Release 1.10.5.0 - Autumn Update 2025

This commit is contained in:
Regalis11
2025-09-17 13:44:21 +03:00
parent d13836ce87
commit caa0326cf8
120 changed files with 2584 additions and 635 deletions
@@ -17,15 +17,21 @@ namespace Barotrauma
{
/// <summary>
/// How much access other characters have to the inventory?
/// <see cref="Restricted"/> = Only accessible when character is knocked down or handcuffed.
/// <see cref="Limited"/> = Can also access inventories of bots on the same team and friendly pets.
/// <see cref="Allowed"/> = Can also access other players in the same team (used for drag and drop give).
/// </summary>
public enum AccessLevel
{
Restricted,
Limited,
Allowed
/// <summary>
/// Only accessible when character is knocked down or handcuffed.
/// </summary>
OnlyIfIncapacitated,
/// <summary>
/// Can also access inventories of bots on the same team and friendly pets.
/// </summary>
AllowBotsAndPets,
/// <summary>
/// Can also access other players in the same team (used for drag and drop give).
/// </summary>
AllowFriendly
}
private readonly Character character;
@@ -342,8 +348,9 @@ namespace Barotrauma
{
foreach (Item existingItem in slots[slot].Items.ToList())
{
if (!existingItem.IsInteractable(character)) { continue; }
existingItem.Drop(user);
if (existingItem.ParentInventory != null) { existingItem.ParentInventory.RemoveItem(existingItem); }
existingItem.ParentInventory?.RemoveItem(existingItem);
}
}
}
@@ -1,5 +1,6 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma.Items.Components
@@ -197,7 +198,16 @@ namespace Barotrauma.Items.Components
item.Drop(CurrentThrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.WaterDragCoefficient = WaterDragCoefficient;
item.body.ApplyLinearImpulse(throwVector * ThrowForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
float throwForce = ThrowForce;
//Reduce force when aiming down
float downwardsDotProduct = Vector2.Dot(-Vector2.UnitY, throwVector); //1 when pointing directly down, 0 when sideways, -1 when up
if (downwardsDotProduct > 0)
{
throwForce *= (1.0f - downwardsDotProduct * 0.7f);
}
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
//disable platform collisions until the item comes back to rest again
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
@@ -483,6 +483,9 @@ namespace Barotrauma.Items.Components
public virtual bool UpdateWhenInactive => false;
[Serialize(false, IsPropertySaveable.No, "If true, the component will retain its normal functionality when the item reaches 0 condition.")]
public bool UpdateWhenBroken { get; set; }
//called when isActive is true and condition > 0.0f
public virtual void Update(float deltaTime, Camera cam)
{
@@ -132,6 +132,12 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(true, IsPropertySaveable.No, description: "Should a button that allows sorting the items alphabetically be shown in the container's UI panel?")]
public bool ShowSortButton { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Should a button that merges items into stacks be shown in the container's UI panel?")]
public bool ShowMergeButton { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "When this item is equipped, and you 'quick use' (double click / equip button) another equippable item, should the game attempt to move that item inside this one?")]
public bool QuickUseMovesItemsInside { get; set; }
@@ -406,6 +406,7 @@ namespace Barotrauma.Items.Components
if (IsOutOfPower()) { return false; }
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
if (IsToggle && (activator == null || lastUsed < Timing.TotalTime - 0.1))
{
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
@@ -421,8 +422,7 @@ namespace Barotrauma.Items.Components
item.SendSignal(new Signal(output, sender: user), "trigger_out");
}
lastUsed = Timing.TotalTime;
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
lastUsed = Timing.TotalTime;
return true;
}
@@ -541,6 +541,7 @@ namespace Barotrauma.Items.Components
#if CLIENT
PlaySound(ActionType.OnUse, picker);
#endif
ApplyStatusEffects(ActionType.OnUse, 1f, picker);
return true;
}
@@ -84,7 +84,10 @@ namespace Barotrauma.Items.Components
CurrFlow = 0.0f;
}
private void GetVents()
/// <summary>
/// Finds all the linked vents and calculates how much oxygen should be distributed to each of them based on the hull volumes.
