This commit is contained in:
Evil Factory
2022-07-14 12:25:44 -03:00
86 changed files with 839 additions and 412 deletions
@@ -308,6 +308,7 @@ namespace Barotrauma
}
}
}
if (targetSlot < 0) { return false; }
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
@@ -1297,6 +1297,7 @@ namespace Barotrauma
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage = 0, bool isWitnessing = false)
{
if (!(c.AIController is HumanAIController humanAI)) { return AIObjectiveCombat.CombatMode.None; }
if (!IsFriendly(attacker))
{
if (c.Submarine == null)
@@ -1306,12 +1307,15 @@ namespace Barotrauma
}
if (!c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
{
// Attacked from an unconnected submarine.
return c.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
// Attacked from an unconnected submarine (pirate/pvp)
return
humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() is Controller ?
AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
}
return c.AIController is HumanAIController humanAI &&
(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
return
humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() ||
humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders) ?
AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
}
else
{
@@ -1362,7 +1366,7 @@ namespace Barotrauma
}
else
{
if (c.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
if (humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
{
// Already targeting the attacker -> treat as a more serious threat.
cumulativeDamage *= 2;
@@ -1527,9 +1527,10 @@ namespace Barotrauma
if (skillIdentifier != null)
{
for (int i = 0; i < Inventory.Capacity; i++)
foreach (Item item in Inventory.AllItems)
{
if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.GetItemAt(i)?.GetComponent<Wearable>() is Wearable wearable)
if (item?.GetComponent<Wearable>() is Wearable wearable &&
!Inventory.IsInLimbSlot(item, InvSlotType.Any))
{
if (wearable.SkillModifiers.TryGetValue(skillIdentifier, out float skillValue))
{
@@ -1639,8 +1639,13 @@ namespace Barotrauma
private void RefreshHeadSprites()
{
HeadSprite = null;
AttachmentSprites = null;
_headSprite = null;
LoadHeadSprite();
#if CLIENT
CalculateHeadPosition(_headSprite);
#endif
attachmentSprites?.Clear();
LoadAttachmentSprites();
}
// This could maybe be a LookUp instead?
@@ -825,8 +825,13 @@ namespace Barotrauma
if (!Character.GodMode)
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
#if CLIENT
if (Character.IsVisible)
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
}
#endif
CalculateVitality();
if (Vitality <= MinVitality)
@@ -836,6 +841,12 @@ namespace Barotrauma
}
}
public void ForceUpdateVisuals()
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
}
private void UpdateDamageReductions(float deltaTime)
{
float healthRegen = Character.Params.Health.ConstantHealthRegeneration;