Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -180,7 +180,7 @@ namespace Barotrauma
fakeBrokenTimer -= deltaTime;
if (fakeBrokenTimer > 0.0f) { return; }
foreach (Item item in Item.ItemList)
foreach (Item item in Item.RepairableItems)
{
var repairable = item.GetComponent<Repairable>();
if (repairable == null) { continue; }
@@ -31,8 +31,7 @@ namespace Barotrauma
}
public static Sprite DamageOverlay => DamageOverlayPrefab.Prefabs.ActivePrefab.DamageOverlay;
private Point screenResolution;
private float uiScale, inventoryScale;
@@ -105,6 +104,12 @@ namespace Barotrauma
private GUILayoutGroup treatmentLayout;
private GUIListBox recommendedTreatmentContainer;
/// <summary>
/// Timer for updating visuals (limb tints and overlays) caused by the affliction
/// </summary>
private float updateVisualsTimer = Rand.Range(0.0f, UpdateVisualsInterval);
const float UpdateVisualsInterval = 0.5f;
private float distortTimer;
// 0-1
@@ -461,15 +466,17 @@ namespace Barotrauma
private void OnAttacked(Character attacker, AttackResult attackResult)
{
if (Math.Abs(attackResult.Damage) < 0.01f) { return; }
DamageOverlayTimer = MathHelper.Clamp(attackResult.Damage / MaxVitality, DamageOverlayTimer, 1.0f);
if (healthShadowDelay <= 0.0f) { healthShadowDelay = 1.0f; }
if (ShowDamageOverlay)
{
DamageOverlayTimer = MathHelper.Clamp(attackResult.Damage / MaxVitality, DamageOverlayTimer, 1.0f);
float additionalIntensity = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 0.1f, attackResult.Damage / MaxVitality));
damageIntensity = MathHelper.Clamp(damageIntensity + additionalIntensity, 0, 1);
}
if (healthShadowDelay <= 0.0f) { healthShadowDelay = 1.0f; }
if (healthBarPulsateTimer <= 0.0f) { healthBarPulsatePhase = 0.0f; }
healthBarPulsateTimer = 1.0f;
float additionalIntensity = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 0.1f, attackResult.Damage / MaxVitality));
damageIntensity = MathHelper.Clamp(damageIntensity + additionalIntensity, 0, 1);
DisplayVitalityDelay = 0.5f;
}
@@ -1036,6 +1043,12 @@ namespace Barotrauma
var affliction = kvp.Key;
affliction.Prefab.AfflictionOverlay?.Draw(spriteBatch, Vector2.Zero, Color.White * affliction.GetAfflictionOverlayMultiplier(), Vector2.Zero, 0.0f,
new Vector2(GameMain.GraphicsWidth / DamageOverlay.size.X, GameMain.GraphicsHeight / DamageOverlay.size.Y));
var activeEffect = affliction.GetActiveEffect();
if (activeEffect is { ThermalOverlayRange: > 0.0f })
{
StatusHUD.DrawThermalOverlay(spriteBatch, Character, Character, activeEffect.ThermalOverlayColor, activeEffect.ThermalOverlayRange, effectState: (float)Timing.TotalTimeUnpaused, showDeadCharacters: false);
}
}
float damageOverlayAlpha = DamageOverlayTimer;
@@ -1130,6 +1143,8 @@ namespace Barotrauma
if (!statusIconVisibleTime.ContainsKey(afflictionPrefab)) { statusIconVisibleTime.Add(afflictionPrefab, 0.0f); }
statusIconVisibleTime[afflictionPrefab] += deltaTime;
Color color = GetAfflictionIconColor(afflictionPrefab, affliction);
var matchingIcon =
afflictionIconContainer.GetChildByUserData(afflictionPrefab) ??
