v1.1.19.3 (Treacherous Tides Hotfix 2)

This commit is contained in:
Regalis11
2023-10-30 17:38:29 +02:00
parent b968376247
commit a8f9c97dda
38 changed files with 517 additions and 256 deletions
@@ -167,10 +167,6 @@ namespace Barotrauma
public HumanAIController(Character c) : base(c)
{
if (!c.IsHuman)
{
throw new Exception($"Tried to create a human ai controller for a non-human: {c.SpeciesName}!");
}
insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c);
@@ -1223,19 +1223,15 @@ namespace Barotrauma
public static Character Create(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null, bool spawnInitialItems = true)
{
Character newCharacter = null;
if (prefab.Identifier != CharacterPrefab.HumanSpeciesName)
if (prefab.Identifier != CharacterPrefab.HumanSpeciesName || hasAi)
{
var aiCharacter = new AICharacter(prefab, position, seed, characterInfo, id, isRemotePlayer, ragdoll, spawnInitialItems);
var ai = new EnemyAIController(aiCharacter, seed);
var ai = (prefab.Identifier == CharacterPrefab.HumanSpeciesName || aiCharacter.Params.UseHumanAI) ?
new HumanAIController(aiCharacter) as AIController :
new EnemyAIController(aiCharacter, seed);
aiCharacter.SetAI(ai);
newCharacter = aiCharacter;
}
else if (hasAi)
{
var aiCharacter = new AICharacter(prefab, position, seed, characterInfo, id, isRemotePlayer, ragdoll, spawnInitialItems);
var ai = new HumanAIController(aiCharacter);
aiCharacter.SetAI(ai);
newCharacter = aiCharacter;
newCharacter = aiCharacter;
}
else
{
@@ -4656,7 +4652,7 @@ namespace Barotrauma
}
partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool log);
public void Revive(bool removeAfflictions = true)
public void Revive(bool removeAfflictions = true, bool createNetworkEvent = false)
{
if (Removed)
{
@@ -4705,7 +4701,11 @@ namespace Barotrauma
limb.IsSevered = false;
}
GameMain.GameSession?.ReviveCharacter(this);
GameMain.GameSession?.ReviveCharacter(this);
if (createNetworkEvent && GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(this, new CharacterStatusEventData());
}
}
public override void Remove()
@@ -148,11 +148,6 @@ namespace Barotrauma
return minVitality;
}
return vitality;
}
private set
{
vitality = value;
}
}
@@ -254,7 +249,7 @@ namespace Barotrauma
public CharacterHealth(Character character)
{
this.Character = character;
Vitality = 100.0f;
vitality = 100.0f;
DoesBleed = true;
UseHealthWindow = false;
@@ -271,7 +266,7 @@ namespace Barotrauma
this.Character = character;
InitIrremovableAfflictions();
Vitality = UnmodifiedMaxVitality;
vitality = UnmodifiedMaxVitality;
minVitality = character.IsHuman ? -100.0f : 0.0f;
@@ -971,7 +966,7 @@ namespace Barotrauma
public void CalculateVitality()
{
Vitality = MaxVitality;
vitality = MaxVitality;
IsParalyzed = false;
if (Unkillable || Character.GodMode) { return; }
@@ -984,7 +979,7 @@ namespace Barotrauma
{
vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
}
Vitality -= vitalityDecrease;
vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
if (affliction.Strength >= affliction.Prefab.MaxStrength &&
@@ -50,6 +50,9 @@ namespace Barotrauma
[Serialize(false, IsPropertySaveable.Yes, description: "Can the creature live without water or does it die on dry land?"), Editable]
public bool NeedsWater { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Note: non-humans with a human AI aren't fully supported. Enabling this on a non-human character may lead to issues.")]
