Faction Test 100.13.0.0
This commit is contained in:
@@ -352,6 +352,21 @@ namespace Barotrauma
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}
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}
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public static bool IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)
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{
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if (myTeam == otherTeam) { return true; }
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return myTeam switch
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{
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// NPCs are friendly to the same team and the friendly NPCs
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CharacterTeamType.None or CharacterTeamType.Team1 or CharacterTeamType.Team2 => otherTeam == CharacterTeamType.FriendlyNPC,
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// Friendly NPCs are friendly to both player teams
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CharacterTeamType.FriendlyNPC => otherTeam == CharacterTeamType.Team1 || otherTeam == CharacterTeamType.Team2,
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_ => true
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};
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}
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public static bool IsOnFriendlyTeam(Character me, Character other) => IsOnFriendlyTeam(me.TeamID, other.TeamID);
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public void ReequipUnequipped()
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{
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foreach (var item in unequippedItems)
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@@ -354,6 +354,10 @@ namespace Barotrauma
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{
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targetingTag = "owner";
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}
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else if (targetCharacter.AIController is HumanAIController && !IsOnFriendlyTeam(Character, targetCharacter))
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{
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targetingTag = "hostile";
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}
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else if (AIParams.TryGetTarget(targetCharacter, out CharacterParams.TargetParams tP))
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{
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targetingTag = tP.Tag;
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@@ -364,7 +368,7 @@ namespace Barotrauma
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{
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targetingTag = "husk";
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}
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else if (!Character.IsFriendly(targetCharacter))
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else if (!Character.IsSameSpeciesOrGroup(targetCharacter))
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{
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if (enemy.CombatStrength > CombatStrength)
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{
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@@ -689,12 +693,9 @@ namespace Barotrauma
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return a.Damage >= selectedTargetingParams.Threshold;
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}
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Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
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//if the attacker has the same targeting tag as the character we're protecting, we can't change the TargetState
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//otherwise e.g. a pet that's set to follow humans would start attacking all humans (and other pets, since they're considered part of the same group) when a hostile human attacks it
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//TODO: a way for pets to differentiate hostile and friendly humans?
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if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget) && !attacker.IsFriendly(targetCharacter))
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if (attacker?.AiTarget != null && !Character.IsSameSpeciesOrGroup(attacker) && !targetCharacter.IsSameSpeciesOrGroup(attacker))
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{
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// Attack the character that attacked the target we are protecting
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// Can't retaliate on characters of same species or group because that would make us hostile to all friendly characters in the same group.
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ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
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SelectTarget(attacker.AiTarget);
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State = AIState.Attack;
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@@ -1514,9 +1514,18 @@ namespace Barotrauma
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startPos.X += MathHelper.Clamp(Character.AnimController.TargetMovement.X, -1.0f, 1.0f);
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//do a raycast upwards to find any walls
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float minCeilingDist = Character.AnimController.Collider.Height / 2 + Character.AnimController.Collider.Radius + 0.1f;
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if (!Character.AnimController.TryGetCollider(0, out PhysicsBody mainCollider))
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{
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mainCollider = Character.AnimController.Collider;
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}
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float margin = 0.1f;
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if (shouldCrouch)
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{
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margin *= 2;
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}
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float minCeilingDist = mainCollider.Height / 2 + mainCollider.Radius + margin;
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shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall, customPredicate: (fixture) => { return !(fixture.Body.UserData is Submarine); }) != null;
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shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall, customPredicate: (fixture) => { return fixture.Body.UserData is not Submarine; }) != null;
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}
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public bool AllowCampaignInteraction()
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@@ -1589,7 +1598,27 @@ namespace Barotrauma
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(!requireEquipped || character.HasEquippedItem(i)) &&
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(predicate == null || predicate(i)), recursive, matchingItems);
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items = matchingItems;
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return matchingItems.Any(i => i != null && (containedTag.IsEmpty || i.OwnInventory == null || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
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foreach (var item in matchingItems)
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{
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if (item == null) { continue; }
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if (containedTag.IsEmpty || item.OwnInventory == null)
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{
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//no contained items required, this item's ok
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return true;
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}
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var suitableSlot = item.GetComponent<ItemContainer>().FindSuitableSubContainerIndex(containedTag);
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if (suitableSlot == null)
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{
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//no restrictions on the suitable slot
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return item.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage);
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}
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else
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{
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return item.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage && it.ParentInventory.IsInSlot(it, suitableSlot.Value));
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}
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}
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return false;
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}
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public static void StructureDamaged(Structure structure, float damageAmount, Character character)
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@@ -2016,11 +2045,9 @@ namespace Barotrauma
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public static bool IsFriendly(Character me, Character other, bool onlySameTeam = false)
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{
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bool sameTeam = me.TeamID == other.TeamID;
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bool friendlyTeam = IsOnFriendlyTeam(me, other);
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bool teamGood = sameTeam || friendlyTeam && !onlySameTeam;
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bool teamGood = sameTeam || !onlySameTeam && IsOnFriendlyTeam(me, other);
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if (!teamGood) { return false; }
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bool speciesGood = other.IsPet || other.SpeciesName == me.SpeciesName || CharacterParams.CompareGroup(me.Group, other.Group);
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if (!speciesGood) { return false; }
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if (!me.IsSameSpeciesOrGroup(other)) { return false; }
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if (me.TeamID == CharacterTeamType.FriendlyNPC && other.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
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{
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var reputation = campaign.Map?.CurrentLocation?.Reputation;
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@@ -2029,30 +2056,14 @@ namespace Barotrauma
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return false;
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}
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}
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if (!sameTeam && me.TeamID == CharacterTeamType.None && other.IsPet)
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{
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// Hostile NPCs are hostile to all pets, unless they are in the same team.
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return false;
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}
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return true;
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}
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public static bool IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)
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{
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if (myTeam == otherTeam) { return true; }
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switch (myTeam)
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{
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case CharacterTeamType.None:
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case CharacterTeamType.Team1:
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case CharacterTeamType.Team2:
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// Only friendly to the same team and friendly NPCs
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return otherTeam == CharacterTeamType.FriendlyNPC;
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case CharacterTeamType.FriendlyNPC:
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// Friendly NPCs are friendly to both teams
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return otherTeam == CharacterTeamType.Team1 || otherTeam == CharacterTeamType.Team2;
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default:
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return true;
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}
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}
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public static bool IsOnFriendlyTeam(Character me, Character other) => IsOnFriendlyTeam(me.TeamID, other.TeamID);
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public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
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public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
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@@ -83,6 +83,7 @@ namespace Barotrauma
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{
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if (GameMain.GameSession.RoundDuration < 120.0f &&
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speaker?.CurrentHull != null &&
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GameMain.GameSession.Map?.CurrentLocation?.Reputation?.Value >= 0.0f &&
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(speaker.TeamID == CharacterTeamType.FriendlyNPC || speaker.TeamID == CharacterTeamType.None) &&
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Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
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{
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+6
-2
@@ -98,7 +98,7 @@ namespace Barotrauma
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int containedItemCount = 0;
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foreach (Item it in container.Inventory.AllItems)
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{
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if (CheckItem(it))
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if (CheckItem(it) && IsInTargetSlot(it))
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{
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containedItemCount++;
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}
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@@ -118,7 +118,11 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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ItemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
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ItemToContain = item ?? character.Inventory.FindItem(it =>
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CheckItem(it) &&
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//ignore items already in the container, unless we're trying to place to a specific slot, and the item's not in it
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(it.Container != container.Item || (TargetSlot.HasValue && it.Container.OwnInventory.FindIndex(it) != TargetSlot)),
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recursive: true);
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if (ItemToContain != null)
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{
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if (!character.CanInteractWith(ItemToContain, checkLinked: false))
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+37
-8
@@ -1,5 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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@@ -18,6 +18,7 @@ namespace Barotrauma
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private AIObjectiveGetItem getDivingGear;
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private AIObjectiveContainItem getOxygen;
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private Item targetItem;
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private int? oxygenSourceSlotIndex;
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public const float MIN_OXYGEN = 10;
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@@ -43,12 +44,15 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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targetItem = character.Inventory.FindItemByTag(gearTag, true);
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TrySetTargetItem(character.Inventory.FindItemByTag(gearTag, true));
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if (targetItem == null && gearTag == LIGHT_DIVING_GEAR)
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{
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targetItem = character.Inventory.FindItemByTag(HEAVY_DIVING_GEAR, true);
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TrySetTargetItem(character.Inventory.FindItemByTag(HEAVY_DIVING_GEAR, true));
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}
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if (targetItem == null || !character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.Head | InvSlotType.InnerClothes) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
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if (targetItem == null ||
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!character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.Head | InvSlotType.InnerClothes) &&
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targetItem.ContainedItems.Any(it => IsSuitableContainedOxygenSource(it)))
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{
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TryAddSubObjective(ref getDivingGear, () =>
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{
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@@ -84,7 +88,7 @@ namespace Barotrauma
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else
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{
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float min = GetMinOxygen(character);
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => IsSuitableContainedOxygenSource(it)))
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{
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TryAddSubObjective(ref getOxygen, () =>
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{
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@@ -93,7 +97,7 @@ namespace Barotrauma
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if (HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: min))
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{
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character.Speak(TextManager.Get("dialogswappingoxygentank").Value, null, 0, "swappingoxygentank".ToIdentifier(), 30.0f);
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min).Count == 1)
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min, recursive: true).Count == 1)
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{
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character.Speak(TextManager.Get("dialoglastoxygentank").Value, null, 0.0f, "dialoglastoxygentank".ToIdentifier(), 30.0f);
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}
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@@ -109,7 +113,8 @@ namespace Barotrauma
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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ConditionLevel = MIN_OXYGEN,
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RemoveExistingWhenNecessary = true
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RemoveExistingWhenNecessary = true,
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TargetSlot = oxygenSourceSlotIndex
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};
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if (container.HasSubContainers)
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{
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@@ -167,12 +172,36 @@ namespace Barotrauma
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}
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}
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private bool IsSuitableContainedOxygenSource(Item item)
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{
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return
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item != null &&
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item.HasTag(OXYGEN_SOURCE) &&
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item.Condition > 0 &&
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(oxygenSourceSlotIndex == null || item.ParentInventory.IsInSlot(item, oxygenSourceSlotIndex.Value));
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}
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private void TrySetTargetItem(Item item)
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{
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if (targetItem == item) { return; }
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targetItem = item;
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if (targetItem != null)
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{
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oxygenSourceSlotIndex = targetItem.GetComponent<ItemContainer>()?.FindSuitableSubContainerIndex(OXYGEN_SOURCE);
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}
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else
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{
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oxygenSourceSlotIndex = null;
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}
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}
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public override void Reset()
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{
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base.Reset();
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getDivingGear = null;
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getOxygen = null;
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targetItem = null;
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oxygenSourceSlotIndex = null;
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}
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public static float GetMinOxygen(Character character)
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+1
-1
@@ -71,7 +71,7 @@ namespace Barotrauma
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Priority = 100;
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}
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else if ((objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.IsCurrentOrder<AIObjectiveReturn>()) &&
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character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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character.Submarine != null && !AIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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{
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// Ordered to follow, hold position, or return back to main sub inside a hostile sub
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// -> ignore find safety unless we need to find a diving gear
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+1
-1
@@ -413,7 +413,7 @@ namespace Barotrauma
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}
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}
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}
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private void ApplyTreatment(Affliction affliction, Item item)
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{
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item.ApplyTreatment(character, targetCharacter, targetCharacter.CharacterHealth.GetAfflictionLimb(affliction));
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@@ -412,7 +412,8 @@ namespace Barotrauma
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private int CalculateCellCount(int minValue, int maxValue)
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{
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if (maxValue == 0) { return 0; }
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float t = MathUtils.InverseLerp(0, 100, Level.Loaded.Difficulty * Config.AgentSpawnCountDifficultyMultiplier);
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float difficulty = Level.Loaded?.Difficulty ?? 0.0f;
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float t = MathUtils.InverseLerp(0, 100, difficulty * Config.AgentSpawnCountDifficultyMultiplier);
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return (int)Math.Round(MathHelper.Lerp(minValue, maxValue, t));
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}
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@@ -422,7 +423,8 @@ namespace Barotrauma
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float delay = Config.AgentSpawnDelay;
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float min = delay;
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float max = delay * 6;
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float t = Level.Loaded.Difficulty * Config.AgentSpawnDelayDifficultyMultiplier * Rand.Range(1 - randomFactor, 1 + randomFactor);
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float difficulty = Level.Loaded?.Difficulty ?? 0.0f;
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float t = difficulty * Config.AgentSpawnDelayDifficultyMultiplier * Rand.Range(1 - randomFactor, 1 + randomFactor);
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return MathHelper.Lerp(max, min, MathUtils.InverseLerp(0, 100, t));
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}
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@@ -24,7 +24,7 @@ namespace Barotrauma
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public bool IsAiming => wasAiming;
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public bool IsAimingMelee => wasAimingMelee;
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protected bool Aiming => aiming || aimingMelee || LockFlippingUntil > Timing.TotalTime && character.IsKeyDown(InputType.Aim);
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protected bool Aiming => aiming || aimingMelee || FlipLockTime > Timing.TotalTime && character.IsKeyDown(InputType.Aim);
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public float ArmLength => upperArmLength + forearmLength;
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@@ -278,7 +278,11 @@ namespace Barotrauma
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// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
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public bool IsAboveFloor => GetHeightFromFloor() > -0.1f;
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public float LockFlippingUntil;
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public float FlipLockTime { get; private set; }
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public void LockFlipping(float time = 0.2f)
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{
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FlipLockTime = (float)Timing.TotalTime + time;
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}
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public void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
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{
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@@ -1023,7 +1023,7 @@ namespace Barotrauma
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foreach (Limb l in Limbs)
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{
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if (l.IsSevered) { continue; }
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if (!l.DoesFlip) { continue; }
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if (!l.DoesFlip) { continue; }
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if (RagdollParams.IsSpritesheetOrientationHorizontal)
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{
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//horizontally aligned limbs need to be flipped 180 degrees
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@@ -1043,7 +1043,7 @@ namespace Barotrauma
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if (l.IsSevered) { continue; }
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float rotation = l.body.Rotation;
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if (l.DoesFlip)
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if (l.DoesMirror)
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{
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if (RagdollParams.IsSpritesheetOrientationHorizontal)
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{
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+10
-4
@@ -431,7 +431,7 @@ namespace Barotrauma
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}
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}
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if (Timing.TotalTime > LockFlippingUntil && TargetDir != dir && !IsStuck)
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if (Timing.TotalTime > FlipLockTime && TargetDir != dir && !IsStuck)
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{
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Flip();
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}
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@@ -1723,7 +1723,7 @@ namespace Barotrauma
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{
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if (target.AnimController.Dir > 0 == WorldPosition.X > target.WorldPosition.X)
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{
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target.AnimController.LockFlippingUntil = (float)Timing.TotalTime + 0.5f;
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target.AnimController.LockFlipping(0.5f);
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}
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else
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{
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@@ -1822,16 +1822,22 @@ namespace Barotrauma
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public override void Flip()
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{
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if (Character == null || Character.Removed)
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{
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LogAccessedRemovedCharacterError();
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return;
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}
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base.Flip();
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WalkPos = -WalkPos;
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Limb torso = GetLimb(LimbType.Torso);
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Vector2 difference;
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if (torso == null) { return; }
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Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
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Vector2 difference;
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foreach (Item heldItem in character.HeldItems)
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{
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if (heldItem?.body != null && !heldItem.Removed && heldItem.GetComponent<Holdable>() != null)
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@@ -57,17 +57,7 @@ namespace Barotrauma
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{
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||||
if (limbs == null)
|
||||
{
|
||||
if (!accessRemovedCharacterErrorShown)
|
||||
{
|
||||
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
|
||||
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.Limbs:AccessRemoved",
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.SpeciesName + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
LogAccessedRemovedCharacterError();
|
||||
return Array.Empty<Limb>();
|
||||
}
|
||||
return limbs;
|
||||
@@ -158,6 +148,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryGetCollider(int index, out PhysicsBody collider)
|
||||
{
|
||||
collider = null;
|
||||
try
|
||||
{
|
||||
collider = this.collider?[index];
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public int ColliderIndex
|
||||
{
|
||||
get
|
||||
@@ -881,7 +885,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb == null || limb.IsSevered || !limb.DoesFlip) { continue; }
|
||||
if (limb == null || limb.IsSevered || !limb.DoesMirror) { continue; }
|
||||
limb.Dir = Dir;
|
||||
limb.MouthPos = new Vector2(-limb.MouthPos.X, limb.MouthPos.Y);
|
||||
limb.MirrorPullJoint();
|
||||
@@ -1436,6 +1440,21 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
protected void LogAccessedRemovedCharacterError()
|
||||
{
|
||||
if (!accessRemovedCharacterErrorShown)
|
||||
{
|
||||
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
|
||||
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll:AccessRemoved",
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.SpeciesName + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
||||
|
||||
partial void Splash(Limb limb, Hull limbHull);
|
||||
|
||||
@@ -498,37 +498,52 @@ namespace Barotrauma
|
||||
DamageParticles(deltaTime, worldPosition);
|
||||
|
||||
var attackResult = target?.AddDamage(attacker, worldPosition, this, deltaTime, playSound) ?? new AttackResult();
|
||||
var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
|
||||
var conditionalEffectType = attackResult.Damage > 0.0f ? ActionType.OnSuccess : ActionType.OnFailure;
|
||||
var additionalEffectType = ActionType.OnUse;
|
||||
if (targetCharacter != null && targetCharacter.IsDead)
|
||||
{
|
||||
effectType = ActionType.OnEating;
|
||||
additionalEffectType = ActionType.OnEating;
|
||||
}
|
||||
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
effect.sourceBody = sourceBody;
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This) || effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
// TODO: do we want to apply the effect at the world position or the entity positions in each cases? -> go through also other cases where status effects are applied
|
||||
effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity, worldPosition);
|
||||
var t = sourceLimb ?? attacker as ISerializableEntity;
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, t, worldPosition);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, attacker, t, worldPosition);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Parent))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, attacker, attacker);
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, attacker);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, attacker, attacker);
|
||||
}
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetCharacter, targetCharacter);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetCharacter, attackResult.HitLimb);
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetCharacter, attackResult.HitLimb);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, targetCharacter, attackResult.HitLimb);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetCharacter, targetCharacter.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
|
||||
// TODO: do we need the conversion to list here? It generates garbage.
