Release 1.10.5.0 - Autumn Update 2025
This commit is contained in:
@@ -1,5 +1,6 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma.Items.Components
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@@ -197,7 +198,16 @@ namespace Barotrauma.Items.Components
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item.Drop(CurrentThrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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item.WaterDragCoefficient = WaterDragCoefficient;
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item.body.ApplyLinearImpulse(throwVector * ThrowForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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float throwForce = ThrowForce;
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//Reduce force when aiming down
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float downwardsDotProduct = Vector2.Dot(-Vector2.UnitY, throwVector); //1 when pointing directly down, 0 when sideways, -1 when up
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if (downwardsDotProduct > 0)
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{
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throwForce *= (1.0f - downwardsDotProduct * 0.7f);
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}
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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//disable platform collisions until the item comes back to rest again
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item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
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@@ -483,6 +483,9 @@ namespace Barotrauma.Items.Components
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public virtual bool UpdateWhenInactive => false;
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[Serialize(false, IsPropertySaveable.No, "If true, the component will retain its normal functionality when the item reaches 0 condition.")]
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public bool UpdateWhenBroken { get; set; }
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//called when isActive is true and condition > 0.0f
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public virtual void Update(float deltaTime, Camera cam)
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{
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@@ -132,6 +132,12 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(true, IsPropertySaveable.No, description: "Should a button that allows sorting the items alphabetically be shown in the container's UI panel?")]
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public bool ShowSortButton { get; set; }
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[Serialize(true, IsPropertySaveable.No, description: "Should a button that merges items into stacks be shown in the container's UI panel?")]
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public bool ShowMergeButton { get; set; }
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[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?")]
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public bool QuickUseMovesItemsInside { get; set; }
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@@ -406,6 +406,7 @@ namespace Barotrauma.Items.Components
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if (IsOutOfPower()) { return false; }
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ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
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if (IsToggle && (activator == null || lastUsed < Timing.TotalTime - 0.1))
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{
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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@@ -421,8 +422,7 @@ namespace Barotrauma.Items.Components
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item.SendSignal(new Signal(output, sender: user), "trigger_out");
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}
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lastUsed = Timing.TotalTime;
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ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
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lastUsed = Timing.TotalTime;
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return true;
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}
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@@ -541,6 +541,7 @@ namespace Barotrauma.Items.Components
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#if CLIENT
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PlaySound(ActionType.OnUse, picker);
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#endif
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ApplyStatusEffects(ActionType.OnUse, 1f, picker);
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return true;
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}
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+4
-1
@@ -84,7 +84,10 @@ namespace Barotrauma.Items.Components
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CurrFlow = 0.0f;
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}
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private void GetVents()
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/// <summary>
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/// Finds all the linked vents and calculates how much oxygen should be distributed to each of them based on the hull volumes.
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/// </summary>
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public void GetVents()
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{
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totalHullVolume = 0.0f;
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ventList ??= new List<(Vent vent, float hullVolume)>();
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@@ -2,6 +2,7 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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@@ -35,7 +36,7 @@ namespace Barotrauma.Items.Components
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{
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get
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{
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if (item.ConditionPercentage > 10.0f || !IsActive) { return 0.0f; }
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if (item.ConditionPercentage > 10.0f || !IsActive || Disabled) { return 0.0f; }
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return (1.0f - item.ConditionPercentage / 10.0f) * 100.0f;
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}
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}
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@@ -61,6 +62,23 @@ namespace Barotrauma.Items.Components
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set => maxFlow = value;
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}
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private bool disabled;
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[Serialize(false, IsPropertySaveable.Yes, description: "If true, the pump is unable to pump water.", alwaysUseInstanceValues: true)]
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public bool Disabled
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{
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get => disabled;
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set
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{
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if (disabled == value) { return; }
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disabled = value;
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#if SERVER
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//send a network update soon
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//don't force to 0 though so this doesn't lead to spam if the property is toggled rapidly