public bool UseHumanAI { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Is this creature an artificial creature, like robot or machine that shouldn't be affected by afflictions that affect only organic creatures? Overrides DoesBleed."), Editable]
public bool IsMachine { get; set; }
@@ -36,7 +36,19 @@ namespace Barotrauma
private bool isFinished = false;
private bool targetNotFound = false;
/// <summary>
/// If the action tags some entities directly (not trying to find targets on the fly),
/// we may be able to determine that targets can not be found even if we'd recheck
/// </summary>
private bool cantFindTargets = false;
/// <summary>
/// If the TagAction adds a target predicate (a criteria that keeps finding targets on the fly),
/// we must keep checking if targets have been found to determine if the action can continue or not
/// </summary>
private bool mustRecheckTargets = false;
private bool taggingDone = false;
public TagAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
@@ -198,6 +210,7 @@ namespace Barotrauma
else
{
ParentEvent.AddTargetPredicate(tag, predicate);
mustRecheckTargets = true;
}
}
@@ -205,7 +218,7 @@ namespace Barotrauma
{
if (entities.None())
{
targetNotFound = true;
cantFindTargets = true;
return;
}
if (ChoosePercentage > 0.0f)
@@ -230,7 +243,7 @@ namespace Barotrauma
{
if (entities.None())
{
targetNotFound = true;
cantFindTargets = true;
return;
}
@@ -250,7 +263,7 @@ namespace Barotrauma
{
if (entities.None())
{
targetNotFound = true;
cantFindTargets = true;
return;
}
ParentEvent.AddTarget(tag, entities.GetRandomUnsynced());
@@ -260,26 +273,29 @@ namespace Barotrauma
public override void Update(float deltaTime)
{
if (isFinished || targetNotFound) { return; }
if (isFinished || cantFindTargets) { return; }
string[] criteriaSplit = Criteria.Split(';');
targetNotFound = false;
foreach (string entry in criteriaSplit)
if (!taggingDone)
{
string[] kvp = entry.Split(':');
Identifier key = kvp[0].Trim().ToIdentifier();
Identifier value = kvp.Length > 1 ? kvp[1].Trim().ToIdentifier() : Identifier.Empty;
if (Taggers.TryGetValue(key, out Action<Identifier> tagger))
cantFindTargets = false;
string[] criteriaSplit = Criteria.Split(';');
foreach (string entry in criteriaSplit)
{
tagger(value);
}
else
{
string errorMessage = $"Error in TagAction (event \"{ParentEvent.Prefab.Identifier}\") - unrecognized target criteria \"{key}\".";
DebugConsole.ThrowError(errorMessage);
GameAnalyticsManager.AddErrorEventOnce($"TagAction.Update:InvalidCriteria_{ParentEvent.Prefab.Identifier}_{key}", GameAnalyticsManager.ErrorSeverity.Error, errorMessage);
string[] kvp = entry.Split(':');
Identifier key = kvp[0].Trim().ToIdentifier();
Identifier value = kvp.Length > 1 ? kvp[1].Trim().ToIdentifier() : Identifier.Empty;
if (Taggers.TryGetValue(key, out Action<Identifier> tagger))
{
tagger(value);
}
else
{
string errorMessage = $"Error in TagAction (event \"{ParentEvent.Prefab.Identifier}\") - unrecognized target criteria \"{key}\".";
DebugConsole.ThrowError(errorMessage);
GameAnalyticsManager.AddErrorEventOnce($"TagAction.Update:InvalidCriteria_{ParentEvent.Prefab.Identifier}_{key}", GameAnalyticsManager.ErrorSeverity.Error, errorMessage);
}
}
taggingDone = true;
}
if (ContinueIfNoTargetsFound)
@@ -288,7 +304,14 @@ namespace Barotrauma
}
else
{
isFinished = !targetNotFound;
if (mustRecheckTargets)
{
isFinished = ParentEvent.GetTargets(Tag).Any();
}
else
{
isFinished = !cantFindTargets;
}
}
}
@@ -1353,6 +1353,7 @@ namespace Barotrauma
if (item.HiddenInGame) { continue; }
if (!connectedSubs.Contains(item.Submarine)) { continue; }
if (item.Prefab.DontTransferBetweenSubs) { continue; }
if (AnyParentInventoryDisableTransfer(item)) { continue; }
var rootOwner = item.GetRootInventoryOwner();
if (rootOwner is Character) { continue; }
if (rootOwner is Item ownerItem && (ownerItem.NonInteractable || item.NonPlayerTeamInteractable || ownerItem.HiddenInGame)) { continue; }
@@ -1362,6 +1363,15 @@ namespace Barotrauma
if (item.Components.Any(c => c is Wire w && w.Connections.Any(c => c != null))) { continue; }
itemsToTransfer.Add((item, item.Container));
item.Submarine = null;
static bool AnyParentInventoryDisableTransfer(Item item)
{
if (item.ParentInventory?.Owner is not Item parentOwner) { return false; }
return HasProblematicComponent(parentOwner) || AnyParentInventoryDisableTransfer(parentOwner);
static bool HasProblematicComponent(Item it)
=> it.Components.Any(static c => c.DontTransferInventoryBetweenSubs);
}
}
foreach (var (item, container) in itemsToTransfer)
{
@@ -1369,8 +1379,15 @@ namespace Barotrauma
{
// Drop the item if it's not inside another item set to be transferred.
item.Drop(null, createNetworkEvent: false, setTransform: false);
//dropping items sets the sub, set it back to null
item.Submarine = null;
foreach (var itemContainer in item.GetComponents<ItemContainer>())
{
itemContainer.Inventory.FindAllItems((_) => true, recursive: true).ForEach(it => it.Submarine = null);
}
}
}
System.Diagnostics.Debug.Assert(itemsToTransfer.None(it => it.item.Submarine != null), "Item that was set to be transferred was not removed from the sub!");
currentSub.Info.NoItems = true;
}
// Serialize the current sub
@@ -1408,6 +1425,7 @@ namespace Barotrauma
{
newContainer = newSub.FindContainerFor(item, onlyPrimary: true, checkTransferConditions: true, allowConnectedSubs: true);
}
string newContainerName = newContainer == null ? "(null)" : $"{newContainer.Prefab.Identifier} ({newContainer.Tags})";
if (item.Container == null && (newContainer == null || !newContainer.OwnInventory.TryPutItem(item, user: null, createNetworkEvent: false)))
{
var cargoContainer = CargoManager.GetOrCreateCargoContainerFor(item.Prefab, spawnHull, ref availableContainers);
@@ -1416,13 +1434,16 @@ namespace Barotrauma
Vector2 simPos = ConvertUnits.ToSimUnits(CargoManager.GetCargoPos(spawnHull, item.Prefab));
item.SetTransform(simPos, 0.0f, findNewHull: false, setPrevTransform: false);
}
else if (cargoContainer.Item.Submarine is Submarine containerSub)
else
{
// Use the item's sub in case the sub consists of multiple linked subs.
