(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -1,4 +1,5 @@
using Barotrauma.Networking;
using Barotrauma.Extensions;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Globalization;
@@ -111,7 +112,7 @@ namespace Barotrauma.Items.Components
element.GetAttributeString("name", "");
//backwards compatibility
var showRepairUIAttribute = element.Attributes().FirstOrDefault(a => a.Name.ToString().ToLowerInvariant() == "showrepairuithreshold");
var showRepairUIAttribute = element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("showrepairuithreshold", StringComparison.OrdinalIgnoreCase));
if (showRepairUIAttribute != null)
{
float repairThreshold;
@@ -130,7 +131,26 @@ namespace Barotrauma.Items.Components
}
partial void InitProjSpecific(XElement element);
/// <summary>
/// Check if the character manages to succesfully repair the item
/// </summary>
public bool CheckCharacterSuccess(Character character)
{
if (character == null) { return false; }
if (statusEffectLists == null || statusEffectLists.None(s => s.Key == ActionType.OnFailure)) { return true; }
// unpowered (electrical) items can be repaired without a risk of electrical shock
if (requiredSkills.Any(s => s != null && s.Identifier.Equals("electrical", StringComparison.OrdinalIgnoreCase)) &&
item.GetComponent<Powered>() is Powered powered && powered.Voltage < 0.1f) { return true; }
if (Rand.Range(0.0f, 0.5f) < DegreeOfSuccess(character)) { return true; }
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
return false;
}
public bool StartRepairing(Character character, FixActions action)
{
if (character == null || character.IsDead || action == FixActions.None)
@@ -143,8 +163,15 @@ namespace Barotrauma.Items.Components
#if SERVER
if (CurrentFixer != character || currentFixerAction != action)
{
if (!CheckCharacterSuccess(character))
{
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, this, character.ID });
return false;
}
item.CreateServerEvent(this);
}
#else
if (GameMain.Client == null && (CurrentFixer != character || currentFixerAction != action) && !CheckCharacterSuccess(character)) { return false; }
#endif
CurrentFixer = character;
CurrentFixerAction = action;