||||
public override void OnItemLoaded()
|
||||
{
|
||||
base.OnItemLoaded();
|
||||
SetLightSourceState(IsActive);
|
||||
SetLightSourceState(IsActive, lightBrightness);
|
||||
turret = item.GetComponent<Turret>();
|
||||
#if CLIENT
|
||||
Drawable = AlphaBlend && Light.LightSprite != null;
|
||||
@@ -258,6 +260,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
#if CLIENT
|
||||
if (item.HiddenInGame)
|
||||
{
|
||||
Light.Enabled = false;
|
||||
}
|
||||
#endif
|
||||
CheckIfNeedsUpdate();
|
||||
}
|
||||
|
||||
@@ -273,7 +281,8 @@ namespace Barotrauma.Items.Components
|
||||
(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
|
||||
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
|
||||
{
|
||||
SetLightSourceState(true);
|
||||
lightBrightness = 1.0f;
|
||||
SetLightSourceState(true, lightBrightness);
|
||||
SetLightSourceTransformProjSpecific();
|
||||
base.IsActive = false;
|
||||
isOn = true;
|
||||
@@ -300,18 +309,21 @@ namespace Barotrauma.Items.Components
|
||||
#if CLIENT
|
||||
Light.ParentSub = item.Submarine;
|
||||
#endif
|
||||
if (item.Container != null && item.GetRootInventoryOwner() is not Character)
|
||||
var ownerCharacter = item.GetRootInventoryOwner() as Character;
|
||||
if ((item.Container != null && ownerCharacter == null) ||
|
||||
(ownerCharacter != null && ownerCharacter.InvisibleTimer > 0.0f))
|
||||
{
|
||||
SetLightSourceState(false);
|
||||
lightBrightness = 0.0f;
|
||||
SetLightSourceState(false, 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
SetLightSourceTransformProjSpecific();
|
||||
|
||||
PhysicsBody body = ParentBody ?? item.body;
|
||||
if (body != null && !body.Enabled)
|
||||
{
|
||||
SetLightSourceState(false);
|
||||
lightBrightness = 0.0f;
|
||||
SetLightSourceState(false, 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -338,7 +350,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
SetLightSourceState(false);
|
||||
SetLightSourceState(false, 0.0f);
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
@@ -370,7 +382,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
LightColor = XMLExtensions.ParseColor(signal.value, false);
|
||||
#if CLIENT
|
||||
SetLightSourceState(Light.Enabled);
|
||||
SetLightSourceState(Light.Enabled, lightColorMultiplier);
|
||||
#endif
|
||||
prevColorSignal = signal.value;
|
||||
}
|
||||
@@ -388,7 +400,7 @@ namespace Barotrauma.Items.Components
|
||||
target.SightRange = Math.Max(target.SightRange, target.MaxSightRange * lightBrightness);
|
||||
}
|
||||
|
||||
partial void SetLightSourceState(bool enabled, float? brightness = null);
|
||||
partial void SetLightSourceState(bool enabled, float brightness);
|
||||
|
||||
public void SetLightSourceTransform()
|
||||
{
|
||||
|
||||
@@ -136,7 +136,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(DecimalCount = 3), Serialize(0.01f, IsPropertySaveable.Yes, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
|
||||
[Editable(DecimalCount = 3), Serialize(0.1f, IsPropertySaveable.Yes, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
|
||||
public float MinimumVelocity
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private const int MaxMessages = 60;
|
||||
|
||||
private List<TerminalMessage> messageHistory = new List<TerminalMessage>(MaxMessages);
|
||||
private readonly List<TerminalMessage> messageHistory = new List<TerminalMessage>(MaxMessages);
|
||||
|
||||
public LocalizedString DisplayedWelcomeMessage
|
||||
{
|
||||
@@ -67,6 +67,12 @@ namespace Barotrauma.Items.Components
|
||||
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "The terminal will use a monospace font if this box is ticked.", alwaysUseInstanceValues: true)]
|
||||
public bool UseMonospaceFont { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool AutoHideScrollbar { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public bool WelcomeMessageDisplayed { get; set; }
|
||||
|
||||
private Color textColor = Color.LimeGreen;
|
||||
|
||||
[Editable, Serialize("50,205,50,255", IsPropertySaveable.Yes, description: "Color of the terminal text.", alwaysUseInstanceValues: true)]
|
||||
@@ -85,6 +91,15 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, Serialize("> ", IsPropertySaveable.Yes)]
|
||||
public string LineStartSymbol { get; set; }
|
||||
|
||||
[Editable, Serialize(false, IsPropertySaveable.No)]
|
||||
public bool Readonly { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.No)]
|
||||
public bool AutoScrollToBottom { get; set; }
|
||||
|
||||
private string OutputValue { get; set; }
|
||||
|
||||
private string prevColorSignal;
|
||||
@@ -143,14 +158,14 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
|
||||
base.OnItemLoaded();
|
||||
if (!DisplayedWelcomeMessage.IsNullOrEmpty())
|
||||
if (!DisplayedWelcomeMessage.IsNullOrEmpty() && !WelcomeMessageDisplayed)
|
||||
{
|
||||
ShowOnDisplay(DisplayedWelcomeMessage.Value, addToHistory: !isSubEditor, TextColor);
|
||||
DisplayedWelcomeMessage = "";
|
||||
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
|
||||
//disable welcome message if a game session is running so it doesn't reappear on successive rounds
|
||||
if (GameMain.GameSession != null && !isSubEditor)
|
||||
{
|
||||
welcomeMessage = null;
|
||||
WelcomeMessageDisplayed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -162,14 +162,50 @@ namespace Barotrauma.Items.Components
|
||||
SetConnectedDirty();
|
||||
}
|
||||
|
||||
public bool Connect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false)
|
||||
/// <summary>
|
||||
/// Tries to add the given connection to this wire. Note that this only affects the wire -
|
||||
/// adding the wire to the connection is done in <see cref="Connection.ConnectWire(Wire)"/>
|
||||
/// </summary>
|
||||
|
||||
public bool TryConnect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false)
|
||||
{
|
||||
if (connections[0] == null)
|
||||
{
|
||||
return Connect(newConnection, 0, addNode, sendNetworkEvent);
|
||||
}
|
||||
else if (connections[1] == null)
|
||||
{
|
||||
return Connect(newConnection, 1, addNode, sendNetworkEvent);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Tries to add the given connection to this wire. Note that this only affects the wire -
|
||||
/// adding the wire to the connection is done in <see cref="Connection.ConnectWire(Wire)"/>
|
||||
/// </summary>
|
||||
/// <param name="connectionIndex">Which end of the wire to add the connection to? 0 or 1.
|
||||
/// Normally doesn't make a difference, but matters if we're copying/loading a wire,
|
||||
/// in which case the 1st node should be located at the same item as the 1st connection.</param>
|
||||
/// <returns></returns>
|
||||
public bool Connect(Connection newConnection, int connectionIndex, bool addNode = true, bool sendNetworkEvent = false)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == newConnection) { return false; }
|
||||
}
|
||||
|
||||
if (!connections.Any(c => c == null)) { return false; }
|
||||
if (connectionIndex < 0 || connectionIndex > 1)
|
||||
{
|
||||
DebugConsole.ThrowError($"Error while connecting a wire to {newConnection.Item}: {connectionIndex} is not a valid index.");
|
||||
return false;
|
||||
}
|
||||
if (connections[connectionIndex] != null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Error while connecting a wire to {newConnection.Item}: a wire is already connected to the index {connectionIndex}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
@@ -183,70 +219,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
newConnection.ConnectionPanel.DisconnectedWires.Remove(this);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
connections[connectionIndex] = newConnection;
|
||||
FixNodeEnds();
|
||||
|
||||
if (addNode)
|
||||
{
|
||||
if (connections[i] != null) { continue; }
|
||||
|
||||
connections[i] = newConnection;
|
||||
FixNodeEnds();
|
||||
|
||||
if (!addNode) { break; }
|
||||
|
||||
Submarine refSub = newConnection.Item.Submarine;
|
||||
if (refSub == null)
|
||||
{
|
||||
Structure attachTarget = Structure.GetAttachTarget(newConnection.Item.WorldPosition);
|
||||
if (attachTarget == null && !(newConnection.Item.GetComponent<Holdable>()?.Attached ?? false))
|
||||
{
|
||||
connections[i] = null;
|
||||
continue;
|
||||
}
|
||||
refSub = attachTarget?.Submarine;
|
||||
}
|
||||
|
||||
Vector2 nodePos = refSub == null ?
|
||||
newConnection.Item.Position :
|
||||
newConnection.Item.Position - refSub.HiddenSubPosition;
|
||||
|
||||
if (nodes.Count > 0 && nodes[0] == nodePos) { break; }
|
||||
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) { break; }
|
||||
|
||||
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
|
||||
int newNodeIndex = 0;
|
||||
if (nodes.Count > 1)
|
||||
{
|
||||
if (connections[0] != null && connections[0] != newConnection)
|
||||
{
|
||||
if (Vector2.DistanceSquared(nodes[0], connections[0].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)) <
|
||||
Vector2.DistanceSquared(nodes[nodes.Count - 1], connections[0].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
else if (connections[1] != null && connections[1] != newConnection)
|
||||
{
|
||||
if (Vector2.DistanceSquared(nodes[0], connections[1].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)) <
|
||||
Vector2.DistanceSquared(nodes[nodes.Count - 1], connections[1].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
else if (Vector2.DistanceSquared(nodes[nodes.Count - 1], nodePos) < Vector2.DistanceSquared(nodes[0], nodePos))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
|
||||
if (newNodeIndex == 0 && nodes.Count > 1)
|
||||
{
|
||||
nodes.Insert(0, nodePos);
|
||||
}
|
||||
else
|
||||
{
|
||||
nodes.Add(nodePos);
|
||||
}
|
||||
|
||||
break;
|
||||
AddNode(newConnection, connectionIndex);
|
||||
}
|
||||
|
||||
SetConnectedDirty();
|
||||
@@ -258,7 +236,7 @@ namespace Barotrauma.Items.Components
|
||||
if (ic == this) { continue; }
|
||||
ic.Drop(null);
|
||||
}
|
||||
if (item.Container != null) { item.Container.RemoveContained(this.item); }
|
||||
item.Container?.RemoveContained(item);
|
||||
if (item.body != null) { item.body.Enabled = false; }
|
||||
|
||||
IsActive = false;
|
||||
@@ -286,6 +264,63 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
private void AddNode(Connection newConnection, int selectedIndex)
|
||||
{
|
||||
Submarine refSub = newConnection.Item.Submarine;
|
||||
if (refSub == null)
|
||||
{
|
||||
Structure attachTarget = Structure.GetAttachTarget(newConnection.Item.WorldPosition);
|
||||
if (attachTarget == null && !(newConnection.Item.GetComponent<Holdable>()?.Attached ?? false))
|
||||
{
|
||||
connections[selectedIndex] = null;
|
||||
return;
|
||||
}
|
||||
refSub = attachTarget?.Submarine;
|
||||
}
|
||||
|
||||
Vector2 nodePos = refSub == null ?
