Faction Test 100.4.0.0

This commit is contained in:
Markus Isberg
2022-11-14 18:28:28 +02:00
parent 87426b68b2
commit c772b61fc1
412 changed files with 16984 additions and 5530 deletions
@@ -127,7 +127,7 @@ namespace Barotrauma.Items.Components
set { attachedByDefault = value; }
}
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position the character holds the item at (in pixels, as an offset from the character's shoulder)."+
[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position the character holds the item at (in pixels, as an offset from the character's shoulder)."+
" For example, a value of 10,-100 would make the character hold the item 100 pixels below the shoulder and 10 pixels forwards.")]
public Vector2 HoldPos
{
@@ -143,7 +143,11 @@ namespace Barotrauma.Items.Components
set { aimPos = ConvertUnits.ToSimUnits(value); }
}
#if DEBUG
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "The rotation at which the character holds the item (in degrees, relative to the rotation of the character's hand).")]
#else
[Serialize(0.0f, IsPropertySaveable.No)]
#endif
public float HoldAngle
{
get { return MathHelper.ToDegrees(holdAngle); }
@@ -151,23 +155,50 @@ namespace Barotrauma.Items.Components
}
private Vector2 swingAmount;
#if DEBUG
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the item swings around when aiming/holding it (in pixels, as an offset from AimPos/HoldPos).")]
#else
[Serialize("0.0,0.0", IsPropertySaveable.No)]
#endif
public Vector2 SwingAmount
{
get { return ConvertUnits.ToDisplayUnits(swingAmount); }
set { swingAmount = ConvertUnits.ToSimUnits(value); }
}
#if DEBUG
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How fast the item swings around when aiming/holding it (only valid if SwingAmount is set).")]
#else
[Serialize(0.0f, IsPropertySaveable.No)]
#endif
public float SwingSpeed { get; set; }
#if DEBUG
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the item swing around when it's being held.")]
#else
[Serialize(false, IsPropertySaveable.No)]
#endif
public bool SwingWhenHolding { get; set; }
#if DEBUG
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the item swing around when it's being aimed.")]
#else
[Serialize(false, IsPropertySaveable.No)]
#endif
public bool SwingWhenAiming { get; set; }
#if DEBUG
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the item swing around when it's being used (for example, when firing a weapon or a welding tool).")]
#else
[Serialize(false, IsPropertySaveable.No)]
#endif
public bool SwingWhenUsing { get; set; }
#if DEBUG
[Editable, Serialize(false, IsPropertySaveable.No)]
#else
[Serialize(false, IsPropertySaveable.No)]
#endif
public bool DisableHeadRotation { get; set; }
[ConditionallyEditable(ConditionallyEditable.ConditionType.Attachable, MinValueFloat = 0.0f, MaxValueFloat = 0.999f, DecimalCount = 3), Serialize(0.55f, IsPropertySaveable.No, description: "Sprite depth that's used when the item is NOT attached to a wall.")]
@@ -185,7 +216,7 @@ namespace Barotrauma.Items.Components
Pusher = null;
if (element.GetAttributeBool("blocksplayers", false))
{
Pusher = new PhysicsBody(item.body.width, item.body.height, item.body.radius,
Pusher = new PhysicsBody(item.body.Width, item.body.Height, item.body.Radius,
item.body.Density,
BodyType.Dynamic,
Physics.CollisionItemBlocking,
@@ -386,10 +417,11 @@ namespace Barotrauma.Items.Components
return;
}
//cannot hold and wear an item at the same time
//(unless the slot in which it's held and worn are equal - e.g. a suit with built-in tool or weapon on one hand)
var wearable = item.GetComponent<Wearable>();
if (wearable != null)
if (wearable != null && !wearable.AllowedSlots.SequenceEqual(allowedSlots))
{
//cannot hold and wear an item at the same time
wearable.Unequip(character);
}
@@ -650,11 +682,10 @@ namespace Barotrauma.Items.Components
return false;
}
Vector2 attachPos = GetAttachPosition(character, useWorldCoordinates: true);
Structure attachTarget = Structure.GetAttachTarget(attachPos);
Submarine attachSubmarine = Structure.GetAttachTarget(attachPos)?.Submarine ?? item.Submarine;
int maxAttachableCount = (int)character.Info.GetSavedStatValue(StatTypes.MaxAttachableCount, item.Prefab.Identifier);
int currentlyAttachedCount = Item.ItemList.Count(
i => i.Submarine == attachTarget?.Submarine && i.GetComponent<Holdable>() is Holdable holdable && holdable.Attached && i.Prefab.Identifier == item.Prefab.Identifier);
i => i.Submarine == attachSubmarine && i.GetComponent<Holdable>() is Holdable holdable && holdable.Attached && i.Prefab.Identifier == item.Prefab.Identifier);
if (maxAttachableCount == 0)
{
#if CLIENT
@@ -812,10 +843,18 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (item.body == null || !item.body.Enabled) { return; }
Character owner = picker ?? item.GetRootInventoryOwner() as Character;
if (owner != null)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, owner);
}
if (picker == null || !picker.HasEquippedItem(item))
{
if (Pusher != null) { Pusher.Enabled = false; }
if (attachTargetCell == null) { IsActive = false; }
if (attachTargetCell == null && owner == null) { IsActive = false; }
return;
}
@@ -824,23 +863,7 @@ namespace Barotrauma.Items.Components
Drawable = true;
}
Vector2 swing = Vector2.Zero;
if (swingAmount != Vector2.Zero && !picker.IsUnconscious && picker.Stun <= 0.0f)
{
swingState += deltaTime;
swingState %= 1.0f;
if (SwingWhenHolding ||
(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
{
swing = swingAmount * new Vector2(
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f + 0.5f, swingState * SwingSpeed * 0.1f + 0.5f) - 0.5f);
}
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
UpdateSwingPos(deltaTime, out Vector2 swingPos);
if (item.body.Dir != picker.AnimController.Dir)
{
item.FlipX(relativeToSub: false);
@@ -853,7 +876,7 @@ namespace Barotrauma.Items.Components
scaledHandlePos[0] = handlePos[0] * item.Scale;
scaledHandlePos[1] = handlePos[1] * item.Scale;
bool aim = picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero && picker.CanAim;
picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, aim, holdAngle);
picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swingPos, aimPos + swingPos, aim, holdAngle);
if (!aim)
{
var rope = GetRope();
@@ -890,6 +913,24 @@ namespace Barotrauma.Items.Components
}
}
public void UpdateSwingPos(float deltaTime, out Vector2 swingPos)
{
swingPos = Vector2.Zero;
if (swingAmount != Vector2.Zero && !picker.IsUnconscious && picker.Stun <= 0.0f)
{
swingState += deltaTime;
swingState %= 1.0f;
if (SwingWhenHolding ||
(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
{
swingPos = swingAmount * new Vector2(
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f + 0.5f, swingState * SwingSpeed * 0.1f + 0.5f) - 0.5f);
}
}
}
public override void ReceiveSignal(Signal signal, Connection connection)
{
//do nothing