/// </summary>
public void GetVents()
{
totalHullVolume = 0.0f;
ventList ??= new List<(Vent vent, float hullVolume)>();
@@ -2,6 +2,7 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
@@ -35,7 +36,7 @@ namespace Barotrauma.Items.Components
{
get
{
if (item.ConditionPercentage > 10.0f || !IsActive) { return 0.0f; }
if (item.ConditionPercentage > 10.0f || !IsActive || Disabled) { return 0.0f; }
return (1.0f - item.ConditionPercentage / 10.0f) * 100.0f;
}
}
@@ -61,6 +62,23 @@ namespace Barotrauma.Items.Components
set => maxFlow = value;
}
private bool disabled;
[Serialize(false, IsPropertySaveable.Yes, description: "If true, the pump is unable to pump water.", alwaysUseInstanceValues: true)]
public bool Disabled
{
get => disabled;
set
{
if (disabled == value) { return; }
disabled = value;
#if SERVER
//send a network update soon
//don't force to 0 though so this doesn't lead to spam if the property is toggled rapidly
networkUpdateTimer = Math.Min(networkUpdateTimer, 0.5f);
#endif
}
}
[Editable, Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
public bool IsOn
{
@@ -68,15 +86,13 @@ namespace Barotrauma.Items.Components
set { IsActive = value; }
}
[Serialize(false, IsPropertySaveable.No)]
public bool CanCauseLethalPressure { get; set; }
private float currFlow;
public float CurrFlow
{
get
{
if (!IsActive) { return 0.0f; }
return Math.Abs(currFlow);
}
}
public float CurrFlow => IsActive ? Math.Abs(currFlow) : 0.0f;
public bool IsHullFull => item.CurrentHull != null && item.CurrentHull.WaterVolume >= item.CurrentHull.Volume * Hull.MaxCompress;
public override bool HasPower => IsActive && Voltage >= MinVoltage;
public bool IsAutoControlled => pumpSpeedLockTimer > 0.0f || isActiveLockTimer > 0.0f;
@@ -85,7 +101,7 @@ namespace Barotrauma.Items.Components
public override bool UpdateWhenInactive => true;
public float CurrentStress => Math.Abs(flowPercentage / 100.0f);
public float CurrentStress => IsActive ? Math.Abs(flowPercentage / 100.0f) : 0.0f;
public Pump(Item item, ContentXElement element)
: base(item, element)
@@ -95,48 +111,42 @@ namespace Barotrauma.Items.Components
partial void InitProjSpecific(ContentXElement element);
private readonly List<Hull> linkedHulls = [];
public override void Update(float deltaTime, Camera cam)
{
pumpSpeedLockTimer -= deltaTime;
isActiveLockTimer -= deltaTime;
if (!IsActive)
currFlow = 0f;
if (item.CurrentHull == null)
{
if (TargetLevel != null) { FlowPercentage = 0f; }
return;
}
currFlow = 0.0f;
if (TargetLevel != null)
{
float hullPercentage = 0.0f;
if (item.CurrentHull != null)
float hullWaterVolume = item.CurrentHull.WaterVolume;
float totalHullVolume = item.CurrentHull.Volume;
linkedHulls.Clear();
//hidden hulls still affect buoyancy, include them here
item.CurrentHull.GetLinkedHulls(linkedHulls, includeHiddenHulls: true);
foreach (var linkedHull in linkedHulls)
{
float hullWaterVolume = item.CurrentHull.WaterVolume;
float totalHullVolume = item.CurrentHull.Volume;
foreach (var linked in item.CurrentHull.linkedTo)
{
if ((linked is Hull linkedHull))
{
hullWaterVolume += linkedHull.WaterVolume;
totalHullVolume += linkedHull.Volume;
}
}
hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
hullWaterVolume += linkedHull.WaterVolume;
totalHullVolume += linkedHull.Volume;
}
float hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
}
if (!HasPower)
{
return;
}
UpdateNetworking(deltaTime);
UpdateProjSpecific(deltaTime);
ApplyStatusEffects(ActionType.OnActive, deltaTime);
if (item.CurrentHull == null) { return; }
if (!IsActive || Disabled) { return; }
if (flowPercentage <= 0f && item.CurrentHull.WaterVolume <= 0f) { return; }
float powerFactor = Math.Min(currPowerConsumption <= 0.0f || MinVoltage <= 0.0f ? 1.0f : Voltage, MaxOverVoltageFactor);
@@ -150,8 +160,22 @@ namespace Barotrauma.Items.Components
//less effective when in a bad condition
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
if (MathUtils.NearlyEqual(currFlow, 0f, epsilon: 0.01f))
{
currFlow = 0f; // Set to 0 for conditionals.