|
||||
newConnection.Item.Position :
|
||||
newConnection.Item.Position - refSub.HiddenSubPosition;
|
||||
|
||||
if (nodes.Count > 0 && nodes[0] == nodePos) { return; }
|
||||
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) { return; }
|
||||
|
||||
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
|
||||
int newNodeIndex = 0;
|
||||
if (nodes.Count > 1)
|
||||
{
|
||||
if (connections[0] != null && connections[0] != newConnection)
|
||||
{
|
||||
if (Vector2.DistanceSquared(nodes[0], connections[0].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)) <
|
||||
Vector2.DistanceSquared(nodes[nodes.Count - 1], connections[0].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
else if (connections[1] != null && connections[1] != newConnection)
|
||||
{
|
||||
if (Vector2.DistanceSquared(nodes[0], connections[1].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)) <
|
||||
Vector2.DistanceSquared(nodes[nodes.Count - 1], connections[1].Item.Position - (refSub?.HiddenSubPosition ?? Vector2.Zero)))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
else if (Vector2.DistanceSquared(nodes[nodes.Count - 1], nodePos) < Vector2.DistanceSquared(nodes[0], nodePos))
|
||||
{
|
||||
newNodeIndex = nodes.Count;
|
||||
}
|
||||
}
|
||||
|
||||
if (newNodeIndex == 0 && nodes.Count > 1)
|
||||
{
|
||||
nodes.Insert(0, nodePos);
|
||||
}
|
||||
else
|
||||
{
|
||||
nodes.Add(nodePos);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
if (shouldClearConnections) { ClearConnections(character); }
|
||||
|
||||
@@ -67,7 +67,13 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
return GameMain.GameSession?.RoundDuration ?? 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public bool ApplyEffectsToCharactersInsideSub { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public bool MoveOutsideSub { get; set; }
|
||||
|
||||
private readonly LevelTrigger.TriggererType triggeredBy;
|
||||
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
@@ -124,7 +130,7 @@ namespace Barotrauma.Items.Components
|
||||
PhysicsBody.FarseerBody.SetIsSensor(true);
|
||||
PhysicsBody.FarseerBody.OnCollision += OnCollision;
|
||||
PhysicsBody.FarseerBody.OnSeparation += OnSeparation;
|
||||
RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.radius);
|
||||
RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.Radius);
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
@@ -137,7 +143,7 @@ namespace Barotrauma.Items.Components
|
||||
private bool OnCollision(Fixture sender, Fixture other, Contact contact)
|
||||
{
|
||||
if (!(LevelTrigger.GetEntity(other) is Entity entity)) { return false; }
|
||||
if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, mustBeOnSpecificSub: (true, item.Submarine))) { return false; }
|
||||
if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, mustBeOnSpecificSub: (!MoveOutsideSub, item.Submarine))) { return false; }
|
||||
triggerers.Add(entity);
|
||||
return true;
|
||||
}
|
||||
@@ -162,6 +168,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.Submarine != null && MoveOutsideSub)
|
||||
{
|
||||
item.SetTransform(ConvertUnits.ToSimUnits(item.WorldPosition), item.Rotation);
|
||||
item.CurrentHull = null;
|
||||
item.Submarine = null;
|
||||
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
|
||||
PhysicsBody.Submarine = item.Submarine;
|
||||
}
|
||||
|
||||
LevelTrigger.RemoveInActiveTriggerers(PhysicsBody, triggerers);
|
||||
|
||||
if (triggerOnce)
|
||||
@@ -201,6 +216,13 @@ namespace Barotrauma.Items.Components
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
LevelTrigger.ApplyAttacks(attacks, item.WorldPosition, deltaTime);
|
||||
foreach (Character c2 in Character.CharacterList)
|
||||
{
|
||||
if (c2.Submarine == submarine)
|
||||
{
|
||||
LevelTrigger.ApplyAttacks(attacks, c2, item.WorldPosition, deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.Abs(Force) < 0.01f)
|
||||
|
||||
@@ -59,8 +59,9 @@ namespace Barotrauma.Items.Components
|
||||
private float aiTargetingGraceTimer;
|
||||
|
||||
private float aiFindTargetTimer;
|
||||
private Character currentTarget;
|
||||
const float aiFindTargetInterval = 5.0f;
|
||||
private ISpatialEntity currentTarget;
|
||||
private const float CrewAiFindTargetMaxInterval = 3.0f;
|
||||
private const float CrewAIFindTargetMinInverval = 0.2f;
|
||||
|
||||
private int currentLoaderIndex;
|
||||
|
||||
@@ -73,6 +74,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private List<LightComponent> lightComponents;
|
||||
|
||||
private readonly bool isSlowTurret;
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return rotation; }
|
||||
@@ -317,6 +320,42 @@ namespace Barotrauma.Items.Components
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, description:"Should the turret operate automatically using AI targeting? Comes with some optional random movement that can be adjusted below."), Editable]
|
||||
public bool AutoOperate { get; set; }
|
||||
|
||||
[Serialize(0f, IsPropertySaveable.Yes, description: "[Auto Operate] How much the turret should adjust the aim off the target randomly instead of tracking the target perfectly? In Degrees."), Editable]
|
||||
public float RandomAimAmount { get; set; }
|
||||
|
||||
[Serialize(0f, IsPropertySaveable.Yes, description: "[Auto Operate] How often the turret should adjust the aim randomly instead of tracking the target perfectly? Minimum wait time, in seconds."), Editable]
|
||||
public float RandomAimMinTime { get; set; }
|
||||
|
||||
[Serialize(0f, IsPropertySaveable.Yes, description: "[Auto Operate] How often the turret should adjust the aim randomly instead of tracking the target perfectly? Maximum wait time, in seconds."), Editable]
|
||||
public float RandomAimMaxTime { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret move randomly while idle?"), Editable]
|
||||
public bool RandomMovement { get; set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret have a delay while targeting targets or always aim prefectly?"), Editable]
|
||||
public bool AimDelay { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret target characters in general?"), Editable]
|
||||
public bool TargetCharacters { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret target all monsters?"), Editable]
|
||||
public bool TargetMonsters { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret target all humans (or creatures in the same group, like pets)?"), Editable]
|
||||
public bool TargetHumans { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret target other submarines?"), Editable]
|
||||
public bool TargetSubmarines { get; set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "[Auto Operate] Should the turret target items?"), Editable]
|
||||
public bool TargetItems { get; set; }
|
||||
|
||||
[Serialize("", IsPropertySaveable.Yes, description: "[Auto Operate] Group or SpeciesName that the AI ignores when the turret is operated automatically."), Editable]
|
||||
public Identifier FriendlyTag { get; private set; }
|
||||
|
||||
public Turret(Item item, ContentXElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
@@ -346,6 +385,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
item.IsShootable = true;
|
||||
item.RequireAimToUse = false;
|
||||
isSlowTurret = item.HasTag("slowturret");
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -560,6 +600,11 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
UpdateLightComponents();
|
||||
|
||||
if (AutoOperate)
|
||||
{
|
||||
UpdateAutoOperate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateLightComponents()
|
||||
@@ -658,13 +703,20 @@ namespace Barotrauma.Items.Components
|
||||
loaderBroken = true;
|
||||
continue;
|
||||
}
|
||||
ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
|
||||
if (tryUseProjectileContainer(linkedItem)) { break; }
|
||||
}
|
||||
tryUseProjectileContainer(item);
|
||||
|
||||
bool tryUseProjectileContainer(Item containerItem)
|
||||
{
|
||||
ItemContainer projectileContainer = containerItem.GetComponent<ItemContainer>();
|
||||
if (projectileContainer != null)
|
||||
{
|
||||
linkedItem.Use(deltaTime, null);
|
||||
containerItem.Use(deltaTime, null);
|
||||
projectiles = GetLoadedProjectiles();
|
||||
if (projectiles.Any()) { break; }
|
||||
if (projectiles.Any()) { return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (projectiles.Count == 0 && !LaunchWithoutProjectile)
|
||||
@@ -833,9 +885,21 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
float spread = MathHelper.ToRadians(Spread) * Rand.Range(-0.5f, 0.5f);
|
||||
projectile.SetTransform(
|
||||
ConvertUnits.ToSimUnits(GetRelativeFiringPosition()),
|
||||
-(launchRotation ?? rotation) + spread);
|
||||
|
||||
Vector2 launchPos = ConvertUnits.ToSimUnits(GetRelativeFiringPosition());
|
||||
|
||||
//check if there's some other sub between the turret's origin and the launch pos,
|
||||
//and if so, launch at the intersection of the turret and the sub to prevent the projectile from spawning inside the other sub
|
||||
Body pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), launchPos, null, Physics.CollisionWall, allowInsideFixture: true,
|
||||
customPredicate: (Fixture f) =>
|
||||
{
|
||||
return f.Body.UserData is not Submarine sub || sub != item.Submarine;
|
||||
});
|
||||
if (pickedBody != null)
|
||||
{
|
||||
launchPos = Submarine.LastPickedPosition;
|
||||
}
|
||||
projectile.SetTransform(launchPos, -(launchRotation ?? rotation) + spread);
|
||||
projectile.UpdateTransform();
|
||||
projectile.Submarine = projectile.body?.Submarine;
|
||||
|
||||
@@ -895,17 +959,21 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
private float waitTimer;
|
||||
private float disorderTimer;
|
||||
private float randomAimTimer;
|
||||
|
||||
private float prevTargetRotation;
|
||||
private float updateTimer;
|
||||
private bool updatePending;
|
||||
public void ThalamusOperate(WreckAI ai, float deltaTime, bool targetHumans, bool targetOtherCreatures, bool targetSubmarines, bool ignoreDelay)
|
||||
{
|
||||
if (ai == null) { return; }
|
||||
|
||||
public void UpdateAutoOperate(float deltaTime, Identifier friendlyTag = default)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
if (friendlyTag.IsEmpty)
|
||||
{
|
||||
friendlyTag = FriendlyTag;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
return;
|
||||
@@ -924,7 +992,7 @@ namespace Barotrauma.Items.Components
|
||||
updateTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (!ignoreDelay && waitTimer > 0)
|
||||
if (AimDelay && waitTimer > 0)
|
||||
{
|
||||
waitTimer -= deltaTime;
|
||||
return;
|
||||
@@ -934,40 +1002,48 @@ namespace Barotrauma.Items.Components
|
||||
float shootDistance = AIRange;
|
||||
ISpatialEntity target = null;
|
||||
float closestDist = shootDistance * shootDistance;
|
||||
if (targetHumans || targetOtherCreatures)
|
||||
if (TargetCharacters)
|
||||
{
|
||||
foreach (var character in Character.CharacterList)
|
||||
{
|
||||
if (character == null || character.Removed || character.IsDead) { continue; }
|
||||
if (character.Params.Group == ai.Config.Entity) { continue; }
|
||||
bool isHuman = character.IsHuman || character.Params.Group == CharacterPrefab.HumanSpeciesName;
|
||||
if (isHuman)
|
||||
{
|
||||
if (!targetHumans)
|
||||
{
|
||||
// Don't target humans if not defined to.