|
||||
var targets = targetCharacter.AnimController.Limbs.Cast<ISerializableEntity>().ToList();
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetCharacter, targets);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, targetCharacter, targets);
|
||||
}
|
||||
}
|
||||
if (target is Entity targetEntity)
|
||||
@@ -538,18 +553,30 @@ namespace Barotrauma
|
||||
{
|
||||
targets.Clear();
|
||||
effect.AddNearbyTargets(worldPosition, targets);
|
||||
effect.Apply(effectType, deltaTime, targetEntity, targets);
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetEntity, targets);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, targetEntity, targets);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetEntity, attacker, worldPosition);
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetEntity, targetEntity as ISerializableEntity, worldPosition);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, targetEntity, targetEntity as ISerializableEntity, worldPosition);
|
||||
}
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
{
|
||||
targets.Clear();
|
||||
targets.AddRange(attacker.Inventory.AllItems);
|
||||
effect.Apply(effectType, deltaTime, attacker, targets);
|
||||
if (additionalEffectType != ActionType.OnEating)
|
||||
{
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, targets);
|
||||
}
|
||||
effect.Apply(additionalEffectType, deltaTime, attacker, targets);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -585,47 +612,52 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var attackResult = targetLimb.character.ApplyAttack(attacker, worldPosition, this, deltaTime, playSound, targetLimb, penetration);
|
||||
var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
|
||||
var conditionalEffectType = attackResult.Damage > 0.0f ? ActionType.OnSuccess : ActionType.OnFailure;
|
||||
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
effect.sourceBody = sourceBody;
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This) || effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Parent))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, attacker, attacker);
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, attacker);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, attacker, attacker);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb.character);
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targetLimb.character);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targetLimb.character);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb);
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targetLimb);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targetLimb);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
|
||||
// TODO: do we need the conversion to list here? It generates garbage.
|
||||
var targets = targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList();
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targets);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targets);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
targets.Clear();
|
||||
effect.AddNearbyTargets(worldPosition, targets);
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, targets);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, attacker, worldPosition);
|
||||
effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targets);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targets);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
{
|
||||
targets.Clear();
|
||||
targets.AddRange(attacker.Inventory.AllItems);
|
||||
effect.Apply(effectType, deltaTime, attacker, targets);
|
||||
effect.Apply(conditionalEffectType, deltaTime, attacker, targets);
|
||||
effect.Apply(ActionType.OnUse, deltaTime, attacker, targets);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -365,9 +365,15 @@ namespace Barotrauma
|
||||
public readonly CharacterPrefab Prefab;
|
||||
|
||||
public readonly CharacterParams Params;
|
||||
|
||||
public Identifier SpeciesName => Params?.SpeciesName ?? "null".ToIdentifier();
|
||||
|
||||
public Identifier Group => HumanPrefab is HumanPrefab humanPrefab && !humanPrefab.Group.IsEmpty ? humanPrefab.Group : Params.Group;
|
||||
|
||||
public bool IsHumanoid => Params.Humanoid;
|
||||
|
||||
public bool IsMachine => Params.IsMachine;
|
||||
|
||||
public bool IsHusk => Params.Husk;
|
||||
|
||||
public bool IsMale => info?.IsMale ?? false;
|
||||
@@ -1613,7 +1619,7 @@ namespace Barotrauma
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to give job items for the character \"{Name}\" - could not find human prefab with the id \"{info.HumanPrefabIds.NpcIdentifier}\" from \"{info.HumanPrefabIds.NpcSetIdentifier}\".");
|
||||
}
|
||||
else if (humanPrefab.GiveItems(this, Submarine, spawnPoint))
|
||||
else if (humanPrefab.GiveItems(this, spawnPoint?.Submarine ?? Submarine, spawnPoint))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1752,7 +1758,7 @@ namespace Barotrauma
|
||||
float maxSpeed = ApplyTemporarySpeedLimits(currentSpeed);
|
||||
targetMovement.X = MathHelper.Clamp(targetMovement.X, -maxSpeed, maxSpeed);
|
||||
targetMovement.Y = MathHelper.Clamp(targetMovement.Y, -maxSpeed, maxSpeed);
|
||||
SpeedMultiplier = greatestPositiveSpeedMultiplier - (1f - greatestNegativeSpeedMultiplier);
|
||||
SpeedMultiplier = Math.Max(0.0f, greatestPositiveSpeedMultiplier - (1f - greatestNegativeSpeedMultiplier));
|
||||
targetMovement *= SpeedMultiplier;
|
||||
// Reset, status effects will set the value before the next update
|
||||
ResetSpeedMultiplier();
|
||||
@@ -3881,8 +3887,8 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Affliction affliction in attackResult.Afflictions)
|
||||
{
|
||||
if (affliction.Strength == 0.0f) continue;
|
||||
sb.Append($" {affliction.Prefab.Name}: {affliction.Strength}");
|
||||
if (Math.Abs(affliction.Strength) <= 0.1f) { continue;}
|
||||
sb.Append($" {affliction.Prefab.Name}: {affliction.Strength.ToString("0.0")}");
|
||||
}
|
||||
}
|
||||
GameServer.Log(sb.ToString(), ServerLog.MessageType.Attack);
|
||||
@@ -4481,7 +4487,10 @@ namespace Barotrauma
|
||||
|
||||
#if CLIENT
|
||||
//ensure we apply any pending inventory updates to drop any items that need to be dropped when the character despawns
|
||||
Inventory?.ApplyReceivedState();
|
||||
if (GameMain.Client?.ClientPeer is { IsActive: true })
|
||||
{
|
||||
Inventory?.ApplyReceivedState();
|
||||
}
|
||||
#endif
|
||||
|
||||
base.Remove();
|
||||
@@ -5197,15 +5206,13 @@ namespace Barotrauma
|
||||
|
||||
public void RemoveAbilityResistance(TalentResistanceIdentifier identifier) => abilityResistances.Remove(identifier);
|
||||
|
||||
/// <summary>
|
||||
/// Compares just the species name and the group, ignores teams. There's a more complex version found in HumanAIController.cs
|
||||
/// </summary>
|
||||
public bool IsFriendly(Character other) => IsFriendly(this, other);
|
||||
|
||||
/// <summary>
|
||||
/// Compares just the species name and the group, ignores teams. There's a more complex version found in HumanAIController.cs
|
||||
/// </summary>
|
||||
public static bool IsFriendly(Character me, Character other) => other.SpeciesName == me.SpeciesName || CharacterParams.CompareGroup(me.Group, other.Group);
|
||||
public static bool IsFriendly(Character me, Character other) => AIController.IsOnFriendlyTeam(me, other) && IsSameSpeciesOrGroup(me, other);
|
||||
|
||||
public bool IsSameSpeciesOrGroup(Character other) => IsSameSpeciesOrGroup(this, other);
|
||||
|
||||
public static bool IsSameSpeciesOrGroup(Character me, Character other) => other.SpeciesName == me.SpeciesName || CharacterParams.CompareGroup(me.Group, other.Group);
|
||||
|
||||
public void StopClimbing()
|
||||
{
|
||||
|
||||
@@ -779,9 +779,10 @@ namespace Barotrauma
|
||||
FacialHairColors = CharacterConfigElement.GetAttributeTupleArray("facialhaircolors", new (Color, float)[] { (Color.WhiteSmoke, 100f) }).ToImmutableArray();
|
||||
SkinColors = CharacterConfigElement.GetAttributeTupleArray("skincolors", new (Color, float)[] { (new Color(255, 215, 200, 255), 100f) }).ToImmutableArray();
|
||||
|
||||
Head.SkinColor = infoElement.GetAttributeColor("skincolor", Color.White);
|
||||
Head.HairColor = infoElement.GetAttributeColor("haircolor", Color.White);
|
||||
Head.FacialHairColor = infoElement.GetAttributeColor("facialhaircolor", Color.White);
|
||||
//default to transparent color, it's invalid and will be replaced with a random one in CheckColors
|
||||
Head.SkinColor = infoElement.GetAttributeColor("skincolor", Color.Transparent);
|
||||
Head.HairColor = infoElement.GetAttributeColor("haircolor", Color.Transparent);
|
||||
Head.FacialHairColor = infoElement.GetAttributeColor("facialhaircolor", Color.Transparent);
|
||||
CheckColors();
|
||||
|
||||
TryLoadNameAndTitle(npcIdentifier);
|
||||
|
||||
@@ -146,12 +146,6 @@ namespace Barotrauma
|
||||
{
|
||||
return minVitality;
|
||||
}
|
||||
|
||||
if (Character.HasAbilityFlag(AbilityFlags.CanNotDieToAfflictions))
|
||||
{
|
||||
return Math.Max(vitality, MinVitality + 1);
|
||||
}
|
||||
|
||||
return vitality;
|
||||
|
||||
}
|
||||
@@ -587,6 +581,15 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void KillIfOutOfVitality()
|
||||
{
|
||||
if (Vitality <= MinVitality &&
|
||||
!Character.HasAbilityFlag(AbilityFlags.CanNotDieToAfflictions))
|
||||
{
|
||||
Kill();
|
||||
}
|
||||
}
|
||||
|
||||
private readonly static List<Affliction> afflictionsToRemove = new List<Affliction>();
|
||||
private readonly static List<KeyValuePair<Affliction, LimbHealth>> afflictionsToUpdate = new List<KeyValuePair<Affliction, LimbHealth>>();
|
||||
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
|
||||
@@ -611,7 +614,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality) { Kill(); }
|
||||
KillIfOutOfVitality();
|
||||
}
|
||||
|
||||
public float GetLimbDamage(Limb limb, string afflictionType = null)
|
||||
@@ -729,10 +732,7 @@ namespace Barotrauma
|
||||
existingAffliction.Duration = existingAffliction.Prefab.Duration;
|
||||
if (newAffliction.Source != null) { existingAffliction.Source = newAffliction.Source; }
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality)
|
||||
{
|
||||
Kill();
|
||||
}
|
||||
KillIfOutOfVitality();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -746,10 +746,7 @@ namespace Barotrauma
|
||||
Character.HealthUpdateInterval = 0.0f;
|
||||
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality)
|
||||
{
|
||||
Kill();
|
||||
}
|
||||
KillIfOutOfVitality();
|
||||
#if CLIENT
|
||||
if (OpenHealthWindow != this && limbHealth != null)
|
||||
{
|
||||
@@ -844,11 +841,7 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
CalculateVitality();
|
||||
|
||||
if (Vitality <= MinVitality)
|
||||
{
|
||||
Kill();
|
||||
}
|
||||
KillIfOutOfVitality();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -879,7 +872,11 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateOxygen(float deltaTime)
|
||||
{
|
||||
if (!Character.NeedsOxygen) { return; }
|
||||
if (!Character.NeedsOxygen)
|
||||
{
|
||||
oxygenLowAffliction.Strength = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
float oxygenlowResistance = GetResistance(oxygenLowAffliction.Prefab);
|
||||
float prevOxygen = OxygenAmount;
|
||||
@@ -1025,17 +1022,18 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private readonly List<Affliction> allAfflictions = new List<Affliction>();
|
||||
private List<Affliction> GetAllAfflictions(bool mergeSameAfflictions)
|
||||
private List<Affliction> GetAllAfflictions(bool mergeSameAfflictions, Func<Affliction, bool> predicate = null)
|
||||
{
|
||||
allAfflictions.Clear();
|
||||
if (!mergeSameAfflictions)
|
||||
{
|
||||
allAfflictions.AddRange(afflictions.Keys);
|
||||
allAfflictions.AddRange(predicate == null ? afflictions.Keys : afflictions.Keys.Where(predicate));
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Affliction affliction in afflictions.Keys)
|
||||
{
|
||||
if (predicate != null && !predicate(affliction)) { continue; }
|
||||
var existingAffliction = allAfflictions.Find(a => a.Prefab == affliction.Prefab);
|
||||
if (existingAffliction == null)
|
||||
{
|
||||
|
||||
@@ -200,7 +200,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
partial class Limb : ISerializableEntity, ISpatialEntity
|
||||
{
|
||||
//how long it takes for severed limbs to fade out
|
||||
@@ -215,7 +215,7 @@ namespace Barotrauma
|
||||
|
||||
//the physics body of the limb
|
||||
public PhysicsBody body;
|
||||
|
||||
|
||||
public Vector2 StepOffset => ConvertUnits.ToSimUnits(Params.StepOffset) * ragdoll.RagdollParams.JointScale;
|
||||
|
||||
public Hull Hull;
|
||||
@@ -249,7 +249,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool isSevered;
|
||||
private float severedFadeOutTimer;
|
||||
|
||||
@@ -269,7 +269,7 @@ namespace Barotrauma
|
||||
mouthPos = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public readonly Attack attack;
|
||||
public List<DamageModifier> DamageModifiers { get; private set; } = new List<DamageModifier>();
|
||||
|
||||
@@ -282,39 +282,73 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (character.AnimController.CurrentAnimationParams is GroundedMovementParams)
|
||||
if (character?.AnimController.CurrentAnimationParams is GroundedMovementParams && IsLeg)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case LimbType.LeftFoot:
|
||||
case LimbType.LeftLeg:
|
||||
case LimbType.LeftThigh:
|
||||
case LimbType.RightFoot:
|
||||
case LimbType.RightLeg:
|
||||
case LimbType.RightThigh:
|
||||
// Legs always has to flip
|
||||
return true;
|
||||
}
|
||||
// Legs always has to flip when not swimming
|
||||
return true;
|
||||
}
|
||||
return Params.Flip;
|
||||
}
|
||||
}
|
||||
|
||||
public bool DoesMirror
|
||||
{
|
||||
get
|
||||
{
|
||||
if (IsLeg)
|
||||
{
|
||||
// Legs always has to mirror
|
||||
return true;
|
||||
}
|
||||
return DoesFlip;
|
||||
}
|
||||
}
|
||||
|
||||
public float SteerForce => Params.SteerForce;
|
||||
|
||||
public Vector2 DebugTargetPos;
|
||||
public Vector2 DebugRefPos;
|
||||
|
||||
public bool IsLowerBody =>
|
||||
type == LimbType.LeftLeg ||
|
||||
type == LimbType.RightLeg ||
|
||||
type == LimbType.LeftFoot ||
|
||||
type == LimbType.RightFoot ||
|
||||
type == LimbType.Tail ||
|
||||
type == LimbType.Legs ||
|
||||
type == LimbType.RightThigh ||
|
||||
type == LimbType.LeftThigh ||
|
||||
type == LimbType.Waist;
|
||||
public bool IsLowerBody
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case LimbType.LeftLeg:
|
||||
case LimbType.RightLeg:
|
||||
case LimbType.LeftFoot:
|
||||
case LimbType.RightFoot:
|
||||
case LimbType.Tail:
|
||||
case LimbType.Legs:
|
||||
case LimbType.LeftThigh:
|
||||
case LimbType.RightThigh:
|
||||
case LimbType.Waist:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsLeg
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case LimbType.LeftFoot:
|
||||
case LimbType.LeftLeg:
|
||||
case LimbType.LeftThigh:
|
||||
case LimbType.RightFoot:
|
||||
case LimbType.RightLeg:
|
||||
case LimbType.RightThigh:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSevered
|
||||
{
|
||||
|
||||
+4
-3
@@ -75,13 +75,14 @@ namespace Barotrauma.Abilities
|
||||
if (wt == WeaponType.Any || !weapontype.HasFlag(wt)) { continue; }
|
||||
switch (wt)
|
||||
{
|
||||
// it is possible that an item that has both a melee and a projectile component will return true
|
||||
// even when not used as a melee/ranged weapon respectively
|
||||
// attackdata should contain data regarding whether the attack is melee or not
|
||||
case WeaponType.Melee:
|
||||
//if the item has an active projectile component (has been fired), don't consider it a melee weapon
|
||||
if (item?.GetComponent<Projectile>() is { IsActive: true }) { continue; }
|
||||
if (item?.GetComponent<MeleeWeapon>() != null) { return true; }
|
||||
break;
|
||||
case WeaponType.Ranged:
|
||||
//if the item has a melee weapon component that's being used now, don't consider it a projectile
|
||||