item.Submarine = containerSub;
if (cargoContainer.Item.Submarine is Submarine containerSub)
{
// Use the item's sub in case the sub consists of multiple linked subs.
item.Submarine = containerSub;
}
newContainerName = cargoContainer.Item.Prefab.Identifier.ToString();
}
}
string newContainerName = newContainer == null ? "(null)" : $"{newContainer.Prefab.Identifier} ({newContainer.Tags})";
string msg = "Item transfer log error.";
if (oldContainer != null)
{
@@ -71,6 +71,12 @@ namespace Barotrauma.Items.Components
protected const float CorrectionDelay = 1.0f;
protected CoroutineHandle delayedCorrectionCoroutine;
/// <summary>
/// If enabled, the contents of the item are not transferred when the player transfers items between subs.
/// Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.
/// </summary>
public virtual bool DontTransferInventoryBetweenSubs => false;
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How long it takes to pick up the item (in seconds).")]
public float PickingTime
{
@@ -416,7 +416,7 @@ namespace Barotrauma.Items.Components
if (requiredItem.UseCondition && suitableIngredient.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f)
{
suitableIngredient.Condition -= suitableIngredient.Prefab.Health * requiredItem.MinCondition;
continue;
break;
}
if (suitableIngredient.OwnInventory != null)
{
@@ -82,6 +82,9 @@ namespace Barotrauma.Items.Components
private List<LightComponent>? lightComponents;
// We don't want the seeds to be transferred to a new submarine as seeds are not supposed to leave the container after they have been planted.
public override bool DontTransferInventoryBetweenSubs => true;
public Planter(Item item, ContentXElement element) : base(item, element)
{
canBePicked = true;
@@ -26,19 +26,37 @@ namespace Barotrauma.Items.Components
public override bool IsActive => true;
// We don't want the components and wires to transfer between subs as it would cause issues.
public override bool DontTransferInventoryBetweenSubs => true;
public Option<CircuitBoxConnection> FindInputOutputConnection(Identifier connectionName)
{
foreach (CircuitBoxInputConnection input in Inputs)
{
if (input.Name != connectionName) { continue; }
return Option.Some<CircuitBoxConnection>(input);
}
foreach (CircuitBoxOutputConnection output in Outputs)
{
if (output.Name != connectionName) { continue; }
return Option.Some<CircuitBoxConnection>(output);
}
return Option.None;
}
public Option<CircuitBoxConnection> FindInputOutputConnection(Connection connection)
{
foreach (CircuitBoxInputConnection input in Inputs)
{
if (input.Connection != connection) { continue; }
return Option.Some<CircuitBoxConnection>(input);
}
foreach (CircuitBoxOutputConnection output in Outputs)
{
if (output.Connection != connection) { continue; }
return Option.Some<CircuitBoxConnection>(output);
}
@@ -338,7 +356,7 @@ namespace Barotrauma.Items.Components
return;
}
SpawnItem(this, prefab, WireContainer, wire =>
SpawnItem(prefab, user: null, container: WireContainer, onSpawned: wire =>
{
AddWireDirect(wireId, prefab, Option.Some(wire), one, two);
onItemSpawned(wire);
@@ -359,7 +377,7 @@ namespace Barotrauma.Items.Components
private void AddWireDirect(ushort id, ItemPrefab prefab, Option<Item> backingItem, CircuitBoxConnection one, CircuitBoxConnection two)
=> Wires.Add(new CircuitBoxWire(this, id, backingItem, one, two, prefab));
private bool AddComponentInternal(ushort id, ItemPrefab prefab, ItemPrefab usedResource, Vector2 pos, Action<Item> onItemSpawned)
private bool AddComponentInternal(ushort id, ItemPrefab prefab, ItemPrefab usedResource, Vector2 pos, Character? user, Action<Item>? onItemSpawned)
{
if (id is ICircuitBoxIdentifiable.NullComponentID)
{
@@ -373,10 +391,10 @@ namespace Barotrauma.Items.Components
return false;
}
SpawnItem(this, prefab, ComponentContainer, spawnedItem =>
SpawnItem(prefab, user, ComponentContainer, spawnedItem =>
{
Components.Add(new CircuitBoxComponent(id, spawnedItem, pos, this, usedResource));
onItemSpawned(spawnedItem);
onItemSpawned?.Invoke(spawnedItem);
});
OnViewUpdateProjSpecific();
@@ -646,7 +664,7 @@ namespace Barotrauma.Items.Components
return Option.None;
}
public static void SpawnItem(CircuitBox circuitBox, ItemPrefab prefab, ItemContainer? container, Action<Item> onSpawned)
public static void SpawnItem(ItemPrefab prefab, Character? user, ItemContainer? container, Action<Item> onSpawned)
{
if (container is null)
{
@@ -655,13 +673,27 @@ namespace Barotrauma.Items.Components
if (IsInGame())
{
Entity.Spawner?.AddItemToSpawnQueue(prefab, container.Inventory, onSpawned: onSpawned);
Entity.Spawner?.AddItemToSpawnQueue(prefab, container.Inventory, onSpawned: it =>
