(479cebd45) Fix not being able to open partially broken doors with integrated buttons.
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@@ -219,8 +219,6 @@ namespace Barotrauma.Items.Components
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private bool hasValidIdCard;
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public override bool HasRequiredItems(Character character, bool addMessage, string msg = null)
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{
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if (item.Condition <= RepairThreshold) return true; //For repairing
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var idCard = character.Inventory.FindItemByIdentifier("idcard");
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hasValidIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
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Msg = requiredItems.None() || hasValidIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
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@@ -229,7 +227,7 @@ namespace Barotrauma.Items.Components
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{
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msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText);
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}
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if (item.Condition <= RepairThreshold) { return true; }
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//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
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}
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@@ -244,7 +242,7 @@ namespace Barotrauma.Items.Components
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public override bool OnPicked(Character picker)
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{
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if (item.Condition <= RepairThreshold) return true; //repairs
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if (item.Condition <= RepairThreshold) { return true; }
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if (requiredItems.Any() && !hasValidIdCard)
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{
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ForceOpen(ActionType.OnPicked);
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@@ -262,23 +260,24 @@ namespace Barotrauma.Items.Components
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public override bool Select(Character character)
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{
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//can only be selected if the item is broken
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if (item.Condition <= RepairThreshold) return true; //repairs
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bool hasRequiredItems = HasRequiredItems(character, false);
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if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
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{
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float originalPickingTime = PickingTime;
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PickingTime = 0;
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ForceOpen(ActionType.OnUse);
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PickingTime = originalPickingTime;
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}
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else if (hasRequiredItems)
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if (!isBroken)
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{
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bool hasRequiredItems = HasRequiredItems(character, false);
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if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
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{
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float originalPickingTime = PickingTime;
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PickingTime = 0;
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ForceOpen(ActionType.OnUse);
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PickingTime = originalPickingTime;
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}
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else if (hasRequiredItems)
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{
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#if CLIENT
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GUI.AddMessage(accessDeniedTxt, Color.Red);
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GUI.AddMessage(accessDeniedTxt, Color.Red);
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#endif
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}
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}
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return false;
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return item.Condition <= RepairThreshold;
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -848,6 +848,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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