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if (!targetOtherCreatures)
|
||||
{
|
||||
// Don't target other creatures if not defined to.
|
||||
continue;
|
||||
}
|
||||
if (!IsValidTarget(character)) { continue; }
|
||||
float priority = isSlowTurret ? character.Params.AISlowTurretPriority : character.Params.AITurretPriority;
|
||||
if (priority <= 0) { continue; }
|
||||
if (!IsValidTargetForAutoOperate(character, friendlyTag)) { continue; }
|
||||
float dist = Vector2.DistanceSquared(character.WorldPosition, item.WorldPosition);
|
||||
if (dist > closestDist) { continue; }
|
||||
if (!CheckTurretAngle(character.WorldPosition)) { continue; }
|
||||
target = character;
|
||||
closestDist = dist;
|
||||
closestDist = dist / priority;
|
||||
}
|
||||
}
|
||||
if (targetSubmarines)
|
||||
if (TargetItems)
|
||||
{
|
||||
foreach (Item targetItem in Item.ItemList)
|
||||
{
|
||||
if (!IsValidTarget(targetItem)) { continue; }
|
||||
float priority = isSlowTurret ? targetItem.Prefab.AISlowTurretPriority : targetItem.Prefab.AITurretPriority;
|
||||
if (priority <= 0) { continue; }
|
||||
float dist = Vector2.DistanceSquared(item.WorldPosition, targetItem.WorldPosition);
|
||||
if (dist > closestDist) { continue; }
|
||||
if (dist > shootDistance * shootDistance) { continue; }
|
||||
if (!CheckTurretAngle(targetItem.WorldPosition)) { continue; }
|
||||
target = targetItem;
|
||||
closestDist = dist / priority;
|
||||
}
|
||||
}
|
||||
if (TargetSubmarines)
|
||||
{
|
||||
if (target == null || target.Submarine != null)
|
||||
{
|
||||
closestDist = maxDistance * maxDistance;
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
if (sub.Info.Type != SubmarineType.Player) { continue; }
|
||||
if (sub == Item.Submarine) { continue; }
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
if (Character.IsOnFriendlyTeam(item.Submarine.TeamID, sub.TeamID)) { continue; }
|
||||
}
|
||||
float dist = Vector2.DistanceSquared(sub.WorldPosition, item.WorldPosition);
|
||||
if (dist > closestDist) { continue; }
|
||||
closestSub = sub;
|
||||
@@ -981,34 +1057,41 @@ namespace Barotrauma.Items.Components
|
||||
if (!closestSub.IsEntityFoundOnThisSub(hull, true)) { continue; }
|
||||
float dist = Vector2.DistanceSquared(hull.WorldPosition, item.WorldPosition);
|
||||
if (dist > closestDist) { continue; }
|
||||
// Don't check the angle, because it doesn't work on Thalamus spike. The angle check wouldn't be very important here anyway.
|
||||
target = hull;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!ignoreDelay)
|
||||
|
||||
if (target == null && RandomMovement)
|
||||
{
|
||||
if (target == null)
|
||||
// Random movement while there's no target
|
||||
waitTimer = Rand.Value(Rand.RandSync.Unsynced) < 0.98f ? 0f : Rand.Range(5f, 20f);
|
||||
targetRotation = Rand.Range(minRotation, maxRotation);
|
||||
updatePending = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (AimDelay)
|
||||
{
|
||||
if (RandomAimAmount > 0)
|
||||
{
|
||||
// Random movement
|
||||
waitTimer = Rand.Value(Rand.RandSync.Unsynced) < 0.98f ? 0f : Rand.Range(5f, 20f);
|
||||
targetRotation = Rand.Range(minRotation, maxRotation);
|
||||
updatePending = true;
|
||||
return;
|
||||
}
|
||||
if (disorderTimer < 0)
|
||||
{
|
||||
// Random disorder
|
||||
disorderTimer = Rand.Range(0f, 3f);
|
||||
waitTimer = Rand.Range(0.25f, 1f);
|
||||
targetRotation = MathUtils.WrapAngleTwoPi(targetRotation += Rand.Range(-1f, 1f));
|
||||
updatePending = true;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
disorderTimer -= deltaTime;
|
||||
if (randomAimTimer < 0)
|
||||
{
|
||||
// Random disorder or other flaw in the targeting.
|
||||
randomAimTimer = Rand.Range(RandomAimMinTime, RandomAimMaxTime);
|
||||
waitTimer = Rand.Range(0.25f, 1f);
|
||||
float randomAim = MathHelper.ToRadians(RandomAimAmount);
|
||||
targetRotation = MathUtils.WrapAngleTwoPi(targetRotation += Rand.Range(-randomAim, randomAim));
|
||||
updatePending = true;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
randomAimTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (target == null) { return; }
|
||||
@@ -1043,11 +1126,11 @@ namespace Barotrauma.Items.Components
|
||||
start -= target.Submarine.SimPosition;
|
||||
end -= target.Submarine.SimPosition;
|
||||
Body transformedTarget = CheckLineOfSight(start, end);
|
||||
shoot = CanShoot(transformedTarget, user: null, ai, targetSubmarines) && (worldTarget == null || CanShoot(worldTarget, user: null, ai, targetSubmarines));
|
||||
shoot = CanShoot(transformedTarget, user: null, friendlyTag, TargetSubmarines) && (worldTarget == null || CanShoot(worldTarget, user: null, friendlyTag, TargetSubmarines));
|
||||
}
|
||||
else
|
||||
{
|
||||
shoot = CanShoot(worldTarget, user: null, ai, targetSubmarines);
|
||||
shoot = CanShoot(worldTarget, user: null, friendlyTag, TargetSubmarines);
|
||||
}
|
||||
if (shoot)
|
||||
{
|
||||
@@ -1055,7 +1138,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget && previousTarget.IsDead)
|
||||
{
|
||||
@@ -1205,18 +1288,19 @@ namespace Barotrauma.Items.Components
|
||||
bool hadCurrentTarget = currentTarget != null;
|
||||
if (hadCurrentTarget)
|
||||
{
|
||||
if (currentTarget.Removed || currentTarget.IsDead)
|
||||
if (!IsValidTarget(currentTarget))
|
||||
{
|
||||
currentTarget = null;
|
||||
aiFindTargetTimer = CrewAIFindTargetMinInverval;
|
||||
}
|
||||
}
|
||||
|
||||
if (aiFindTargetTimer <= 0.0f || currentTarget == null)
|
||||
if (aiFindTargetTimer <= 0.0f)
|
||||
{
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
// Ignore dead, friendly, and those that are inside the same sub
|
||||
if (enemy.IsDead || !enemy.Enabled) { continue; }
|
||||
if (!IsValidTarget(enemy)) { continue; }
|
||||
float priority = isSlowTurret ? enemy.Params.AISlowTurretPriority : enemy.Params.AITurretPriority;
|
||||
if (priority <= 0) { continue; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (enemy.Submarine == character.Submarine) { continue; }
|
||||
@@ -1233,30 +1317,53 @@ namespace Barotrauma.Items.Components
|
||||
// We shouldn't check the angle when a long creature is traveling outside of the shooting range, because doing so would not allow us to shoot the limbs that might be close enough to shoot at.
|
||||
if (!CheckTurretAngle(enemy.WorldPosition)) { continue; }
|
||||
}
|
||||
targetPos = enemy.WorldPosition;
|
||||
closestEnemy = enemy;
|
||||
closestDistance = dist;
|
||||
closestDistance = dist / priority;
|
||||
currentTarget = closestEnemy;
|
||||
}
|
||||
currentTarget = closestEnemy;
|
||||
aiFindTargetTimer = aiFindTargetInterval;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestEnemy = currentTarget;
|
||||
}
|
||||
|
||||
if (closestEnemy != null)
|
||||
{
|
||||
targetPos = closestEnemy.WorldPosition;
|
||||
//if the enemy is inside another sub, aim at the room they're in to make it less obvious that the enemy "knows" exactly where the target is
|
||||
if (closestEnemy.Submarine != null && closestEnemy.CurrentHull != null && closestEnemy.Submarine != item.Submarine && !closestEnemy.CanSeeTarget(Item))
|
||||
foreach (Item targetItem in Item.ItemList)
|
||||
{
|
||||
targetPos = closestEnemy.CurrentHull.WorldPosition;
|
||||
if (!IsValidTarget(targetItem)) { continue; }
|
||||
float priority = isSlowTurret ? targetItem.Prefab.AISlowTurretPriority : targetItem.Prefab.AITurretPriority;
|
||||
if (priority <= 0) { continue; }
|
||||
float dist = Vector2.DistanceSquared(item.WorldPosition, targetItem.WorldPosition);
|
||||
if (dist > closestDistance) { continue; }
|
||||
if (dist > shootDistance * shootDistance) { continue; }
|
||||
if (!CheckTurretAngle(targetItem.WorldPosition)) { continue; }
|
||||
targetPos = targetItem.WorldPosition;
|
||||
closestDistance = dist / priority;
|
||||
// Override the target character so that we can target the item instead.
|
||||
closestEnemy = null;
|
||||
currentTarget = targetItem;
|
||||
}
|
||||
if (currentTarget == null)
|
||||
{
|
||||
aiFindTargetTimer = CrewAIFindTargetMinInverval;
|
||||
}
|
||||
else
|
||||
{
|
||||
aiFindTargetTimer = CrewAiFindTargetMaxInterval;
|
||||
}
|
||||
}
|
||||
else if (currentTarget != null)
|
||||
{
|
||||
targetPos = currentTarget.WorldPosition;
|
||||
}
|
||||
bool iceSpireSpotted = false;
|
||||
// Adjust the target character position (limb or submarine)
|
||||
if (currentTarget is Character targetCharacter)
|
||||
{
|
||||
//if the enemy is inside another sub, aim at the room they're in to make it less obvious that the enemy "knows" exactly where the target is
|
||||
if (targetCharacter.Submarine != null && targetCharacter.CurrentHull != null && targetCharacter.Submarine != item.Submarine && !targetCharacter.CanSeeTarget(Item))
|
||||
{
|
||||
targetPos = targetCharacter.CurrentHull.WorldPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Target the closest limb. Doesn't make much difference with smaller creatures, but enables the bots to shoot longer abyss creatures like the endworm. Otherwise they just target the main body = head.