{
AssignWifiComponentTeam(it, user);
onSpawned(it);
});
return;
}
Item forceSpawnedItem = new Item(prefab, Vector2.Zero, null);
container.Inventory.TryPutItem(forceSpawnedItem, null);
onSpawned(forceSpawnedItem);
AssignWifiComponentTeam(forceSpawnedItem, user);
static void AssignWifiComponentTeam(Item item, Character? user)
{
if (user == null) { return; }
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = user.TeamID;
}
}
}
public static void RemoveItem(Item item)
@@ -98,11 +98,11 @@ namespace Barotrauma
}
/// <param name="maxStackSize">Defaults to <see cref="ItemPrefab.MaxStackSize"/> if null</param>
public int HowManyCanBePut(ItemPrefab itemPrefab, int? maxStackSize = null, float? condition = null)
public int HowManyCanBePut(ItemPrefab itemPrefab, int? maxStackSize = null, float? condition = null, bool ignoreItemsInSlot = false)
{
if (itemPrefab == null) { return 0; }
maxStackSize ??= itemPrefab.GetMaxStackSize(inventory);
if (items.Count > 0)
if (items.Count > 0 && !ignoreItemsInSlot)
{
if (condition.HasValue)
{
@@ -517,10 +517,10 @@ namespace Barotrauma
return count;
}
public virtual int HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition)
public virtual int HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot = false)
{
if (i < 0 || i >= slots.Length) { return 0; }
return slots[i].HowManyCanBePut(itemPrefab, condition: condition);
return slots[i].HowManyCanBePut(itemPrefab, condition: condition, ignoreItemsInSlot: ignoreItemsInSlot);
}
/// <summary>
@@ -862,7 +862,25 @@ namespace Barotrauma
{
get
{
return ownInventory?.AllItems ?? Enumerable.Empty<Item>();
if (OwnInventories.Length < 2)
{
if (OwnInventory == null) { yield break; }
foreach (var item in OwnInventory.AllItems)
{
yield return item;
}
}
else
{
foreach (var inventory in OwnInventories)
{
foreach (var item in inventory.AllItems)
{
yield return item;
}
}
}
}
}
@@ -871,6 +889,8 @@ namespace Barotrauma
get { return ownInventory; }
}
public readonly ImmutableArray<ItemInventory> OwnInventories = ImmutableArray<ItemInventory>.Empty;
[Editable, Serialize(false, IsPropertySaveable.Yes, description:
"Enable if you want to display the item HUD side by side with another item's HUD, when linked together. " +
"Disclaimer: It's possible or even likely that the views block each other, if they were not designed to be viewed together!")]
@@ -1192,6 +1212,8 @@ namespace Barotrauma
ownInventory = itemContainer.Inventory;
}
OwnInventories = GetComponents<ItemContainer>().Select(ic => ic.Inventory).ToImmutableArray();
qualityComponent = GetComponent<Quality>();
IsLadder = GetComponent<Ladder>() != null;
@@ -2533,8 +2555,7 @@ namespace Barotrauma
foreach (Connection c in connectionPanel.Connections)
{
if (connectionFilter != null && !connectionFilter.Invoke(c)) { continue; }
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
foreach (Connection recipient in c.Recipients)
{
var component = recipient.Item.GetComponent<T>();
if (component != null && !connectedComponents.Contains(component))
@@ -2587,9 +2608,20 @@ namespace Barotrauma
private void GetConnectedComponentsRecursive<T>(Connection c, HashSet<Connection> alreadySearched, List<T> connectedComponents, bool ignoreInactiveRelays, bool allowTraversingBackwards = true) where T : ItemComponent
{
alreadySearched.Add(c);
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
static IEnumerable<Connection> GetRecipients(Connection c)
{
foreach (Connection recipient in c.Recipients)
{
yield return recipient;
}
//check circuit box inputs/outputs this connection is connected to
foreach (var circuitBoxConnection in c.CircuitBoxConnections)
{
yield return circuitBoxConnection.Connection;
}
}
foreach (Connection recipient in GetRecipients(c))
{
if (alreadySearched.Contains(recipient)) { continue; }
var component = recipient.Item.GetComponent<T>();
@@ -2598,23 +2630,53 @@ namespace Barotrauma
connectedComponents.Add(component);
}
//connected to a wifi component -> see which other wifi components it can communicate with
var wifiComponent = recipient.Item.GetComponent<WifiComponent>();
if (wifiComponent != null && wifiComponent.CanTransmit())
var circuitBox = recipient.Item.GetComponent<CircuitBox>();
if (circuitBox != null)
{
foreach (var wifiReceiver in wifiComponent.GetTransmittersInRange())
//if this is a circuit box, check what the connection is connected to inside the box
var potentialCbConnection = circuitBox.FindInputOutputConnection(recipient);
if (potentialCbConnection.TryUnwrap(out var cbConnection))
{
var receiverConnections = wifiReceiver.Item.Connections;
if (receiverConnections == null) { continue; }