return;
}
item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
if (flowPercentage > 0f && item.CurrentHull.WaterVolume > item.CurrentHull.Volume)
{
item.CurrentHull.Pressure += 30f * deltaTime;
if (CanCauseLethalPressure) { item.CurrentHull.LethalPressure += Hull.PressureBuildUpSpeed * deltaTime; }
}
ApplyStatusEffects(ActionType.OnActive, deltaTime);
UpdateProjSpecific(deltaTime);
}
public void InfectBallast(Identifier identifier, bool allowMultiplePerShip = false)
@@ -188,7 +212,7 @@ namespace Barotrauma.Items.Components
public override float GetCurrentPowerConsumption(Connection connection = null)
{
//There shouldn't be other power connections to this
if (connection != this.powerIn || !IsActive)
if (connection != this.powerIn || !IsActive || Disabled)
{
return 0;
}
@@ -202,6 +226,8 @@ namespace Barotrauma.Items.Components
partial void UpdateProjSpecific(float deltaTime);
partial void UpdateNetworking(float deltaTime);
public override void ReceiveSignal(Signal signal, Connection connection)
{
if (Hijacked) { return; }
@@ -276,5 +302,11 @@ namespace Barotrauma.Items.Components
}
return true;
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
linkedHulls.Clear();
}
}
}
@@ -82,6 +82,11 @@ namespace Barotrauma.Items.Components
#if CLIENT
CreateGUI();
if (Screen.Selected is not { IsEditor: true })
{
//set text via the property to refresh the UI
Name = name;
}
#endif
}
@@ -13,10 +13,24 @@ namespace Barotrauma.Items.Components
{
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
[Editable, Serialize(0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { get; set; }
[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "The maximum amount of directional force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public Vector2 DirectionalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, $"If true, {nameof(DirectionalForce)} is relative to the angle between the target and the item, Similar to {nameof(Force)}.\nIf false, it always pushes in the same direction, with respect to the item's rotation.", alwaysUseInstanceValues: true)]
public bool RelativeDirectionalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no vertical force will be applied.", alwaysUseInstanceValues: true)]
public bool VerticalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no horizontal force will be applied.", alwaysUseInstanceValues: true)]
public bool HorizontalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force gets higher the closer the triggerer is to the center of the trigger.", alwaysUseInstanceValues: true)]
public bool DistanceBasedForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)]
public bool ForceFluctuation { get; set; }
@@ -141,12 +155,29 @@ namespace Barotrauma.Items.Components
get => base.IsActive;
set
{
bool wasActive = base.IsActive;
base.IsActive = value;
if (!IsActive)
{
TriggerActive = false;
triggerers.Clear();
}
else if (!wasActive && PhysicsBody?.FarseerBody != null)
{
//when the trigger becomes active, we need to check which entities are inside it
ContactEdge ce = PhysicsBody.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
if (ce.Contact.Enabled)
{
var thisFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureA : ce.Contact.FixtureB;
var otherFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureB : ce.Contact.FixtureA;
OnCollision(thisFixture, otherFixture, ce.Contact);
}
ce = ce.Next;
}
}
}
}
@@ -374,7 +405,9 @@ namespace Barotrauma.Items.Components
float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount);
ForceFluctuationTimer = 0.0f;
GameMain.NetworkMember?.CreateEntityEvent(this);
#if SERVER
item.CreateServerEvent(this);
#endif
}
}
@@ -398,7 +431,7 @@ namespace Barotrauma.Items.Components
}
}
if (Math.Abs(Force) < 0.01f)
if (Force < 0.01f && DirectionalForce.LengthSquared() < 0.0001f)
{
// Just ignore very minimal forces
continue;
@@ -436,7 +469,25 @@ namespace Barotrauma.Items.Components
if (diff.LengthSquared() < 0.0001f) { return; }
float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
if (distanceFactor <= 0.0f) { return; }
Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff) * multiplier;
