@@ -37,7 +37,7 @@ namespace Barotrauma.Items.Components
|
||||
: base(item,element)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null || character.Removed) return false;
|
||||
@@ -61,7 +61,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Vector2 propulsion = dir * Force * character.PropulsionSpeedMultiplier;
|
||||
|
||||
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
|
||||
if (character.AnimController.InWater && Force > 0.0f) { character.AnimController.TargetMovement = dir; }
|
||||
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
|
||||
@@ -757,7 +757,7 @@ namespace Barotrauma.Items.Components
|
||||
bool reducesCondition = false;
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (broken && effect.type != ActionType.OnBroken) { continue; }
|
||||
if (broken && !effect.AllowWhenBroken && effect.type != ActionType.OnBroken) { continue; }
|
||||
if (user != null) { effect.SetUser(user); }
|
||||
item.ApplyStatusEffect(effect, type, deltaTime, character, targetLimb, useTarget, false, false, worldPosition);
|
||||
reducesCondition |= effect.ReducesItemCondition();
|
||||
|
||||
@@ -153,6 +153,7 @@ namespace Barotrauma.Items.Components
|
||||
if (IsToggle)
|
||||
{
|
||||
item.SendSignal(State ? "1" : "0", "signal_out");
|
||||
item.SendSignal(State ? "1" : "0", "trigger_out");
|
||||
}
|
||||
|
||||
if (user == null
|
||||
@@ -263,6 +264,8 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private double lastUsed;
|
||||
|
||||
public override bool Use(float deltaTime, Character activator = null)
|
||||
{
|
||||
if (activator != user)
|
||||
@@ -277,7 +280,22 @@ namespace Barotrauma.Items.Components
|
||||
return false;
|
||||
}
|
||||
|
||||
item.SendSignal(new Signal("1", sender: user), "trigger_out");
|
||||
if (IsToggle && (activator == null || lastUsed < Timing.TotalTime - 0.1))
|
||||
{
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
State = !State;
|
||||
#if SERVER
|
||||
item.CreateServerEvent(this);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
item.SendSignal(new Signal("1", sender: user), "trigger_out");
|
||||
}
|
||||
|
||||
lastUsed = Timing.TotalTime;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
|
||||
|
||||
|
||||
@@ -308,7 +308,15 @@ namespace Barotrauma.Items.Components
|
||||
if (AutoPilot)
|
||||
{
|
||||
UpdateAutoPilot(deltaTime);
|
||||
TargetVelocity = TargetVelocity.ClampLength(MathHelper.Lerp(AutoPilotMaxSpeed, AIPilotMaxSpeed, userSkill) * 100.0f);
|
||||
float throttle = 1.0f;
|
||||
if (controlledSub != null)
|
||||
{
|
||||
//if the sub is heading in the correct direction, throttle the speed according to the user's skill
|
||||
//if it's e.g. sinking due to extra water, don't throttle, but allow emptying up the ballast completely
|
||||
throttle = MathHelper.Clamp(Vector2.Dot(controlledSub.Velocity, TargetVelocity) / 100.0f, 0.0f, 1.0f);
|
||||
}
|
||||
float maxSpeed = MathHelper.Lerp(AutoPilotMaxSpeed, AIPilotMaxSpeed, userSkill) * 100.0f;
|
||||
TargetVelocity = TargetVelocity.ClampLength(MathHelper.Lerp(100.0f, maxSpeed, throttle));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -372,7 +372,7 @@ namespace Barotrauma.Items.Components
|
||||
hits = hits.OrderBy(h => h.Fraction).ToList();
|
||||
foreach (HitscanResult h in hits)
|
||||
{
|
||||
item.body.SetTransform(h.Point, rotation);
|
||||
item.SetTransform(h.Point, rotation);
|
||||
if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
|
||||
{
|
||||
hitSomething = true;
|
||||
|
||||
@@ -23,6 +23,17 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize("1", true, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
{
|
||||
@@ -53,17 +64,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public AndComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
+11
-11
@@ -15,6 +15,17 @@ namespace Barotrauma.Items.Components
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
protected float timeFrame;
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize("1", true, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
{
|
||||
@@ -45,17 +56,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true, description: "The maximum amount of time between the received signals. If set to 0, the signals must be received at the same time.", alwaysUseInstanceValues: true)]
|
||||
public float TimeFrame
|
||||
{
|
||||
|
||||
+11
-11
@@ -6,6 +6,17 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class MemoryComponent : ItemComponent, IServerSerializable
|
||||
{
|
||||
private int maxValueLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the stored value. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxValueLength
|
||||
{
|
||||
get { return maxValueLength; }
|
||||
set
|
||||
{
|
||||
maxValueLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string value;
|
||||
|
||||
[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.", alwaysUseInstanceValues: true)]
|
||||
@@ -23,17 +34,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxValueLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the stored value. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxValueLength
|
||||
{
|
||||
get { return maxValueLength; }
|
||||
set
|
||||
{
|
||||
maxValueLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
protected bool writeable = true;
|
||||
|
||||
public MemoryComponent(Item item, XElement element)
|
||||
|
||||
@@ -74,6 +74,17 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
@@ -106,17 +117,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(DecimalCount = 3), Serialize(0.01f, true, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
|
||||
public float MinimumVelocity
|
||||
{
|
||||
|
||||
+11
-12
@@ -18,6 +18,17 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool nonContinuousOutputSent;
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string output;
|
||||
|
||||
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
|
||||
@@ -61,23 +72,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
catch
|
||||
{
|
||||
item.SendSignal("ERROR", "signal_out");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public RegExFindComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
+11
-11
@@ -5,6 +5,17 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
class SignalCheckComponent : ItemComponent
|
||||
{
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the target signal.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
@@ -40,17 +51,6 @@ namespace Barotrauma.Items.Components
|
||||
[InGameEditable, Serialize("", true, description: "The value to compare the received signals against.", alwaysUseInstanceValues: true)]
|
||||
public string TargetSignal { get; set; }
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public SignalCheckComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
@@ -10,6 +10,17 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool fireInRange;
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected a fire.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
@@ -42,17 +53,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public SmokeDetector(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
@@ -12,6 +12,17 @@ namespace Barotrauma.Items.Components
|
||||
private bool isInWater;
|
||||
private float stateSwitchDelay;
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item sends out when it's underwater.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
@@ -44,17 +55,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public WaterDetector(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
@@ -144,6 +144,11 @@ namespace Barotrauma
|
||||
// If the variant does not exist, parse the path so that it uses first variant.
