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
@@ -14,13 +14,15 @@ namespace Barotrauma.Items.Components
{
partial class Holdable : Pickable, IServerSerializable, IClientSerializable
{
private readonly struct EventData : IEventData
private readonly struct AttachEventData : IEventData
{
public readonly Vector2 AttachPos;
public EventData(Vector2 attachPos)
public readonly Character Attacher;
public AttachEventData(Vector2 attachPos, Character attacher)
{
AttachPos = attachPos;
Attacher = attacher;
}
}
@@ -225,6 +227,51 @@ namespace Barotrauma.Items.Components
set;
}
[Editable, Serialize("", IsPropertySaveable.Yes, translationTextTag: "ItemMsg", description: "A text displayed next to the item when it's been dropped on the floor (not attached to a wall).")]
public string MsgWhenDropped
{
get;
set;
}
/// <summary>
/// For setting the handle positions using status effects
/// </summary>
public Vector2 Handle1
{
get { return ConvertUnits.ToDisplayUnits(handlePos[0]); }
set
{
handlePos[0] = ConvertUnits.ToSimUnits(value);
if (item.FlippedX)
{
handlePos[0].X = -handlePos[0].X;
}
if (!secondHandlePosDefined)
{
Handle2 = value;
}
}
}
/// <summary>
/// For setting the handle positions using status effects
/// </summary>
public Vector2 Handle2
{
get { return ConvertUnits.ToDisplayUnits(handlePos[1]); }
set
{
handlePos[1] = ConvertUnits.ToSimUnits(value);
if (item.FlippedX)
{
handlePos[1].X = -handlePos[1].X;
}
}
}
private bool secondHandlePosDefined;
public Holdable(Item item, ContentXElement element)
: base(item, element)
{
@@ -254,9 +301,14 @@ namespace Barotrauma.Items.Components
{
int index = i - 1;
string attributeName = "handle" + i;
var attribute = element.GetAttribute(attributeName);
// If no value is defind for handle2, use the value of handle1.
var value = attribute != null ? ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value)) : previousValue;
Vector2 value = previousValue;
var attribute = element.GetAttribute(attributeName);
if (attribute != null)
{
secondHandlePosDefined = i > 1;
value = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value));
}
handlePos[index] = value;
previousValue = value;
}
@@ -688,7 +740,19 @@ namespace Barotrauma.Items.Components
#endif
//make the item pickable with the default pick key and with no specific tools/items when it's deattached
RequiredItems.Clear();
DisplayMsg = "";
if (MsgWhenDropped.IsNullOrEmpty())
{
DisplayMsg = "";
}
else
{
DisplayMsg = TextManager.Get(MsgWhenDropped);
DisplayMsg =
DisplayMsg.Loaded ?
TextManager.ParseInputTypes(DisplayMsg) :
MsgWhenDropped;
}
PickKey = InputType.Select;
#if CLIENT
item.DrawDepthOffset = SpriteDepthWhenDropped - item.SpriteDepth;
@@ -755,21 +819,14 @@ namespace Barotrauma.Items.Components
if (GameMain.NetworkMember != null)
{
if (character != Character.Controlled)
{
return false;
}
else if (GameMain.NetworkMember.IsServer)
{
return false;
}
else
{
#if CLIENT
if (character == Character.Controlled)
{
Vector2 attachPos = ConvertUnits.ToSimUnits(GetAttachPosition(character));
item.CreateClientEvent(this, new EventData(attachPos));
#endif
item.CreateClientEvent(this, new AttachEventData(attachPos, character));
}
#endif
//don't attach at this point in MP: instead rely on the network events created above
return false;
}
else
@@ -824,9 +881,13 @@ namespace Barotrauma.Items.Components
if (user.Submarine != null)
{
//we must add some "padding" to the raycast to ensure it reaches all the way to a wall
//otherwise the cursor might be outside a wall, but the grid cell it's in might be partially inside
Vector2 padding = Submarine.GridSize * new Vector2(Math.Sign(mouseDiff.X), Math.Sign(mouseDiff.Y));
if (Submarine.PickBody(
ConvertUnits.ToSimUnits(user.Position),
ConvertUnits.ToSimUnits(user.Position + mouseDiff), collisionCategory: Physics.CollisionWall) != null)
ConvertUnits.ToSimUnits(user.Position + mouseDiff + padding), collisionCategory: Physics.CollisionWall) != null)
{
attachPos = userPos + mouseDiff * Submarine.LastPickedFraction + offset;
@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using System.Collections.Immutable;
namespace Barotrauma.Items.Components
@@ -23,7 +23,7 @@ namespace Barotrauma.Items.Components
public string OwnerTags
{
get => string.Join(',', OwnerTagSet);
set => OwnerTagSet = value.Split(',').ToIdentifiers().ToImmutableHashSet();
set => OwnerTagSet = value.ToIdentifiers().ToImmutableHashSet();
}
[Serialize("", IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
@@ -95,6 +95,10 @@ namespace Barotrauma.Items.Components