|
||||
float closestDist = closestDistance;
|
||||
foreach (Limb limb in closestEnemy.AnimController.Limbs)
|
||||
foreach (Limb limb in targetCharacter.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.Hidden) { continue; }
|
||||
@@ -1270,13 +1377,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
if (closestDist > shootDistance * shootDistance)
|
||||
{
|
||||
// Not close enough to shoot
|
||||
// Not close enough to shoot.
|
||||
currentTarget = null;
|
||||
closestEnemy = null;
|
||||
targetPos = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (item.Submarine != null && Level.Loaded != null)
|
||||
else if (targetPos == null && item.Submarine != null && Level.Loaded != null)
|
||||
{
|
||||
// Check ice spires
|
||||
shootDistance = AIRange * item.OffsetOnSelectedMultiplier;
|
||||
@@ -1286,50 +1394,49 @@ namespace Barotrauma.Items.Components
|
||||
if (wall is not DestructibleLevelWall destructibleWall || destructibleWall.Destroyed) { continue; }
|
||||
foreach (var cell in wall.Cells)
|
||||
{
|
||||
if (cell.DoesDamage)
|
||||
if (!cell.DoesDamage) { continue; }
|
||||
foreach (var edge in cell.Edges)
|
||||
{
|
||||
foreach (var edge in cell.Edges)
|
||||
Vector2 p1 = edge.Point1 + cell.Translation;
|
||||
Vector2 p2 = edge.Point2 + cell.Translation;
|
||||
Vector2 closestPoint = MathUtils.GetClosestPointOnLineSegment(p1, p2, item.WorldPosition);
|
||||
if (!CheckTurretAngle(closestPoint))
|
||||
{
|
||||
Vector2 p1 = edge.Point1 + cell.Translation;
|
||||
Vector2 p2 = edge.Point2 + cell.Translation;
|
||||
Vector2 closestPoint = MathUtils.GetClosestPointOnLineSegment(p1, p2, item.WorldPosition);
|
||||
if (!CheckTurretAngle(closestPoint))
|
||||
// The closest point can't be targeted -> get a point directly in front of the turret
|
||||
Vector2 barrelDir = new Vector2((float)Math.Cos(rotation), -(float)Math.Sin(rotation));
|
||||
if (MathUtils.GetLineIntersection(p1, p2, item.WorldPosition, item.WorldPosition + barrelDir * shootDistance, out Vector2 intersection))
|
||||
{
|
||||
// The closest point can't be targeted -> get a point directly in front of the turret
|
||||
Vector2 barrelDir = new Vector2((float)Math.Cos(rotation), -(float)Math.Sin(rotation));
|
||||
if (MathUtils.GetLineIntersection(p1, p2, item.WorldPosition, item.WorldPosition + barrelDir * shootDistance, out Vector2 intersection))
|
||||
{
|
||||
closestPoint = intersection;
|
||||
if (!CheckTurretAngle(closestPoint)) { continue; }
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
closestPoint = intersection;
|
||||
if (!CheckTurretAngle(closestPoint)) { continue; }
|
||||
}
|
||||
float dist = Vector2.Distance(closestPoint, item.WorldPosition);
|
||||
|
||||
//add one px to make sure the visibility raycast doesn't miss the cell due to the end position being right at the edge of the cell
|
||||
closestPoint += (closestPoint - item.WorldPosition) / Math.Max(dist, 1);
|
||||
|
||||
if (dist > AIRange + 1000) { continue; }
|
||||
float dot = 0;
|
||||
if (!MathUtils.NearlyEqual(item.Submarine.Velocity, Vector2.Zero))
|
||||
else
|
||||
{
|
||||
dot = Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), Vector2.Normalize(closestPoint - item.Submarine.WorldPosition));
|
||||
}
|
||||
float minAngle = 0.5f;
|
||||
if (dot < minAngle && dist > 1000)
|
||||
{
|
||||
// The sub is not moving towards the target and it's not very close to the turret either -> ignore
|
||||
continue;
|
||||
}
|
||||
// Allow targeting farther when heading towards the spire (up to 1000 px)
|
||||
dist -= MathHelper.Lerp(0, 1000, MathUtils.InverseLerp(minAngle, 1, dot));
|
||||
if (dist > closestDistance) { continue; }
|
||||
targetPos = closestPoint;
|
||||
closestDistance = dist;
|
||||
}
|
||||
float dist = Vector2.Distance(closestPoint, item.WorldPosition);
|
||||
|
||||
//add one px to make sure the visibility raycast doesn't miss the cell due to the end position being right at the edge of the cell
|
||||
closestPoint += (closestPoint - item.WorldPosition) / Math.Max(dist, 1);
|
||||
|
||||
if (dist > AIRange + 1000) { continue; }
|
||||
float dot = 0;
|
||||
if (!MathUtils.NearlyEqual(item.Submarine.Velocity, Vector2.Zero))
|
||||
{
|
||||
dot = Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), Vector2.Normalize(closestPoint - item.Submarine.WorldPosition));
|
||||
}
|
||||
float minAngle = 0.5f;
|
||||
if (dot < minAngle && dist > 1000)
|
||||
{
|
||||
// The sub is not moving towards the target and it's not very close to the turret either -> ignore
|
||||
continue;
|
||||
}
|
||||
// Allow targeting farther when heading towards the spire (up to 1000 px)
|
||||
dist -= MathHelper.Lerp(0, 1000, MathUtils.InverseLerp(minAngle, 1, dot));
|
||||
if (dist > closestDistance) { continue; }
|
||||
targetPos = closestPoint;
|
||||
closestDistance = dist;
|
||||
iceSpireSpotted = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1345,13 +1452,13 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (character.AIController.SelectedAiTarget == null && !hadCurrentTarget)
|
||||
{
|
||||
if (CreatureMetrics.Instance.RecentlyEncountered.Contains(closestEnemy.SpeciesName) || closestEnemy.IsHuman)
|
||||
if (CreatureMetrics.RecentlyEncountered.Contains(closestEnemy.SpeciesName) || closestEnemy.IsHuman)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNewTargetSpotted").Value,
|
||||
identifier: "newtargetspotted".ToIdentifier(),
|
||||
minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
else if (CreatureMetrics.Instance.Encountered.Contains(closestEnemy.SpeciesName))
|
||||
else if (CreatureMetrics.Encountered.Contains(closestEnemy.SpeciesName))
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogIdentifiedTargetSpotted", "[speciesname]", closestEnemy.DisplayName).Value,
|
||||
identifier: "identifiedtargetspotted".ToIdentifier(),
|
||||
@@ -1364,17 +1471,17 @@ namespace Barotrauma.Items.Components
|
||||
minDurationBetweenSimilar: 5.0f);
|
||||
}
|
||||
}
|
||||
else if (!CreatureMetrics.Instance.Encountered.Contains(closestEnemy.SpeciesName))
|
||||
else if (!CreatureMetrics.Encountered.Contains(closestEnemy.SpeciesName))
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogUnidentifiedTargetSpotted").Value,
|
||||
identifier: "unidentifiedtargetspotted".ToIdentifier(),
|
||||
minDurationBetweenSimilar: 5.0f);
|
||||
}
|
||||
character.AddEncounter(closestEnemy);
|
||||
CreatureMetrics.AddEncounter(closestEnemy.SpeciesName);
|
||||
}
|
||||
character.AIController.SelectTarget(closestEnemy.AiTarget);
|
||||
}
|
||||
else if (closestEnemy == null && character.IsOnPlayerTeam)
|
||||
else if (iceSpireSpotted && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogIceSpireSpotted").Value,
|
||||
identifier: "icespirespotted".ToIdentifier(),
|
||||
@@ -1437,7 +1544,55 @@ namespace Barotrauma.Items.Components
|
||||
return 0;
|
||||
}
|
||||
|
||||
private bool CanShoot(Body targetBody, Character user = null, WreckAI ai = null, bool targetSubmarines = true)
|
||||
// Not exahustive, but helps to get rid of some code duplication
|
||||
private static bool IsValidTarget(ISpatialEntity target)
|
||||
{
|
||||
if (target == null) { return false; }
|
||||
if (target is Character targetCharacter)
|
||||
{
|
||||
if (!targetCharacter.Enabled || targetCharacter.Removed || targetCharacter.IsDead || targetCharacter.AITurretPriority <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (target is Item targetItem)
|
||||
{
|
||||
if (targetItem.Removed || targetItem.Condition <= 0 || !targetItem.Prefab.IsAITurretTarget || targetItem.Prefab.AITurretPriority <= 0 || targetItem.HiddenInGame)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (targetItem.Submarine != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsValidTargetForAutoOperate(Character target, Identifier friendlyTag)
|
||||
{
|
||||
if (!friendlyTag.IsEmpty)
|
||||
{
|
||||
if (target.SpeciesName.Equals(friendlyTag) || target.Group.Equals(friendlyTag)) { return false; }
|
||||
}
|
||||
bool isHuman = target.IsHuman || target.Group == CharacterPrefab.HumanSpeciesName;
|
||||
if (isHuman)
|
||||
{
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
// Check that the target is not in the friendly team, e.g. pirate or a hostile player sub (PvP).
|
||||
return !target.IsOnFriendlyTeam(item.Submarine.TeamID) && TargetHumans;
|
||||
}
|
||||
return TargetHumans;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Shouldn't check the team here, because all the enemies are in the same team (None).
|
||||
return TargetMonsters;
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanShoot(Body targetBody, Character user = null, Identifier friendlyTag = default, bool targetSubmarines = true)
|
||||
{
|
||||
if (targetBody == null) { return false; }
|
||||
Character targetCharacter = null;
|
||||
@@ -1449,7 +1604,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null)
|
||||
if (targetCharacter != null && !targetCharacter.Removed)
|
||||
{
|
||||
if (user != null)
|
||||
{
|
||||
@@ -1458,27 +1613,25 @@ namespace Barotrauma.Items.Components
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (ai != null)
|
||||
else if (!IsValidTargetForAutoOperate(targetCharacter, friendlyTag))
|
||||
{
|
||||
if (targetCharacter.Params.Group == ai.Config.Entity)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Note that Thalamus runs this even when AutoOperate is false.
