Faction Test 100.13.0.0

This commit is contained in:
Markus Isberg
2023-01-11 15:36:23 +02:00
parent 1650735468
commit caa5a2f762
145 changed files with 2100 additions and 1111 deletions
@@ -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))