foreach (Connection wifiOutput in receiverConnections)
if (cbConnection is CircuitBoxInputConnection inputConnection)
{
if ((wifiOutput.IsOutput == recipient.IsOutput) || alreadySearched.Contains(wifiOutput)) { continue; }
GetConnectedComponentsRecursive(wifiOutput, alreadySearched, connectedComponents, ignoreInactiveRelays, allowTraversingBackwards);
foreach (var connectedTo in inputConnection.ExternallyConnectedTo)
{
if (alreadySearched.Contains(connectedTo.Connection)) { continue; }
CheckRecipient(connectedTo.Connection);
}
}
else
{
foreach (var connectedFrom in cbConnection.ExternallyConnectedFrom)
{
if (alreadySearched.Contains(connectedFrom.Connection) || !allowTraversingBackwards) { continue; }
CheckRecipient(connectedFrom.Connection);
}
}
}
}
CheckRecipient(recipient);
recipient.Item.GetConnectedComponentsRecursive(recipient, alreadySearched, connectedComponents, ignoreInactiveRelays, allowTraversingBackwards);
void CheckRecipient(Connection recipient)
{
//connected to a wifi component -> see which other wifi components it can communicate with
var wifiComponent = recipient.Item.GetComponent<WifiComponent>();
if (wifiComponent != null && wifiComponent.CanTransmit())
{
foreach (var wifiReceiver in wifiComponent.GetTransmittersInRange())
{
var receiverConnections = wifiReceiver.Item.Connections;
if (receiverConnections == null) { continue; }
foreach (Connection wifiOutput in receiverConnections)
{
if ((wifiOutput.IsOutput == recipient.IsOutput) || alreadySearched.Contains(wifiOutput)) { continue; }
GetConnectedComponentsRecursive(wifiOutput, alreadySearched, connectedComponents, ignoreInactiveRelays, allowTraversingBackwards);
}
}
}
recipient.Item.GetConnectedComponentsRecursive(recipient, alreadySearched, connectedComponents, ignoreInactiveRelays, allowTraversingBackwards);
}
}
if (ignoreInactiveRelays)
@@ -58,12 +58,12 @@ namespace Barotrauma
return itemPrefab != null && slots[i].CanBePut(itemPrefab, condition, quality) && slots[i].Items.Count < container.GetMaxStackSize(i);
}
public override int HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition)
public override int HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot = false)
{
if (itemPrefab == null) { return 0; }
if (i < 0 || i >= slots.Length) { return 0; }
if (!container.CanBeContained(itemPrefab, i)) { return 0; }
return slots[i].HowManyCanBePut(itemPrefab, maxStackSize: Math.Min(itemPrefab.GetMaxStackSize(this), container.GetMaxStackSize(i)), condition);
return slots[i].HowManyCanBePut(itemPrefab, maxStackSize: Math.Min(itemPrefab.GetMaxStackSize(this), container.GetMaxStackSize(i)), condition, ignoreItemsInSlot);
}
public override bool IsFull(bool takeStacksIntoAccount = false)
@@ -843,7 +843,7 @@ namespace Barotrauma
}
private int maxStackSizeCharacterInventory;
[Serialize(-1, IsPropertySaveable.No)]
[Serialize(-1, IsPropertySaveable.No, description: "Maximum stack size when the item is in a character inventory.")]
public int MaxStackSizeCharacterInventory
{
get { return maxStackSizeCharacterInventory; }
@@ -851,7 +851,9 @@ namespace Barotrauma
}
private int maxStackSizeHoldableOrWearableInventory;
[Serialize(-1, IsPropertySaveable.No)]
[Serialize(-1, IsPropertySaveable.No, description:
"Maximum stack size when the item is inside a holdable or wearable item. "+
"If not set, defaults to MaxStackSizeCharacterInventory.")]
public int MaxStackSizeHoldableOrWearableInventory
{
get { return maxStackSizeHoldableOrWearableInventory; }
@@ -864,15 +866,20 @@ namespace Barotrauma
{
return maxStackSizeCharacterInventory;
}
else if (maxStackSizeHoldableOrWearableInventory > 0 &&
inventory?.Owner is Item item && (item.GetComponent<Holdable>() != null || item.GetComponent<Wearable>() != null))
else if (inventory?.Owner is Item item &&
(item.GetComponent<Holdable>() is { Attachable: false } || item.GetComponent<Wearable>() != null))
{
return maxStackSizeHoldableOrWearableInventory;
}
else
{
return maxStackSize;
if (maxStackSizeHoldableOrWearableInventory > 0)
{
return maxStackSizeHoldableOrWearableInventory;
}
else if (maxStackSizeCharacterInventory > 0)
{
//if maxStackSizeHoldableOrWearableInventory is not set, it defaults to maxStackSizeCharacterInventory
return maxStackSizeCharacterInventory;
}
}
return maxStackSize;
}
[Serialize(false, IsPropertySaveable.No)]
@@ -880,7 +887,7 @@ namespace Barotrauma
public ImmutableHashSet<Identifier> AllowDroppingOnSwapWith { get; private set; }
[Serialize(false, IsPropertySaveable.No)]
[Serialize(false, IsPropertySaveable.No, "If enabled, the item is not transferred when the player transfers items between subs.")]
