(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -39,8 +39,6 @@ namespace Barotrauma.Items.Components
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private Item focusTarget;
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private float targetRotation;
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private bool state;
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public Vector2 UserPos
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{
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get { return userPos; }
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@@ -61,6 +59,18 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Editable, Serialize(false, false, description: "Whether the item is toggled on/off. Only valid if IsToggle is set to true.")]
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public bool State
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{
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get;
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set;
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}
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public bool ControlCharacterPose
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{
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get { return limbPositions.Count > 0; }
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}
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public Controller(Item item, XElement element)
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: base(item, element)
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{
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@@ -99,7 +109,7 @@ namespace Barotrauma.Items.Components
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if (IsToggle)
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{
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item.SendSignal(0, state ? "1" : "0", "signal_out", sender: null);
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item.SendSignal(0, State ? "1" : "0", "signal_out", sender: null);
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}
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if (user == null
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@@ -272,7 +282,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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private Item GetFocusTarget()
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public Item GetFocusTarget()
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{
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item.SendSignal(0, MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), "position_out", user);
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@@ -294,7 +304,7 @@ namespace Barotrauma.Items.Components
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{
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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state = !state;
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State = !State;
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#if SERVER
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item.CreateServerEvent(this);
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#endif
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@@ -113,7 +113,7 @@ namespace Barotrauma.Items.Components
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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if (targetItem.Prefab.DeconstructItems.Any())
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if (targetItem.Prefab.AllowDeconstruct)
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{
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//drop all items that are inside the deconstructed item
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foreach (ItemContainer ic in targetItem.GetComponents<ItemContainer>())
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@@ -200,7 +200,7 @@ namespace Barotrauma.Items.Components
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#if SERVER
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if (user != null)
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{
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GameServer.Log(user.LogName + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
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GameServer.Log(GameServer.CharacterLogName(user) + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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#endif
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@@ -23,7 +23,7 @@ namespace Barotrauma.Items.Components
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private float prevVoltage;
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private float controlLockTimer;
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[Editable(0.0f, 10000000.0f),
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Serialize(2000.0f, true, description: "The amount of force exerted on the submarine when the engine is operating at full power.")]
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public float MaxForce
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@@ -119,12 +119,15 @@ namespace Barotrauma.Items.Components
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float max = 1 + maxChangeSpeed;
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UpdateAITargets(Math.Clamp(noise, min, max), deltaTime);
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#if CLIENT
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for (int i = 0; i < 5; i++)
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particleTimer -= deltaTime;
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if (particleTimer <= 0.0f)
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{
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Vector2 particleVel = -currForce.ClampLength(5000.0f) / 5.0f;
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GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition + PropellerPos,
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-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
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particleVel * Rand.Range(0.9f, 1.1f),
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0.0f, item.CurrentHull);
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}
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particleTimer = 1.0f / particlesPerSec;
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}
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#endif
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}
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}
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@@ -180,7 +180,7 @@ namespace Barotrauma.Items.Components
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#if SERVER
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if (user != null)
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{
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GameServer.Log(user.LogName + " started fabricating " + selectedItem.DisplayName + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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GameServer.Log(GameServer.CharacterLogName(user) + " started fabricating " + selectedItem.DisplayName + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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#endif
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}
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@@ -216,7 +216,7 @@ namespace Barotrauma.Items.Components
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#if SERVER
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if (user != null)
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{
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GameServer.Log(user.LogName + " cancelled the fabrication of " + fabricatedItem.DisplayName + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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GameServer.Log(GameServer.CharacterLogName(user) + " cancelled the fabrication of " + fabricatedItem.DisplayName + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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#endif
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}
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+1
-1
@@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components
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private set;
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}
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[Editable, Serialize(400.0f, true, description: "How much oxygen the machine generates when operating at full power.")]
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[Editable, Serialize(400.0f, true, description: "How much oxygen the machine generates when operating at full power.", alwaysUseInstanceValues: true)]
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public float GeneratedAmount
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{
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get { return generatedAmount; }
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@@ -27,7 +27,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(80.0f, false, description: "How fast the item pumps water in/out when operating at 100%.")]
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[Editable, Serialize(80.0f, false, description: "How fast the item pumps water in/out when operating at 100%.", alwaysUseInstanceValues: true)]
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public float MaxFlow
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{
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get { return maxFlow; }
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@@ -45,6 +45,7 @@ namespace Barotrauma.Items.Components
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}
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public bool HasPower => IsActive && Voltage >= MinVoltage;
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public bool IsAutoControlled => pumpSpeedLockTimer > 0.0f || isActiveLockTimer > 0.0f;
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public Pump(Item item, XElement element)
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: base(item, element)
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@@ -130,7 +131,7 @@ namespace Barotrauma.Items.Components
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if (objective.Option.Equals("stoppumping", StringComparison.OrdinalIgnoreCase))
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{
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#if SERVER
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if (FlowPercentage > 0.0f)
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if (objective.Override || FlowPercentage > 0.0f)
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{
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item.CreateServerEvent(this);
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}
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@@ -141,7 +142,7 @@ namespace Barotrauma.Items.Components
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else
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{
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#if SERVER
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if (!IsActive || FlowPercentage > -100.0f)
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if (objective.Override || !IsActive || FlowPercentage > -100.0f)
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{
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item.CreateServerEvent(this);
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}
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@@ -78,7 +78,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable(0.0f, float.MaxValue), Serialize(10000.0f, true, description: "How much power (kW) the reactor generates when operating at full capacity.")]