if (item?.GetComponent<MeleeWeapon>() is { Hitting: true }) { continue; }
|
||||
if (item?.GetComponent<Projectile>() != null) { return true; }
|
||||
break;
|
||||
case WeaponType.HandheldRanged:
|
||||
|
||||
+8
@@ -17,6 +17,14 @@ namespace Barotrauma.Abilities
|
||||
tags = abilityElement.GetAttributeIdentifierImmutableHashSet("tags", ImmutableHashSet<Identifier>.Empty);
|
||||
}
|
||||
|
||||
public override void InitializeAbility(bool addingFirstTime)
|
||||
{
|
||||
if (addingFirstTime)
|
||||
{
|
||||
VerifyState(conditionsMatched: true, timeSinceLastUpdate: 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
|
||||
{
|
||||
if (conditionsMatched)
|
||||
|
||||
+5
@@ -13,6 +13,11 @@
|
||||
value = abilityElement.GetAttributeFloat("value", 0f);
|
||||
}
|
||||
|
||||
public override void InitializeAbility(bool addingFirstTime)
|
||||
{
|
||||
VerifyState(conditionsMatched: true, timeSinceLastUpdate: 0.0f);
|
||||
}
|
||||
|
||||
protected override void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
|
||||
{
|
||||
if (conditionsMatched != lastState)
|
||||
|
||||
+4
@@ -1,5 +1,6 @@
|
||||
#nullable enable
|
||||
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
@@ -17,6 +18,9 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
if (!addingFirstTime) { return; }
|
||||
|
||||
// do not run client-side in multiplayer
|
||||
if (GameMain.NetworkMember is { IsClient: true }) { return; }
|
||||
|
||||
JobPrefab? apprentice = CharacterAbilityApplyStatusEffectsToApprenticeship.GetApprenticeJob(Character, JobPrefab.Prefabs.ToImmutableHashSet());
|
||||
if (apprentice is null)
|
||||
{
|
||||
|
||||
+10
@@ -49,6 +49,16 @@ namespace Barotrauma.Abilities
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (abilityEffectType)
|
||||
{
|
||||
case AbilityEffectType.OnDieToCharacter:
|
||||
if (characterAbilities.Any(a => a.RequiresAlive))
|
||||
{
|
||||
DebugConsole.AddWarning($"Potential error in talent {characterTalent}: an ability group has the type {AbilityEffectType.OnDieToCharacter}, but includes abilities that require the character to be alive, meaning they will never execute.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ActivateAbilityGroup(bool addingFirstTime)
|
||||
|
||||
@@ -23,6 +23,8 @@ namespace Barotrauma
|
||||
public const string RegularPackagesElementName = "regularpackages";
|
||||
public const string RegularPackagesSubElementName = "package";
|
||||
|
||||
public static bool ModsEnabled => GameMain.VanillaContent == null || EnabledPackages.All.Any(p => p.HasMultiplayerSyncedContent && p != GameMain.VanillaContent);
|
||||
|
||||
public static class EnabledPackages
|
||||
{
|
||||
public static CorePackage? Core { get; private set; } = null;
|
||||
|
||||
@@ -88,6 +88,7 @@ namespace Barotrauma
|
||||
public T GetAttributeEnum<T>(string key, in T def) where T : struct, Enum => Element.GetAttributeEnum(key, def);
|
||||
public (T1, T2) GetAttributeTuple<T1, T2>(string key, in (T1, T2) def) => Element.GetAttributeTuple(key, def);
|
||||
public (T1, T2)[] GetAttributeTupleArray<T1, T2>(string key, in (T1, T2)[] def) => Element.GetAttributeTupleArray(key, def);
|
||||
public Range<int> GetAttributeRange(string key, in Range<int> def) => Element.GetAttributeRange(key, def);
|
||||
|
||||
public Identifier VariantOf() => Element.VariantOf();
|
||||
|
||||
|
||||
@@ -1263,6 +1263,22 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
commands.Add(new Command("showreputation", "showreputation: List the current reputation values.", (string[] args) =>
|
||||
{
|
||||
if (GameMain.GameSession?.GameMode is CampaignMode campaign)
|
||||
{
|
||||
NewMessage("Reputation:");
|
||||
foreach (var faction in campaign.Factions)
|
||||
{
|
||||
NewMessage($" - {faction.Prefab.Name}: {faction.Reputation.Value}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError("Could not show reputation (no active campaign).");
|
||||
}
|
||||
}, null));
|
||||
|
||||
commands.Add(new Command("setlocationreputation", "setlocationreputation [value]: Set the reputation in the current location to the specified value.", (string[] args) =>
|
||||
{
|
||||
if (GameMain.GameSession?.GameMode is CampaignMode campaign)
|
||||
@@ -1315,10 +1331,10 @@ namespace Barotrauma
|
||||
}
|
||||
}, () =>
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
FactionPrefab.Prefabs.Select(f => f.Identifier.Value).ToArray(),
|
||||
GameMain.GameSession?.Campaign.Factions.Select(f => f.Prefab.Identifier.ToString()).ToArray() ?? Array.Empty<string>()
|
||||
return new[]
|
||||
{
|
||||
FactionPrefab.Prefabs.Select(static f => f.Identifier.Value).ToArray(),
|
||||
GameMain.GameSession?.Campaign?.Factions.Select(static f => f.Prefab.Identifier.ToString()).ToArray() ?? Array.Empty<string>()
|
||||
};
|
||||
}, true));
|
||||
|
||||
|
||||
@@ -171,7 +171,7 @@ namespace Barotrauma
|
||||
PumpSpeed,
|
||||
PumpMaxFlow,
|
||||
ReactorMaxOutput,
|
||||
ReactorFuelEfficiency,
|
||||
ReactorFuelConsumption,
|
||||
DeconstructorSpeed,
|
||||
FabricationSpeed
|
||||
}
|
||||
|
||||
@@ -200,7 +200,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private int[] GetEndingOptions()
|
||||
public int[] GetEndingOptions()
|
||||
{
|
||||
List<int> endings = Options.Where(group => !group.Actions.Any() || group.EndConversation).Select(group => Options.IndexOf(group)).ToList();
|
||||
if (!ContinueConversation) { endings.Add(-1); }
|
||||
|
||||
@@ -68,7 +68,7 @@ namespace Barotrauma
|
||||
var emptyLocation = FindUnlockLocation(Math.Max(MinLocationDistance, 3), unlockFurtherOnMap: true, "none".ToIdentifier().ToEnumerable());
|
||||
if (emptyLocation != null)
|
||||
{
|
||||
emptyLocation.ChangeType(campaign, Barotrauma.LocationType.Prefabs[LocationTypes[0]]);
|
||||
emptyLocation.ChangeType(campaign, LocationType.Prefabs[LocationTypes[0]]);
|
||||
unlockLocation = emptyLocation;
|
||||
}
|
||||
}
|
||||
@@ -77,7 +77,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MissionIdentifier.IsEmpty)
|
||||
{
|
||||
unlockedMission = unlockLocation.UnlockMissionByIdentifier(MissionIdentifier);
|
||||
unlockedMission = unlockLocation.UnlockMissionByIdentifier(MissionIdentifier);
|
||||
}
|
||||
else if (!MissionTag.IsEmpty)
|
||||
{
|
||||
@@ -89,8 +89,9 @@ namespace Barotrauma
|
||||
}
|
||||
if (unlockedMission != null)
|
||||
{
|
||||
unlockedMission.OriginLocation = campaign.Map.CurrentLocation;
|
||||
campaign.Map.Discover(unlockLocation, checkTalents: false);
|
||||
if (unlockedMission.Locations[0] == unlockedMission.Locations[1] || unlockedMission.Locations[1] ==null)
|
||||
if (unlockedMission.Locations[0] == unlockedMission.Locations[1] || unlockedMission.Locations[1] == null)
|
||||
{
|
||||
DebugConsole.NewMessage($"Unlocked mission \"{unlockedMission.Name}\" in the location \"{unlockLocation.Name}\".");
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace Barotrauma
|
||||
public enum NetworkEventType
|
||||
{
|
||||
CONVERSATION,
|
||||
CONVERSATION_SELECTED_OPTION,
|
||||
STATUSEFFECT,
|
||||
MISSION,
|
||||
UNLOCKPATH
|
||||
|
||||
@@ -229,9 +229,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
bool requiresRescue = element.GetAttributeBool("requirerescue", false);
|
||||
|
||||
var teamId = element.GetAttributeEnum("teamid", requiresRescue ? CharacterTeamType.FriendlyNPC : CharacterTeamType.None);
|
||||
Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, submarine, teamId, spawnPos, giveTags: true);
|
||||
Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, submarine, teamId, spawnPos);
|
||||
if (Level.Loaded?.StartOutpost?.Info is { } outPostInfo)
|
||||
{
|
||||
outPostInfo.AddOutpostNPCIdentifierOrTag(spawnedCharacter, humanPrefab.Identifier);
|
||||
@@ -240,6 +239,7 @@ namespace Barotrauma
|
||||
outPostInfo.AddOutpostNPCIdentifierOrTag(spawnedCharacter, tag);
|
||||
}
|
||||
}
|
||||
|
||||
if (spawnPos is WayPoint wp)
|
||||
{
|
||||
spawnedCharacter.GiveIdCardTags(wp);
|
||||
|
||||
@@ -94,7 +94,7 @@ namespace Barotrauma
|
||||
List<Submarine> connectedSubs = level.BeaconStation.GetConnectedSubs();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (!connectedSubs.Contains(item.Submarine)) { continue; }
|
||||
if (!connectedSubs.Contains(item.Submarine) || item.Submarine?.Info is { IsPlayer: true }) { continue; }
|
||||
if (item.GetComponent<PowerTransfer>() != null ||
|
||||
item.GetComponent<PowerContainer>() != null ||
|
||||
item.GetComponent<Reactor>() != null ||
|
||||
|
||||
@@ -125,6 +125,12 @@ namespace Barotrauma
|
||||
|
||||
public Identifier SonarIconIdentifier => Prefab.SonarIconIdentifier;
|
||||
|
||||
/// <summary>
|
||||
/// Where was this mission received from? Affects which faction we give reputation for if the mission is configured to give reputation for the faction that gave the mission.
|
||||
/// Defaults to Locations[0]
|
||||
/// </summary>
|
||||
public Location OriginLocation;
|
||||
|
||||
public readonly Location[] Locations;
|
||||
|
||||
public int? Difficulty
|
||||
@@ -144,7 +150,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private List<DelayedTriggerEvent> delayedTriggerEvents = new List<DelayedTriggerEvent>();
|
||||
private readonly List<DelayedTriggerEvent> delayedTriggerEvents = new List<DelayedTriggerEvent>();
|
||||
|
||||
public Action<Mission> OnMissionStateChanged;
|
||||
|
||||
@@ -160,12 +166,13 @@ namespace Barotrauma
|
||||
Headers = prefab.Headers;
|
||||
var messages = prefab.Messages.ToArray();
|
||||
|
||||
OriginLocation = locations[0];
|
||||
Locations = locations;
|
||||
|
||||
var endConditionElement = prefab.ConfigElement.GetChildElement(nameof(completeCheckDataAction));
|
||||
if (endConditionElement != null)
|
||||
{
|
||||
completeCheckDataAction = new CheckDataAction(endConditionElement, $"Mission ({prefab.Identifier.ToString()})");
|
||||
completeCheckDataAction = new CheckDataAction(endConditionElement, $"Mission ({prefab.Identifier})");
|
||||
}
|
||||
|
||||
for (int n = 0; n < 2; n++)
|
||||
@@ -407,7 +414,7 @@ namespace Barotrauma
|
||||
{
|
||||
var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
|
||||
info?.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
|
||||
info?.GiveExperience((int)(experienceGain * experienceGainMultiplier.Value));
|
||||
info?.GiveExperience((int)((experienceGain * experienceGainMultiplier.Value) * experienceGainMultiplierIndividual.Value));
|
||||
}
|
||||
|
||||
// apply money gains afterwards to prevent them from affecting XP gains
|
||||
@@ -436,7 +443,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (reputationReward.Key == "location")
|
||||
{
|
||||
Locations[0].Reputation?.AddReputation(reputationReward.Value);
|
||||
OriginLocation.Reputation?.AddReputation(reputationReward.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -546,17 +553,14 @@ namespace Barotrauma
|
||||
return humanPrefab;
|
||||
}
|
||||
|
||||
protected Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient, bool giveTags = true)
|
||||
protected static Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient)
|
||||
{
|
||||
var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
|
||||
characterInfo.TeamID = teamType;
|
||||
|
||||
if (positionToStayIn == null)
|
||||
{
|
||||
positionToStayIn =
|
||||
positionToStayIn ??=
|
||||
WayPoint.GetRandom(SpawnType.Human, characterInfo.Job?.Prefab, submarine) ??
|
||||
WayPoint.GetRandom(SpawnType.Human, null, submarine);
|
||||
}
|
||||
|
||||
Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
|
||||
spawnedCharacter.HumanPrefab = humanPrefab;
|
||||
|
||||
@@ -201,7 +201,7 @@ namespace Barotrauma
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(position.Position.ToVector2())))
|
||||
if (Level.Loaded.IsPositionInsideWall(position.Position.ToVector2()))
|
||||
{
|
||||
removals.Add(position);
|
||||
}
|
||||
|
||||
@@ -371,7 +371,7 @@ namespace Barotrauma
|
||||
if (!SendUserStatistics) { return; }
|
||||
if (sentEventIdentifiers.Contains(identifier)) { return; }
|
||||
|
||||
if (GameMain.VanillaContent == null || ContentPackageManager.EnabledPackages.All.Any(p => p.HasMultiplayerSyncedContent && p != GameMain.VanillaContent))
|
||||
if (ContentPackageManager.ModsEnabled)
|
||||
{
|
||||
message = "[MODDED] " + message;
|
||||
}
|
||||
|
||||
@@ -290,6 +290,16 @@ namespace Barotrauma
|
||||
else if (!character.Info.StartItemsGiven)
|
||||
{
|
||||
character.GiveJobItems(mainSubWaypoints[i]);
|
||||
foreach (Item item in character.Inventory.AllItems)
|
||||
{
|
||||
//if the character is loaded from a human prefab with preconfigured items, its ID card gets assigned to the sub it spawns in
|
||||
//we don't want that in this case, the crew's cards shouldn't be submarine-specific
|
||||
var idCard = item.GetComponent<Items.Components.IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
idCard.SubmarineSpecificID = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (character.Info.HealthData != null)
|
||||
{
|
||||
@@ -298,6 +308,7 @@ namespace Barotrauma
|
||||
|
||||
character.LoadTalents();
|
||||
|
||||
character.GiveIdCardTags(mainSubWaypoints[i]);
|
||||
character.GiveIdCardTags(spawnWaypoints[i]);
|
||||
character.Info.StartItemsGiven = true;
|
||||
if (character.Info.OrderData != null)
|
||||
|
||||
@@ -14,8 +14,9 @@ namespace Barotrauma
|
||||
{
|
||||
}
|
||||
|
||||
public CampaignMetadata(XElement element)
|
||||
public void Load(XElement element)
|
||||
{
|
||||
data.Clear();
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
if (string.Equals(subElement.Name.ToString(), "data", StringComparison.InvariantCultureIgnoreCase))
|
||||
|
||||
@@ -27,7 +27,7 @@ namespace Barotrauma
|
||||
/// Get what kind of affiliation this faction has towards the player depending on who they chose to side with via talents
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static FactionAffiliation GetPlayerAffiliationStatus(Identifier identifier, ImmutableHashSet<Character>? characterList = null)
|
||||
public static FactionAffiliation GetPlayerAffiliationStatus(Faction faction, ImmutableHashSet<Character>? characterList = null)
|
||||
{
|
||||
if (GameMain.GameSession?.Campaign?.Factions is not { } factions) { return FactionAffiliation.Neutral; }
|
||||
|
||||
@@ -37,23 +37,20 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.Info is not { } info) { continue; }
|
||||
|
||||
foreach (Faction faction in factions)
|
||||
foreach (Faction otherFaction in factions)
|
||||
{
|
||||
Identifier factionIdentifier = faction.Prefab.Identifier;
|
||||
Identifier factionIdentifier = otherFaction.Prefab.Identifier;
|
||||
if (info.GetSavedStatValue(StatTypes.Affiliation, factionIdentifier) > 0f)
|
||||
{
|
||||
return factionIdentifier == identifier
|
||||
return factionIdentifier == faction.Prefab.Identifier
|
||||
? FactionAffiliation.Positive
|
||||
: FactionAffiliation.Negative;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FactionAffiliation.Neutral;
|
||||
}
|
||||
|
||||
public static FactionAffiliation GetPlayerAffiliationStatus(Faction faction, ImmutableHashSet<Character>? characterList = null) => GetPlayerAffiliationStatus(faction.Prefab.Identifier, characterList);
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{base.ToString()} ({Prefab?.Identifier.ToString() ?? "null"})";
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Barotrauma
|
||||
private List<Faction> factions;
|
||||
public IReadOnlyList<Faction> Factions => factions;
|
||||
|
||||
public CampaignMetadata CampaignMetadata;
|
||||
public readonly CampaignMetadata CampaignMetadata;
|
||||
|
||||
protected XElement petsElement;
|
||||
|
||||
@@ -157,6 +157,7 @@ namespace Barotrauma
|
||||
|
||||
CargoManager = new CargoManager(this);
|
||||
MedicalClinic = new MedicalClinic(this);
|
||||
CampaignMetadata = new CampaignMetadata();
|
||||
Identifier messageIdentifier = new Identifier("money");
|
||||
|
||||
#if CLIENT
|
||||
@@ -675,9 +676,11 @@ namespace Barotrauma
|
||||
//TODO: ignore players who don't have the permission to trigger a transition between levels?