public bool DontTransferBetweenSubs { get; private set; }
[Serialize(true, IsPropertySaveable.No)]
@@ -1032,6 +1039,7 @@ namespace Barotrauma
var levelCommonness = new Dictionary<Identifier, CommonnessInfo>();
var levelQuantity = new Dictionary<Identifier, FixedQuantityResourceInfo>();
List<FabricationRecipe> loadedRecipes = new List<FabricationRecipe>();
foreach (ContentXElement subElement in ConfigElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -1114,9 +1122,10 @@ namespace Barotrauma
var newRecipe = new FabricationRecipe(subElement, Identifier);
if (fabricationRecipes.TryGetValue(newRecipe.RecipeHash, out var prevRecipe))
{
int prevRecipeIndex = loadedRecipes.IndexOf(prevRecipe);
DebugConsole.ThrowError(
$"Error in item prefab \"{ToString()}\": " +
$"{prevRecipe.TargetItemPrefabIdentifier} has the same hash as {newRecipe.TargetItemPrefabIdentifier}. " +
$"Fabrication recipe #{loadedRecipes.Count + 1} has the same hash as recipe #{prevRecipeIndex + 1}. This is most likely caused by identical, duplicate recipes." +
$"This will cause issues with fabrication."
);
}
@@ -1124,6 +1133,7 @@ namespace Barotrauma
{
fabricationRecipes.Add(newRecipe.RecipeHash, newRecipe);
}
loadedRecipes.Add(newRecipe);
break;
case "preferredcontainer":
var preferredContainer = new PreferredContainer(subElement);
@@ -130,10 +130,17 @@ namespace Barotrauma
/// <summary>
/// When set to true, the explosion don't deal less damage when the target is behind a solid object.
/// </summary>
public bool IgnoreCover
{
get; set;
}
public bool IgnoreCover { get; set; }
/// <summary>
/// Does the damage from the explosion decrease with distance from the origin of the explosion?
/// </summary>
public bool DistanceFalloff { get; set; } = true;
/// <summary>
/// Structures that don't count as "cover" that reduces damage from the explosion. Only relevant if IgnoreCover is set to false.
/// </summary>
public IEnumerable<Structure> IgnoredCover;
/// <summary>
/// How long the light source created by the explosion lasts.
@@ -311,12 +318,15 @@ namespace Barotrauma
if (!MathUtils.NearlyEqual(Attack.GetStructureDamage(1.0f), 0.0f) || !MathUtils.NearlyEqual(Attack.GetLevelWallDamage(1.0f), 0.0f))
{
RangedStructureDamage(worldPosition, displayRange, Attack.GetStructureDamage(1.0f), Attack.GetLevelWallDamage(1.0f), attacker, IgnoredSubmarines, Attack.EmitStructureDamageParticles);
RangedStructureDamage(worldPosition, displayRange, Attack.GetStructureDamage(1.0f), Attack.GetLevelWallDamage(1.0f), attacker,
IgnoredSubmarines,
Attack.EmitStructureDamageParticles,
DistanceFalloff);
}
if (BallastFloraDamage > 0.0f)
{
RangedBallastFloraDamage(worldPosition, displayRange, BallastFloraDamage, attacker);
RangedBallastFloraDamage(worldPosition, displayRange, BallastFloraDamage, attacker, DistanceFalloff);
}
if (EmpStrength > 0.0f)
@@ -326,7 +336,7 @@ namespace Barotrauma
{
float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
if (distSqr > displayRangeSqr) { continue; }
float distFactor = CalculateDistanceFactor(distSqr, displayRange);
float distFactor = DistanceFalloff ? CalculateDistanceFactor(distSqr, displayRange) : 1.0f;
//damage repairable power-consuming items
var powered = item.GetComponent<Powered>();
@@ -362,7 +372,10 @@ namespace Barotrauma
float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
if (distSqr > displayRangeSqr) { continue; }
float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
float distFactor =
DistanceFalloff ?
1.0f - (float)Math.Sqrt(distSqr) / displayRange :
1.0f;
//repair repairable items
if (item.Repairables.Any())
{
@@ -415,13 +428,16 @@ namespace Barotrauma
if (item.Prefab.DamagedByExplosions && !item.Indestructible)
{
float distFactor = 1.0f - dist / displayRange;
float distFactor =
DistanceFalloff ?
1.0f - dist / displayRange :
1.0f;
float damageAmount = Attack.GetItemDamage(1.0f, item.Prefab.ExplosionDamageMultiplier);
Vector2 explosionPos = worldPosition;
if (item.Submarine != null) { explosionPos -= item.Submarine.Position; }
damageAmount *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, item.SimPosition);
damageAmount *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, item.SimPosition, IgnoredCover);
item.Condition -= damageAmount * distFactor;
}
}
@@ -482,12 +498,15 @@ namespace Barotrauma
if (dist > attack.Range) { continue; }
float distFactor = 1.0f - dist / attack.Range;
float distFactor =
DistanceFalloff ?
1.0f - dist / attack.Range :
1.0f;
//solid obstacles between the explosion and the limb reduce the effect of the explosion
if (!IgnoreCover)
{
distFactor *= GetObstacleDamageMultiplier(explosionPos, worldPosition, limb.SimPosition);
distFactor *= GetObstacleDamageMultiplier(explosionPos, worldPosition, limb.SimPosition, IgnoredCover);
}
if (distFactor > 0)
{
@@ -602,7 +621,8 @@ namespace Barotrauma
/// <summary>
/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
/// </summary>
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage, float levelWallDamage, Character attacker = null, IEnumerable<Submarine> ignoredSubmarines = null, bool emitWallDamageParticles = true)
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage, float levelWallDamage, Character attacker = null, IEnumerable<Submarine> ignoredSubmarines = null,
bool emitWallDamageParticles = true, bool distanceFalloff = true)
{
float dist = 600.0f;
damagedStructures.Clear();
@@ -616,7 +636,10 @@ namespace Barotrauma
{
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange);
float distFactor =
distanceFalloff ?