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (targetBody.UserData is ISpatialEntity e)
|
||||
{
|
||||
if (e is Structure s && s.Indestructible) { return false; }
|
||||
Submarine sub = e.Submarine ?? e as Submarine;
|
||||
if (e is Structure { Indestructible: true }) { return false; }
|
||||
if (!targetSubmarines && e is Submarine) { return false; }
|
||||
if (sub == null) { return false; }
|
||||
Submarine sub = e.Submarine ?? e as Submarine;
|
||||
if (sub == null) { return true; }
|
||||
if (sub == Item.Submarine) { return false; }
|
||||
if (sub.Info.IsOutpost || sub.Info.IsWreck || sub.Info.IsBeacon) { return false; }
|
||||
if (sub.TeamID == Item.Submarine.TeamID) { return false; }
|
||||
}
|
||||
else if (!(targetBody.UserData is Voronoi2.VoronoiCell cell && cell.IsDestructible))
|
||||
else if (targetBody.UserData is not Voronoi2.VoronoiCell { IsDestructible: true })
|
||||
{
|
||||
// Hit something else, probably a level wall
|
||||
return false;
|
||||
@@ -1489,7 +1642,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Body CheckLineOfSight(Vector2 start, Vector2 end)
|
||||
{
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel;
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionProjectile;
|
||||
Body pickedBody = Submarine.PickBody(start, end, null, collisionCategories, allowInsideFixture: true,
|
||||
customPredicate: (Fixture f) =>
|
||||
{
|
||||
|
||||
@@ -288,7 +288,7 @@ namespace Barotrauma.Items.Components
|
||||
public bool AutoEquipWhenFull { get; private set; }
|
||||
public bool DisplayContainedStatus { get; private set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Can the item be used (assuming it has components that are usable in some way) when worn."), Editable(MinValueFloat = -1000.0f, MaxValueFloat = 1000.0f)]
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Can the item be used (assuming it has components that are usable in some way) when worn.")]
|
||||
public bool AllowUseWhenWorn { get; set; }
|
||||
|
||||
public readonly int Variants;
|
||||
@@ -527,14 +527,17 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (picker.Removed)
|
||||
if (picker == null || picker.Removed)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
item.SetTransform(picker.SimPosition, 0.0f);
|
||||
|
||||
//if the item is also being held, let the Holdable component control the position
|
||||
if (item.GetComponent<Holdable>() is not { IsActive: true })
|
||||
{
|
||||
item.SetTransform(picker.SimPosition, 0.0f);
|
||||
}
|
||||
item.ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
|
||||
|
||||
#if CLIENT
|
||||
|
||||
@@ -141,7 +141,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
if (items.Contains(item)) { return; }
|
||||
items.Add(item);
|
||||
|
||||
//keep lowest-condition items at the top of the stack
|
||||
int index = 0;
|
||||
for (int i = 0; i < items.Count; i++)
|
||||
{
|
||||
if (items[i].Condition > item.Condition)
|
||||
{
|
||||
break;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
items.Insert(index, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -99,7 +99,18 @@ namespace Barotrauma
|
||||
private bool hasComponentsToDraw;
|
||||
|
||||
public PhysicsBody body;
|
||||
private float waterDragCoefficient;
|
||||
private readonly float originalWaterDragCoefficient;
|
||||
private float? overrideWaterDragCoefficient;
|
||||
public float WaterDragCoefficient
|
||||
{
|
||||
get => overrideWaterDragCoefficient ?? originalWaterDragCoefficient;
|
||||
set => overrideWaterDragCoefficient = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the override value -> falls back to using the original value defined in the xml.
|
||||
/// </summary>
|
||||
public void ResetWaterDragCoefficient() => overrideWaterDragCoefficient = null;
|
||||
|
||||
public readonly XElement StaticBodyConfig;
|
||||
|
||||
@@ -142,6 +153,8 @@ namespace Barotrauma
|
||||
private readonly bool[] hasStatusEffectsOfType = new bool[Enum.GetValues(typeof(ActionType)).Length];
|
||||
private readonly Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
|
||||
|
||||
public Action OnInteract;
|
||||
|
||||
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; protected set; }
|
||||
|
||||
private bool? hasInGameEditableProperties;
|
||||
@@ -423,8 +436,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Color? HighlightColor;
|
||||
|
||||
/// <summary>
|
||||
/// Can be used by status effects or conditionals to check whether the item is contained inside something
|
||||
/// </summary>
|
||||
@@ -459,6 +470,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Color? HighlightColor;
|
||||
|
||||
[Serialize("", IsPropertySaveable.Yes)]
|
||||
|
||||
/// <summary>
|
||||
@@ -471,7 +484,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (AiTarget != null)
|
||||
{
|
||||
AiTarget.SonarLabel = !string.IsNullOrEmpty(value) && value.Length > 200 ? value.Substring(200) : value;
|
||||
string trimmedStr = !string.IsNullOrEmpty(value) && value.Length > 250 ? value.Substring(250) : value;
|
||||
AiTarget.SonarLabel = TextManager.Get(trimmedStr).Fallback(trimmedStr);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -637,11 +651,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
|
||||
public bool AllowStealing
|
||||
private bool allowStealing;
|
||||
[Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true,
|
||||
description: $"Determined by where/how the item originally spawned. If ItemPrefab.AllowStealing is true, stealing the item is always allowed.")]
|
||||
public bool AllowStealing
|
||||
{
|
||||
get;
|
||||
set;
|
||||
get { return allowStealing || Prefab.AllowStealingAlways; }
|
||||
set { allowStealing = value; }
|
||||
}
|
||||
|
||||
private string originalOutpost;
|
||||
@@ -948,7 +964,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!Physics.TryParseCollisionCategory(collisionCategoryStr, out Category cat))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid collision category in item \"" + Name+"\" (" + collisionCategoryStr + ")");
|
||||
DebugConsole.ThrowError("Invalid collision category in item \"" + Name + "\" (" + collisionCategoryStr + ")");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -987,6 +1003,7 @@ namespace Barotrauma
|
||||
case "infectedsprite":
|
||||
case "damagedinfectedsprite":
|
||||
case "swappableitem":
|
||||
case "skillrequirementhint":
|
||||
break;
|
||||
case "staticbody":
|
||||
StaticBodyConfig = subElement;
|
||||
@@ -1055,8 +1072,7 @@ namespace Barotrauma
|
||||
if (body != null)
|
||||
{
|
||||
body.Submarine = submarine;
|
||||
waterDragCoefficient = bodyElement.GetAttributeFloat("waterdragcoefficient",
|
||||
GetComponent<Projectile>() != null || GetComponent<Throwable>() != null ? 0.1f : 1.0f);
|
||||
originalWaterDragCoefficient = bodyElement.GetAttributeFloat("waterdragcoefficient", 5.0f);
|
||||
}
|
||||
|
||||
//cache connections into a dictionary for faster lookups
|
||||
@@ -1600,7 +1616,7 @@ namespace Barotrauma
|
||||
|
||||
public bool ConditionalMatches(PropertyConditional conditional)
|
||||
{
|
||||
if (string.IsNullOrEmpty(conditional.TargetItemComponentName))
|
||||
if (string.IsNullOrEmpty(conditional.TargetItemComponent))
|
||||
{
|
||||
if (!conditional.Matches(this)) { return false; }
|
||||
}
|
||||
@@ -1608,7 +1624,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (ItemComponent component in components)
|
||||
{
|
||||
if (component.Name != conditional.TargetItemComponentName) { continue; }
|
||||
if (component.Name != conditional.TargetItemComponent) { continue; }
|
||||
if (!conditional.Matches(component)) { return false; }
|
||||
}
|
||||
}
|
||||
@@ -1653,7 +1669,7 @@ namespace Barotrauma
|
||||
|
||||
if (effect.TargetSlot > -1)
|
||||
{
|
||||
if (OwnInventory.FindIndex(containedItem) != effect.TargetSlot) { continue; }
|
||||
if (!OwnInventory.GetItemsAt(effect.TargetSlot).Contains(containedItem)) { continue; }
|
||||
}
|
||||
|
||||
hasTargets = true;
|
||||
@@ -1708,8 +1724,15 @@ namespace Barotrauma
|
||||
{
|
||||
targets.AddRange(character.AnimController.Limbs.ToList());
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb) && limb == null && effect.targetLimbs != null)
|
||||
{
|
||||
foreach (var characterLimb in character.AnimController.Limbs)
|
||||
{
|
||||
if (effect.targetLimbs.Contains(characterLimb.type)) { targets.Add(characterLimb); }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb) && limb != null)
|
||||
{
|
||||
targets.Add(limb);
|
||||
}
|
||||
@@ -1724,7 +1747,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Indestructible || InvulnerableToDamage) { return new AttackResult(); }
|
||||
|
||||
float damageAmount = attack.GetItemDamage(deltaTime);
|
||||
float damageAmount = attack.GetItemDamage(deltaTime, Prefab.ItemDamageMultiplier);
|
||||
Condition -= damageAmount;
|
||||
|
||||
if (damageAmount >= Prefab.OnDamagedThreshold)
|
||||
@@ -1735,7 +1758,7 @@ namespace Barotrauma
|
||||
return new AttackResult(damageAmount, null);
|
||||
}
|
||||
|
||||
private void SetCondition(float value, bool isNetworkEvent)
|
||||
private void SetCondition(float value, bool isNetworkEvent, bool executeEffects = true)
|
||||
{
|
||||
if (!isNetworkEvent)
|
||||
{
|
||||
@@ -1758,16 +1781,22 @@ namespace Barotrauma
|
||||
//Flag connections to be updated as device is broken
|
||||
flagChangedConnections(connections);
|
||||
#if CLIENT
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
ic.PlaySound(ActionType.OnBroken);
|
||||
ic.StopSounds(ActionType.OnActive);
|
||||
if (executeEffects)
|
||||
{
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
ic.PlaySound(ActionType.OnBroken);
|
||||
ic.StopSounds(ActionType.OnActive);
|
||||
}
|
||||
}
|
||||
if (Screen.Selected == GameMain.SubEditorScreen) { return; }
|
||||
#endif
|
||||
// Have to set the previous condition here or OnBroken status effects that reduce the condition will keep triggering the status effects, resulting in a stack overflow.