{
item.AddTag(s);
}
if (GameMain.GameSession?.GameMode is PvPMode)
{
item.AddTag($"id_{character.TeamID}".ToIdentifier());
}
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
{
item.Description = Description = spawnPoint.IdCardDesc;
@@ -52,7 +52,11 @@ namespace Barotrauma.Items.Components
{
if (holdable.Attached)
{
GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "none") + ":" + item.Prefab.Identifier);
//we don't need info of every collected resource, we can get a good sample size just by logging a small sample
if (GameAnalyticsManager.ShouldLogRandomSample())
{
GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "none") + ":" + item.Prefab.Identifier);
}
holdable.DeattachFromWall();
}
trigger.Enabled = false;
@@ -174,9 +174,11 @@ namespace Barotrauma.Items.Components
public override void Drop(Character dropper, bool setTransform = true)
{
//end hit first (which sets the weapon to the "held" state, with disabled physics and no special collision detection)
EndHit();
//ensure the physics body is enabled
item.body.PhysEnabled = true;
base.Drop(dropper, setTransform);
hitting = false;
hitPos = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
@@ -251,10 +253,7 @@ namespace Barotrauma.Items.Components
}
if (hitPos < -MathHelper.Pi)
{
RestoreCollision();
hitting = false;
hitTargets.Clear();
hitPos = 0;
EndHit();
}
}
}
@@ -291,6 +290,14 @@ namespace Barotrauma.Items.Components
User = character;
}
private void EndHit()
{
RestoreCollision();
hitting = false;
hitTargets.Clear();
hitPos = 0;
}
private void RestoreCollision()
{
impactQueue.Clear();
@@ -327,6 +334,7 @@ namespace Barotrauma.Items.Components
if (targetLimb.character.IgnoreMeleeWeapons) { return false; }
var targetCharacter = targetLimb.character;
if (targetCharacter == picker) { return false; }
if (HitFriendlyTarget(targetCharacter)) { return false; }
if (AllowHitMultiple)
{
if (hitTargets.Contains(targetCharacter)) { return false; }
@@ -341,7 +349,7 @@ namespace Barotrauma.Items.Components
{
if (targetCharacter == picker || targetCharacter == User) { return false; }
if (targetCharacter.IgnoreMeleeWeapons) { return false; }
targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
if (HitFriendlyTarget(targetCharacter)) { return false; }
if (AllowHitMultiple)
{
if (hitTargets.Contains(targetCharacter)) { return false; }
@@ -380,6 +388,7 @@ namespace Barotrauma.Items.Components
}
else if (f2.Body.UserData is Holdable holdable && holdable.CanPush)
{
if (holdable.Item.GetRootInventoryOwner() == User) { return false; }
hitTargets.Add(holdable.Item);
}
}
@@ -387,10 +396,22 @@ namespace Barotrauma.Items.Components
{
return false;
}
impactQueue.Enqueue(f2);
return true;
// Prevent bots from hitting friendly targets.
bool HitFriendlyTarget(Character target)
{
if (User.IsPlayer) { return false; }
if (User.AIController is HumanAIController { Enabled: true } humanAI)
{
if (humanAI.ObjectiveManager.CurrentObjective is AIObjectiveCombat combat && combat.Enemy != target)
{
if (humanAI.IsFriendly(target, onlySameTeam: true)) { return true; }
}
}
return false;
}
}
private System.Text.StringBuilder serverLogger;
@@ -412,7 +433,7 @@ namespace Barotrauma.Items.Components
Limb targetLimb = target.UserData as Limb;
Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
Structure targetStructure = target.UserData as Structure ?? targetFixture.UserData as Structure;
Item targetItem = target.UserData as Item ?? targetFixture.UserData as Item;
Item targetItem = target.UserData is Holdable h ? h.Item : target.UserData as Item ?? targetFixture.UserData as Item;
Entity targetEntity = targetCharacter ?? targetStructure ?? targetItem ?? target.UserData as Entity;
if (Attack != null)
{
@@ -452,10 +473,9 @@ namespace Barotrauma.Items.Components
}
#endif
}
else if (target.UserData is Holdable holdable && holdable.CanPush)
else if (target.UserData is Holdable { CanPush: true } holdable)
{
if (holdable.Item.Removed) { return; }
Attack.DoDamage(user, holdable.Item, item.WorldPosition, 1.0f);
RestoreCollision();
hitting = false;
User = null;
@@ -475,8 +495,8 @@ namespace Barotrauma.Items.Components
}
if (GameMain.NetworkMember is { IsServer: true } server && targetEntity != null)
{
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb, useTarget: targetEntity));
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb, useTarget: targetEntity));
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: this, targetCharacter, targetLimb, useTarget: targetEntity));
