(9a14162c6) Disabled spontaneous deterioration on items that are not being used. TODO: adjust all deterioration rates and delays

This commit is contained in:
Joonas Rikkonen
2019-04-07 21:43:35 +03:00
parent 3d3975e07c
commit be76bd53e9
9 changed files with 82 additions and 20 deletions
@@ -15,6 +15,8 @@ namespace Barotrauma.Items.Components
private float deteriorationTimer;
public float LastActiveTime;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, DecimalCount = 2, ToolTip = "How fast the condition of the item deteriorates per second.")]
public float DeteriorationSpeed
{
@@ -113,6 +115,8 @@ namespace Barotrauma.Items.Components
{
UpdateProjSpecific(deltaTime);
if (!ShouldDeteriorate()) { return; }
if (CurrentFixer == null)
{
if (item.Condition > 0.0f)
@@ -179,8 +183,48 @@ namespace Barotrauma.Items.Components
}
}
partial void UpdateProjSpecific(float deltaTime);
private bool ShouldDeteriorate()
{
if (LastActiveTime > Timing.TotalTime) { return true; }
foreach (ItemComponent ic in item.Components)
{
if (ic is PowerTransfer pt)
{
//power transfer items (junction boxes, relays) don't deteriorate if they're no carrying any power
if (Math.Abs(pt.CurrPowerConsumption) < 0.1f) { return false; }
}
else if (ic is Engine engine)
{
//engines don't deteriorate if they're not running
if (Math.Abs(engine.Force) < 1.0f) { return false; }
}
else if (ic is Pump pump)
{
//pumps don't deteriorate if they're not running
if (Math.Abs(pump.FlowPercentage) < 1.0f) { return false; }
}
else if (ic is Reactor reactor)
{
//reactors don't deteriorate if they're not powered up
if (reactor.Temperature < 0.1f) { return false; }
}
else if (ic is OxygenGenerator oxyGenerator)
{
//oxygen generators don't deteriorate if they're not running
if (oxyGenerator.CurrFlow < 0.1f) { return false; }
}
else if (ic is Powered powered)
{
if (powered.Voltage < powered.MinVoltage) { return false; }
}
}
return true;
}
private void UpdateFixAnimation(Character character)
{
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));