|
||||
var leavingPlayers = Character.CharacterList.Where(c => !c.IsDead && (c == Character.Controlled || c.IsRemotePlayer));
|
||||
|
||||
CharacterTeamType submarineTeam = leavingPlayers.FirstOrDefault()?.TeamID ?? CharacterTeamType.Team1;
|
||||
|
||||
//allow leaving if inside an outpost, and the submarine is either docked to it or close enough
|
||||
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers);
|
||||
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers);
|
||||
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers, submarineTeam);
|
||||
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers, submarineTeam);
|
||||
|
||||
int playersInSubAtStart = leavingSubAtStart == null || !leavingSubAtStart.AtStartExit ? 0 :
|
||||
leavingPlayers.Count(c => c.Submarine == leavingSubAtStart || leavingSubAtStart.DockedTo.Contains(c.Submarine) || (Level.Loaded.StartOutpost != null && c.Submarine == Level.Loaded.StartOutpost));
|
||||
@@ -691,11 +694,11 @@ namespace Barotrauma
|
||||
|
||||
return playersInSubAtStart > playersInSubAtEnd ? leavingSubAtStart : leavingSubAtEnd;
|
||||
|
||||
static Submarine GetLeavingSubAtStart(IEnumerable<Character> leavingPlayers)
|
||||
static Submarine GetLeavingSubAtStart(IEnumerable<Character> leavingPlayers, CharacterTeamType submarineTeam)
|
||||
{
|
||||
if (Level.Loaded.StartOutpost == null)
|
||||
{
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
|
||||
if (closestSub == null) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -705,23 +708,23 @@ namespace Barotrauma
|
||||
if (Level.Loaded.StartOutpost.DockedTo.Any())
|
||||
{
|
||||
var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
|
||||
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
|
||||
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
|
||||
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
|
||||
}
|
||||
|
||||
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.StartOutpost)) { return null; }
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
|
||||
if (closestSub == null || !closestSub.AtStartExit) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
}
|
||||
|
||||
static Submarine GetLeavingSubAtEnd(IEnumerable<Character> leavingPlayers)
|
||||
static Submarine GetLeavingSubAtEnd(IEnumerable<Character> leavingPlayers, CharacterTeamType submarineTeam)
|
||||
{
|
||||
if (Level.Loaded.EndOutpost != null && Level.Loaded.EndOutpost.ExitPoints.Any())
|
||||
{
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
|
||||
if (closestSub == null || !closestSub.AtEndExit) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -733,7 +736,7 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded.EndOutpost == null)
|
||||
{
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
|
||||
if (closestSub == null) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -743,13 +746,13 @@ namespace Barotrauma
|
||||
if (Level.Loaded.EndOutpost.DockedTo.Any())
|
||||
{
|
||||
var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
|
||||
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
|
||||
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
|
||||
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
|
||||
}
|
||||
|
||||
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.EndOutpost)) { return null; }
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
|
||||
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
|
||||
if (closestSub == null || !closestSub.AtEndExit) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
@@ -870,7 +873,7 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (Location location in Map.Locations)
|
||||
{
|
||||
location.LevelData = new LevelData(location, location.Biome.AdjustedMaxDifficulty);
|
||||
location.LevelData = new LevelData(location, Map, location.Biome.AdjustedMaxDifficulty);
|
||||
location.Reset(this);
|
||||
}
|
||||
Map.ClearLocationHistory();
|
||||
|
||||
@@ -82,7 +82,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public const int DefaultMaxMissionCount = 2;
|
||||
public const int MaxMissionCountLimit = 10;
|
||||
public const int MaxMissionCountLimit = 3;
|
||||
public const int MinMissionCountLimit = 1;
|
||||
|
||||
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
|
||||
|
||||
+4
-6
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.IO;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.IO;
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
@@ -53,7 +54,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool ValidateFlag(NetFlags flag)
|
||||
private static bool ValidateFlag(NetFlags flag)
|
||||
{
|
||||
if (MathHelper.IsPowerOfTwo((int)flag)) { return true; }
|
||||
#if DEBUG
|
||||
@@ -105,7 +106,6 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
CampaignID = currentCampaignID;
|
||||
CampaignMetadata = new CampaignMetadata();
|
||||
UpgradeManager = new UpgradeManager(this);
|
||||
InitFactions();
|
||||
}
|
||||
@@ -194,7 +194,7 @@ namespace Barotrauma
|
||||
}
|
||||
break;
|
||||
case "metadata":
|
||||
CampaignMetadata = new CampaignMetadata(subElement);
|
||||
CampaignMetadata.Load(subElement);
|
||||
break;
|
||||
case "upgrademanager":
|
||||
case "pendingupgrades":
|
||||
@@ -237,10 +237,8 @@ namespace Barotrauma
|
||||
};
|
||||
}
|
||||
|
||||
CampaignMetadata ??= new CampaignMetadata();
|
||||
UpgradeManager ??= new UpgradeManager(this);
|
||||
|
||||
InitFactions();
|
||||
#if SERVER
|
||||
characterData.Clear();
|
||||
string characterDataPath = GetCharacterDataSavePath();
|
||||
|
||||
@@ -179,14 +179,41 @@ namespace Barotrauma
|
||||
|
||||
int price = prefab.Price.GetBuyPrice(GetUpgradeLevel(prefab, category), Campaign.Map?.CurrentLocation);
|
||||
int currentLevel = GetUpgradeLevel(prefab, category);
|
||||
int newLevel = currentLevel + 1;
|
||||
|
||||
int maxLevel = prefab.GetMaxLevelForCurrentSub();
|
||||
if (currentLevel + 1 > maxLevel)
|
||||
{
|
||||
DebugConsole.ThrowError($"Tried to purchase \"{prefab.Name}\" over the max level! ({currentLevel + 1} > {maxLevel}). The transaction has been cancelled.");
|
||||
DebugConsole.ThrowError($"Tried to purchase \"{prefab.Name}\" over the max level! ({newLevel} > {maxLevel}). The transaction has been cancelled.");
|
||||
return;
|
||||
}
|
||||
|
||||
bool TryTakeResources(Character character)
|
||||
{
|
||||
bool result = prefab.TryTakeResources(character, newLevel);
|
||||
if (!result)
|
||||
{
|
||||
DebugConsole.ThrowError($"Tried to purchase \"{prefab.Name}\" but the player does not have the required resources.");
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
switch (GameMain.NetworkMember)
|
||||
{
|
||||
case null when Character.Controlled is { } controlled: // singleplayer
|
||||
if (!TryTakeResources(controlled)) { return; }
|
||||
break;
|
||||
case { IsClient: true }:
|
||||
if (!prefab.HasResourcesToUpgrade(Character.Controlled, newLevel)) { return; }
|
||||
break;
|
||||
case { IsServer: true } when client?.Character is { } character:
|
||||
if (!TryTakeResources(character)) { return; }
|
||||
break;
|
||||
default:
|
||||
DebugConsole.ThrowError($"Tried to purchase \"{prefab.Name}\" without a player.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (price < 0)
|
||||
{
|
||||
Location? location = Campaign.Map?.CurrentLocation;
|
||||
|
||||
@@ -188,16 +188,26 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private DockingPort FindAdjacentPort()
|
||||
{
|
||||
float closestDist = float.MaxValue;
|
||||
DockingPort closestPort = null;
|
||||
foreach (DockingPort port in list)
|
||||
{
|
||||
if (port == this || port.item.Submarine == item.Submarine || port.IsHorizontal != IsHorizontal) { continue; }
|
||||
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > DistanceTolerance.X) { continue; }
|
||||
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > DistanceTolerance.Y) { continue; }
|
||||
float xDist = Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X);
|
||||
if (xDist > DistanceTolerance.X) { continue; }
|
||||
float yDist = Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y);
|
||||
if (yDist > DistanceTolerance.Y) { continue; }
|
||||
|
||||
return port;
|
||||
float dist = xDist + yDist;
|
||||
//disfavor non-interactable ports
|
||||
if (port.item.NonInteractable) { dist *= 2; }
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestPort = port;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
return closestPort;
|
||||
}
|
||||
|
||||
private void AttemptDock()
|
||||
|
||||
@@ -365,7 +365,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
lastBrokenTime = Timing.TotalTime;
|
||||
//the door has to be restored to 50% health before collision detection on the body is re-enabled
|
||||
if (item.ConditionPercentage > 50.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
if (item.ConditionPercentage / Math.Max(item.MaxRepairConditionMultiplier, 1.0f) > 50.0f &&
|
||||
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
IsBroken = false;
|
||||
}
|
||||
@@ -480,11 +481,16 @@ namespace Barotrauma.Items.Components
|
||||
ce = ce.Next;
|
||||
}
|
||||
}
|
||||
|
||||
if (OutsideSubmarineFixture != null)
|
||||
{
|
||||
OutsideSubmarineFixture.CollidesWith = Category.None;
|
||||
}
|
||||
linkedGap.Open = 1.0f;
|
||||
if (linkedGap != null)
|
||||
{
|
||||
linkedGap.Open = 1.0f;
|
||||
}
|
||||
|
||||
IsOpen = false;
|
||||
#if CLIENT
|
||||
if (convexHull != null) { convexHull.Enabled = false; }
|
||||
|
||||
@@ -366,7 +366,6 @@ namespace Barotrauma.Items.Components
|
||||
for (int i = 0; i < entitiesInRange.Count; i++)
|
||||
{
|
||||
float dist = float.MaxValue;
|
||||
|
||||
if (entitiesInRange[i] is Structure structure)
|
||||
{
|
||||
if (structure.IsHorizontal)
|
||||
@@ -388,7 +387,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (entitiesInRange[i] is Character character)
|
||||
{
|
||||
dist = MathUtils.LineSegmentToPointDistanceSquared(currPos, nodes[parentNodeIndex].WorldPosition, character.WorldPosition);
|
||||
dist = MathF.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(currPos, nodes[parentNodeIndex].WorldPosition, character.WorldPosition));
|
||||
}
|
||||
|
||||
if (dist < closestDist)
|
||||
|
||||
@@ -49,6 +49,13 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, IsPropertySaveable.No, description: "Disable to make the weapon ignore all hit effects when it collides with walls, doors, or other items.")]
|
||||
public bool HitOnlyCharacters
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, Serialize(true, IsPropertySaveable.No)]
|
||||
public bool Swing { get; set; }
|
||||
|
||||
@@ -112,7 +119,7 @@ namespace Barotrauma.Items.Components
|
||||
reloadTimer = reload;
|
||||
reloadTimer /= 1f + character.GetStatValue(StatTypes.MeleeAttackSpeed);
|
||||
reloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.StrikingSpeedMultiplier);
|
||||
character.AnimController.LockFlippingUntil = (float)Timing.TotalTime + reloadTimer * 0.9f;
|
||||
character.AnimController.LockFlipping();
|
||||
|
||||
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionItemBlocking;
|
||||
@@ -219,7 +226,7 @@ namespace Barotrauma.Items.Components
|
||||
ac.HoldItem(deltaTime, item, handlePos, aimPos + swingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
|
||||
if (ac.InWater)
|
||||
{
|
||||
ac.LockFlippingUntil = (float)Timing.TotalTime + Reload;
|
||||
ac.LockFlipping();
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -343,33 +350,36 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
hitTargets.Add(targetCharacter);
|
||||
}
|
||||
else if ((f2.Body.UserData as Structure ?? f2.UserData as Structure) is Structure targetStructure)
|
||||
else if (!HitOnlyCharacters)
|
||||
{
|
||||
if (AllowHitMultiple)
|
||||
if ((f2.Body.UserData as Structure ?? f2.UserData as Structure) is Structure targetStructure)
|
||||
{
|
||||
if (hitTargets.Contains(targetStructure)) { return true; }
|
||||
if (AllowHitMultiple)
|
||||
{
|
||||
if (hitTargets.Contains(targetStructure)) { return true; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitTargets.Any(t => t is Structure)) { return true; }
|
||||
}
|
||||
hitTargets.Add(targetStructure);
|
||||
}
|
||||
else
|
||||
else if (f2.Body.UserData is Item targetItem)
|
||||
{
|
||||
if (hitTargets.Any(t => t is Structure)) { return true; }
|
||||
if (AllowHitMultiple)
|
||||
{
|
||||
if (hitTargets.Contains(targetItem)) { return true; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitTargets.Any(t => t is Item)) { return true; }
|
||||
}
|
||||
hitTargets.Add(targetItem);
|
||||
}
|
||||
hitTargets.Add(targetStructure);
|
||||
}
|
||||
else if (f2.Body.UserData is Item targetItem)
|
||||
{
|
||||
if (AllowHitMultiple)
|
||||
else if (f2.Body.UserData is Holdable holdable && holdable.CanPush)
|
||||
{
|
||||
if (hitTargets.Contains(targetItem)) { return true; }
|
||||
hitTargets.Add(holdable.Item);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitTargets.Any(t => t is Item)) { return true; }
|
||||
}
|
||||
hitTargets.Add(targetItem);
|
||||
}
|
||||
else if (f2.Body.UserData is Holdable holdable && holdable.CanPush)
|
||||
{
|
||||
hitTargets.Add(holdable.Item);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -381,6 +391,7 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
private System.Text.StringBuilder serverLogger;
|
||||
private void HandleImpact(Fixture targetFixture)
|
||||
{
|
||||
var target = targetFixture.Body;
|
||||
@@ -398,11 +409,13 @@ namespace Barotrauma.Items.Components
|
||||
Character user = User;
|
||||
Limb targetLimb = target.UserData as Limb;
|
||||
Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
|
||||
Structure targetStructure = target.UserData as Structure ?? targetFixture.UserData as Structure;
|
||||
Item targetItem = target.UserData as Item;
|
||||
Entity targetEntity = targetCharacter ?? targetStructure ?? targetItem ?? target.UserData as Entity;
|
||||
if (Attack != null)
|
||||
{
|
||||
Attack.SetUser(user);
|
||||
Attack.DamageMultiplier = damageMultiplier;
|
||||
|
||||
if (targetLimb != null)
|
||||
{
|
||||
if (targetLimb.character.Removed) { return; }
|
||||
@@ -415,12 +428,12 @@ namespace Barotrauma.Items.Components
|
||||
targetCharacter.LastDamageSource = item;
|
||||
Attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
|
||||
}
|
||||
else if ((target.UserData as Structure ?? targetFixture.UserData as Structure) is Structure targetStructure)
|
||||
else if (targetStructure != null)
|
||||
{
|
||||
if (targetStructure.Removed) { return; }
|
||||
Attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
else if (target.UserData is Item targetItem && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
|
||||
else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
|
||||
{
|
||||
if (targetItem.Removed) { return; }
|
||||
var attackResult = Attack.DoDamage(user, targetItem, item.WorldPosition, 1.0f);
|
||||
@@ -457,27 +470,43 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
conditionalActionType = ActionType.OnFailure;
|
||||
}
|
||||
if (GameMain.NetworkMember is { IsServer: true } server && targetCharacter != null)
|
||||
if (GameMain.NetworkMember is { IsServer: true } server && targetEntity != null)
|
||||
{
|
||||
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb));
|
||||
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb));
|
||||
#if SERVER
|
||||
if (GameMain.Server != null) //TODO: Log structure hits
|
||||
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb, targetEntity));
|
||||
server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb, targetEntity));
|
||||
serverLogger ??= new System.Text.StringBuilder();
|
||||
serverLogger.Clear();
|
||||
serverLogger.Append($"{picker?.LogName} used {item.Name}");
|
||||
if (item.ContainedItems != null && item.ContainedItems.Any())
|
||||
{
|
||||
string logStr = picker?.LogName + " used " + item.Name;
|
||||
if (item.ContainedItems != null && item.ContainedItems.Any())
|
||||
{
|
||||
logStr += " (" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
|
||||
}
|
||||
logStr += " on " + targetCharacter.LogName + ".";
|
||||
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
|
||||
serverLogger.Append($"({string.Join(", ", item.ContainedItems.Select(i => i?.Name))})");
|
||||
}
|
||||
#endif
|
||||
string targetName;
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
targetName = targetCharacter.LogName;
|
||||
}
|
||||
else if (targetItem != null)
|
||||
{
|
||||
targetName = targetItem.Name;
|
||||
}
|
||||
else if (targetStructure != null)
|
||||
{
|
||||
targetName = targetStructure.Name;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetName = targetEntity.ToString();
|
||||
}
|
||||
serverLogger.Append($" on {targetName}.");
|
||||
#if SERVER
|
||||
Networking.GameServer.Log(serverLogger.ToString(), Networking.ServerLog.MessageType.Attack);
|
||||
#endif
|
||||
}
|
||||
if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
|
||||
if (targetEntity != null)
|
||||
{
|
||||
ApplyStatusEffects(conditionalActionType, 1.0f, targetCharacter, targetLimb, user: user, afflictionMultiplier: damageMultiplier);
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: user, afflictionMultiplier: damageMultiplier);
|
||||
ApplyStatusEffects(conditionalActionType, 1.0f, targetCharacter, targetLimb, useTarget: targetEntity, user: user, afflictionMultiplier: damageMultiplier);
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, useTarget: targetEntity, user: user, afflictionMultiplier: damageMultiplier);
|
||||
}
|
||||
|
||||
if (DeleteOnUse)
|
||||
|
||||
@@ -215,6 +215,8 @@ namespace Barotrauma.Items.Components
|
||||
baseReloadTime = MathHelper.Lerp(reload, ReloadNoSkill, reloadFailure);
|
||||
}
|
||||
ReloadTimer = baseReloadTime / (1 + character?.GetStatValue(StatTypes.RangedAttackSpeed) ?? 0f);
|
||||
ReloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.FiringRateMultiplier);
|
||||
|
||||
currentChargeTime = 0f;
|
||||
|
||||
if (character != null)
|
||||
|
||||
@@ -4,7 +4,6 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.MapCreatures.Behavior;
|
||||
|
||||
@@ -185,24 +184,23 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
float degreeOfSuccess = character == null ? 0.5f : DegreeOfSuccess(character);
|
||||
|
||||
bool failed = false;
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
failed = true;
|
||||
}
|
||||
|
||||
if (UsableIn == UseEnvironment.None)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
failed = true;
|
||||
}
|
||||
|
||||
if (item.InWater)
|
||||
{
|
||||
if (UsableIn == UseEnvironment.Air)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
failed = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -210,9 +208,15 @@ namespace Barotrauma.Items.Components
|
||||
if (UsableIn == UseEnvironment.Water)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
failed = true;
|
||||
}
|
||||
}
|
||||
if (failed)
|
||||
{
|
||||
// Always apply ActionType.OnUse. If doesn't fail, the effect is called later.
