Unstable v0.1300.0.1
This commit is contained in:
@@ -154,7 +154,7 @@ namespace Barotrauma.Items.Components
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var prevDockingTarget = DockingTarget;
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Undock(applyEffects: false);
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Dock(prevDockingTarget);
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Lock(true, applyEffects: false);
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Lock(isNetworkMessage: true, applyEffects: false);
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}
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}
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@@ -240,7 +240,7 @@ namespace Barotrauma.Items.Components
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}
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public void Lock(bool isNetworkMessage, bool forcePosition = false, bool applyEffects = true)
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public void Lock(bool isNetworkMessage, bool applyEffects = true)
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{
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#if CLIENT
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if (GameMain.Client != null && !isNetworkMessage) { return; }
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@@ -262,20 +262,17 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnUse, 1.0f);
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}
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if (forcePosition)
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Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
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if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
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DockingTarget.item.Submarine.Info.IsOutpost)
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{
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Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
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if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
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DockingTarget.item.Submarine.Info.IsOutpost)
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{
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item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
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}
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else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
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item.Submarine.Info.IsOutpost)
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{
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DockingTarget.item.Submarine.SubBody.SetPosition(DockingTarget.item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
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}
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item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
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}
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else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
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item.Submarine.Info.IsOutpost)
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{
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DockingTarget.item.Submarine.SubBody.SetPosition(DockingTarget.item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
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}
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ConnectWireBetweenPorts();
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CreateJoint(true);
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@@ -988,7 +985,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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Lock(isNetworkMessage: false, forcePosition: true);
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Lock(isNetworkMessage: false);
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}
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}
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else
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@@ -305,9 +305,21 @@ namespace Barotrauma.Items.Components
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private void ToggleState(ActionType actionType, Character user)
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{
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if (toggleCooldownTimer > 0.0f && user != lastUser) { OnFailedToOpen(); return; }
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if (toggleCooldownTimer > 0.0f && user != lastUser)
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{
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OnFailedToOpen();
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return;
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}
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toggleCooldownTimer = ToggleCoolDown;
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if (IsStuck || IsJammed) { toggleCooldownTimer = 1.0f; OnFailedToOpen(); return; }
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if (IsStuck || IsJammed)
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{
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#if CLIENT
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if (IsStuck) { HintManager.OnTryOpenStuckDoor(user); }
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#endif
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toggleCooldownTimer = 1.0f;
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OnFailedToOpen();
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return;
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}
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lastUser = user;
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SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true, forcedOpen: actionType == ActionType.OnPicked);
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}
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@@ -12,7 +12,8 @@ namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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private float reload, reloadTimer;
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private float reload;
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public float ReloadTimer { get; private set; }
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private Vector2 barrelPos;
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@@ -75,17 +76,17 @@ namespace Barotrauma.Items.Components
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public override void Equip(Character character)
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{
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reloadTimer = Math.Min(reload, 1.0f);
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ReloadTimer = Math.Min(reload, 1.0f);
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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reloadTimer -= deltaTime;
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ReloadTimer -= deltaTime;
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if (reloadTimer < 0.0f)
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if (ReloadTimer < 0.0f)
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{
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reloadTimer = 0.0f;
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ReloadTimer = 0.0f;
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IsActive = false;
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}
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}
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@@ -101,10 +102,10 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) { return false; }
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) { return false; }
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || ReloadTimer > 0.0f) { return false; }
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IsActive = true;
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reloadTimer = reload;
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ReloadTimer = reload;
