(98ad00fa2) v0.9.1.0

This commit is contained in:
Joonas Rikkonen
2019-07-10 13:52:12 +03:00
parent 2a791887ed
commit afa2137bd2
104 changed files with 3041 additions and 3134 deletions
@@ -19,6 +19,8 @@ namespace Barotrauma.Items.Components
private float timeUntilReady;
private float requiredTime;
private bool hasPower;
private Character user;
private ItemContainer inputContainer, outputContainer;
@@ -198,8 +200,9 @@ namespace Barotrauma.Items.Components
progressState = fabricatedItem == null ? 0.0f : (requiredTime - timeUntilReady) / requiredTime;
if (voltage < minVoltage) { return; }
hasPower = voltage >= minVoltage;
if (!hasPower) { return; }
var repairable = item.GetComponent<Repairable>();
if (repairable != null)
{
@@ -215,43 +218,50 @@ namespace Barotrauma.Items.Components
if (timeUntilReady > 0.0f) { return; }
var availableIngredients = GetAvailableIngredients();
foreach (FabricationRecipe.RequiredItem ingredient in fabricatedItem.RequiredItems)
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
for (int i = 0; i < ingredient.Amount; i++)
var availableIngredients = GetAvailableIngredients();
foreach (FabricationRecipe.RequiredItem ingredient in fabricatedItem.RequiredItems)
{
var requiredItem = inputContainer.Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ingredient.ItemPrefab && it.Condition >= ingredient.ItemPrefab.Health * ingredient.MinCondition);
if (requiredItem == null) continue;
//Item4 = use condition bool
if (ingredient.UseCondition && requiredItem.Condition - ingredient.ItemPrefab.Health * ingredient.MinCondition > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
for (int i = 0; i < ingredient.Amount; i++)
{
requiredItem.Condition -= ingredient.ItemPrefab.Health * ingredient.MinCondition;
continue;
var availableItem = availableIngredients.FirstOrDefault(it => it != null && it.Prefab == ingredient.ItemPrefab && it.Condition >= ingredient.ItemPrefab.Health * ingredient.MinCondition);
if (availableItem == null) { continue; }
//Item4 = use condition bool
if (ingredient.UseCondition && availableItem.Condition - ingredient.ItemPrefab.Health * ingredient.MinCondition > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
{
availableItem.Condition -= ingredient.ItemPrefab.Health * ingredient.MinCondition;
continue;
}
availableIngredients.Remove(availableItem);
Entity.Spawner.AddToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
}
Entity.Spawner.AddToRemoveQueue(requiredItem);
inputContainer.Inventory.RemoveItem(requiredItem);
}
}
if (outputContainer.Inventory.Items.All(i => i != null))
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
}
else
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
}
if ((GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && user != null && !user.Removed)
{
foreach (Skill skill in fabricatedItem.RequiredSkills)
if (outputContainer.Inventory.Items.All(i => i != null))
{
user.Info.IncreaseSkillLevel(skill.Identifier, skill.Level / 100.0f * SkillIncreaseMultiplier, user.WorldPosition + Vector2.UnitY * 150.0f);
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
}
else
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
}
if (user != null && !user.Removed)
{
foreach (Skill skill in fabricatedItem.RequiredSkills)
{
user.Info.IncreaseSkillLevel(skill.Identifier, skill.Level / 100.0f * SkillIncreaseMultiplier, user.WorldPosition + Vector2.UnitY * 150.0f);
}
}
}
CancelFabricating(null);
CancelFabricating(null);
#if SERVER
item.CreateServerEvent(this);
#endif
}
}
private bool CanBeFabricated(FabricationRecipe fabricableItem)
@@ -328,6 +338,8 @@ namespace Barotrauma.Items.Components
{
var matchingItem = availableIngredients.Find(it => !usedItems.Contains(it) && IsItemValidIngredient(it, requiredItem));
if (matchingItem == null) { continue; }
availableIngredients.Remove(matchingItem);
if (matchingItem.ParentInventory == inputContainer.Inventory)
{