|
||||
SetPreviousCondition();
|
||||
ApplyStatusEffects(ActionType.OnBroken, 1.0f, null);
|
||||
if (executeEffects)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnBroken, 1.0f, null);
|
||||
}
|
||||
}
|
||||
else if (condition > 0.0f && prevCondition <= 0.0f)
|
||||
{
|
||||
@@ -1851,15 +1880,15 @@ namespace Barotrauma
|
||||
if (!(GameMain.NetworkMember is { IsServer: true })) { return; }
|
||||
if (!conditionUpdatePending) { return; }
|
||||
|
||||
CreateStatusEvent();
|
||||
CreateStatusEvent(loadingRound: false);
|
||||
lastSentCondition = condition;
|
||||
sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
|
||||
conditionUpdatePending = false;
|
||||
}
|
||||
|
||||
public void CreateStatusEvent()
|
||||
public void CreateStatusEvent(bool loadingRound)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new ItemStatusEventData());
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new ItemStatusEventData(loadingRound));
|
||||
}
|
||||
|
||||
private bool isActive = true;
|
||||
@@ -1901,7 +1930,7 @@ namespace Barotrauma
|
||||
|
||||
if (ic.IsActiveConditionals != null)
|
||||
{
|
||||
if (ic.IsActiveConditionalComparison == PropertyConditional.Comparison.And)
|
||||
if (ic.IsActiveConditionalComparison == PropertyConditional.LogicalOperatorType.And)
|
||||
{
|
||||
bool shouldBeActive = true;
|
||||
foreach (var conditional in ic.IsActiveConditionals)
|
||||
@@ -1972,7 +2001,10 @@ namespace Barotrauma
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f || transformDirty)
|
||||
{
|
||||
UpdateTransform();
|
||||
if (body.CollisionCategories != Category.None)
|
||||
{
|
||||
UpdateTransform();
|
||||
}
|
||||
if (CurrentHull == null && Level.Loaded != null && body.SimPosition.Y < ConvertUnits.ToSimUnits(Level.MaxEntityDepth))
|
||||
{
|
||||
Spawner?.AddItemToRemoveQueue(this);
|
||||
@@ -1991,8 +2023,7 @@ namespace Barotrauma
|
||||
if (needsWaterCheck)
|
||||
{
|
||||
bool wasInWater = inWater;
|
||||
inWater = IsInWater();
|
||||
bool waterProof = WaterProof;
|
||||
inWater = IsInWater() && !WaterProof;
|
||||
if (inWater)
|
||||
{
|
||||
//the item has gone through the surface of the water
|
||||
@@ -2007,15 +2038,19 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Item container = this.Container;
|
||||
while (!waterProof && container != null)
|
||||
while (container != null)
|
||||
{
|
||||
waterProof = container.WaterProof;
|
||||
if (container.WaterProof)
|
||||
{
|
||||
inWater = false;
|
||||
break;
|
||||
}
|
||||
container = container.Container;
|
||||
}
|
||||
}
|
||||
if (hasWaterStatusEffects && condition > 0.0f)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
ApplyStatusEffects(inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -2141,7 +2176,7 @@ namespace Barotrauma
|
||||
Vector2 frontVel = body.FarseerBody.GetLinearVelocityFromLocalPoint(localFront);
|
||||
|
||||
float speed = frontVel.Length();
|
||||
float drag = speed * speed * waterDragCoefficient * volume * Physics.NeutralDensity;
|
||||
float drag = speed * speed * WaterDragCoefficient * volume * Physics.NeutralDensity;
|
||||
//very small drag on active projectiles to prevent affecting their trajectories much
|
||||
if (body.FarseerBody.IsBullet) { drag *= 0.1f; }
|
||||
Vector2 dragVec = -frontVel / speed * drag;
|
||||
@@ -2628,12 +2663,14 @@ namespace Barotrauma
|
||||
if (user == Character.Controlled) { GUI.ForceMouseOn(null); }
|
||||
if (tempRequiredSkill != null) { requiredSkill = tempRequiredSkill; }
|
||||
#endif
|
||||
if (ic.CanBeSelected && !(ic is Door)) { selected = true; }
|
||||
if (ic.CanBeSelected && ic is not Door) { selected = true; }
|
||||
}
|
||||
}
|
||||
|
||||
if (!picked) { return false; }
|
||||
|
||||
OnInteract?.Invoke();
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
if (user.SelectedItem == this)
|
||||
|
||||
@@ -82,6 +82,13 @@ namespace Barotrauma
|
||||
private readonly struct ItemStatusEventData : IEventData
|
||||
{
|
||||
public EventType EventType => EventType.Status;
|
||||
|
||||
public readonly bool LoadingRound;
|
||||
|
||||
public ItemStatusEventData(bool loadingRound)
|
||||
{
|
||||
LoadingRound = loadingRound;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly struct AssignCampaignInteractionEventData : IEventData
|
||||
|
||||
@@ -1,16 +1,33 @@
|
||||
using Barotrauma.IO;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.IO;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Security.Cryptography;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
readonly struct SkillRequirementHint
|
||||
{
|
||||
public readonly Identifier Skill;
|
||||
public readonly float Level;
|
||||
public readonly LocalizedString SkillName;
|
||||
|
||||
public LocalizedString GetFormattedText(int skillLevel, string levelColorTag) =>
|
||||
$"{SkillName} {Level} (‖color:{levelColorTag}‖{skillLevel}‖color:end‖)";
|
||||
|
||||
public SkillRequirementHint(ContentXElement element)
|
||||
{
|
||||
Skill = element.GetAttributeIdentifier("identifier", Identifier.Empty);
|
||||
Level = element.GetAttributeFloat("level", 0);
|
||||
SkillName = TextManager.Get("skillname." + Skill);
|
||||
}
|
||||
}
|
||||
|
||||
readonly struct DeconstructItem
|
||||
{
|
||||
public readonly Identifier ItemIdentifier;
|
||||
@@ -315,6 +332,8 @@ namespace Barotrauma
|
||||
public readonly bool TransferOnlyOnePerContainer;
|
||||
public readonly bool AllowTransfersHere = true;
|
||||
|
||||
public readonly float MinLevelDifficulty, MaxLevelDifficulty;
|
||||
|
||||
public PreferredContainer(XElement element)
|
||||
{
|
||||
Primary = XMLExtensions.GetAttributeIdentifierArray(element, "primary", Array.Empty<Identifier>()).ToImmutableHashSet();
|
||||
@@ -330,6 +349,9 @@ namespace Barotrauma
|
||||
TransferOnlyOnePerContainer = element.GetAttributeBool("TransferOnlyOnePerContainer", TransferOnlyOnePerContainer);
|
||||
AllowTransfersHere = element.GetAttributeBool("AllowTransfersHere", AllowTransfersHere);
|
||||
|
||||
MinLevelDifficulty = element.GetAttributeFloat(nameof(MinLevelDifficulty), float.MinValue);
|
||||
MaxLevelDifficulty = element.GetAttributeFloat(nameof(MaxLevelDifficulty), float.MaxValue);
|
||||
|
||||
if (element.GetAttribute("spawnprobability") == null)
|
||||
{
|
||||
//if spawn probability is not defined but amount is, assume the probability is 1
|
||||
@@ -443,6 +465,8 @@ namespace Barotrauma
|
||||
//Containers (by identifiers or tags) that this item should be placed in. These are preferences, which are not enforced.
|
||||
public ImmutableArray<PreferredContainer> PreferredContainers { get; private set; }
|
||||
|
||||
public ImmutableArray<SkillRequirementHint> SkillRequirementHints { get; private set; }
|
||||
|
||||
public SwappableItem SwappableItem
|
||||
{
|
||||
get;
|
||||
@@ -651,6 +675,9 @@ namespace Barotrauma
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool AllowSellingWhenBroken { get; private set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool AllowStealingAlways { get; private set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool Indestructible { get; private set; }
|
||||
|
||||
@@ -660,6 +687,9 @@ namespace Barotrauma
|
||||
[Serialize(1f, IsPropertySaveable.No)]
|
||||
public float ExplosionDamageMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1f, IsPropertySaveable.No)]
|
||||
public float ItemDamageMultiplier { get; private set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool DamagedByProjectiles { get; private set; }
|
||||
|
||||
@@ -772,6 +802,18 @@ namespace Barotrauma
|
||||
[Serialize(1f, IsPropertySaveable.No, description: "How much the bots prioritize this item when they seek for items. For example, bots prioritize less exosuit than the other diving suits. Defaults to 1. Note that there's also a specific CombatPriority for items that can be used as weapons.")]
|
||||
public float BotPriority { get; private set; }
|
||||
|
||||
[Serialize(true, IsPropertySaveable.No)]
|
||||
public bool ShowNameInHealthBar { get; private set; }
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description:"Should the bots shoot at this item with turret or not? Disabled by default.")]
|
||||
public bool IsAITurretTarget { get; private set; }
|
||||
|
||||
[Serialize(1.0f, IsPropertySaveable.No, description: "How much the bots prioritize shooting this item with turrets? Defaults to 1. Distance to the target affects the decision making.")]
|
||||
public float AITurretPriority { get; private set; }
|
||||
|
||||
[Serialize(1.0f, IsPropertySaveable.No, description: "How much the bots prioritize shooting this item with slow turrets, like railguns? Defaults to 1. Not used if AITurretPriority is 0. Distance to the target affects the decision making.")]
|
||||
public float AISlowTurretPriority { get; private set; }
|
||||
|
||||
protected override Identifier DetermineIdentifier(XElement element)
|
||||
{
|
||||
Identifier identifier = base.DetermineIdentifier(element);
|
||||
@@ -874,6 +916,15 @@ namespace Barotrauma
|
||||
SerializableProperty.DeserializeProperties(this, ConfigElement);
|
||||
|
||||
LoadDescription(ConfigElement);
|
||||
var skillRequirementHints = new List<SkillRequirementHint>();
|
||||
foreach (var skillRequirementHintElement in ConfigElement.GetChildElements("SkillRequirementHint"))
|
||||
{
|
||||
skillRequirementHints.Add(new SkillRequirementHint(skillRequirementHintElement));
|
||||
}
|
||||
if (skillRequirementHints.Any())
|
||||
{
|
||||
SkillRequirementHints = skillRequirementHints.ToImmutableArray();
|
||||
}
|
||||
|
||||
var allowDroppingOnSwapWith = ConfigElement.GetAttributeIdentifierArray("allowdroppingonswapwith", Array.Empty<Identifier>());
|
||||
AllowDroppingOnSwapWith = allowDroppingOnSwapWith.ToImmutableHashSet();
|
||||
@@ -1167,7 +1218,10 @@ namespace Barotrauma
|
||||
public bool CanBeBoughtFrom(Location.StoreInfo store, out PriceInfo priceInfo)
|
||||
{
|
||||
priceInfo = GetPriceInfo(store);
|
||||
return priceInfo is { CanBeBought: true } && (store?.Location.LevelData?.Difficulty ?? 0) >= priceInfo.MinLevelDifficulty;
|
||||
return
|
||||
priceInfo is { CanBeBought: true } &&
|
||||
(store?.Location.LevelData?.Difficulty ?? 0) >= priceInfo.MinLevelDifficulty &&
|
||||
(!priceInfo.MinReputation.Any() || priceInfo.MinReputation.Any(p => store?.Location.Faction?.Prefab.Identifier == p.Key || store?.Location.SecondaryFaction?.Prefab.Identifier == p.Key));
|
||||
}
|
||||
|
||||
public bool CanBeBoughtFrom(Location location)
|
||||
@@ -1179,6 +1233,15 @@ namespace Barotrauma
|
||||
if (priceInfo == null) { continue; }
|
||||
if (!priceInfo.CanBeBought) { continue; }
|
||||
if (location.LevelData.Difficulty < priceInfo.MinLevelDifficulty) { continue; }
|
||||
if (priceInfo.MinReputation.Any())
|
||||
{
|
||||
if (!priceInfo.MinReputation.Any(p =>
|
||||
location?.Faction?.Prefab.Identifier == p.Key ||
|
||||
location?.SecondaryFaction?.Prefab.Identifier == p.Key))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@@ -1335,11 +1398,43 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public Identifier VariantOf { get; }
|
||||
|
||||
public ItemPrefab ParentPrefab { get; set; }
|
||||
|
||||
public void InheritFrom(ItemPrefab parent)
|
||||
{
|
||||
ConfigElement = originalElement.CreateVariantXML(parent.ConfigElement).FromPackage(ConfigElement.ContentPackage);
|
||||
ConfigElement = originalElement.CreateVariantXML(parent.ConfigElement, CheckXML).FromPackage(ConfigElement.ContentPackage);
|
||||
ParseConfigElement(parent);
|
||||
|
||||
void CheckXML(XElement originalElement, XElement variantElement, XElement result)
|
||||
{
|
||||
if (result == null) { return; }
|
||||
if (result.Name.ToIdentifier() == "RequiredItem" &&
|
||||
result.Parent?.Name.ToIdentifier() == "Fabricate")
|
||||
{
|
||||
int originalAmount = originalElement.GetAttributeInt("amount", 1);
|
||||
Identifier originalIdentifier = originalElement.GetAttributeIdentifier("identifier", Identifier.Empty);
|
||||
if (variantElement == null)
|
||||
{
|
||||
//if the variant defines some fabrication requirements, we probably don't want to inherit anything extra from the base item?