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if (item.AiTarget != null)
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{
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@@ -854,9 +854,11 @@ namespace Barotrauma.Items.Components
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object value = property.GetValue(target);
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if (door.Stuck > 0)
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{
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bool isCutting = effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0;
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var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White,
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effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0 ? "progressbar.cutting" : "progressbar.welding");
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textTag: isCutting ? "progressbar.cutting" : "progressbar.welding");
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if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
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if (!isCutting) { HintManager.OnWeldingDoor(user); }
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}
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}
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}
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@@ -771,6 +771,10 @@ namespace Barotrauma.Items.Components
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brokenEffects.ForEach(e => e.SetUser(user));
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}
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}
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#if CLIENT
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HintManager.OnStatusEffectApplied(this, type, character);
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#endif
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}
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public virtual void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
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@@ -212,6 +212,7 @@ namespace Barotrauma.Items.Components
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progressState = 0.0f;
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timeUntilReady = 0.0f;
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UpdateRequiredTimeProjSpecific();
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inputContainer.Inventory.Locked = false;
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outputContainer.Inventory.Locked = false;
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@@ -279,6 +280,7 @@ namespace Barotrauma.Items.Components
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if (powerConsumption <= 0) { Voltage = 1.0f; }
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timeUntilReady -= deltaTime * Math.Min(Voltage, 1.0f);
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UpdateRequiredTimeProjSpecific();
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if (timeUntilReady > 0.0f) { return; }
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@@ -360,6 +362,8 @@ namespace Barotrauma.Items.Components
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}
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}
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partial void UpdateRequiredTimeProjSpecific();
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private bool CanBeFabricated(FabricationRecipe fabricableItem)
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{
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if (fabricableItem == null) { return false; }
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@@ -221,6 +221,13 @@ namespace Barotrauma.Items.Components
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}
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}
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#if CLIENT
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if(PowerOn && AvailableFuel < 1)
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{
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HintManager.OnReactorOutOfFuel(this);
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}
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#endif
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prevAvailableFuel = AvailableFuel;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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@@ -150,7 +150,7 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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currPowerConsumption = powerConsumption;
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currPowerConsumption = (currentMode == Mode.Active) ? powerConsumption : powerConsumption * 0.1f;
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UpdateOnActiveEffects(deltaTime);
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@@ -22,6 +22,11 @@ namespace Barotrauma.Items.Components
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private const float AutoPilotMaxSpeed = 0.5f;
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private const float AIPilotMaxSpeed = 1.0f;
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/// <summary>
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/// How fast the steering vector adjusts when the nav terminal is operated by something else than a character (= signals)
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/// </summary>
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const float DefaultSteeringAdjustSpeed = 0.2f;
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private Vector2 targetVelocity;
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private Vector2 steeringInput;
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@@ -543,6 +548,10 @@ namespace Barotrauma.Items.Components
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{
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TargetVelocity *= 100.0f / velMagnitude;
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}
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#if CLIENT
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HintManager.OnAutoPilotPathUpdated(this);
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#endif
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}
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private float? GetNodePenalty(PathNode node, PathNode nextNode)
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@@ -700,7 +709,10 @@ namespace Barotrauma.Items.Components
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{
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if (connection.Name == "velocity_in")
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{
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TargetVelocity = XMLExtensions.ParseVector2(signal, errorMessages: false);
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steeringAdjustSpeed = DefaultSteeringAdjustSpeed;
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steeringInput = XMLExtensions.ParseVector2(signal, errorMessages: false);
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steeringInput.X = MathHelper.Clamp(steeringInput.X, -100.0f, 100.0f);
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steeringInput.Y = MathHelper.Clamp(steeringInput.Y, -100.0f, 100.0f);
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}
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else
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{
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@@ -4,7 +4,7 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class AndComponent : ItemComponent
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{
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{
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protected string output, falseOutput;
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//an array to keep track of how long ago a non-zero signal was received on both inputs
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@@ -27,14 +27,41 @@ namespace Barotrauma.Items.Components
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public string Output