1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange) :
1.0f;
if (distFactor <= 0.0f) { continue; }
structure.AddDamage(i, damage * distFactor, attacker, emitParticles: emitWallDamageParticles);
@@ -680,7 +703,7 @@ namespace Barotrauma
return damagedStructures;
}
public static void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
public static void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null, bool distanceFalloff = true)
{
List<BallastFloraBehavior> ballastFlorae = new List<BallastFloraBehavior>();
@@ -698,7 +721,10 @@ namespace Barotrauma
float branchDist = Vector2.Distance(branchWorldPos, worldPosition);
if (branchDist < worldRange)
{
float distFactor = 1.0f - (branchDist / worldRange);
float distFactor =
distanceFalloff ?
1.0f - (branchDist / worldRange) :
1.0f;
if (distFactor <= 0.0f) { return; }
Vector2 explosionPos = worldPosition;
@@ -715,7 +741,7 @@ namespace Barotrauma
}
}
private static float GetObstacleDamageMultiplier(Vector2 explosionSimPos, Vector2 explosionWorldPos, Vector2 targetSimPos)
private static float GetObstacleDamageMultiplier(Vector2 explosionSimPos, Vector2 explosionWorldPos, Vector2 targetSimPos, IEnumerable<Structure> ignoredCover = null)
{
float damageMultiplier = 1.0f;
var obstacles = Submarine.PickBodies(targetSimPos, explosionSimPos, collisionCategory: Physics.CollisionItem | Physics.CollisionItemBlocking | Physics.CollisionWall);
@@ -728,6 +754,10 @@ namespace Barotrauma
}
else if (body.UserData is Structure structure)
{
if (ignoredCover != null)
{
if (ignoredCover.Contains(structure)) { continue; }
}
int sectionIndex = structure.FindSectionIndex(explosionWorldPos, world: true, clamp: true);
if (structure.SectionBodyDisabled(sectionIndex))
{
@@ -109,6 +109,8 @@ namespace Barotrauma
public float Size => IsHorizontal ? Rect.Height : Rect.Width;
public float PressureDistributionSpeed => Size / 100.0f * open;
private Door connectedDoor;
public Door ConnectedDoor
{
@@ -427,11 +429,9 @@ namespace Barotrauma
if (hull1.WaterVolume <= 0.0 && hull2.WaterVolume <= 0.0) { return; }
float size = IsHorizontal ? rect.Height : rect.Width;
//a variable affecting the water flow through the gap
//the larger the gap is, the faster the water flows
float sizeModifier = size / 100.0f * open;
float sizeModifier = Size / 100.0f * open;
//horizontal gap (such as a regular door)
if (IsHorizontal)
@@ -440,7 +440,7 @@ namespace Barotrauma
float delta = 0.0f;
//water level is above the lower boundary of the gap
if (Math.Max(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y + hull2.WaveY[0]) > rect.Y - size)
if (Math.Max(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y + hull2.WaveY[0]) > rect.Y - Size)
{
int dir = (hull1.Pressure > hull2.Pressure + subOffset.Y) ? 1 : -1;
@@ -569,27 +569,35 @@ namespace Barotrauma
if (open > 0.0f)
{
if (hull1.WaterVolume > hull1.Volume / Hull.MaxCompress && hull2.WaterVolume > hull2.Volume / Hull.MaxCompress)
if (hull1.WaterVolume > hull1.Volume / Hull.MaxCompress &&
hull2.WaterVolume > hull2.Volume / Hull.MaxCompress)
{
//both hulls full -> distribute pressure
float avgLethality = (hull1.LethalPressure + hull2.LethalPressure) / 2.0f;
hull1.LethalPressure = avgLethality;
hull2.LethalPressure = avgLethality;
changePressure(hull1, avgLethality, PressureDistributionSpeed, deltaTime);
changePressure(hull2, avgLethality, PressureDistributionSpeed, deltaTime);
static void changePressure(Hull hull, float target, float speed, float deltaTime)
{
float diff = target - hull.LethalPressure;
float maxChange = Hull.PressureBuildUpSpeed * speed * deltaTime;
hull.LethalPressure += MathHelper.Clamp(diff, -maxChange, maxChange);
}
}
else
{
hull1.LethalPressure -= Hull.PressureDropSpeed * deltaTime;
hull2.LethalPressure -= Hull.PressureDropSpeed * deltaTime;
//either hull not full -> pressure drops
hull1.LethalPressure -= Hull.PressureDropSpeed * PressureDistributionSpeed * deltaTime;
hull2.LethalPressure -= Hull.PressureDropSpeed * PressureDistributionSpeed * deltaTime;
}
}
}
void UpdateRoomToOut(float deltaTime, Hull hull1)
{
float size = IsHorizontal ? rect.Height : rect.Width;
//a variable affecting the water flow through the gap
//the larger the gap is, the faster the water flows
float sizeModifier = size * open * open;
float sizeModifier = Size * open * open;
