Merge remote-tracking branch 'origin/master' into dev

# Conflicts:
#	Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs
#	Barotrauma/BarotraumaClient/ClientSource/Events/EventManager.cs
#	Barotrauma/BarotraumaClient/ClientSource/GUI/CrewManagement.cs
#	Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs
#	Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs
#	Barotrauma/BarotraumaClient/ClientSource/GUI/SubmarineSelection.cs
#	Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs
#	Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/MultiPlayerCampaign.cs
#	Barotrauma/BarotraumaClient/ClientSource/GameSession/RoundSummary.cs
#	Barotrauma/BarotraumaClient/ClientSource/Items/Components/Door.cs
#	Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs
#	Barotrauma/BarotraumaClient/ClientSource/Items/Components/Projectile.cs
#	Barotrauma/BarotraumaClient/ClientSource/Map/Lights/ConvexHull.cs
#	Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightManager.cs
#	Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightSource.cs
#	Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs
#	Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs
#	Barotrauma/BarotraumaClient/ClientSource/Networking/Voip/VoipClient.cs
#	Barotrauma/BarotraumaClient/ClientSource/Networking/Voting.cs
#	Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs
#	Barotrauma/BarotraumaClient/LinuxClient.csproj
#	Barotrauma/BarotraumaClient/MacClient.csproj
#	Barotrauma/BarotraumaClient/WindowsClient.csproj
#	Barotrauma/BarotraumaServer/LinuxServer.csproj
#	Barotrauma/BarotraumaServer/MacServer.csproj
#	Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs
#	Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs
#	Barotrauma/BarotraumaServer/ServerSource/Items/Inventory.cs
#	Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs
#	Barotrauma/BarotraumaServer/ServerSource/Utils/DoSProtection.cs
#	Barotrauma/BarotraumaServer/WindowsServer.csproj
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/IndoorsSteeringManager.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveContainItem.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGetItem.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveIdle.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerOperateWeapons.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs
#	Barotrauma/BarotraumaShared/SharedSource/Characters/Params/CharacterParams.cs
#	Barotrauma/BarotraumaShared/SharedSource/ContentManagement/ContentPackageManager.cs
#	Barotrauma/BarotraumaShared/SharedSource/Enums.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCFollowAction.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCWaitAction.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs
#	Barotrauma/BarotraumaShared/SharedSource/Events/Missions/SalvageMission.cs
#	Barotrauma/BarotraumaShared/SharedSource/GameSession/CargoManager.cs
#	Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs
#	Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs
#	Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/LevelResource.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs
#	Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Gap.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs
#	Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineBody.cs
#	Barotrauma/BarotraumaShared/SharedSource/Networking/ServerSettings.cs
#	Barotrauma/BarotraumaShared/SharedSource/Settings/GameSettings.cs
#	Barotrauma/BarotraumaShared/SharedSource/StatusEffects/PropertyConditional.cs
#	Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs
#	Barotrauma/BarotraumaShared/changelog.txt
This commit is contained in:
Regalis11
2023-06-15 16:55:39 +03:00
238 changed files with 5395 additions and 3045 deletions
@@ -237,7 +237,7 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced). Note that there's also a generic BotPriority for all item prefabs.")]
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not forced). Note that there's also a generic BotPriority for all item prefabs.")]
public float CombatPriority { get; private set; }
/// <summary>
@@ -435,7 +435,7 @@ namespace Barotrauma.Items.Components
}
/// <summary>a Character has dropped the item</summary>
public virtual void Drop(Character dropper) { }
public virtual void Drop(Character dropper, bool setTransform = true) { }
/// <returns>true if the operation was completed</returns>
public virtual bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
@@ -682,9 +682,10 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool IsNotEmpty(Character user, bool checkContainedItems = true) =>
HasRequiredContainedItems(user, addMessage: false) &&
(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
/// <summary>
/// Shorthand for !HasRequiredContainedItems()
/// </summary>
public bool IsEmpty(Character user) => !HasRequiredContainedItems(user, addMessage: false);
public bool HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg = null)
{
@@ -716,20 +717,50 @@ namespace Barotrauma.Items.Components
{
if (character.IsBot && item.IgnoreByAI(character)) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (requiredItems.None()) { return true; }
if (character.Inventory != null)
if (requiredItems.Count == 0) { return true; }
if (character.Inventory != null && requiredItems.TryGetValue(RelatedItem.RelationType.Picked, out List<RelatedItem> relatedItems))
{
foreach (Item item in character.Inventory.AllItems)
foreach (RelatedItem relatedItem in relatedItems)
{
if (requiredItems.Any(ri => ri.Value.Any(r => r.Type == RelatedItem.RelationType.Picked && r.MatchesItem(item))))
foreach (Item otherItem in character.Inventory.AllItems)
{
return true;
}
if (relatedItem.MatchesItem(otherItem))
{
if (otherItem.GetComponent<IdCard>() is IdCard idCard)
{
if (!CheckIdCardAccess(relatedItem, idCard))
{
continue;
}
}
return true;
}
}
}
}
return false;
}
/// <summary>
/// Presumes that matching is already checked.
/// </summary>
private bool CheckIdCardAccess(RelatedItem relatedItem, IdCard idCard)
{
if (item.Submarine != null)
{
//id cards don't work in enemy subs (except on items that only require the default "idcard" tag)
if (idCard.TeamID != CharacterTeamType.None && idCard.TeamID != item.Submarine.TeamID && relatedItem.Identifiers.Any(id => id != "idcard"))
{
return false;
}
else if (idCard.SubmarineSpecificID != 0 && item.Submarine.SubmarineSpecificIDTag != idCard.SubmarineSpecificID)
{
return false;
}
}
return true;
}
public virtual bool HasRequiredItems(Character character, bool addMessage, LocalizedString msg = null)
{
if (requiredItems.None()) { return true; }
@@ -765,23 +796,14 @@ namespace Barotrauma.Items.Components
bool CheckItems(RelatedItem relatedItem, IEnumerable<Item> itemList)
{
bool Predicate(Item it)
bool Predicate(Item it)
{
if (it == null || it.Condition <= 0.0f || !relatedItem.MatchesItem(it)) { return false; }
if (item.Submarine != null)
if (it.GetComponent<IdCard>() is IdCard idCard)
{
var idCard = it.GetComponent<IdCard>();
if (idCard != null)
if (!CheckIdCardAccess(relatedItem, idCard))
{
//id cards don't work in enemy subs (except on items that only require the default "idcard" tag)
if (idCard.TeamID != CharacterTeamType.None && idCard.TeamID != item.Submarine.TeamID && relatedItem.Identifiers.Any(id => id != "idcard"))
{
return false;
}
else if (idCard.SubmarineSpecificID != 0 && item.Submarine.SubmarineSpecificIDTag != idCard.SubmarineSpecificID)
{
return false;
}
return false;
}
}
return true;