|
||||
ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 rayStart;
|
||||
Vector2 rayStartWorld;
|
||||
@@ -312,9 +316,12 @@ namespace Barotrauma.Items.Components
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
||||
|
||||
//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
|
||||
if (statusEffectLists != null && statusEffectLists.ContainsKey(ActionType.OnUse))
|
||||
if (statusEffectLists != null)
|
||||
{
|
||||
if (statusEffectLists[ActionType.OnUse].Any(s => s.SeverLimbsProbability > 0.0f))
|
||||
static bool CanSeverJoints(ActionType type, Dictionary<ActionType, List<StatusEffect>> effectList) =>
|
||||
effectList.TryGetValue(type, out List<StatusEffect> effects) && effects.Any(e => e.SeverLimbsProbability > 0);
|
||||
|
||||
if (CanSeverJoints(ActionType.OnUse, statusEffectLists) || CanSeverJoints(ActionType.OnSuccess, statusEffectLists))
|
||||
{
|
||||
float rangeSqr = ConvertUnits.ToSimUnits(Range);
|
||||
rangeSqr *= rangeSqr;
|
||||
@@ -537,6 +544,7 @@ namespace Barotrauma.Items.Components
|
||||
if (nonFixableEntities.Contains(targetStructure.Prefab.Identifier) || nonFixableEntities.Any(t => targetStructure.Tags.Contains(t))) { return false; }
|
||||
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, structure: targetStructure);
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, structure: targetStructure);
|
||||
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
|
||||
|
||||
float structureFixAmount = StructureFixAmount;
|
||||
@@ -605,6 +613,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, character: targetCharacter, limb: closestLimb);
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, character: targetCharacter, limb: closestLimb);
|
||||
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
|
||||
return true;
|
||||
}
|
||||
@@ -621,6 +630,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
targetLimb.character.LastDamageSource = item;
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, character: targetLimb.character, limb: targetLimb);
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, character: targetLimb.character, limb: targetLimb);
|
||||
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
|
||||
return true;
|
||||
}
|
||||
@@ -663,6 +673,7 @@ namespace Barotrauma.Items.Components
|
||||
targetItem.IsHighlighted = true;
|
||||
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, targetItem);
|
||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, targetItem);
|
||||
|
||||
if (targetItem.body != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
|
||||
{
|
||||
@@ -875,7 +886,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (effect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
currentTargets.Add(character);
|
||||
currentTargets.Add(user);
|
||||
effect.Apply(actionType, deltaTime, item, currentTargets);
|
||||
}
|
||||
else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
|
||||
@@ -210,7 +210,7 @@ namespace Barotrauma.Items.Components
|
||||
if (!(GameMain.NetworkMember is { IsClient: true }))
|
||||
{
|
||||
//Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
|
||||
ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, CurrentThrower, user: CurrentThrower);
|
||||
ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, CurrentThrower, useTarget: CurrentThrower, user: CurrentThrower);
|
||||
}
|
||||
throwState = ThrowState.None;
|
||||
}
|
||||
|
||||
@@ -849,7 +849,13 @@ namespace Barotrauma.Items.Components
|
||||
if (broken && !effect.AllowWhenBroken && effect.type != ActionType.OnBroken) { continue; }
|
||||
if (user != null) { effect.SetUser(user); }
|
||||
effect.AfflictionMultiplier = afflictionMultiplier;
|
||||
item.ApplyStatusEffect(effect, type, deltaTime, character, targetLimb, useTarget, isNetworkEvent: false, checkCondition: false, worldPosition);
|
||||
var c = character;
|
||||
if (user != null && effect.HasTargetType(StatusEffect.TargetType.Character) && !effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
// A bit hacky, but fixes MeleeWeapons targeting the use target instead of the attacker. Also applies to Projectiles and Throwables, or other callers that passes the user.
|
||||
c = user;
|
||||
}
|
||||
item.ApplyStatusEffect(effect, type, deltaTime, c, targetLimb, useTarget, isNetworkEvent: false, checkCondition: false, worldPosition);
|
||||
effect.AfflictionMultiplier = 1.0f;
|
||||
reducesCondition |= effect.ReducesItemCondition();
|
||||
}
|
||||
|
||||
@@ -762,7 +762,6 @@ namespace Barotrauma.Items.Components
|
||||
var relatedItem = FindContainableItem(contained);
|
||||
if (relatedItem != null)
|
||||
{
|
||||
if (relatedItem.Hide.HasValue && relatedItem.Hide.Value) { continue; }
|
||||
if (relatedItem.ItemPos.HasValue)
|
||||
{
|
||||
Vector2 pos = relatedItem.ItemPos.Value;
|
||||
|
||||
@@ -431,7 +431,7 @@ namespace Barotrauma.Items.Components
|
||||
//disable flipping for 0.5 seconds, because flipping the character when it's in a weird pose (e.g. lying in bed) can mess up the ragdoll
|
||||
if (character.AnimController is HumanoidAnimController humanoidAnim)
|
||||
{
|
||||
humanoidAnim.LockFlippingUntil = (float)Timing.TotalTime + 0.5f;
|
||||
humanoidAnim.LockFlipping(0.5f);
|
||||
}
|
||||
|
||||
if (character.SelectedItem == item) { character.SelectedItem = null; }
|
||||
|
||||
@@ -874,6 +874,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
private float GetMaxOutput() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorMaxOutput, MaxPowerOutput);
|
||||
private float GetFuelConsumption() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorFuelEfficiency, fuelConsumptionRate);
|
||||
private float GetFuelConsumption() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorFuelConsumption, fuelConsumptionRate);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -781,7 +781,7 @@ namespace Barotrauma.Items.Components
|
||||
limb.body?.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass * 0.1f, item.SimPosition);
|
||||
return false;
|
||||
}
|
||||
if (!FriendlyFire && User != null && limb.character.IsFriendly(User) && HumanAIController.IsOnFriendlyTeam(limb.character, User))
|
||||
if (!FriendlyFire && User != null && limb.character.IsFriendly(User))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -789,7 +789,13 @@ namespace Barotrauma.Items.Components
|
||||
else if (target.Body.UserData is Item item)
|
||||
{
|
||||
if (item.Condition <= 0.0f) { return false; }
|
||||
if (!item.Prefab.DamagedByProjectiles) { return false; }
|
||||
if (!item.Prefab.DamagedByProjectiles)
|
||||
{
|
||||
if (item.GetComponent<Door>() == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (target.Body.UserData is Holdable { CanPush: false })
|
||||
{
|
||||
@@ -903,7 +909,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (target.Body.UserData is Limb limb)
|
||||
{
|
||||
if (!FriendlyFire && User != null && limb.character.IsFriendly(User) && HumanAIController.IsOnFriendlyTeam(limb.character, User))
|
||||
if (!FriendlyFire && User != null && limb.character.IsFriendly(User))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -922,6 +928,8 @@ namespace Barotrauma.Items.Components
|
||||
else if ((target.Body.UserData as Item ?? (target.Body.UserData as ItemComponent)?.Item ?? target.UserData as Item) is Item targetItem)
|
||||
{
|
||||
if (targetItem.Removed) { return false; }
|
||||
//hit the external collider of an item (turret?) of the same sub -> ignore
|
||||
if (target.UserData is Item && targetItem.Submarine != null && targetItem.Submarine == Launcher?.Submarine) { return false; }
|
||||
if (Attack != null && (targetItem.Prefab.DamagedByProjectiles || DamageDoors && targetItem.GetComponent<Door>() != null) && targetItem.Condition > 0)
|
||||
{
|
||||
attackResult = Attack.DoDamage(User ?? Attacker, targetItem, item.WorldPosition, 1.0f);
|
||||
@@ -974,8 +982,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (target.Body.UserData is Limb targetLimb)
|
||||
{
|
||||
ApplyStatusEffects(conditionalActionType, 1.0f, character, targetLimb, user: User);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f, character, targetLimb, user: User);
|
||||
ApplyStatusEffects(conditionalActionType, 1.0f, character, targetLimb, useTarget: character, user: User);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f, character, targetLimb, useTarget: character, user: User);
|
||||
var attack = targetLimb.attack;
|
||||
if (attack != null)
|
||||
{
|
||||
@@ -986,14 +994,22 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
{
|
||||
effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character, targetLimb.WorldPosition);
|
||||
effect.Apply(effect.type, 1.0f, User, User);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Character) || effect.HasTargetType(StatusEffect.TargetType.UseTarget))
|
||||
{
|
||||
effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
targets.Clear();
|
||||
effect.AddNearbyTargets(targetLimb.WorldPosition, targets);
|
||||
effect.Apply(ActionType.OnActive, 1.0f, targetLimb.character, targets);
|
||||
effect.Apply(effect.type, 1.0f, targetLimb.character, targets);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,7 +83,15 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (submarine?.Info == null || level == null || submarine.Info.Type == SubmarineType.Player) { return 0; }
|
||||
|
||||
float difficultyFactor = MathHelper.Clamp(level.Difficulty, 0.0f, 1.0f);
|
||||
float difficultyFactor = MathHelper.Clamp(level.Difficulty, 0.0f, level.LevelData.Biome.ActualMaxDifficulty / 100.0f);
|
||||
|
||||
if (level.Type == LevelData.LevelType.Outpost &&
|
||||
level.StartLocation?.Type?.OutpostTeam == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
//no high-quality spawns in friendly outposts
|
||||
difficultyFactor = 0.0f;
|
||||
}
|
||||
|
||||
return ToolBox.SelectWeightedRandom(Enumerable.Range(0, MaxQuality + 1), q => GetCommonness(q, difficultyFactor), randSync);
|
||||
|
||||
static float GetCommonness(int quality, float difficultyFactor)
|
||||
|
||||
@@ -159,9 +159,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
var user = item.GetComponent<Projectile>()?.User;
|
||||
if (source == null || target == null || target.Removed ||
|
||||
(source is Entity sourceEntity && sourceEntity.Removed) ||
|
||||
(source is Limb limb && limb.Removed))
|
||||
(source is Limb limb && limb.Removed) ||
|
||||
(user != null && user.Removed))
|
||||
{
|
||||
ResetSource();
|
||||
target = null;
|
||||
@@ -293,7 +295,6 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
targetMass = float.MaxValue;
|
||||
}
|
||||
var user = item.GetComponent<Projectile>()?.User;
|
||||
if (targetMass > TargetMinMass)
|
||||
{
|
||||
if (Math.Abs(SourcePullForce) > 0.001f)
|
||||
@@ -302,7 +303,7 @@ namespace Barotrauma.Items.Components
|
||||
if (sourceBody != null)
|
||||
{
|
||||
var targetBody = GetBodyToPull(target);
|
||||
if (targetBody != null && !(targetBody.UserData is Character))
|
||||
if (targetBody != null && targetBody.UserData is not Character)
|
||||
{
|
||||
sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
|
||||
}
|
||||
|
||||
+19
-12
@@ -94,7 +94,7 @@ namespace Barotrauma.Items.Components
|
||||
if (isOn == value && IsActive == value) { return; }
|
||||
|
||||
IsActive = isOn = value;
|
||||
SetLightSourceState(value, value ? lightBrightness : 0.0f);
|
||||
SetLightSourceState(value);
|
||||
OnStateChanged();
|
||||
}
|
||||
}
|
||||
@@ -174,7 +174,7 @@ namespace Barotrauma.Items.Components
|
||||
#if CLIENT
|
||||
if (Light != null)
|
||||
{
|
||||
Light.Color = IsOn ? lightColor.Multiply(currentBrightness) : Color.Transparent;
|
||||
Light.Color = IsOn ? lightColor.Multiply(lightBrightness) : Color.Transparent;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -205,7 +205,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (base.IsActive == value) { return; }
|
||||
base.IsActive = isOn = value;
|
||||
SetLightSourceState(value, value ? lightBrightness : 0.0f);
|
||||
SetLightSourceState(value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -236,7 +236,7 @@ namespace Barotrauma.Items.Components
|
||||
public override void OnItemLoaded()
|
||||
{
|
||||
base.OnItemLoaded();
|
||||
SetLightSourceState(IsActive, lightBrightness);
|
||||
SetLightSourceState(IsActive);
|
||||
turret = item.GetComponent<Turret>();
|
||||
#if CLIENT
|
||||
if (Screen.Selected.IsEditor)
|
||||
@@ -248,6 +248,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
#if CLIENT
|
||||
if (item.HiddenInGame)
|
||||
{
|
||||
Light.Enabled = false;
|
||||
}
|
||||
#endif
|
||||
CheckIfNeedsUpdate();
|
||||
}
|
||||
|
||||
@@ -263,8 +269,7 @@ namespace Barotrauma.Items.Components
|
||||
(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
|
||||
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
|
||||
{
|
||||
lightBrightness = 1.0f;
|
||||
SetLightSourceState(true, lightBrightness);
|
||||
SetLightSourceState(true);
|
||||
SetLightSourceTransformProjSpecific();
|
||||
base.IsActive = false;
|
||||
isOn = true;
|
||||
@@ -285,13 +290,15 @@ namespace Barotrauma.Items.Components
|
||||
UpdateAITarget(item.AiTarget);
|
||||
}
|
||||
UpdateOnActiveEffects(deltaTime);
|
||||
//something in UpdateOnActiveEffects may deactivate the light -> return so we don't turn it back on
|
||||
if (!IsActive) { return; }
|
||||
|
||||
#if CLIENT
|
||||
Light.ParentSub = item.Submarine;
|
||||
#endif
|
||||
if (item.Container != null && !(item.GetRootInventoryOwner() is Character))
|
||||
if (item.Container != null && item.GetRootInventoryOwner() is not Character)
|
||||
{
|
||||
SetLightSourceState(false, 0.0f);
|
||||
SetLightSourceState(false);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -300,7 +307,7 @@ namespace Barotrauma.Items.Components
|
||||
PhysicsBody body = ParentBody ?? item.body;
|
||||
if (body != null && !body.Enabled)
|
||||
{
|
||||
SetLightSourceState(false, 0.0f);
|
||||
SetLightSourceState(false);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -325,7 +332,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
SetLightSourceState(false, 0.0f);
|
||||
SetLightSourceState(false);
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
@@ -357,7 +364,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
LightColor = XMLExtensions.ParseColor(signal.value, false);
|
||||
#if CLIENT
|
||||
SetLightSourceState(Light.Enabled, currentBrightness);
|
||||
SetLightSourceState(Light.Enabled);
|
||||
#endif
|
||||
prevColorSignal = signal.value;
|
||||
}
|
||||
@@ -375,7 +382,7 @@ namespace Barotrauma.Items.Components
|
||||
target.SightRange = Math.Max(target.SightRange, target.MaxSightRange * lightBrightness);
|
||||
}
|
||||
|
||||
partial void SetLightSourceState(bool enabled, float brightness);
|
||||
partial void SetLightSourceState(bool enabled, float? brightness = null);
|
||||
|
||||
public void SetLightSourceTransform()
|
||||
{
|
||||
|
||||
@@ -478,7 +478,9 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
// single charged shot guns will decharge after firing
|
||||
// for cosmetic reasons, this is done by lerping in half the reload time
|
||||
currentChargeTime = Math.Max(0f, MaxChargeTime * (reload / reloadTime - 0.5f));
|
||||
currentChargeTime = reloadTime > 0.0f ?