float delta = 500.0f * sizeModifier * deltaTime;
@@ -642,7 +650,7 @@ namespace Barotrauma
}
else
{
hull1.LethalPressure += ((Submarine != null && Submarine.AtDamageDepth) ? 100.0f : Hull.PressureBuildUpSpeed) * deltaTime;
hull1.LethalPressure += ((Submarine != null && Submarine.AtDamageDepth) ? 100.0f : Hull.PressureBuildUpSpeed) * PressureDistributionSpeed * deltaTime;
}
}
else
@@ -657,7 +665,7 @@ namespace Barotrauma
}
if (hull1.WaterVolume >= hull1.Volume / Hull.MaxCompress)
{
hull1.LethalPressure += ((Submarine != null && Submarine.AtDamageDepth) ? 100.0f : Hull.PressureBuildUpSpeed) * deltaTime;
hull1.LethalPressure += ((Submarine != null && Submarine.AtDamageDepth) ? 100.0f : Hull.PressureBuildUpSpeed) * PressureDistributionSpeed * deltaTime;
}
}
}
@@ -1016,7 +1016,11 @@ namespace Barotrauma
if (waterVolume < Volume)
{
LethalPressure -= PressureDropSpeed * deltaTime;
//pressure drop speed is inversely proportionate to water percentage
//= pressure drops very fast if the hull is nowhere near full
float waterVolumeFactor = Math.Max((100.0f - WaterPercentage) / 10.0f, 1.0f);
LethalPressure -=
PressureDropSpeed * waterVolumeFactor * deltaTime;
if (WaterVolume <= 0.0f)
{
#if CLIENT
@@ -365,7 +365,7 @@ namespace Barotrauma
if (FinishedEvents.Any())
{
var finishedEventsElement = new XElement(nameof(FinishedEvents));
foreach (var (set, count) in FinishedEvents.DistinctBy(f => f.Key.Identifier))
foreach (var (set, count) in FinishedEvents)
{
var element = new XElement(nameof(FinishedEvents),
new XAttribute("set", set.Identifier),
@@ -1245,7 +1245,7 @@ namespace Barotrauma
private static void CreateWallDamageExplosion(Gap gap, Character attacker)
{
const float explosionRange = 750.0f;
const float explosionRange = 500.0f;
float explosionStrength = gap.Open;
var linkedHull = gap.linkedTo.FirstOrDefault() as Hull;
@@ -1264,20 +1264,22 @@ namespace Barotrauma
if (explosionOnBroken == null)
{
explosionOnBroken = new Explosion(explosionRange, force: 10.0f, damage: 0.0f, structureDamage: 0.0f, itemDamage: 0.0f);
explosionOnBroken = new Explosion(explosionRange, force: 5.0f, damage: 0.0f, structureDamage: 0.0f, itemDamage: 0.0f);
if (AfflictionPrefab.Prefabs.TryGet("lacerations".ToIdentifier(), out AfflictionPrefab lacerations))
{
explosionOnBroken.Attack.Afflictions.Add(lacerations.Instantiate(3.0f), null);
explosionOnBroken.Attack.Afflictions.Add(lacerations.Instantiate(5.0f), null);
}
else
{
explosionOnBroken.Attack.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(3.0f), null);
explosionOnBroken.Attack.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(5.0f), null);
}
explosionOnBroken.IgnoreCover = true;
explosionOnBroken.IgnoreCover = false;
explosionOnBroken.OnlyInside = true;
explosionOnBroken.DistanceFalloff = false;
explosionOnBroken.DisableParticles();
}
explosionOnBroken.IgnoredCover = gap.ConnectedWall?.ToEnumerable();
explosionOnBroken.Attack.Range = explosionRange * gap.Open;
explosionOnBroken.Attack.DamageMultiplier = explosionStrength;
explosionOnBroken.Attack.Stun = MathHelper.Clamp(explosionStrength, 0.5f, 1.0f);
@@ -1606,28 +1606,7 @@ namespace Barotrauma
}
}
}
if (removeItem)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item item) { Entity.Spawner?.AddItemToRemoveQueue(item); }
}
}
if (removeCharacter)
{
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
if (target is Character character)
{
Entity.Spawner?.AddEntityToRemoveQueue(character);
}
else if (target is Limb limb)
{
Entity.Spawner?.AddEntityToRemoveQueue(limb.character);
}
}
}
if (breakLimb || hideLimb)
{
for (int i = 0; i < targets.Count; i++)
@@ -2292,6 +2271,30 @@ namespace Barotrauma
ApplyProjSpecific(deltaTime, entity, targets, hull, position, playSound: true);
//do this last - the entities spawned by the effect might need the entity for something, so better to remove it last
if (removeItem)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item item) { Entity.Spawner?.AddItemToRemoveQueue(item); }
}
}
if (removeCharacter)
{
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
if (target is Character character)
{
Entity.Spawner?.AddEntityToRemoveQueue(character);
}
else if (target is Limb limb)
{
Entity.Spawner?.AddEntityToRemoveQueue(limb.character);
}
}
}
if (oneShot)
{
Disabled = true;