|
||||
SpritePath = tempPath.Replace("[VARIANT]", "1");
|
||||
}
|
||||
if (!File.Exists(SpritePath) && _gender == Gender.None)
|
||||
{
|
||||
// If there's no sprite for Gender.None does not exist, try to use male sprite
|
||||
SpritePath = tempPath.Replace("[GENDER]", "male");
|
||||
}
|
||||
if (parseSpritePath)
|
||||
{
|
||||
Sprite.ParseTexturePath(file: SpritePath);
|
||||
|
||||
@@ -507,7 +507,8 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
if (visualSlots != null)
|
||||
{
|
||||
visualSlots[i]?.ShowBorderHighlight(Color.White, 0.1f, 0.4f);
|
||||
visualSlots[i].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
|
||||
if (selectedSlot?.Inventory == this) { selectedSlot.ForceTooltipRefresh = true; }
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -625,7 +626,10 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
existingItems.Add(slots[index].FirstOrDefault());
|
||||
slots[index].RemoveItem(existingItems.First());
|
||||
for (int j = 0; j < capacity; j++)
|
||||
{
|
||||
if (existingItems.Any(existingItem => slots[j].Contains(existingItem))) { slots[j].RemoveItem(existingItems.First()); }
|
||||
}
|
||||
}
|
||||
|
||||
List<Item> stackedItems = new List<Item>();
|
||||
@@ -831,7 +835,14 @@ namespace Barotrauma
|
||||
if (!slots[n].Contains(item)) { continue; }
|
||||
|
||||
slots[n].RemoveItem(item);
|
||||
item.ParentInventory = null;
|
||||
item.ParentInventory = null;
|
||||
#if CLIENT
|
||||
if (visualSlots != null)
|
||||
{
|
||||
visualSlots[n].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
|
||||
if (selectedSlot?.Inventory == this) { selectedSlot.ForceTooltipRefresh = true; }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1356,11 +1356,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (!isNetworkEvent && checkCondition)
|
||||
{
|
||||
if (condition == 0.0f && effect.type != ActionType.OnBroken) return;
|
||||
if (condition == 0.0f && !effect.AllowWhenBroken && effect.type != ActionType.OnBroken) { return; }
|
||||
}
|
||||
if (effect.type != type) return;
|
||||
if (effect.type != type) { return; }
|
||||
|
||||
bool hasTargets = (effect.TargetIdentifiers == null);
|
||||
bool hasTargets = effect.TargetIdentifiers == null;
|
||||
|
||||
targets.Clear();
|
||||
|
||||
@@ -2611,7 +2611,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (XAttribute attribute in element.Attributes())
|
||||
{
|
||||
if (!item.SerializableProperties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
|
||||
if (!item.SerializableProperties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) { continue; }
|
||||
bool shouldBeLoaded = false;
|
||||
foreach (var propertyAttribute in property.Attributes.OfType<Serialize>())
|
||||
{
|
||||
@@ -2622,7 +2622,31 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (shouldBeLoaded) { property.TrySetValue(item, attribute.Value); }
|
||||
if (shouldBeLoaded)
|
||||
{
|
||||
object prevValue = property.GetValue(item);
|
||||
property.TrySetValue(item, attribute.Value);
|
||||
//create network events for properties that differ from the prefab values
|
||||
//(e.g. if a character has an item with modified colors in their inventory)
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && property.Attributes.OfType<Editable>().Any() &&
|
||||
(submarine == null || !submarine.Loading ))
|
||||
{
|
||||
switch (property.Name)
|
||||
{
|
||||
case "Tags":
|
||||
case "Condition":
|
||||
case "Description":
|
||||
//these can be ignored, they're always written in the spawn data
|
||||
break;
|
||||
default:
|
||||
if (!(property.GetValue(item)?.Equals(prevValue) ?? true))
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ChangeProperty, property });
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item.ParseLinks(element, idRemap);
|
||||
|
||||
Reference in New Issue
Block a user