Vector2 radialForce = Force * Vector2.Normalize(diff);
Vector2 directionalForce;
if (RelativeDirectionalForce)
{
directionalForce = DirectionalForce * new Vector2(Math.Sign(diff.X), Math.Sign(diff.Y));
}
else
{
Vector2 flippedForce = DirectionalForce;
if (item.FlippedX) { flippedForce.X = -flippedForce.X; }
if (item.FlippedY) { flippedForce.Y = -flippedForce.Y; }
directionalForce = MathUtils.RotatePoint(flippedForce, -item.RotationRad);
}
Vector2 force = (radialForce + directionalForce) * CurrentForceFluctuation * distanceFactor * multiplier;
if (!HorizontalForce) { force.Y = 0.0f; }
if (!VerticalForce) { force.Y = 0.0f; }
if (force.LengthSquared() < 0.01f) { return; }
if (body.Mass < 1)
{
@@ -461,20 +461,15 @@ namespace Barotrauma
}
}
public float ImpactTolerance
{
get { return Prefab.ImpactTolerance; }
}
public float InteractDistance
{
get { return Prefab.InteractDistance; }
}
public float ImpactTolerance => Prefab.ImpactTolerance;
public float InteractPriority
{
get { return Prefab.InteractPriority; }
}
public float ImpactDamage => Prefab.ImpactDamage;
public float ImpactDamageProbability => Prefab.ImpactDamageProbability;
public float InteractDistance => Prefab.InteractDistance;
public float InteractPriority => Prefab.InteractPriority;
public override Vector2 Position
{
@@ -1767,7 +1762,7 @@ namespace Barotrauma
ic.Move(amount, ignoreContacts);
}
if (body != null && (Submarine == null || !Submarine.Loading)) { FindHull(); }
if (body != null && (Submarine == null || !Submarine.Loading) || Screen.Selected is { IsEditor: true }) { FindHull(); }
}
public Rectangle TransformTrigger(Rectangle trigger, bool world = false)
@@ -2387,7 +2382,7 @@ namespace Barotrauma
{
while (impactQueue.TryDequeue(out float impact))
{
HandleCollision(impact);
ReceiveImpact(impact);
}
}
if (isDroppedStackOwner && body != null)
@@ -2461,7 +2456,7 @@ namespace Barotrauma
if (ic.IsActive || ic.UpdateWhenInactive)
{
if (condition <= 0.0f)
if (!ic.UpdateWhenBroken && condition <= 0.0f)
{
ic.UpdateBroken(deltaTime, cam);
}
@@ -2713,25 +2708,35 @@ namespace Barotrauma
return true;
}
private void HandleCollision(float impact)
public void ReceiveImpact(float impactStrength, bool recursive = true)
{
OnCollisionProjSpecific(impact);
OnCollisionProjSpecific(impactStrength);
if (GameMain.NetworkMember is { IsClient: true }) { return; }
if (ImpactTolerance > 0.0f && Math.Abs(impact) > ImpactTolerance && hasStatusEffectsOfType[(int)ActionType.OnImpact])
if (ImpactTolerance > 0.0f && Math.Abs(impactStrength) > ImpactTolerance && Rand.Range(0.0f, 1.0f) < ImpactDamageProbability)
{
foreach (StatusEffect effect in statusEffectLists[ActionType.OnImpact])
if (ImpactDamage != 0.0f)
{
ApplyStatusEffect(effect, ActionType.OnImpact, deltaTime: 1.0f);
Condition -= impactStrength * ImpactDamage;
}
if (hasStatusEffectsOfType[(int)ActionType.OnImpact])
{
foreach (StatusEffect effect in statusEffectLists[ActionType.OnImpact])
{
ApplyStatusEffect(effect, ActionType.OnImpact, deltaTime: 1.0f);
}
#if SERVER
GameMain.Server?.CreateEntityEvent(this, new ApplyStatusEffectEventData(ActionType.OnImpact));
GameMain.Server?.CreateEntityEvent(this, new ApplyStatusEffectEventData(ActionType.OnImpact));
#endif
}
}
if (!recursive) { return; }
foreach (Item contained in ContainedItems)
{
if (contained.body != null) { contained.HandleCollision(impact); }
if (contained.body != null) { contained.ReceiveImpact(impactStrength, recursive: true); }
}
}
@@ -3698,18 +3703,15 @@ namespace Barotrauma
SerializableProperty property = extraData.SerializableProperty;
ISerializableEntity entity = extraData.Entity;
msg.WriteVariableUInt32((uint)allProperties.Count);
if (property != null)
{
if (allProperties.Count > 1)
{
int propertyIndex = allProperties.FindIndex(p => p.property == property && p.obj == entity);
if (propertyIndex < 0)
if (allProperties.None(p => p.property == property && p.obj == entity))
{
throw new Exception($"Could not find the property \"{property.Name}\" in \"{entity.Name ?? "null"}\"");
}
msg.WriteVariableUInt32((uint)propertyIndex);
msg.WriteIdentifier(property.Name.ToIdentifier());
}
object value = property.GetValue(entity);
@@ -3814,21 +3816,11 @@ namespace Barotrauma