|
||||
if (this.originalElement.GetChildElement("Fabricate")?.GetChildElement("RequiredItem") != null)
|
||||
{
|
||||
DebugConsole.AddWarning($"Potential error in item variant \"{Identifier}\": " +
|
||||
$"the item inherits the fabrication requirement of x{originalAmount} \"{originalIdentifier}\" from the base item \"{parent.Identifier}\". " +
|
||||
$"If this is not intentional, you can use empty <RequiredItem /> elements in the item variant to remove any excess inherited fabrication requirements.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
Identifier resultIdentifier = result.GetAttributeIdentifier("identifier", Identifier.Empty);
|
||||
if (originalAmount > 1 && variantElement.GetAttribute("amount") == null)
|
||||
{
|
||||
DebugConsole.AddWarning($"Potential error in item variant \"{Identifier}\": " +
|
||||
$"the base item \"{parent.Identifier}\" requires x{originalAmount} \"{originalIdentifier}\" to fabricate. " +
|
||||
$"The variant only overrides the required item, not the amount, resulting in a requirement of x{originalAmount} \"{resultIdentifier}\". "+
|
||||
"Specify the amount in the variant to fix this.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
|
||||
@@ -8,44 +8,89 @@ using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
/// <summary>
|
||||
/// Used by various features to define different kinds of relations between items:
|
||||
/// for example, which item a character must have equipped to interact with some item in some way,
|
||||
/// which items can go inside a container, or which kind of item the target of a status effect must have for the effect to execute.
|
||||
/// </summary>
|
||||
class RelatedItem
|
||||
{
|
||||
public enum RelationType
|
||||
{
|
||||
None,
|
||||
/// <summary>
|
||||
/// The item must be contained inside the item this relation is defined in.
|
||||
/// Can for example by used to make an item usable only when there's a specific kind of item inside it.
|
||||
/// </summary>
|
||||
Contained,
|
||||
/// <summary>
|
||||
/// The user must have equipped the item (i.e. held or worn).
|
||||
/// </summary>
|
||||
Equipped,
|
||||
/// <summary>
|
||||
/// The user must have picked up the item (i.e. the item needs to be in the user's inventory).
|
||||
/// </summary>
|
||||
Picked,
|
||||
Container
|
||||
/// <summary>
|
||||
/// The item this relation is defined in must be inside a specific kind of container.
|
||||
/// Can for example by used to make an item do something when it's inside some other type of item.
|
||||
/// </summary>
|
||||
Container,
|
||||
/// <summary>
|
||||
/// Signifies an error (type could not be parsed)
|
||||
/// </summary>
|
||||
Invalid
|
||||
}
|
||||
|
||||
public bool IsOptional { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Should an empty inventory be considered valid? Can be used to, for example, make an item do something if there's a specific item, or nothing, inside it.
|
||||
/// </summary>
|
||||
public bool MatchOnEmpty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Should only an empty inventory be considered valid? Can be used to, for example, make an item do something when there's nothing inside it.
|
||||
/// </summary>
|
||||
public bool RequireEmpty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Only valid for the RequiredItems of an ItemComponent. Can be used to ignore the requirement in the submarine editor,
|
||||
/// making it easier to for example make rewire things that require some special tool to rewire.
|
||||
/// </summary>
|
||||
public bool IgnoreInEditor { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Identifier(s) or tag(s) of the items that are NOT considered valid.
|
||||
/// Can be used to, for example, exclude some specific items when using tags that apply to multiple items.
|
||||
/// </summary>
|
||||
public ImmutableHashSet<Identifier> ExcludedIdentifiers { get; private set; }
|
||||
|
||||
private RelationType type;
|
||||
private readonly RelationType type;
|
||||
|
||||
public List<StatusEffect> statusEffects;
|
||||
|
||||
public List<StatusEffect> StatusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Only valid for the RequiredItems of an ItemComponent. A message displayed if the required item isn't found (e.g. a notification about lack of ammo or fuel).
|
||||
/// </summary>
|
||||
public LocalizedString Msg;
|
||||
|
||||
/// <summary>
|
||||
/// Only valid for the RequiredItems of an ItemComponent. The localization tag of a message displayed if the required item isn't found (e.g. a notification about lack of ammo or fuel).
|
||||
/// </summary>
|
||||
public Identifier MsgTag;
|
||||
|
||||
/// <summary>
|
||||
/// Should broken (0 condition) items be excluded
|
||||
/// Should broken (0 condition) items be excluded?
|
||||
/// </summary>
|
||||
public bool ExcludeBroken { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Should full condition (100%) items be excluded
|
||||
/// Should full condition (100%) items be excluded?
|
||||
/// </summary>
|
||||
public bool ExcludeFullCondition { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Are item variants considered valid?
|
||||
/// </summary>
|
||||
public bool AllowVariants { get; private set; } = true;
|
||||
|
||||
public RelationType Type
|
||||
@@ -59,19 +104,34 @@ namespace Barotrauma
|
||||
public int TargetSlot = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the position defined in ItemContainer.
|
||||
/// Overrides the position defined in ItemContainer. Only valid when used in the Containable definitions of an ItemContainer.
|
||||
/// </summary>
|
||||
public Vector2? ItemPos;
|
||||
|
||||
/// <summary>
|
||||
/// Only affects when ItemContainer.hideItems is false. Doesn't override the value.
|
||||
/// Only valid when used in the Containable definitions of an ItemContainer.
|
||||
/// Only affects when ItemContainer.hideItems is false. Doesn't override the value.
|
||||
/// </summary>
|
||||
public bool? Hide;
|
||||
public bool Hide;
|
||||
|
||||
/// <summary>
|
||||
/// Only valid when used in the Containable definitions of an ItemContainer.
|
||||
/// Can be used to override the rotation of specific items in the container.
|
||||
/// </summary>
|
||||
public float Rotation;
|
||||
|
||||
/// <summary>
|
||||
/// Only valid when used in the Containable definitions of an ItemContainer.
|
||||
/// Can be used to force specific items to stay active inside the container (such as flashlights attached to a gun).
|
||||
/// </summary>
|
||||
public bool SetActive;
|
||||
|
||||
/// <summary>
|
||||
/// Only valid for the RequiredItems of an ItemComponent. Can be used to make the requirement optional,
|
||||
/// meaning that you don't need to have the item to interact with something, but having it may still affect what the interaction does (such as using a crowbar on a door).
|
||||
/// </summary>
|
||||
public bool IsOptional { get; set; }
|
||||
|
||||
public string JoinedIdentifiers
|
||||
{
|
||||
get { return string.Join(",", Identifiers); }
|
||||
@@ -83,6 +143,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Identifier(s) or tag(s) of the items that are considered valid.