hiddenAfflictionIconContainer.GetChildByUserData(afflictionPrefab);
@@ -1138,9 +1153,13 @@ namespace Barotrauma
matchingIcon = new GUIButton(new RectTransform(new Point(afflictionIconContainer.Rect.Height), afflictionIconContainer.RectTransform), style: null)
{
UserData = afflictionPrefab,
ToolTip = affliction.Prefab.Name,
ToolTip = $"‖color:{color.ToStringHex()}‖{affliction.Prefab.Name}‖color:end‖",
CanBeSelected = false
};
if (affliction.Prefab.ShowDescriptionInTooltip)
{
matchingIcon.ToolTip = matchingIcon.ToolTip + "\n" + affliction.Prefab.GetDescription(affliction.Strength, AfflictionPrefab.Description.TargetType.Self);
}
if (affliction == pressureAffliction)
{
matchingIcon.ToolTip = TextManager.Get("PressureHUDWarning");
@@ -1149,6 +1168,8 @@ namespace Barotrauma
{
matchingIcon.ToolTip = TextManager.Get("OxygenHUDWarning");
}
matchingIcon.ToolTip = RichString.Rich(matchingIcon.ToolTip);
new GUIImage(new RectTransform(Vector2.One, matchingIcon.RectTransform, Anchor.BottomCenter), afflictionPrefab.Icon, scaleToFit: true)
{
CanBeFocused = false
@@ -1159,7 +1180,7 @@ namespace Barotrauma
matchingIcon.RectTransform.Parent = hiddenAfflictionIconContainer.RectTransform;
}
var image = matchingIcon.GetChild<GUIImage>();
image.Color = GetAfflictionIconColor(afflictionPrefab, affliction);
image.Color = color;
image.HoverColor = Color.Lerp(image.Color, Color.White, 0.5f);
if (affliction.DamagePerSecond > 1.0f && matchingIcon.FlashTimer <= 0.0f)
@@ -1380,7 +1401,7 @@ namespace Barotrauma
recommendedTreatmentContainer.Content.ClearChildren();
float characterSkillLevel = Character.Controlled == null ? 0.0f : Character.Controlled.GetSkillLevel("medical");
float characterSkillLevel = Character.Controlled == null ? 0.0f : Character.Controlled.GetSkillLevel(Tags.MedicalSkill);
//key = item identifier
//float = suitability
@@ -1388,7 +1409,9 @@ namespace Barotrauma
GetSuitableTreatments(treatmentSuitability,
user: Character.Controlled,
ignoreHiddenAfflictions: true,
limb: selectedLimbIndex == -1 ? null : Character.AnimController.Limbs.Find(l => l.HealthIndex == selectedLimbIndex));
limb: selectedLimbIndex == -1 ? null : Character.AnimController.Limbs.Find(l => l.HealthIndex == selectedLimbIndex),
checkTreatmentSuggestionThreshold: true,
checkTreatmentThreshold: false);
foreach (Identifier treatment in treatmentSuitability.Keys.ToList())
{
@@ -1949,7 +1972,6 @@ namespace Barotrauma
}
}
private bool ShouldDisplayAfflictionOnLimb(KeyValuePair<Affliction, LimbHealth> kvp, LimbHealth limbHealth)
{
if (!kvp.Key.ShouldShowIcon(Character)) { return false; }
@@ -2058,23 +2080,23 @@ namespace Barotrauma
newAfflictions.Add((limbHealths[limbIndex], afflictionPrefab, afflictionStrength));
}
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
foreach ((Affliction affliction, LimbHealth limbHealth) in afflictions)
{
//deactivate afflictions that weren't included in the network message
if (!newAfflictions.Any(a => kvp.Key.Prefab == a.afflictionPrefab && kvp.Value == a.limb))
if (newAfflictions.None(a => affliction.Prefab == a.afflictionPrefab && limbHealth == a.limb))
{
kvp.Key.Strength = 0.0f;
affliction.Strength = 0.0f;
}
}
foreach (var (limb, afflictionPrefab, strength) in newAfflictions)
{
Affliction existingAffliction = null;
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
foreach ((Affliction affliction, LimbHealth limbHealth) in afflictions)
{
if (kvp.Key.Prefab == afflictionPrefab && kvp.Value == limb)
if (affliction.Prefab == afflictionPrefab && limbHealth == limb)
{
existingAffliction = kvp.Key;
existingAffliction = affliction;
break;
}
}
@@ -2123,9 +2145,8 @@ namespace Barotrauma
if (!Character.Params.Health.ApplyAfflictionColors) { return; }
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
foreach ((Affliction affliction, LimbHealth _) in afflictions)
{
var affliction = kvp.Key;
Color faceTint = affliction.GetFaceTint();
if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
Color bodyTint = affliction.GetBodyTint();
@@ -2137,17 +2158,23 @@ namespace Barotrauma
{
foreach (Limb limb in Character.AnimController.Limbs)
{
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count) { continue; }
limb.BurnOverlayStrength = 0.0f;
limb.DamageOverlayStrength = 0.0f;
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
}
foreach ((Affliction affliction, LimbHealth limbHealth) in afflictions)
{
if (affliction.Prefab.BurnOverlayAlpha <= 0.0f && affliction.Prefab.DamageOverlayAlpha <= 0.0f) { continue; }
float burnStrength = affliction.Strength / Math.Min(affliction.Prefab.MaxStrength, 100) * affliction.Prefab.BurnOverlayAlpha;
float damageOverlayStrength = affliction.Strength / Math.Min(affliction.Prefab.MaxStrength, 100) * affliction.Prefab.DamageOverlayAlpha;
foreach (Limb limb in Character.AnimController.Limbs)
{
var affliction = kvp.Key;
float burnStrength = affliction.Strength / Math.Min(affliction.Prefab.MaxStrength, 100) * affliction.Prefab.BurnOverlayAlpha;
if (kvp.Value == limbHealths[limb.HealthIndex] || !affliction.Prefab.LimbSpecific)
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count) { continue; }
if (limbHealth == limbHealths[limb.HealthIndex] || !affliction.Prefab.LimbSpecific)
{
limb.BurnOverlayStrength += burnStrength;
limb.DamageOverlayStrength += affliction.Strength / Math.Min(affliction.Prefab.MaxStrength, 100) * affliction.Prefab.DamageOverlayAlpha;
limb.DamageOverlayStrength += damageOverlayStrength;
}
else
{