var allProperties = inGameEditableOnly ? GetInGameEditableProperties(ignoreConditions: true) : GetProperties<Editable>();
if (allProperties.Count == 0) { return; }
int propertyCount = (int)msg.ReadVariableUInt32();
if (propertyCount != allProperties.Count)
Identifier propertyIdentifier = msg.ReadIdentifier();
int propertyIndex = allProperties.IndexOf(p => p.property.Name == propertyIdentifier);
if (propertyIndex < 0)
{
throw new Exception($"Error in {nameof(ReadPropertyChange)}. The number of properties on the item \"{Prefab.Identifier}\" does not match between the server and the client. Server: {propertyCount}, client: {allProperties.Count}.");
}
int propertyIndex = 0;
if (allProperties.Count > 1)
{
propertyIndex = (int)msg.ReadVariableUInt32();
}
if (propertyIndex >= allProperties.Count || propertyIndex < 0)
{
throw new Exception($"Error in {nameof(ReadPropertyChange)}. Property index out of bounds (item: {Prefab.Identifier}, index: {propertyIndex}, property count: {allProperties.Count}, in-game editable only: {inGameEditableOnly})");
throw new Exception($"Error in {nameof(ReadPropertyChange)}. Could not find the property \"{propertyIdentifier}\" in item \"{Prefab.Identifier}\" (property count: {allProperties.Count}, in-game editable only: {inGameEditableOnly})");
}
bool allowEditing = true;
@@ -821,6 +821,15 @@ namespace Barotrauma
set { impactTolerance = Math.Max(value, 0.0f); }
}
[Serialize(0.0f, IsPropertySaveable.No, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register.")]
public float ImpactDamage { get; set; }
[Serialize(1.0f, IsPropertySaveable.No, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register.")]
public float ImpactDamageProbability { get; set; }
[Serialize(false, IsPropertySaveable.No, "If true, submarine impacts will trigger OnImpact effects. Only applies to items with a null or non-dynamic physics body - items with dynamic bodies always react to impacts.")]
public bool ReceiveSubmarineImpacts { get; set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float OnDamagedThreshold { get; set; }
@@ -102,12 +102,12 @@ namespace Barotrauma
}
/// <summary>
/// Index of the slot the target must be in when targeting a Contained item
/// Index of the slot the target must be in when targeting a Contained item or a character inventory.
/// </summary>
public int TargetSlot = -1;
/// <summary>
/// The slot type the target must be in when targeting an item contained inside a character's inventory
/// The slot type the target must be in when targeting an item contained inside a character's inventory.
/// </summary>
public InvSlotType CharacterInventorySlotType;
@@ -329,7 +329,6 @@ namespace Barotrauma
IgnoreInEditor = element.GetAttributeBool("ignoreineditor", false);
MatchOnEmpty = element.GetAttributeBool("matchonempty", false);
TargetSlot = element.GetAttributeInt("targetslot", -1);
}
public bool CheckRequirements(Character character, Item parentItem)
@@ -344,22 +343,21 @@ namespace Barotrauma
return CheckItem(parentItem.Container, this);
case RelationType.Equipped:
if (character == null) { return false; }
var heldItems = character.HeldItems;
if (RequireOrMatchOnEmpty && heldItems.None()) { return true; }
foreach (Item equippedItem in heldItems)
foreach (var item in character.Inventory.AllItemsMod)
{
if (equippedItem == null) { continue; }
if (CheckItem(equippedItem, this))
if (character.HasEquippedItem(item) && CheckItem(item, this))
{
if (RequireEmpty && equippedItem.Condition > 0) { return false; }
if (RequireEmpty && item.Condition > 0) { return false; }
return true;
}
}
break;
//got this far -> no matching item was equipped
//return true if we require or want to match "empty" (no matching item), otherwise false
return RequireOrMatchOnEmpty;
case RelationType.Picked:
if (character == null) { return false; }
if (character.Inventory == null) { return MatchOnEmpty || RequireEmpty; }
var allItems = character.Inventory.AllItems;
var allItems = TargetSlot == -1 ? character.Inventory.AllItems : character.Inventory.GetItemsAt(TargetSlot);
if (RequireOrMatchOnEmpty && allItems.None()) { return true; }
foreach (Item pickedItem in allItems)
{