|
||||
/// </summary>
|
||||
public ImmutableHashSet<Identifier> Identifiers { get; private set; }
|
||||
|
||||
public string JoinedExcludedIdentifiers
|
||||
@@ -139,8 +202,121 @@ namespace Barotrauma
|
||||
{
|
||||
this.Identifiers = identifiers.Select(id => id.Value.Trim().ToIdentifier()).ToImmutableHashSet();
|
||||
this.ExcludedIdentifiers = excludedIdentifiers.Select(id => id.Value.Trim().ToIdentifier()).ToImmutableHashSet();
|
||||
}
|
||||
|
||||
public RelatedItem(ContentXElement element, string parentDebugName)
|
||||
{
|
||||
Identifier[] identifiers;
|
||||
if (element.GetAttribute("name") != null)
|
||||
{
|
||||
//backwards compatibility + a console warning
|
||||
DebugConsole.ThrowError($"Error in RelatedItem config (" + (string.IsNullOrEmpty(parentDebugName) ? element.ToString() : parentDebugName) + ") - use item tags or identifiers instead of names.");
|
||||
Identifier[] itemNames = element.GetAttributeIdentifierArray("name", Array.Empty<Identifier>());
|
||||
//attempt to convert to identifiers and tags
|
||||
List<Identifier> convertedIdentifiers = new List<Identifier>();
|
||||
foreach (Identifier itemName in itemNames)
|
||||
{
|
||||
var matchingItem = ItemPrefab.Prefabs.Find(me => me.Name == itemName.Value);
|
||||
if (matchingItem != null)
|
||||
{
|
||||
convertedIdentifiers.Add(matchingItem.Identifier);
|
||||
}
|
||||
else
|
||||
{
|
||||
//no matching item found, this must be a tag
|
||||
convertedIdentifiers.Add(itemName);
|
||||
}
|
||||
}
|
||||
identifiers = convertedIdentifiers.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("items", null) ?? element.GetAttributeIdentifierArray("item", null);
|
||||
if (identifiers == null)
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("identifiers", null) ?? element.GetAttributeIdentifierArray("tags", null);
|
||||
if (identifiers == null)
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("identifier", null) ?? element.GetAttributeIdentifierArray("tag", Array.Empty<Identifier>());
|
||||
}
|
||||
}
|
||||
}
|
||||
this.Identifiers = identifiers.ToImmutableHashSet();
|
||||
|
||||
Identifier[] excludedIdentifiers = element.GetAttributeIdentifierArray("excludeditems", null) ?? element.GetAttributeIdentifierArray("excludeditem", null);
|
||||
if (excludedIdentifiers == null)
|
||||
{
|
||||
excludedIdentifiers = element.GetAttributeIdentifierArray("excludedidentifiers", null) ?? element.GetAttributeIdentifierArray("excludedtags", null);
|
||||
if (excludedIdentifiers == null)
|
||||
{
|
||||
excludedIdentifiers = element.GetAttributeIdentifierArray("excludedidentifier", null) ?? element.GetAttributeIdentifierArray("excludedtag", Array.Empty<Identifier>());
|
||||
}
|
||||
}
|
||||
this.ExcludedIdentifiers = excludedIdentifiers.ToImmutableHashSet();
|
||||
|
||||
ExcludeBroken = element.GetAttributeBool("excludebroken", true);
|
||||
RequireEmpty = element.GetAttributeBool("requireempty", false);
|
||||
ExcludeFullCondition = element.GetAttributeBool("excludefullcondition", false);
|
||||
AllowVariants = element.GetAttributeBool("allowvariants", true);
|
||||
Rotation = element.GetAttributeFloat("rotation", 0f);
|
||||
SetActive = element.GetAttributeBool("setactive", false);
|
||||
|
||||
if (element.GetAttribute(nameof(Hide)) != null)
|
||||
{
|
||||
Hide = element.GetAttributeBool(nameof(Hide), false);
|
||||
}
|
||||
if (element.GetAttribute(nameof(ItemPos)) != null)
|
||||
{
|
||||
ItemPos = element.GetAttributeVector2(nameof(ItemPos), Vector2.Zero);
|
||||
}
|
||||
string typeStr = element.GetAttributeString("type", "");
|
||||
if (string.IsNullOrEmpty(typeStr))
|
||||
{
|
||||
switch (element.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "containable":
|
||||
typeStr = "Contained";
|
||||
break;
|
||||
case "suitablefertilizer":
|
||||
case "suitableseed":
|
||||
typeStr = "None";
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!Enum.TryParse(typeStr, true, out type))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in RelatedItem config (" + parentDebugName + ") - \"" + typeStr + "\" is not a valid relation type.");
|
||||
type = RelationType.Invalid;
|
||||
}
|
||||
|
||||
MsgTag = element.GetAttributeIdentifier("msg", Identifier.Empty);
|
||||
LocalizedString msg = TextManager.Get(MsgTag);
|
||||
if (!msg.Loaded)
|
||||
{
|
||||
Msg = MsgTag.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if CLIENT
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameSettings.CurrentConfig.KeyMap.KeyBindText(inputType));
|
||||
}
|
||||
Msg = msg;
|
||||
#endif
|
||||
}
|
||||
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
if (!subElement.Name.ToString().Equals("statuseffect", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
|
||||
}
|
||||
|
||||
IsOptional = element.GetAttributeBool("optional", false);
|
||||
IgnoreInEditor = element.GetAttributeBool("ignoreineditor", false);
|
||||
MatchOnEmpty = element.GetAttributeBool("matchonempty", false);
|
||||
TargetSlot = element.GetAttributeInt("targetslot", -1);
|
||||
|
||||
statusEffects = new List<StatusEffect>();
|
||||
}
|
||||
|
||||
public bool CheckRequirements(Character character, Item parentItem)
|
||||
@@ -197,11 +373,14 @@ namespace Barotrauma
|
||||
bool isEmpty = parentItem.OwnInventory.IsEmpty();
|
||||
if (RequireEmpty && !isEmpty) { return false; }
|
||||
if (MatchOnEmpty && isEmpty) { return true; }
|
||||
foreach (Item contained in parentItem.ContainedItems)
|
||||
foreach (var container in parentItem.GetComponents<Items.Components.ItemContainer>())
|
||||
{
|
||||
if (TargetSlot > -1 && parentItem.OwnInventory.FindIndex(contained) != TargetSlot) { continue; }
|
||||
if ((!ExcludeBroken || contained.Condition > 0.0f) && (!ExcludeFullCondition || !contained.IsFullCondition) && MatchesItem(contained)) { return true; }
|
||||
if (CheckContained(contained)) { return true; }
|
||||
foreach (Item contained in container.Inventory.AllItems)
|
||||
{
|
||||
if (TargetSlot > -1 && parentItem.OwnInventory.FindIndex(contained) != TargetSlot) { continue; }
|
||||
if ((!ExcludeBroken || contained.Condition > 0.0f) && (!ExcludeFullCondition || !contained.IsFullCondition) && MatchesItem(contained)) { return true; }
|
||||
if (CheckContained(contained)) { return true; }
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -221,9 +400,9 @@ namespace Barotrauma
|
||||
new XAttribute("rotation", Rotation),
|
||||
new XAttribute("setactive", SetActive));
|
||||
|
||||
if (Hide.HasValue)
|
||||
if (Hide)
|
||||
{
|
||||
element.Add(new XAttribute(nameof(Hide), Hide.Value));
|
||||
element.Add(new XAttribute(nameof(Hide), true));
|
||||
}
|
||||
if (ItemPos.HasValue)
|
||||
{
|
||||
@@ -239,120 +418,10 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public static RelatedItem Load(ContentXElement element, bool returnEmpty, string parentDebugName)
|
||||
{
|
||||
Identifier[] identifiers;
|
||||
if (element.GetAttribute("name") != null)
|
||||
{
|
||||
//backwards compatibility + a console warning
|
||||
DebugConsole.ThrowError("Error in RelatedItem config (" + (string.IsNullOrEmpty(parentDebugName) ? element.ToString() : parentDebugName) + ") - use item tags or identifiers instead of names.");
|
||||
Identifier[] itemNames = element.GetAttributeIdentifierArray("name", Array.Empty<Identifier>());
|
||||
//attempt to convert to identifiers and tags
|
||||
List<Identifier> convertedIdentifiers = new List<Identifier>();
|
||||
foreach (Identifier itemName in itemNames)
|
||||
{
|
||||
var matchingItem = ItemPrefab.Prefabs.Find(me => me.Name == itemName.Value);
|
||||
if (matchingItem != null)
|
||||
{
|
||||
convertedIdentifiers.Add(matchingItem.Identifier);
|
||||
}
|
||||
else
|
||||
{
|
||||
//no matching item found, this must be a tag
|
||||
convertedIdentifiers.Add(itemName);
|
||||
}
|
||||
}
|
||||
identifiers = convertedIdentifiers.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("items", null) ?? element.GetAttributeIdentifierArray("item", null);
|
||||
if (identifiers == null)
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("identifiers", null) ?? element.GetAttributeIdentifierArray("tags", null);
|
||||
if (identifiers == null)
|
||||
{
|
||||
identifiers = element.GetAttributeIdentifierArray("identifier", null) ?? element.GetAttributeIdentifierArray("tag", Array.Empty<Identifier>());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Identifier[] excludedIdentifiers = element.GetAttributeIdentifierArray("excludeditems", null) ?? element.GetAttributeIdentifierArray("excludeditem", null);
|
||||
if (excludedIdentifiers == null)
|
||||
{
|
||||
excludedIdentifiers = element.GetAttributeIdentifierArray("excludedidentifiers", null) ?? element.GetAttributeIdentifierArray("excludedtags", null);
|
||||
if (excludedIdentifiers == null)
|
||||
{
|
||||
excludedIdentifiers = element.GetAttributeIdentifierArray("excludedidentifier", null) ?? element.GetAttributeIdentifierArray("excludedtag", Array.Empty<Identifier>());
|
||||
}
|
||||
}
|
||||
|
||||
if (identifiers.Length == 0 && excludedIdentifiers.Length == 0 && !returnEmpty) { return null; }
|
||||
|
||||
RelatedItem ri = new RelatedItem(identifiers, excludedIdentifiers)
|
||||
{
|
||||
ExcludeBroken = element.GetAttributeBool("excludebroken", true),
|
||||
RequireEmpty = element.GetAttributeBool("requireempty", false),
|
||||
ExcludeFullCondition = element.GetAttributeBool("excludefullcondition", false),
|
||||
AllowVariants = element.GetAttributeBool("allowvariants", true),
|
||||
Rotation = element.GetAttributeFloat("rotation", 0f),
|
||||
SetActive = element.GetAttributeBool("setactive", false)
|
||||
};
|
||||
if (element.GetAttribute(nameof(Hide)) != null)
|
||||
{
|
||||
ri.Hide = element.GetAttributeBool(nameof(Hide), false);
|
||||
}
|
||||
if (element.GetAttribute(nameof(ItemPos)) != null)
|
||||
{
|
||||
ri.ItemPos = element.GetAttributeVector2(nameof(ItemPos), Vector2.Zero);
|
||||
}
|
||||
string typeStr = element.GetAttributeString("type", "");
|
||||
if (string.IsNullOrEmpty(typeStr))
|
||||
{
|
||||
switch (element.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "containable":
|
||||
typeStr = "Contained";
|
||||
break;
|
||||
case "suitablefertilizer":
|
||||
case "suitableseed":
|
||||
typeStr = "None";
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!Enum.TryParse(typeStr, true, out ri.type))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in RelatedItem config (" + parentDebugName + ") - \"" + typeStr + "\" is not a valid relation type.");
|
||||
return null;
|
||||
}
|
||||
|
||||
ri.MsgTag = element.GetAttributeIdentifier("msg", Identifier.Empty);
|
||||
LocalizedString msg = TextManager.Get(ri.MsgTag);
|
||||
if (!msg.Loaded)
|
||||
{
|
||||
ri.Msg = ri.MsgTag.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if CLIENT
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameSettings.CurrentConfig.KeyMap.KeyBindText(inputType));
|
||||
}
|
||||
ri.Msg = msg;
|
||||
#endif
|
||||
}
|
||||
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
if (!subElement.Name.ToString().Equals("statuseffect", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
ri.statusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
|
||||
}
|
||||
|
||||
ri.IsOptional = element.GetAttributeBool("optional", false);
|
||||
ri.IgnoreInEditor = element.GetAttributeBool("ignoreineditor", false);
|
||||
ri.MatchOnEmpty = element.GetAttributeBool("matchonempty", false);
|
||||
ri.TargetSlot = element.GetAttributeInt("targetslot", -1);
|
||||
|
||||
{
|
||||
RelatedItem ri = new RelatedItem(element, parentDebugName);
|
||||
if (ri.Type == RelationType.Invalid) { return null; }
|
||||
if (ri.Identifiers.None() && ri.ExcludedIdentifiers.None() && !returnEmpty) { return null; }
|
||||
return ri;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user