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networkUpdateTimer = Math.Min(networkUpdateTimer, 0.5f);
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#endif
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}
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}
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[Editable, Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public bool IsOn
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{
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@@ -68,15 +86,13 @@ namespace Barotrauma.Items.Components
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set { IsActive = value; }
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}
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[Serialize(false, IsPropertySaveable.No)]
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public bool CanCauseLethalPressure { get; set; }
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private float currFlow;
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public float CurrFlow
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{
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get
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{
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if (!IsActive) { return 0.0f; }
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return Math.Abs(currFlow);
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}
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}
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public float CurrFlow => IsActive ? Math.Abs(currFlow) : 0.0f;
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public bool IsHullFull => item.CurrentHull != null && item.CurrentHull.WaterVolume >= item.CurrentHull.Volume * Hull.MaxCompress;
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public override bool HasPower => IsActive && Voltage >= MinVoltage;
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public bool IsAutoControlled => pumpSpeedLockTimer > 0.0f || isActiveLockTimer > 0.0f;
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@@ -85,7 +101,7 @@ namespace Barotrauma.Items.Components
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public override bool UpdateWhenInactive => true;
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public float CurrentStress => Math.Abs(flowPercentage / 100.0f);
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public float CurrentStress => IsActive ? Math.Abs(flowPercentage / 100.0f) : 0.0f;
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public Pump(Item item, ContentXElement element)
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: base(item, element)
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@@ -95,48 +111,42 @@ namespace Barotrauma.Items.Components
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partial void InitProjSpecific(ContentXElement element);
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private readonly List<Hull> linkedHulls = [];
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public override void Update(float deltaTime, Camera cam)
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{
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pumpSpeedLockTimer -= deltaTime;
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isActiveLockTimer -= deltaTime;
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if (!IsActive)
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currFlow = 0f;
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if (item.CurrentHull == null)
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{
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if (TargetLevel != null) { FlowPercentage = 0f; }
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return;
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}
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currFlow = 0.0f;
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if (TargetLevel != null)
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{
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float hullPercentage = 0.0f;
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if (item.CurrentHull != null)
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float hullWaterVolume = item.CurrentHull.WaterVolume;
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float totalHullVolume = item.CurrentHull.Volume;
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linkedHulls.Clear();
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//hidden hulls still affect buoyancy, include them here
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item.CurrentHull.GetLinkedHulls(linkedHulls, includeHiddenHulls: true);
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foreach (var linkedHull in linkedHulls)
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{
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float hullWaterVolume = item.CurrentHull.WaterVolume;
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float totalHullVolume = item.CurrentHull.Volume;
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foreach (var linked in item.CurrentHull.linkedTo)
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{
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if ((linked is Hull linkedHull))
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{
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hullWaterVolume += linkedHull.WaterVolume;
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totalHullVolume += linkedHull.Volume;
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}
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}
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hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
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hullWaterVolume += linkedHull.WaterVolume;
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totalHullVolume += linkedHull.Volume;
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}
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float hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
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FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
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}
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if (!HasPower)
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{
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return;
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}
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UpdateNetworking(deltaTime);
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UpdateProjSpecific(deltaTime);
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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if (item.CurrentHull == null) { return; }
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if (!IsActive || Disabled) { return; }
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if (flowPercentage <= 0f && item.CurrentHull.WaterVolume <= 0f) { return; }
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float powerFactor = Math.Min(currPowerConsumption <= 0.0f || MinVoltage <= 0.0f ? 1.0f : Voltage, MaxOverVoltageFactor);
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@@ -150,8 +160,22 @@ namespace Barotrauma.Items.Components
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//less effective when in a bad condition
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currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
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item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
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if (MathUtils.NearlyEqual(currFlow, 0f, epsilon: 0.01f))
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{
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currFlow = 0f; // Set to 0 for conditionals.