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{
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get { return output; }
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set { output = value; }
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set
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{
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if (value == null) { return; }
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output = value;
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if (output.Length > MaxOutputLength)
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{
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output = output.Substring(0, MaxOutputLength);
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}
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}
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}
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[InGameEditable, Serialize("", true, description: "The signal sent when the condition is met (if empty, no signal is sent).", alwaysUseInstanceValues: true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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set
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{
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if (value == null) { return; }
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falseOutput = value;
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if (falseOutput.Length > MaxOutputLength)
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{
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
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}
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}
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}
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private int maxOutputLength;
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[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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{
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get { return maxOutputLength; }
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set
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{
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maxOutputLength = Math.Max(value, 0);
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}
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}
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public AndComponent(Item item, XElement element)
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@@ -1,6 +1,7 @@
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Items.Components
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{
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@@ -10,6 +11,9 @@ namespace Barotrauma.Items.Components
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private string output = "0,0,0,0";
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[InGameEditable, Serialize(false, true, description: "When enabled makes the component translate the signal from HSV into RGB where red is the hue between 0 and 360, green is the saturation between 0 and 1 and blue is the value between 0 and 1.", alwaysUseInstanceValues: true)]
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public bool UseHSV { get; set; }
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public ColorComponent(Item item, XElement element)
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: base(item, element)
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{
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@@ -24,10 +28,23 @@ namespace Barotrauma.Items.Components
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private void UpdateOutput()
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{
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output = receivedSignal[0].ToString("G", CultureInfo.InvariantCulture);
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output += "," + receivedSignal[1].ToString("G", CultureInfo.InvariantCulture);
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output += "," + receivedSignal[2].ToString("G", CultureInfo.InvariantCulture);
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output += "," + receivedSignal[3].ToString("G", CultureInfo.InvariantCulture);
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float signalR = receivedSignal[0],
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signalG = receivedSignal[1],
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signalB = receivedSignal[2],
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signalA = receivedSignal[3];
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if (UseHSV)
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{
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Color hsvColor = ToolBox.HSVToRGB(signalR, signalG, signalB);
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signalR = hsvColor.R / (float) byte.MaxValue;
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signalG = hsvColor.G / (float) byte.MaxValue;
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signalB = hsvColor.B / (float) byte.MaxValue;
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}
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output = signalR.ToString("G", CultureInfo.InvariantCulture);
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output += "," + signalG.ToString("G", CultureInfo.InvariantCulture);
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output += "," + signalB.ToString("G", CultureInfo.InvariantCulture);
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output += "," + signalA.ToString("G", CultureInfo.InvariantCulture);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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+31
-4
@@ -15,18 +15,45 @@ namespace Barotrauma.Items.Components
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the condition is met.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize("1", true, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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set
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{
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if (value == null) { return; }
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output = value;
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if (output.Length > MaxOutputLength)
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{
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output = output.Substring(0, MaxOutputLength);
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}
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}
|
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}
|
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[InGameEditable, Serialize("", true, description: "The signal this item outputs when the condition is not met.", alwaysUseInstanceValues: true)]
|
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[InGameEditable, Serialize("", true, description: "The signal sent when the condition is met (if empty, no signal is sent).", alwaysUseInstanceValues: true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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set
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{
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if (value == null) { return; }
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falseOutput = value;
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if (falseOutput.Length > MaxOutputLength)
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{
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
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}
|
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}
|
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}
|
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|
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private int maxOutputLength;
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[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
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public int MaxOutputLength
|
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{