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[Editable(0.0f, float.MaxValue), Serialize(10000.0f, true, description: "How much power (kW) the reactor generates when operating at full capacity.", alwaysUseInstanceValues: true)]
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public float MaxPowerOutput
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{
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get { return maxPowerOutput; }
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@@ -190,7 +190,7 @@ namespace Barotrauma.Items.Components
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{
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if (Timing.TotalTime >= (float)nextServerLogWriteTime)
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{
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GameServer.Log(lastUser.LogName + " adjusted reactor settings: " +
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GameServer.Log(GameServer.CharacterLogName(lastUser) + " adjusted reactor settings: " +
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"Temperature: " + (int)(temperature * 100.0f) +
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", Fission rate: " + (int)targetFissionRate +
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", Turbine output: " + (int)targetTurbineOutput +
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@@ -330,6 +330,8 @@ namespace Barotrauma.Items.Components
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}
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item.SendSignal(0, ((int)(temperature * 100.0f)).ToString(), "temperature_out", null);
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item.SendSignal(0, ((int)-CurrPowerConsumption).ToString(), "power_value_out", null);
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item.SendSignal(0, ((int)load).ToString(), "load_value_out", null);
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UpdateFailures(deltaTime);
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#if CLIENT
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@@ -622,7 +624,8 @@ namespace Barotrauma.Items.Components
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AutoTemp = false;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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break;
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unsentChanges = true;
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return true;
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}
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if (autoTemp != prevAutoTemp ||
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@@ -653,17 +656,23 @@ namespace Barotrauma.Items.Components
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}
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break;
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case "set_fissionrate":
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if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newFissionRate))
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if (PowerOn && float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newFissionRate))
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{
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FissionRate = newFissionRate;
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targetFissionRate = newFissionRate;
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unsentChanges = true;
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#if CLIENT
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FissionRateScrollBar.BarScroll = targetFissionRate / 100.0f;
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#endif
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}
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break;
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case "set_turbineoutput":
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if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newTurbineOutput))
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if (PowerOn && float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newTurbineOutput))
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{
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TurbineOutput = newTurbineOutput;
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targetTurbineOutput = newTurbineOutput;
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unsentChanges = true;
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#if CLIENT
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TurbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f;
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#endif
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}
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break;
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}
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@@ -108,10 +108,17 @@ namespace Barotrauma.Items.Components
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public Vector2 TargetVelocity
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{
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get { return targetVelocity;}
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set
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get { return targetVelocity; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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if (!MathUtils.IsValid(value))
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{
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if (!MathUtils.IsValid(targetVelocity))
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{
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targetVelocity = Vector2.Zero;
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}
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return;
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}
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targetVelocity.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
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targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
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}
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@@ -285,7 +292,7 @@ namespace Barotrauma.Items.Components
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if (AutoPilot)
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{
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UpdateAutoPilot(deltaTime);
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targetVelocity = targetVelocity.ClampLength(MathHelper.Lerp(AutoPilotMaxSpeed, AIPilotMaxSpeed, userSkill) * 100.0f);
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TargetVelocity = TargetVelocity.ClampLength(MathHelper.Lerp(AutoPilotMaxSpeed, AIPilotMaxSpeed, userSkill) * 100.0f);
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}
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else
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{
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@@ -443,41 +450,46 @@ namespace Barotrauma.Items.Components
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//steer away from other subs
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub == controlledSub) continue;
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if (controlledSub.DockedTo.Contains(sub)) continue;
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float thisSize = Math.Max(controlledSub.Borders.Width, controlledSub.Borders.Height);
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float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
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if (sub == controlledSub) { continue; }
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if (controlledSub.DockedTo.Contains(sub)) { continue; }
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Point sizeSum = controlledSub.Borders.Size + sub.Borders.Size;
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Vector2 minDist = sizeSum.ToVector2() / 2;
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Vector2 diff = controlledSub.WorldPosition - sub.WorldPosition;
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float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
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//far enough -> ignore
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if (dist > thisSize + otherSize) continue;
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Vector2 dir = dist <= 0.0001f ? Vector2.UnitY : diff / dist;
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float dot = controlledSub.Velocity == Vector2.Zero ?
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0.0f : Vector2.Dot(Vector2.Normalize(controlledSub.Velocity), -dir);
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//heading away -> ignore
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if (dot < 0.0f) continue;
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targetVelocity += diff * 200.0f;
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float xDist = Math.Abs(diff.X);
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float yDist = Math.Abs(diff.Y);
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Vector2 maxAvoidDistance = minDist * 2;
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if (xDist > maxAvoidDistance.X || yDist > maxAvoidDistance.Y)
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{
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//far enough -> ignore
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continue;
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}
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float dot = controlledSub.Velocity == Vector2.Zero ? 0.0f : Vector2.Dot(Vector2.Normalize(controlledSub.Velocity), -diff);
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if (dot < 0.0f)
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{
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//heading away -> ignore
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continue;
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}
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float distanceFactor = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(maxAvoidDistance.X + maxAvoidDistance.Y, minDist.X + minDist.Y, xDist + yDist));
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float velocityFactor = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 3, controlledSub.Velocity.Length()));
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TargetVelocity += 100 * Vector2.Normalize(diff) * distanceFactor * velocityFactor;
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}
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//clamp velocity magnitude to 100.0f
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float velMagnitude = targetVelocity.Length();
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//clamp velocity magnitude to 100.0f (Is this required? The X and Y components are clamped in the property setter)
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float velMagnitude = TargetVelocity.Length();
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if (velMagnitude > 100.0f)
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{
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targetVelocity *= 100.0f / velMagnitude;
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TargetVelocity *= 100.0f / velMagnitude;
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}
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}
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private void UpdatePath()
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{
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if (Level.Loaded == null) { return; }
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if (pathFinder == null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
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if (pathFinder == null)
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{
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pathFinder = new PathFinder(WayPoint.WayPointList, false);
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}
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Vector2 target;
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if (LevelEndSelected)
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