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: this, targetCharacter, targetLimb, useTarget: targetEntity));
serverLogger ??= new System.Text.StringBuilder();
serverLogger.Clear();
serverLogger.Append($"{picker?.LogName} used {item.Name}");
@@ -202,12 +202,26 @@ namespace Barotrauma.Items.Components
#if CLIENT
if (requiredTime < float.MaxValue && picker == Character.Controlled)
{
string text = string.Empty;
if (!string.IsNullOrWhiteSpace(PickingMsg))
{
text = PickingMsg;
}
else if (this is Door door)
{
text = door.IsClosed ? "progressbar.opening" : "progressbar.closing";
}
else
{
text = "progressbar.deattaching";
}
Character.Controlled?.UpdateHUDProgressBar(
this,
item.WorldPosition,
pickTimer / requiredTime,
GUIStyle.Red, GUIStyle.Green,
!string.IsNullOrWhiteSpace(PickingMsg) ? PickingMsg : this is Door ? "progressbar.opening" : "progressbar.deattaching");
text);
}
#endif
picker.AnimController.UpdateUseItem(!picker.IsClimbing, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
@@ -243,7 +243,7 @@ namespace Barotrauma.Items.Components
IsActive = true;
float baseReloadTime = reload;
float weaponSkill = character.GetSkillLevel("weapons");
float weaponSkill = character.GetSkillLevel(Tags.WeaponsSkill);
bool applyReloadFailure = ReloadSkillRequirement > 0 && ReloadNoSkill > reload && weaponSkill < ReloadSkillRequirement;
if (applyReloadFailure)
@@ -291,9 +291,14 @@ namespace Barotrauma.Items.Components
var lastProjectile = LastProjectile;
if (lastProjectile != projectile)
{
//Note that we always snap the rope here, unlike when firing a rope from a turret.
//That's because handheld RangedWeapons have some special logic for handling the rope,
//which doesn't support multiple attached ropes (see Holdable.GetRope and the references to it)
lastProjectile?.Item.GetComponent<Rope>()?.Snap();
}
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;
float rangedAttackMultiplier = character?.GetStatValue(StatTypes.RangedAttackMultiplier) ?? 0;
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier) + rangedAttackMultiplier) * WeaponDamageModifier;
projectile.Launcher = item;
ignoredBodies.Clear();
@@ -303,6 +308,9 @@ namespace Barotrauma.Items.Components
{
if (l.IsSevered) { continue; }
ignoredBodies.Add(l.body.FarseerBody);
#if SERVER
ignoredBodies.Add(l.LagCompensatedBody.FarseerBody);
#endif
}
foreach (Item heldItem in character.HeldItems)
@@ -314,6 +322,7 @@ namespace Barotrauma.Items.Components
}
}
}
projectile.Item.body.Dir = Item.body.Dir;
projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: ignoredBodies.ToList(), createNetworkEvent: false, damageMultiplier, LaunchImpulse);
projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
if (projectile.Item.body != null)
@@ -248,7 +248,7 @@ namespace Barotrauma.Items.Components
var barrelHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(rayStartWorld), item.CurrentHull, useWorldCoordinates: true);
if (barrelHull != null && barrelHull != item.CurrentHull)
{
if (MathUtils.GetLineRectangleIntersection(ConvertUnits.ToDisplayUnits(sourcePos), ConvertUnits.ToDisplayUnits(rayStart), item.CurrentHull.Rect, out Vector2 hullIntersection))
if (MathUtils.GetLineWorldRectangleIntersection(ConvertUnits.ToDisplayUnits(sourcePos), ConvertUnits.ToDisplayUnits(rayStart), item.CurrentHull.Rect, out Vector2 hullIntersection))
{
if (!item.CurrentHull.ConnectedGaps.Any(g => g.Open > 0.0f && Submarine.RectContains(g.Rect, hullIntersection)))
{
@@ -320,7 +320,7 @@ 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.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepairableWall;
var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepairableWall | Physics.CollisionItemBlocking;
if (!IgnoreCharacters)
{
collisionCategories |= Physics.CollisionCharacter;
@@ -654,8 +654,9 @@ namespace Barotrauma.Items.Components
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
}
else if (targetBody.UserData is Item targetItem)
else if (targetBody.UserData is Barotrauma.Item or Holdable)
{
Item targetItem = targetBody.UserData is Holdable holdable ? holdable.Item : (Item)targetBody.UserData;
if (!HitItems || !targetItem.IsInteractable(user)) { return false; }
var levelResource = targetItem.GetComponent<LevelResource>();
@@ -764,7 +765,7 @@ namespace Barotrauma.Items.Components
if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController humanAnim &&
Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
{
humanAnim.Crouching = true;
humanAnim.Crouch();
}
}
if (!character.IsClimbing)