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return;
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}
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item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
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if (flowPercentage > 0f && item.CurrentHull.WaterVolume > item.CurrentHull.Volume)
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{
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item.CurrentHull.Pressure += 30f * deltaTime;
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if (CanCauseLethalPressure) { item.CurrentHull.LethalPressure += Hull.PressureBuildUpSpeed * deltaTime; }
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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UpdateProjSpecific(deltaTime);
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}
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public void InfectBallast(Identifier identifier, bool allowMultiplePerShip = false)
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@@ -188,7 +212,7 @@ namespace Barotrauma.Items.Components
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public override float GetCurrentPowerConsumption(Connection connection = null)
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{
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//There shouldn't be other power connections to this
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if (connection != this.powerIn || !IsActive)
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if (connection != this.powerIn || !IsActive || Disabled)
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{
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return 0;
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}
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@@ -202,6 +226,8 @@ namespace Barotrauma.Items.Components
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partial void UpdateProjSpecific(float deltaTime);
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partial void UpdateNetworking(float deltaTime);
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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if (Hijacked) { return; }
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@@ -276,5 +302,11 @@ namespace Barotrauma.Items.Components
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}
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return true;
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}
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protected override void RemoveComponentSpecific()
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{
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base.RemoveComponentSpecific();
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linkedHulls.Clear();
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}
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}
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}
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@@ -82,6 +82,11 @@ namespace Barotrauma.Items.Components
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#if CLIENT
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CreateGUI();
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if (Screen.Selected is not { IsEditor: true })
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{
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//set text via the property to refresh the UI
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Name = name;
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}
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#endif
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}
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@@ -13,10 +13,24 @@ namespace Barotrauma.Items.Components
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{
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partial class TriggerComponent : ItemComponent
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{
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[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
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[Editable, Serialize(0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
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public float Force { get; set; }
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[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "The maximum amount of directional force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
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public Vector2 DirectionalForce { get; set; }
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[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)]
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public bool RelativeDirectionalForce { get; set; }
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[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no vertical force will be applied.", alwaysUseInstanceValues: true)]
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public bool VerticalForce { get; set; }
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[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no horizontal force will be applied.", alwaysUseInstanceValues: true)]
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public bool HorizontalForce { get; set; }
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[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)]
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public bool DistanceBasedForce { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)]
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public bool ForceFluctuation { get; set; }
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@@ -141,12 +155,29 @@ namespace Barotrauma.Items.Components
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get => base.IsActive;
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set
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{
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bool wasActive = base.IsActive;
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base.IsActive = value;
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if (!IsActive)
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{
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TriggerActive = false;
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triggerers.Clear();
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}
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else if (!wasActive && PhysicsBody?.FarseerBody != null)
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{
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//when the trigger becomes active, we need to check which entities are inside it
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ContactEdge ce = PhysicsBody.FarseerBody.ContactList;
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while (ce != null && ce.Contact != null)
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{
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if (ce.Contact.Enabled)
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{
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var thisFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureA : ce.Contact.FixtureB;
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var otherFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureB : ce.Contact.FixtureA;
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OnCollision(thisFixture, otherFixture, ce.Contact);
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}
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ce = ce.Next;
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}
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}
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}
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}
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@@ -374,7 +405,9 @@ namespace Barotrauma.Items.Components
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float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
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CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount);
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ForceFluctuationTimer = 0.0f;
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GameMain.NetworkMember?.CreateEntityEvent(this);
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#if SERVER
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item.CreateServerEvent(this);
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#endif
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}
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}
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@@ -398,7 +431,7 @@ namespace Barotrauma.Items.Components
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}
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}
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if (Math.Abs(Force) < 0.01f)
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if (Force < 0.01f && DirectionalForce.LengthSquared() < 0.0001f)
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{
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// Just ignore very minimal forces
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continue;
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@@ -436,7 +469,25 @@ namespace Barotrauma.Items.Components
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if (diff.LengthSquared() < 0.0001f) { return; }
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float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
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if (distanceFactor <= 0.0f) { return; }
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Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff) * multiplier;
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Vector2 radialForce = Force * Vector2.Normalize(diff);
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Vector2 directionalForce;
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if (RelativeDirectionalForce)
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{
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directionalForce = DirectionalForce * new Vector2(Math.Sign(diff.X), Math.Sign(diff.Y));
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}
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else
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{
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Vector2 flippedForce = DirectionalForce;
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if (item.FlippedX) { flippedForce.X = -flippedForce.X; }
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if (item.FlippedY) { flippedForce.Y = -flippedForce.Y; }
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directionalForce = MathUtils.RotatePoint(flippedForce, -item.RotationRad);
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}
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Vector2 force = (radialForce + directionalForce) * CurrentForceFluctuation * distanceFactor * multiplier;
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if (!HorizontalForce) { force.Y = 0.0f; }
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if (!VerticalForce) { force.Y = 0.0f; }
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if (force.LengthSquared() < 0.01f) { return; }
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if (body.Mass < 1)
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{
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Reference in New Issue
Block a user