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get { return maxOutputLength; }
|
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set
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{
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maxOutputLength = Math.Max(value, 0);
|
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}
|
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}
|
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|
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[InGameEditable(DecimalCount = 2), Serialize(0.0f, true, description: "The maximum amount of time between the received signals. If set to 0, the signals must be received at the same time.", alwaysUseInstanceValues: true)]
|
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|
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@@ -74,11 +74,48 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
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|
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private string output;
|
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[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
|
||||
public string Output { get; set; }
|
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public string Output
|
||||
{
|
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get { return output; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
{
|
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output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private string falseOutput;
|
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[InGameEditable, Serialize("", true, description: "The signal the item outputs when it has not detected movement.", alwaysUseInstanceValues: true)]
|
||||
public string FalseOutput { get; set; }
|
||||
public string FalseOutput
|
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{
|
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get { return falseOutput; }
|
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set
|
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{
|
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if (value == null) { return; }
|
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falseOutput = value;
|
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if (falseOutput.Length > MaxOutputLength)
|
||||
{
|
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
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[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
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get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(DecimalCount = 3), Serialize(0.01f, true, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
|
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public float MinimumVelocity
|
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|
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+28
-2
@@ -1,4 +1,5 @@
|
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using System.Text.RegularExpressions;
|
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using System;
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using System.Text.RegularExpressions;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
@@ -17,8 +18,22 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool nonContinuousOutputSent;
|
||||
|
||||
private string output;
|
||||
|
||||
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
|
||||
public string Output { get; set; }
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize(false, true, description: "Should the component output a value of a capture group instead of a constant signal.", alwaysUseInstanceValues: true)]
|
||||
public bool UseCaptureGroup { get; set; }
|
||||
@@ -52,6 +67,17 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public RegExFindComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
+42
-3
@@ -1,17 +1,56 @@
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class SignalCheckComponent : ItemComponent
|
||||
{
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the target signal.", alwaysUseInstanceValues: true)]
|
||||
public string Output { get; set; }
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private string falseOutput;
|
||||
[InGameEditable, Serialize("0", true, description: "The signal this item outputs when the received signal does not match the target signal.", alwaysUseInstanceValues: true)]
|
||||
public string FalseOutput { get; set; }
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize("", true, description: "The value to compare the received signals against.", alwaysUseInstanceValues: true)]
|
||||
public string TargetSignal { get; set; }
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public SignalCheckComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -9,11 +10,48 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool fireInRange;
|
||||
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
|
||||
public string Output { get; set; }
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected a fire.", alwaysUseInstanceValues: true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize("0", true, description: "The signal the item outputs when it has not detected movement.", alwaysUseInstanceValues: true)]
|
||||
public string FalseOutput { get; set; }
|
||||
private string falseOutput;
|
||||
[InGameEditable, Serialize("0", true, description: "The signal the item outputs when it has not detected a fire.", alwaysUseInstanceValues: true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public SmokeDetector(Item item, XElement element)
|
||||
: base(item, element)
|
||||
|
||||
@@ -12,11 +12,48 @@ namespace Barotrauma.Items.Components
|
||||
private bool isInWater;
|
||||
private float stateSwitchDelay;
|
||||
|
||||
private string output;
|
||||
[InGameEditable, Serialize("1", true, description: "The signal the item sends out when it's underwater.", alwaysUseInstanceValues: true)]
|
||||
public string Output { get; set; }
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
output = value;
|
||||
if (output.Length > MaxOutputLength)
|
||||
{
|
||||
output = output.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private string falseOutput;
|
||||
[InGameEditable, Serialize("0", true, description: "The signal the item sends out when it's not underwater.", alwaysUseInstanceValues: true)]
|
||||
public string FalseOutput { get; set; }
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set
|
||||
{
|
||||
if (value == null) { return; }
|
||||
falseOutput = value;
|
||||
if (falseOutput.Length > MaxOutputLength)
|
||||
{
|
||||
falseOutput = falseOutput.Substring(0, MaxOutputLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int maxOutputLength;
|
||||
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
|
||||
public int MaxOutputLength
|
||||
{
|
||||
get { return maxOutputLength; }
|
||||
set
|
||||
{
|
||||
maxOutputLength = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public WaterDetector(Item item, XElement element)
|
||||
: base(item, element)
|
||||
|
||||
@@ -767,7 +767,6 @@ namespace Barotrauma.Items.Components
|
||||
TryLaunch(deltaTime, ignorePower: true);
|
||||
}
|
||||
|
||||
private bool outOfAmmo;
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget &&
|
||||
@@ -834,7 +833,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
if (container == null || container.ContainableItems.Count == 0)
|
||||
{
|
||||
if (!outOfAmmo && character.IsOnPlayerTeam)
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotLoadTurret", "[itemname]", item.Name, true), null, 0.0f, "cannotloadturret", 30.0f);
|
||||
}
|
||||
@@ -850,7 +849,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
loadItemsObjective.Abandoned += CheckRemainingAmmo;
|
||||
loadItemsObjective.Completed += CheckRemainingAmmo;
|
||||
return outOfAmmo;
|
||||
return false;
|
||||
|
||||
void CheckRemainingAmmo()
|
||||
{
|
||||
@@ -1203,8 +1202,7 @@ namespace Barotrauma.Items.Components
|
||||
resetUserTimer = 10.0f;
|
||||
break;
|
||||
case "trigger_in":
|
||||
if (signal == "0") { return; }
|
||||
lightComponent.IsOn = !lightComponent.IsOn;
|
||||
if (signal == "0") { return; }
|
||||
item.Use((float)Timing.Step, sender);
|
||||
user = sender;
|
||||
resetUserTimer = 10.0f;
|
||||
|
||||
Reference in New Issue
Block a user