|
||||
Math.Max(0f, MaxChargeTime * (reload / reloadTime - 0.5f)) :
|
||||
0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -268,6 +268,8 @@ namespace Barotrauma
|
||||
get { return capacity; }
|
||||
}
|
||||
|
||||
public int EmptySlotCount => slots.Count(i => !i.Empty());
|
||||
|
||||
public bool AllowSwappingContainedItems = true;
|
||||
|
||||
public Inventory(Entity owner, int capacity, int slotsPerRow = 5)
|
||||
@@ -887,10 +889,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (recursive)
|
||||
{
|
||||
if (item.OwnInventory != null)
|
||||
{
|
||||
item.OwnInventory.FindAllItems(predicate, recursive: true, list);
|
||||
}
|
||||
item.OwnInventory?.FindAllItems(predicate, recursive: true, list);
|
||||
}
|
||||
}
|
||||
return list;
|
||||
|
||||
@@ -111,6 +111,7 @@ namespace Barotrauma
|
||||
private float sendConditionUpdateTimer;
|
||||
private bool conditionUpdatePending;
|
||||
|
||||
private float prevCondition;
|
||||
private float condition;
|
||||
|
||||
private bool inWater;
|
||||
@@ -1584,7 +1585,7 @@ namespace Barotrauma
|
||||
tags.Add(newTag);
|
||||
}
|
||||
|
||||
public IEnumerable<Identifier> GetTags()
|
||||
public IReadOnlyCollection<Identifier> GetTags()
|
||||
{
|
||||
return tags;
|
||||
}
|
||||
@@ -1753,15 +1754,14 @@ namespace Barotrauma
|
||||
if (Indestructible) { return; }
|
||||
if (InvulnerableToDamage && value <= condition) { return; }
|
||||
|
||||
float prev = condition;
|
||||
bool wasInFullCondition = IsFullCondition;
|
||||
|
||||
condition = MathHelper.Clamp(value, 0.0f, MaxCondition);
|
||||
if (MathUtils.NearlyEqual(prev, condition, epsilon: 0.000001f)) { return; }
|
||||
if (MathUtils.NearlyEqual(prevCondition, condition, epsilon: 0.000001f)) { return; }
|
||||
|
||||
RecalculateConditionValues();
|
||||
|
||||
if (condition == 0.0f && prev > 0.0f)
|
||||
if (condition == 0.0f && prevCondition > 0.0f)
|
||||
{
|
||||
//Flag connections to be updated as device is broken
|
||||
flagChangedConnections(connections);
|
||||
@@ -1775,7 +1775,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
ApplyStatusEffects(ActionType.OnBroken, 1.0f, null);
|
||||
}
|
||||
else if (condition > 0.0f && prev <= 0.0f)
|
||||
else if (condition > 0.0f && prevCondition <= 0.0f)
|
||||
{
|
||||
//Flag connections to be updated as device is now working again
|
||||
flagChangedConnections(connections);
|
||||
@@ -1803,8 +1803,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
LastConditionChange = condition - prev;
|
||||
LastConditionChange = condition - prevCondition;
|
||||
ConditionLastUpdated = Timing.TotalTime;
|
||||
prevCondition = condition;
|
||||
|
||||
static void flagChangedConnections(Dictionary<string, Connection> connections)
|
||||
{
|
||||
@@ -2172,8 +2173,9 @@ namespace Barotrauma
|
||||
var projectile = GetComponent<Projectile>();
|
||||
if (projectile != null)
|
||||
{
|
||||
//ignore character colliders (a projectile only hits limbs)
|
||||
if (f2.CollisionCategories == Physics.CollisionCharacter && f2.Body.UserData is Character) { return false; }
|
||||
// Ignore characters so that the impact sound only plays when the item hits a a wall or a door.
|
||||
// Projectile collisions are handled in Projectile.OnProjectileCollision(), so it should be safe to do this.
|
||||
if (f2.CollisionCategories == Physics.CollisionCharacter) { return false; }
|
||||
if (projectile.IgnoredBodies != null && projectile.IgnoredBodies.Contains(f2.Body)) { return false; }
|
||||
if (projectile.ShouldIgnoreSubmarineCollision(f2, contact)) { return false; }
|
||||
}
|
||||
@@ -2726,7 +2728,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnUse, character);
|
||||
#endif
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character, targetLimb);
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character, targetLimb, useTarget: targetLimb?.character, user: character);
|
||||
|
||||
if (ic.DeleteOnUse) { remove = true; }
|
||||
}
|
||||
@@ -2757,7 +2759,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnSecondaryUse, character);
|
||||
#endif
|
||||
ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character);
|
||||
ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character: character, user: character);
|
||||
|
||||
if (ic.DeleteOnUse) { remove = true; }
|
||||
}
|
||||
@@ -2796,8 +2798,8 @@ namespace Barotrauma
|
||||
#endif
|
||||
ic.WasUsed = true;
|
||||
|
||||
ic.ApplyStatusEffects(conditionalActionType, 1.0f, character, targetLimb, user: user);
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, character, targetLimb, user: user);
|
||||
ic.ApplyStatusEffects(conditionalActionType, 1.0f, character, targetLimb, useTarget: targetLimb?.character, user: user);
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, character, targetLimb, useTarget: targetLimb?.character, user: user);
|
||||
|
||||
if (GameMain.NetworkMember is { IsServer: true })
|
||||
{
|
||||
@@ -3463,7 +3465,7 @@ namespace Barotrauma
|
||||
item.condition = MathHelper.Clamp(item.condition, 0, item.MaxCondition);
|
||||
}
|
||||
}
|
||||
item.lastSentCondition = item.condition;
|
||||
item.lastSentCondition = item.prevCondition = item.condition;
|
||||
item.RecalculateConditionValues();
|
||||
item.SetActiveSprite();
|
||||
|
||||
@@ -3537,15 +3539,10 @@ namespace Barotrauma
|
||||
upgrade.Save(element);
|
||||
}
|
||||
|
||||
if (condition < MaxCondition)
|
||||
{
|
||||
element.Add(new XAttribute("conditionpercentage", ConditionPercentage.ToString("G", CultureInfo.InvariantCulture)));
|
||||
}
|
||||
else
|
||||
{
|
||||
var conditionAttribute = element.GetAttribute("condition");
|
||||
if (conditionAttribute != null) { conditionAttribute.Remove(); }
|
||||
}
|
||||
element.Add(new XAttribute("conditionpercentage", ConditionPercentage.ToString("G", CultureInfo.InvariantCulture)));
|
||||
|
||||
var conditionAttribute = element.GetAttribute("condition");
|
||||
if (conditionAttribute != null) { conditionAttribute.Remove(); }
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma
|
||||
public EventType EventType { get; }
|
||||
}
|
||||
|
||||
public struct ComponentStateEventData : IEventData
|
||||
public readonly struct ComponentStateEventData : IEventData
|
||||
{
|
||||
public EventType EventType => EventType.ComponentState;
|
||||
public readonly ItemComponent Component;
|
||||
|
||||
@@ -867,6 +867,7 @@ namespace Barotrauma
|
||||
(endPath != null && GetDistToTunnel(cell.Center, endPath) < minMainPathWidth) ||
|
||||
(endHole != null && GetDistToTunnel(cell.Center, endHole) < minMainPathWidth)) { continue; }
|
||||
if (cell.Edges.Any(e => e.AdjacentCell(cell)?.CellType != CellType.Path || e.NextToCave)) { continue; }
|
||||
if (PositionsOfInterest.Any(p => cell.IsPointInside(p.Position.ToVector2()))) { continue; }
|
||||
potentialIslands.Add(cell);
|
||||
}
|
||||
for (int i = 0; i < GenerationParams.IslandCount; i++)
|
||||
@@ -1112,6 +1113,7 @@ namespace Barotrauma
|
||||
caveCells.AddRange(cave.Tunnels.SelectMany(t => t.Cells));
|
||||
foreach (var caveCell in caveCells)
|
||||
{
|
||||
if (PositionsOfInterest.Any(p => caveCell.IsPointInside(p.Position.ToVector2()))) { continue; }
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.ServerAndClient) < destructibleWallRatio * cave.CaveGenerationParams.DestructibleWallRatio)
|
||||
{
|
||||
var chunk = CreateIceChunk(caveCell.Edges, caveCell.Center, health: 50.0f);
|
||||
@@ -3189,7 +3191,7 @@ namespace Barotrauma
|
||||
TryGetInterestingPosition(true, spawnPosType, minDistFromSubs, out Vector2 startPos, filter);
|
||||
|
||||
Vector2 offset = Rand.Vector(Rand.Range(0.0f, randomSpread, Rand.RandSync.ServerAndClient), Rand.RandSync.ServerAndClient);
|
||||
if (!cells.Any(c => c.IsPointInside(startPos + offset)))
|
||||
if (!IsPositionInsideWall(startPos + offset))
|
||||
{
|
||||
startPos += offset;
|
||||
}
|
||||
@@ -3245,10 +3247,9 @@ namespace Barotrauma
|
||||
{
|
||||
suitablePositions.RemoveAll(p => !filter(p));
|
||||
}
|
||||
//avoid floating ice chunks on the main path
|
||||
if (positionType.HasFlag(PositionType.MainPath) || positionType.HasFlag(PositionType.SidePath))
|
||||
{
|
||||
suitablePositions.RemoveAll(p => ExtraWalls.Any(w => w.Cells.Any(c => c.IsPointInside(p.Position.ToVector2()))));
|
||||
suitablePositions.RemoveAll(p => IsPositionInsideWall(p.Position.ToVector2()));
|
||||
}
|
||||
if (!suitablePositions.Any())
|
||||
{
|
||||
@@ -3301,10 +3302,16 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
position = farEnoughPositions[Rand.Int(farEnoughPositions.Count, (useSyncedRand ? Rand.RandSync.ServerAndClient : Rand.RandSync.Unsynced))].Position;
|
||||
position = farEnoughPositions[Rand.Int(farEnoughPositions.Count, useSyncedRand ? Rand.RandSync.ServerAndClient : Rand.RandSync.Unsynced)].Position;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsPositionInsideWall(Vector2 worldPosition)
|
||||
{
|
||||
var closestCell = GetClosestCell(worldPosition);
|
||||
return closestCell != null && closestCell.IsPointInside(worldPosition);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
LevelObjectManager.Update(deltaTime);
|
||||
@@ -3347,14 +3354,13 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 GetBottomPosition(float xPosition)
|
||||
{
|
||||
int index = (int)Math.Floor(xPosition / Size.X * (bottomPositions.Count - 1));
|
||||
float interval = Size.X / (bottomPositions.Count - 1);
|
||||
|
||||
int index = (int)Math.Floor(xPosition / interval);
|
||||
if (index < 0 || index >= bottomPositions.Count - 1) { return new Vector2(xPosition, BottomPos); }
|
||||
|
||||
float t = (xPosition - bottomPositions[index].X) / (bottomPositions[index + 1].X - bottomPositions[index].X);
|
||||
//t can go slightly outside the 0-1 due to rounding, safe to ignore
|
||||
Debug.Assert(t <= 1.001f && t >= -0.001f);
|
||||
float t = (xPosition - bottomPositions[index].X) / interval;
|
||||
t = MathHelper.Clamp(t, 0.0f, 1.0f);
|
||||
|
||||
float yPos = MathHelper.Lerp(bottomPositions[index].Y, bottomPositions[index + 1].Y, t);
|
||||
|
||||
return new Vector2(xPosition, yPos);
|
||||
|
||||
@@ -161,7 +161,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public LevelData(LocationConnection locationConnection)
|
||||
{
|
||||
Seed = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
|
||||
Seed = locationConnection.Locations[0].LevelData.Seed + locationConnection.Locations[1].LevelData.Seed;
|
||||
Biome = locationConnection.Biome;
|
||||
Type = LevelType.LocationConnection;
|
||||
Difficulty = locationConnection.Difficulty;
|
||||
@@ -194,9 +194,9 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Instantiates level data using the properties of the location
|
||||
/// </summary>
|
||||
public LevelData(Location location, float difficulty)
|
||||
public LevelData(Location location, Map map, float difficulty)
|
||||
{
|
||||
Seed = location.BaseName;
|
||||
Seed = location.BaseName + map.Locations.IndexOf(location);
|
||||
Biome = location.Biome;
|
||||
Type = LevelType.Outpost;
|
||||
Difficulty = difficulty;
|
||||
|
||||
@@ -646,7 +646,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static LevelGenerationParams GetRandom(string seed, LevelData.LevelType type, float difficulty, Identifier biome = default)
|
||||
public static LevelGenerationParams GetRandom(string seed, LevelData.LevelType type, float difficulty, Identifier biomeId = default)
|
||||
{
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
@@ -661,14 +661,29 @@ namespace Barotrauma
|
||||
lp.Type == type &&
|
||||
(lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Any()) &&
|
||||
!lp.AllowedBiomeIdentifiers.Contains("None".ToIdentifier()));
|
||||
matchingLevelParams = biome.IsEmpty
|
||||
? matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || !lp.AllowedBiomeIdentifiers.All(b => Biome.Prefabs[b].IsEndBiome))
|
||||
: matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Contains(biome));
|
||||
if (biomeId.IsEmpty)
|
||||
{
|
||||
//we don't want end levels when generating a completely random level (e.g. in mission mode)
|
||||
matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || !lp.AllowedBiomeIdentifiers.All(b => Biome.Prefabs[b].IsEndBiome));
|
||||
}
|
||||
else
|
||||
{
|
||||
bool isEndBiome = Biome.Prefabs.TryGet(biomeId, out Biome biome) && biome.IsEndBiome;
|
||||
if (isEndBiome && matchingLevelParams.Any(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId)))
|
||||
{
|
||||
//in the end biome, we must choose level parameters meant specifically for the end levels
|
||||
matchingLevelParams = matchingLevelParams.Where(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId));
|
||||
}
|
||||
else
|
||||
{
|
||||
matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Contains(biomeId));
|
||||
}
|
||||
}
|
||||
|
||||
if (!matchingLevelParams.Any())
|
||||
{
|
||||
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biome.IfEmpty("null".ToIdentifier())}\", type: \"{type}\")");
|
||||
if (!biome.IsEmpty)
|
||||
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\")");
|
||||
if (!biomeId.IsEmpty)
|
||||
{
|
||||
//try to find params that at least have a suitable type
|
||||
matchingLevelParams = levelParamsOrdered.Where(lp => lp.Type == type);
|
||||
@@ -682,7 +697,7 @@ namespace Barotrauma
|
||||
|
||||
if (!matchingLevelParams.Any(lp => difficulty >= lp.MinLevelDifficulty && difficulty <= lp.MaxLevelDifficulty))
|
||||
{
|
||||
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biome.IfEmpty("null".ToIdentifier())}\", type: \"{type}\", difficulty: {difficulty})");
|
||||
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\", difficulty: {difficulty})");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -457,12 +457,14 @@ namespace Barotrauma
|
||||
private struct LoadedMission
|
||||
{
|
||||
public MissionPrefab MissionPrefab { get; }
|
||||
public int OriginLocationIndex { get; }
|
||||
public int DestinationIndex { get; }
|
||||
public bool SelectedMission { get; }
|
||||
|
||||
public LoadedMission(MissionPrefab prefab, int destinationIndex, bool selectedMission)
|
||||
public LoadedMission(MissionPrefab prefab, int originLocationIndex, int destinationIndex, bool selectedMission)
|
||||
{
|
||||
MissionPrefab = prefab;
|
||||
OriginLocationIndex = originLocationIndex;
|
||||
DestinationIndex = destinationIndex;
|
||||
SelectedMission = selectedMission;
|
||||
}
|
||||
@@ -663,9 +665,10 @@ namespace Barotrauma
|
||||
if (string.IsNullOrWhiteSpace(id)) { continue; }
|
||||
var prefab = MissionPrefab.Prefabs.Find(p => p.Identifier == id);
|
||||
if (prefab == null) { continue; }
|
||||
var origin = childElement.GetAttributeInt("origin", -1);
|
||||
var destination = childElement.GetAttributeInt("destinationindex", -1);
|
||||
var selected = childElement.GetAttributeBool("selected", false);
|
||||
loadedMissions.Add(new LoadedMission(prefab, destination, selected));
|
||||
loadedMissions.Add(new LoadedMission(prefab, origin, destination, selected));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -926,6 +929,10 @@ namespace Barotrauma
|
||||
destination = Connections.First().OtherLocation(this);
|
||||
}
|
||||
var mission = loadedMission.MissionPrefab.Instantiate(new Location[] { this, destination }, Submarine.MainSub);
|
||||
if (loadedMission.OriginLocationIndex >= 0 && loadedMission.OriginLocationIndex < map.Locations.Count)
|
||||
{
|
||||
mission.OriginLocation = map.Locations[loadedMission.OriginLocationIndex];
|
||||
}
|
||||
availableMissions.Add(mission);
|
||||
if (loadedMission.SelectedMission) { selectedMissions.Add(mission); }
|
||||
}
|
||||
@@ -1520,10 +1527,12 @@ namespace Barotrauma
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
var location = mission.Locations.All(l => l == this) ? this : mission.Locations.FirstOrDefault(l => l != this);
|
||||
var i = map.Locations.IndexOf(location);
|
||||
var destinationIndex = map.Locations.IndexOf(location);
|
||||
var originIndex = map.Locations.IndexOf(mission.OriginLocation);
|
||||
missionsElement.Add(new XElement("mission",
|
||||
new XAttribute("prefabid", mission.Prefab.Identifier),
|
||||
new XAttribute("destinationindex", i),
|
||||
new XAttribute("destinationindex", destinationIndex),
|
||||
new XAttribute("origin", originIndex),
|
||||
new XAttribute("selected", selectedMissions.Contains(mission))));
|
||||
}
|
||||
locationElement.Add(missionsElement);
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
int startLocationindex = element.GetAttributeInt("startlocation", -1);
|
||||
if (startLocationindex > 0 && startLocationindex < Locations.Count)
|
||||
if (startLocationindex >= 0 && startLocationindex < Locations.Count)
|
||||
{
|
||||
StartLocation = Locations[startLocationindex];
|
||||
}
|
||||
@@ -188,10 +188,9 @@ namespace Barotrauma
|
||||
{
|
||||
//backwards compatibility
|
||||
int endLocationIndex = element.GetAttributeInt("endlocation", -1);
|
||||
if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
|
||||
if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
|
||||
{
|
||||
endLocations.Add(Locations[endLocationIndex]);
|
||||
Locations[endLocationIndex].LevelData.ReassignGenerationParams(Seed);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -203,7 +202,7 @@ namespace Barotrauma
|
||||
int[] endLocationindices = element.GetAttributeIntArray("endlocations", Array.Empty<int>());
|
||||
foreach (int endLocationIndex in endLocationindices)
|
||||
{
|
||||
if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
|
||||
if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
|
||||
{
|
||||
endLocations.Add(Locations[endLocationIndex]);
|
||||
}
|
||||
@@ -245,7 +244,7 @@ namespace Barotrauma
|
||||
{
|
||||
Biome = endLocations.First().Biome
|
||||
};
|
||||
newEndLocation.LevelData = new LevelData(newEndLocation, difficulty: 100.0f);
|
||||
newEndLocation.LevelData = new LevelData(newEndLocation, this, difficulty: 100.0f);
|
||||
Locations.Add(newEndLocation);
|
||||
endLocations.Add(newEndLocation);
|
||||
}
|
||||
@@ -339,7 +338,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (StartLocation != null)
|
||||
{
|
||||
StartLocation.LevelData = new LevelData(StartLocation, 0);
|
||||
StartLocation.LevelData = new LevelData(StartLocation, this, 0);
|
||||
}
|
||||
|
||||
//ensure all paths from the starting location have 0 difficulty to make the 1st campaign round very easy
|
||||
@@ -701,7 +700,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (Location location in Locations)
|
||||
{
|
||||
location.LevelData = new LevelData(location, CalculateDifficulty(location.MapPosition.X, location.Biome));
|
||||
location.LevelData = new LevelData(location, this, CalculateDifficulty(location.MapPosition.X, location.Biome));
|
||||
if (location.Type.HasOutpost && campaign != null && location.Type.OutpostTeam == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
location.Faction ??= campaign.GetRandomFaction(Rand.RandSync.ServerAndClient);
|
||||
@@ -902,6 +901,7 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < endLocations.Count; i++)
|
||||
{
|
||||
endLocations[i].LevelData.ReassignGenerationParams(Seed);
|
||||
var outpostParams = OutpostGenerationParams.OutpostParams.FirstOrDefault(p => p.ForceToEndLocationIndex == i);
|
||||
if (outpostParams != null)
|
||||
{
|
||||
|
||||
@@ -124,9 +124,18 @@ namespace Barotrauma
|
||||
int eventCount = GameMain.Server.EntityEventManager.Events.Count();
|
||||
int uniqueEventCount = GameMain.Server.EntityEventManager.UniqueEvents.Count();
|
||||
#endif
|
||||
List<MapEntity> entities = MapEntity.mapEntityList.FindAll(e => e.Submarine == sub);
|
||||
HashSet<Submarine> connectedSubs = new HashSet<Submarine>() { sub };
|
||||
foreach (Submarine otherSub in Submarine.Loaded)
|
||||
{
|
||||
//remove linked subs too
|
||||
if (otherSub.Submarine == sub) { connectedSubs.Add(otherSub); }
|
||||
}
|
||||
List<MapEntity> entities = MapEntity.mapEntityList.FindAll(e => connectedSubs.Contains(e.Submarine));
|
||||
entities.ForEach(e => e.Remove());
|
||||
sub.Remove();
|
||||
foreach (Submarine otherSub in connectedSubs)
|
||||
{
|
||||
otherSub.Remove();
|
||||
}
|
||||
#if SERVER
|
||||
//remove any events created during the removal of the entities
|
||||
GameMain.Server.EntityEventManager.Events.RemoveRange(eventCount, GameMain.Server.EntityEventManager.Events.Count - eventCount);
|
||||
@@ -543,12 +552,8 @@ namespace Barotrauma
|
||||
foreach (OutpostModuleInfo.GapPosition gapPosition in GapPositions.Randomize(Rand.RandSync.ServerAndClient))
|
||||
{
|
||||
if (currentModule.UsedGapPositions.HasFlag(gapPosition)) { continue; }
|
||||
if (!allowExtendBelowInitialModule)
|
||||
{
|
||||
//don't continue downwards if it'd extend below the airlock
|
||||
if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { continue; }
|
||||
}
|
||||
|
||||
if (DisallowBelowAirlock(allowExtendBelowInitialModule, gapPosition, currentModule)) { continue; }
|
||||
|
||||
PlacedModule newModule = null;
|
||||
//try appending to the current module if possible
|
||||
if (currentModule.Info.OutpostModuleInfo.GapPositions.HasFlag(gapPosition))
|
||||
@@ -569,6 +574,7 @@ namespace Barotrauma
|
||||
foreach (OutpostModuleInfo.GapPosition otherGapPosition in
|
||||
GapPositions.Where(g => !otherModule.UsedGapPositions.HasFlag(g) && otherModule.Info.OutpostModuleInfo.GapPositions.HasFlag(g)))
|
||||
{
|
||||
if (DisallowBelowAirlock(allowExtendBelowInitialModule, otherGapPosition, otherModule)) { continue; }
|
||||
newModule = AppendModule(otherModule, GetOpposingGapPosition(otherGapPosition), availableModules, pendingModuleFlags, selectedModules, locationType, allowDifferentLocationType);
|
||||
if (newModule != null)
|
||||
{
|
||||
@@ -617,6 +623,16 @@ namespace Barotrauma
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(selectedModules.All(m => m.PreviousModule == null || selectedModules.Contains(m.PreviousModule)));
|
||||
}
|
||||
|
||||
static bool DisallowBelowAirlock(bool allowExtendBelowInitialModule, OutpostModuleInfo.GapPosition gapPosition, PlacedModule currentModule)
|
||||
{
|
||||
if (!allowExtendBelowInitialModule)
|
||||
{
|
||||
//don't continue downwards if it'd extend below the airlock
|
||||
if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1367,7 +1367,7 @@ namespace Barotrauma
|
||||
return new Rectangle((int)bounds.X, (int)bounds.Y, (int)(bounds.Z - bounds.X), (int)(bounds.Y - bounds.W));
|
||||
}
|
||||
|
||||
public Submarine(SubmarineInfo info, bool showWarningMessages = true, Func<Submarine, List<MapEntity>> loadEntities = null, IdRemap linkedRemap = null) : base(null, Entity.NullEntityID)
|
||||
public Submarine(SubmarineInfo info, bool showErrorMessages = true, Func<Submarine, List<MapEntity>> loadEntities = null, IdRemap linkedRemap = null) : base(null, Entity.NullEntityID)
|
||||
{
|
||||
upgradeEventIdentifier = new Identifier($"Submarine{ID}");
|
||||
Loading = true;
|
||||
@@ -1438,64 +1438,65 @@ namespace Barotrauma
|
||||
center.Y -= center.Y % GridSize.Y;
|
||||
|
||||
RepositionEntities(-center, MapEntity.mapEntityList.Where(me => me.Submarine == this));
|
||||
}
|
||||
|
||||
subBody = new SubmarineBody(this, showWarningMessages);
|
||||
Vector2 pos = ConvertUnits.ToSimUnits(HiddenSubPosition);
|
||||
subBody.Body.FarseerBody.SetTransformIgnoreContacts(ref pos, 0.0f);
|
||||
subBody = new SubmarineBody(this, showErrorMessages);
|
||||
Vector2 pos = ConvertUnits.ToSimUnits(HiddenSubPosition);
|
||||
subBody.Body.FarseerBody.SetTransformIgnoreContacts(ref pos, 0.0f);
|
||||
|
||||
if (info.IsOutpost)
|
||||
if (info.IsOutpost)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
TeamID = CharacterTeamType.FriendlyNPC;
|
||||
|
||||
bool indestructible =
|
||||
GameMain.NetworkMember != null &&
|
||||
!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
|
||||
!(info.OutpostGenerationParams?.AlwaysDestructible ?? false);
|
||||
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
TeamID = CharacterTeamType.FriendlyNPC;
|
||||
|
||||
bool indestructible =
|
||||
GameMain.NetworkMember != null &&
|
||||
!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
|
||||
!(info.OutpostGenerationParams?.AlwaysDestructible ?? false);
|
||||
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
if (me.Submarine != this) { continue; }
|
||||
if (me is Item item)
|
||||
{
|
||||
if (me.Submarine != this) { continue; }
|
||||
if (me is Item item)
|
||||
item.SpawnedInCurrentOutpost = info.OutpostGenerationParams != null;
|
||||
item.AllowStealing = info.OutpostGenerationParams?.AllowStealing ?? true;
|
||||
if (item.GetComponent<Repairable>() != null && indestructible)
|
||||
{
|
||||
item.SpawnedInCurrentOutpost = info.OutpostGenerationParams != null;
|
||||
item.AllowStealing = info.OutpostGenerationParams?.AllowStealing ?? true;
|
||||
if (item.GetComponent<Repairable>() != null && indestructible)
|
||||
item.Indestructible = true;
|
||||
}
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic is ConnectionPanel connectionPanel)
|
||||
{
|
||||
item.Indestructible = true;
|
||||
}
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic is ConnectionPanel connectionPanel)
|
||||
//prevent rewiring
|
||||
if (info.OutpostGenerationParams != null && !info.OutpostGenerationParams.AlwaysRewireable)
|
||||
{
|
||||
//prevent rewiring
|
||||
if (info.OutpostGenerationParams != null && !info.OutpostGenerationParams.AlwaysRewireable)
|
||||
{
|
||||
connectionPanel.Locked = true;
|
||||
}
|
||||
connectionPanel.Locked = true;
|
||||
}
|
||||
else if (ic is Holdable holdable && holdable.Attached && item.GetComponent<LevelResource>() == null)
|
||||
{
|
||||
//prevent deattaching items from walls
|
||||
}
|
||||
else if (ic is Holdable holdable && holdable.Attached && item.GetComponent<LevelResource>() == null)
|
||||
{
|
||||
//prevent deattaching items from walls
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.GameMode is TutorialMode) { continue; }
|
||||
#endif
|
||||
holdable.CanBePicked = false;
|
||||
holdable.CanBeSelected = false;
|
||||
}
|
||||
holdable.CanBePicked = false;
|
||||
holdable.CanBeSelected = false;
|
||||
}
|
||||
}
|
||||
else if (me is Structure structure && structure.Prefab.IndestructibleInOutposts && indestructible)
|
||||
{
|
||||
structure.Indestructible = true;
|
||||
}
|
||||
}
|
||||
else if (me is Structure structure && structure.Prefab.IndestructibleInOutposts && indestructible)
|
||||
{
|
||||
structure.Indestructible = true;
|
||||
}
|
||||
}
|
||||
else if (info.IsRuin)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
}
|
||||
}
|
||||
else if (info.IsRuin)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
}
|
||||
|
||||
if (entityGrid != null)
|
||||
@@ -1542,7 +1543,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
//if the sub was made using an older version,
|
||||
//halve the brightness of the lights to make them look (almost) right on the new lighting formula
|
||||
if (showWarningMessages &&
|
||||
if (showErrorMessages &&
|
||||
!string.IsNullOrEmpty(Info.FilePath) &&
|
||||
Screen.Selected != GameMain.SubEditorScreen &&
|
||||
(Info.GameVersion == null || Info.GameVersion < new Version("0.8.9.0")))
|
||||
|
||||
@@ -116,7 +116,7 @@ namespace Barotrauma
|
||||
get { return submarine; }
|
||||
}
|
||||
|
||||
public SubmarineBody(Submarine sub, bool showWarningMessages = true)
|
||||
public SubmarineBody(Submarine sub, bool showErrorMessages = true)
|
||||
{
|
||||
this.submarine = sub;
|
||||
|
||||
@@ -126,9 +126,9 @@ namespace Barotrauma
|
||||
if (!Hull.HullList.Any(h => h.Submarine == sub))
|
||||
{
|
||||
farseerBody = GameMain.World.CreateRectangle(1.0f, 1.0f, 1.0f);
|
||||
if (showWarningMessages)
|
||||
if (showErrorMessages)
|
||||
{
|
||||
DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
|
||||
DebugConsole.ThrowError($"No hulls found in the submarine \"{sub.Info.Name}\". Generating a physics body for the submarine failed.");
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
interface IServerPositionSync : IServerSerializable
|
||||
{
|
||||
#if SERVER
|
||||
void ServerWritePosition(IWriteMessage msg, Client c);
|
||||
void ServerWritePosition(ReadWriteMessage tempBuffer, Client c);
|
||||
#endif
|
||||
#if CLIENT
|
||||
void ClientReadPosition(IReadMessage msg, float sendingTime);
|
||||
|
||||
@@ -99,6 +99,19 @@ namespace Barotrauma.Networking
|
||||
EntityEventInitial
|
||||
}
|
||||
|
||||
[NetworkSerialize]
|
||||
readonly record struct EntityPositionHeader(
|
||||
bool IsItem,
|
||||
UInt32 PrefabUintIdentifier,
|
||||
UInt16 EntityId) : INetSerializableStruct
|
||||
{
|
||||
public static EntityPositionHeader FromEntity(Entity entity)
|
||||
=> new (
|
||||
IsItem: entity is Item,
|
||||
PrefabUintIdentifier: entity is MapEntity me ? me.Prefab.UintIdentifier : 0,
|
||||
EntityId: entity.ID);
|
||||
}
|
||||
|
||||
enum TraitorMessageType
|
||||
{
|
||||
Server,
|
||||
|
||||
@@ -171,6 +171,8 @@ namespace Barotrauma.Networking
|
||||
public bool ShouldCreateAnalyticsEvent
|
||||
=> DisconnectReason is not (
|
||||
DisconnectReason.Disconnected
|
||||
or DisconnectReason.ServerShutdown
|
||||
or DisconnectReason.ServerFull
|
||||
or DisconnectReason.Banned
|
||||
or DisconnectReason.Kicked
|
||||
or DisconnectReason.TooManyFailedLogins
|
||||
|
||||
@@ -621,6 +621,15 @@ namespace Barotrauma
|
||||
return stringValue.Split(';').Select(s => ParseTuple<T1, T2>(s, default)).ToArray();
|
||||
}
|
||||
|
||||
public static Range<int> GetAttributeRange(this XElement element, string name, Range<int> defaultValue)
|
||||
{
|
||||
var attribute = element?.GetAttribute(name);
|
||||
if (attribute is null) { return defaultValue; }
|
||||
|
||||
string stringValue = attribute.Value;
|
||||
return string.IsNullOrEmpty(stringValue) ? defaultValue : ParseRange(stringValue);
|
||||
}
|
||||
|
||||
public static string ElementInnerText(this XElement el)
|
||||
{
|
||||
StringBuilder str = new StringBuilder();
|
||||
@@ -903,6 +912,37 @@ namespace Barotrauma
|
||||
return floatArray;
|
||||
}
|
||||
|
||||
// parse a range string, e.g "1-3" or "3"
|
||||
public static Range<int> ParseRange(string rangeString)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(rangeString)) { return GetDefault(rangeString); }
|
||||
|
||||
string[] split = rangeString.Split('-');
|
||||
return split.Length switch
|
||||
{
|
||||
1 when TryParseInt(split[0], out int value) => new Range<int>(value, value),
|
||||
2 when TryParseInt(split[0], out int min) && TryParseInt(split[1], out int max) && min < max => new Range<int>(min, max),
|
||||
_ => GetDefault(rangeString)
|
||||
};
|
||||
|
||||
static bool TryParseInt(string value, out int result)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(value))
|
||||
{
|
||||
return int.TryParse(value, NumberStyles.Any, CultureInfo.InvariantCulture, out result);
|
||||
}
|
||||
|
||||
result = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
static Range<int> GetDefault(string rangeString)
|
||||
{
|
||||
DebugConsole.ThrowError($"Error parsing range: \"{rangeString}\" (using default value 0-99)");
|
||||
return new Range<int>(0, 99);
|
||||
}
|
||||
}
|
||||
|
||||
public static Identifier VariantOf(this XElement element) =>
|
||||
element.GetAttributeIdentifier("inherit", element.GetAttributeIdentifier("variantof", ""));
|
||||
|
||||
|
||||
@@ -64,7 +64,6 @@ namespace Barotrauma
|
||||
EnableMouseLook = true,
|
||||
ChatOpen = true,
|
||||
CrewMenuOpen = true,
|
||||
EditorDisclaimerShown = false,
|
||||
ShowOffensiveServerPrompt = true,
|
||||
TutorialSkipWarning = true,
|
||||
CorpseDespawnDelay = 600,
|
||||
@@ -132,7 +131,6 @@ namespace Barotrauma
|
||||
public EnemyHealthBarMode ShowEnemyHealthBars;
|
||||
public bool ChatOpen;
|
||||
public bool CrewMenuOpen;
|
||||
public bool EditorDisclaimerShown;
|
||||
public bool ShowOffensiveServerPrompt;
|
||||
public bool TutorialSkipWarning;
|
||||
public int CorpseDespawnDelay;
|
||||
|
||||
@@ -75,6 +75,7 @@ namespace Barotrauma
|
||||
case "targetgrandparent":
|
||||
case "targetcontaineditem":
|
||||
case "skillrequirement":
|
||||
case "targetslot":
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
|
||||
@@ -1773,12 +1773,17 @@ namespace Barotrauma
|
||||
|
||||
void SpawnItem(ItemSpawnInfo chosenItemSpawnInfo)
|
||||
{
|
||||
Item parentItem = entity as Item;
|
||||
if (user == null && parentItem != null)
|
||||
{
|
||||
// Set the user for projectiles spawned from status effects (e.g. flak shrapnels)
|
||||
SetUser(parentItem.GetComponent<Projectile>()?.User);
|
||||
}
|
||||
switch (chosenItemSpawnInfo.SpawnPosition)
|
||||
{
|
||||
case ItemSpawnInfo.SpawnPositionType.This:
|
||||
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, position + Rand.Vector(chosenItemSpawnInfo.Spread, Rand.RandSync.Unsynced), onSpawned: newItem =>
|
||||
{
|
||||
Item parentItem = entity as Item;
|
||||
Projectile projectile = newItem.GetComponent<Projectile>();
|
||||
if (entity != null)
|
||||
{
|
||||
|
||||
@@ -85,15 +85,6 @@ namespace Barotrauma.Steam
|
||||
return Steamworks.SteamUGC.NumSubscribedItems;
|
||||
}
|
||||
|
||||
public static PublishedFileId[] GetSubscribedItems()
|
||||
{
|
||||
if (!IsInitialized || !Steamworks.SteamClient.IsValid)
|
||||
{
|
||||
return Array.Empty<PublishedFileId>();
|
||||
}
|
||||
return Steamworks.SteamUGC.GetSubscribedItems();
|
||||
}
|
||||
|
||||
public static bool UnlockAchievement(string achievementIdentifier) =>
|
||||
UnlockAchievement(achievementIdentifier.ToIdentifier());
|
||||
|
||||
|
||||
@@ -1,26 +1,20 @@
|
||||
#nullable enable
|
||||
using Barotrauma.IO;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Steamworks.Data;
|
||||
using WorkshopItemSet = System.Collections.Generic.ISet<Steamworks.Ugc.Item>;
|
||||
|
||||
namespace Barotrauma.Steam
|
||||
{
|
||||
static partial class SteamManager
|
||||
{
|
||||
public const string WorkshopItemPreviewImageFolder = "Workshop";
|
||||
public const string PreviewImageName = "PreviewImage.png";
|
||||
public const string DefaultPreviewImagePath = "Content/DefaultWorkshopPreviewImage.png";
|
||||
|
||||
public static bool TryExtractSteamWorkshopId(this ContentPackage contentPackage, [NotNullWhen(true)]out SteamWorkshopId? workshopId)
|
||||
{
|
||||
workshopId = null;
|
||||
@@ -47,16 +41,22 @@ namespace Barotrauma.Steam
|
||||
private static async Task<WorkshopItemSet> GetWorkshopItems(Steamworks.Ugc.Query query, int? maxPages = null)
|
||||
{
|
||||
if (!IsInitialized) { return new HashSet<Steamworks.Ugc.Item>(); }
|
||||
|
||||
|
||||
await Task.Yield();
|
||||
query = query.WithKeyValueTags(true).WithLongDescription(true);
|
||||
var set = new HashSet<Steamworks.Ugc.Item>(ItemEqualityComparer.Instance);
|
||||
int prevSize = 0;
|
||||
for (int i = 1; maxPages is null || i <= maxPages; i++)
|
||||
for (int i = 1; i <= (maxPages ?? int.MaxValue); i++)
|
||||
{
|
||||
Steamworks.Ugc.ResultPage? page = await query.GetPageAsync(i);
|
||||
if (page is null || !page.Value.Entries.Any()) { break; }
|
||||
set.UnionWith(page.Value.Entries);
|
||||
using Steamworks.Ugc.ResultPage? page = await query.GetPageAsync(i);
|
||||
if (page is not { Entries: var entries }) { break; }
|
||||
|
||||
// This queries the results on the i-th page and stores them,
|
||||
// using page.Entries directly would result in two GetQueryUGCResult calls
|
||||
entries = entries.ToArray();
|
||||
|
||||
if (entries.None()) { break; }
|
||||
|
||||
set.UnionWith(entries);
|
||||
|
||||
if (set.Count == prevSize) { break; }
|
||||
prevSize = set.Count;
|
||||
@@ -66,10 +66,17 @@ namespace Barotrauma.Steam
|
||||
// which can happen on items that are not visible to the currently
|
||||
// logged in player (i.e. private & friends-only items)
|
||||
set.RemoveWhere(it => it.ConsumerApp != AppID);
|
||||
|
||||
|
||||
return set;
|
||||
}
|
||||
|
||||
public static ImmutableHashSet<Steamworks.Data.PublishedFileId> GetSubscribedItemIds()
|
||||
{
|
||||
return IsInitialized
|
||||
? Steamworks.SteamUGC.GetSubscribedItems().ToImmutableHashSet()
|
||||
: ImmutableHashSet<Steamworks.Data.PublishedFileId>.Empty;
|
||||
}
|
||||
|
||||
public static async Task<WorkshopItemSet> GetAllSubscribedItems()
|
||||
{
|
||||
if (!IsInitialized) { return new HashSet<Steamworks.Ugc.Item>(); }
|
||||
@@ -98,14 +105,86 @@ namespace Barotrauma.Steam
|
||||
.WhereUserPublished());
|
||||
}
|
||||
|
||||
public static async Task<Steamworks.Ugc.Item?> GetItem(UInt64 itemId)
|
||||
private static class SingleItemRequestPool
|
||||
{
|
||||
private static readonly object mutex = new();
|
||||
private static readonly TimeSpan delayAfterNewRequest = TimeSpan.FromSeconds(0.5);
|
||||
private static readonly HashSet<UInt64> ids = new();
|
||||
|
||||
private static Task<WorkshopItemSet>? currentBatch = null;
|
||||
|
||||
private static async Task<WorkshopItemSet> PrepareNewBatch()
|
||||
{
|
||||
// Wait for a bunch of requests to be made
|
||||
await Task.Delay(delayAfterNewRequest);
|
||||
|
||||
Task<WorkshopItemSet> queryTask;
|
||||
lock (mutex)
|
||||
{
|
||||
DebugConsole.Log(
|
||||
$"{nameof(SteamManager)}.{nameof(Workshop)}.{nameof(SingleItemRequestPool)}: " +
|
||||
$"Running batch of {ids.Count} requests");
|
||||
|
||||
queryTask = GetWorkshopItems(
|
||||
Steamworks.Ugc.Query.All
|
||||
.WithFileId(
|
||||
ids
|
||||
.Select(id => (Steamworks.Data.PublishedFileId)id)
|
||||
.ToArray()));
|
||||
ids.Clear();
|
||||
|
||||
// Immediately clear the current batch so the next request starts a new one
|
||||
currentBatch = null;
|
||||
}
|
||||
|
||||
return await queryTask;
|
||||
}
|
||||
|
||||
public static async Task<Steamworks.Ugc.Item?> MakeRequest(UInt64 id)
|
||||
{
|
||||
Task<WorkshopItemSet> ourTask;
|
||||
lock (mutex)
|
||||
{
|
||||
ids.Add(id);
|
||||
if (currentBatch is not { IsCompleted: false })
|
||||
{
|
||||
// There is no currently pending batch, start a new one
|
||||
currentBatch = Task.Run(PrepareNewBatch);
|
||||
}
|
||||
ourTask = currentBatch;
|
||||
}
|
||||
|
||||
var items = await ourTask;
|
||||
var result = items.FirstOrNull(it => it.Id == id);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fetches a Workshop item's metadata. This is batched to minimize Steamworks API calls.
|
||||
/// The description of the returned item is truncated to save bandwidth.
|
||||
/// </summary>
|
||||
/// <param name="itemId">Workshop Item ID</param>
|
||||
public static Task<Steamworks.Ugc.Item?> GetItem(UInt64 itemId)
|
||||
=> SingleItemRequestPool.MakeRequest(itemId);
|
||||
|
||||
/// <summary>
|
||||
/// Fetches a Workshop item's metadata in its own API call instead of batching.
|
||||
/// This minimizes delay but needs to be used with caution to prevent rate limiting.
|
||||
/// </summary>
|
||||
/// <param name="itemId">Workshop Item ID</param>
|
||||
/// <param name="withLongDescription">
|
||||
/// If true, ask for the item's entire description, otherwise it'll be truncated.
|
||||
/// </param>
|
||||
public static async Task<Steamworks.Ugc.Item?> GetItemAsap(UInt64 itemId, bool withLongDescription = false)
|
||||
{
|
||||
if (!IsInitialized) { return null; }
|
||||
|
||||
var items = await GetWorkshopItems(
|
||||
Steamworks.Ugc.Query.All
|
||||
.WithFileId(itemId));
|
||||
return items.Any() ? items.First() : (Steamworks.Ugc.Item?)null;
|
||||
.WithFileId(itemId)
|
||||
.WithLongDescription(withLongDescription));
|
||||
return items.Any() ? items.First() : null;
|
||||
}
|
||||
|
||||
public static async Task ForceRedownload(UInt64 itemId)
|
||||
|
||||
@@ -57,13 +57,12 @@ namespace Barotrauma
|
||||
|
||||
if (characterList.Any())
|
||||
{
|
||||
if (location?.Reputation is { } reputation && Faction.GetPlayerAffiliationStatus(reputation.Identifier, characterList) is FactionAffiliation.Positive)
|
||||
if (location?.Faction is { } faction && Faction.GetPlayerAffiliationStatus(faction, characterList) is FactionAffiliation.Positive)
|
||||
{
|
||||
price *= 1f - characterList.Max(static c => c.GetStatValue(StatTypes.ShipyardBuyMultiplierAffiliated));
|
||||
}
|
||||
price *= 1f - characterList.Max(static c => c.GetStatValue(StatTypes.ShipyardBuyMultiplier));
|
||||
}
|
||||
|
||||
return (int)price;
|
||||
}
|
||||
}
|
||||
@@ -270,10 +269,59 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
internal partial class UpgradePrefab : UpgradeContentPrefab
|
||||
internal readonly struct UpgradeResourceCost
|
||||
{
|
||||
public readonly int Amount;
|
||||
private readonly ImmutableArray<Identifier> targetTags;
|
||||
public readonly Range<int> TargetLevels;
|
||||
|
||||
public UpgradeResourceCost(ContentXElement element)
|
||||
{
|
||||
Amount = element.GetAttributeInt("amount", 0);
|
||||
targetTags = element.GetAttributeIdentifierArray("item", Array.Empty<Identifier>())!.ToImmutableArray();
|
||||
TargetLevels = element.GetAttributeRange("levels", new Range<int>(0, 99));
|
||||
}
|
||||
|
||||
public bool AppliesForLevel(int currentLevel) => TargetLevels.Contains(currentLevel);
|
||||
|
||||
public bool AppliesForLevel(Range<int> newLevels) => newLevels.Start <= TargetLevels.End && newLevels.End >= TargetLevels.Start;
|
||||
|
||||
public bool MatchesItem(Item item) => MatchesItem(item.Prefab);
|
||||
|
||||
public bool MatchesItem(ItemPrefab item)
|
||||
{
|
||||
foreach (Identifier tag in targetTags)
|
||||
{
|
||||
if (tag.Equals(item.Identifier) || item.Tags.Contains(tag)) { return true; }
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
internal readonly struct ApplicableResourceCollection
|
||||
{
|
||||
public readonly ImmutableArray<ItemPrefab> MatchingItems;
|
||||
public readonly UpgradeResourceCost Cost;
|
||||
public readonly int Count;
|
||||
|
||||
public ApplicableResourceCollection(IEnumerable<ItemPrefab> matchingItems, int count, UpgradeResourceCost cost)
|
||||
{
|
||||
MatchingItems = matchingItems.ToImmutableArray();
|
||||
Count = count;
|
||||
Cost = cost;
|
||||
}
|
||||
|
||||
public static ApplicableResourceCollection CreateFor(UpgradeResourceCost cost)
|
||||
{
|
||||
return new ApplicableResourceCollection(ItemPrefab.Prefabs.Where(cost.MatchesItem), cost.Amount, cost);
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed partial class UpgradePrefab : UpgradeContentPrefab
|
||||
{
|
||||
public static readonly PrefabCollection<UpgradePrefab> Prefabs = new PrefabCollection<UpgradePrefab>(
|
||||
onAdd: (prefab, isOverride) =>
|
||||
onAdd: static (prefab, isOverride) =>
|
||||
{
|
||||
if (!prefab.SuppressWarnings && !isOverride)
|
||||
{
|
||||
@@ -342,6 +390,7 @@ namespace Barotrauma
|
||||
|
||||
private Dictionary<string, string[]> targetProperties { get; }
|
||||
private readonly ImmutableArray<UpgradeMaxLevelMod> MaxLevelsMods;
|
||||
public readonly ImmutableHashSet<UpgradeResourceCost> ResourceCosts;
|
||||
|
||||
public UpgradePrefab(ContentXElement element, UpgradeModulesFile file) : base(element, file)
|
||||
{
|
||||
@@ -354,6 +403,7 @@ namespace Barotrauma
|
||||
|
||||
var targetProperties = new Dictionary<string, string[]>();
|
||||
var maxLevels = new List<UpgradeMaxLevelMod>();
|
||||
var resourceCosts = new HashSet<UpgradeResourceCost>();
|
||||
|
||||
Identifier nameIdentifier = element.GetAttributeIdentifier("nameidentifier", "");
|
||||
if (!nameIdentifier.IsEmpty)
|
||||
@@ -396,6 +446,11 @@ namespace Barotrauma
|
||||
maxLevels.Add(new UpgradeMaxLevelMod(subElement));
|
||||
break;
|
||||
}
|
||||
case "resourcecost":
|
||||
{
|
||||
resourceCosts.Add(new UpgradeResourceCost(subElement));
|
||||
break;
|
||||
}
|
||||
#if CLIENT
|
||||
case "decorativesprite":
|
||||
{
|
||||
@@ -427,6 +482,7 @@ namespace Barotrauma
|
||||
|
||||
this.targetProperties = targetProperties;
|
||||
MaxLevelsMods = maxLevels.ToImmutableArray();
|
||||
ResourceCosts = resourceCosts.ToImmutableHashSet();
|
||||
|
||||
upgradeCategoryIdentifiers = element.GetAttributeIdentifierArray("categories", Array.Empty<Identifier>())?
|
||||
.ToImmutableHashSet() ?? ImmutableHashSet<Identifier>.Empty;
|
||||
@@ -469,6 +525,58 @@ namespace Barotrauma
|
||||
return GetMaxLevel(info) > 0;
|
||||
}
|
||||
|
||||
public bool HasResourcesToUpgrade(Character? character, int currentLevel)
|
||||
{
|
||||
if (character is null) { return false; }
|
||||
if (!ResourceCosts.Any()) { return true; }
|
||||
|
||||
List<Item> allItems = character.Inventory.FindAllItems(recursive: true);
|
||||
return ResourceCosts.Where(cost => cost.AppliesForLevel(currentLevel)).All(cost => cost.Amount <= allItems.Count(cost.MatchesItem));
|
||||
}
|
||||
|
||||
public bool TryTakeResources(Character character, int currentLevel)
|
||||
{
|
||||
IEnumerable<UpgradeResourceCost> costs = ResourceCosts.Where(cost => cost.AppliesForLevel(currentLevel));
|
||||
|
||||
if (!costs.Any()) { return true; }
|
||||
|
||||
List<Item> allItems = character.Inventory.FindAllItems(recursive: true);
|
||||
HashSet<Item> itemsToRemove = new HashSet<Item>();
|
||||
|
||||
foreach (UpgradeResourceCost cost in costs)
|
||||
{
|
||||
int amountNeeded = cost.Amount;
|
||||
foreach (Item item in allItems.Where(cost.MatchesItem))
|
||||
{
|
||||
itemsToRemove.Add(item);
|
||||
amountNeeded--;
|
||||
if (amountNeeded <= 0) { break; }
|
||||
}
|
||||
|
||||
if (amountNeeded > 0) { return false; }
|
||||
}
|
||||
|
||||
foreach (Item item in itemsToRemove)
|
||||
{
|
||||
item.Remove();
|
||||
}
|
||||
|
||||
if (GameMain.IsMultiplayer) { character.Inventory.CreateNetworkEvent(); }
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public ImmutableArray<ApplicableResourceCollection> GetApplicableResources(int level)
|
||||
{
|
||||
var applicableCosts = ResourceCosts.Where(cost => cost.AppliesForLevel(level)).ToImmutableHashSet();
|
||||
|
||||
var costs = applicableCosts.Any()
|
||||
? applicableCosts.Select(ApplicableResourceCollection.CreateFor).ToImmutableArray()
|
||||
: ImmutableArray<ApplicableResourceCollection>.Empty;
|
||||
|
||||
return costs;
|
||||
}
|
||||
|
||||
public bool IsDisallowed(MapEntity item)
|
||||
{
|
||||
return item.DisallowedUpgradeSet.Contains(Identifier)
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool Contains(in T v)
|
||||
public readonly bool Contains(in T v)
|
||||
=> start.CompareTo(v) <= 0 && end.CompareTo(v) >= 0;
|
||||
|
||||
private void VerifyStartLessThanEnd()
|
||||
|
||||
@@ -11,10 +11,10 @@ namespace Barotrauma
|
||||
public abstract bool IsSuccess { get; }
|
||||
public bool IsFailure => !IsSuccess;
|
||||
|
||||
public static Success<T, TError> Success(T value)
|
||||
public static Result<T, TError> Success(T value)
|
||||
=> new Success<T, TError>(value);
|
||||
|
||||
public static Failure<T, TError> Failure(TError error)
|
||||
public static Result<T, TError> Failure(TError error)
|
||||
=> new Failure<T, TError>(error);
|
||||
|
||||
public abstract bool TryUnwrapSuccess([MaybeNullWhen(returnValue: false)] out T value);
|
||||
|
||||
Reference in New Issue
Block a user