Build 0.20.8.0

This commit is contained in:
Markus Isberg
2022-11-25 19:56:30 +02:00
parent ecb6d40b4b
commit df805574c4
111 changed files with 2347 additions and 1283 deletions
@@ -27,13 +27,14 @@ namespace Barotrauma
private readonly bool applyFireEffects;
private readonly string[] ignoreFireEffectsForTags;
private readonly bool ignoreCover;
private readonly bool onlyInside,onlyOutside;
private readonly float flashDuration;
private readonly float? flashRange;
private readonly string decal;
private readonly float decalSize;
private readonly bool applyToSelf;
public bool OnlyInside, OnlyOutside;
private readonly float itemRepairStrength;
public readonly HashSet<Submarine> IgnoredSubmarines = new HashSet<Submarine>();
@@ -81,8 +82,8 @@ namespace Barotrauma
ignoreFireEffectsForTags = element.GetAttributeStringArray("ignorefireeffectsfortags", Array.Empty<string>(), convertToLowerInvariant: true);
ignoreCover = element.GetAttributeBool("ignorecover", false);
onlyInside = element.GetAttributeBool("onlyinside", false);
onlyOutside = element.GetAttributeBool("onlyoutside", false);
OnlyInside = element.GetAttributeBool("onlyinside", false);
OnlyOutside = element.GetAttributeBool("onlyoutside", false);
flash = element.GetAttributeBool("flash", showEffects);
flashDuration = element.GetAttributeFloat("flashduration", 0.05f);
@@ -176,13 +177,12 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
if (distSqr > displayRangeSqr) continue;
float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
if (distSqr > displayRangeSqr) { continue; }
float distFactor = CalculateDistanceFactor(distSqr, displayRange);
//damage repairable power-consuming items
var powered = item.GetComponent<Powered>();
if (powered == null || !powered.VulnerableToEMP) continue;
if (powered == null || !powered.VulnerableToEMP) { continue; }
if (item.Repairables.Any())
{
item.Condition -= item.MaxCondition * EmpStrength * distFactor;
@@ -195,6 +195,7 @@ namespace Barotrauma
powerContainer.Charge -= powerContainer.GetCapacity() * EmpStrength * distFactor;
}
}
static float CalculateDistanceFactor(float distSqr, float displayRange) => 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
}
if (itemRepairStrength > 0.0f)
@@ -288,10 +289,16 @@ namespace Barotrauma
{
continue;
}
if (c == attacker && !applyToSelf) { continue; }
//if (c == attacker && !applyToSelf) { continue; }
if (onlyInside && c.Submarine == null) { continue; }
else if (onlyOutside && c.Submarine != null) { continue; }
if (OnlyInside && c.Submarine == null)
{
continue;
}
else if (OnlyOutside && c.Submarine != null)
{
continue;
}
Vector2 explosionPos = worldPosition;
if (c.Submarine != null) { explosionPos -= c.Submarine.Position; }
@@ -337,15 +344,19 @@ namespace Barotrauma
modifiedAfflictions.Clear();
foreach (Affliction affliction in attack.Afflictions.Keys)
{
// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
float limbCountFactor = Math.Min(distFactors.Count, 15);
float dmgMultiplier = distFactor;
if (affliction.DivideByLimbCount)
{
float limbCountFactor = distFactors.Count;
if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == "damage")
{
// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
limbCountFactor = Math.Min(distFactors.Count, 15);
}
dmgMultiplier /= limbCountFactor;
}
modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction.Probability));
modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction));
}
c.LastDamageSource = damageSource;
if (attacker == null)
@@ -353,29 +364,29 @@ namespace Barotrauma
if (damageSource is Item item)
{
attacker = item.GetComponent<Projectile>()?.User;
if (attacker == null)
{
attacker = item.GetComponent<MeleeWeapon>()?.User;
}
attacker ??= item.GetComponent<MeleeWeapon>()?.User;
}
}
if (attack.Afflictions.Any() || attack.Stun > 0.0f)
{
AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
if (attackData.Afflictions != null)
if (!attack.OnlyHumans || c.IsHuman)
{
modifiedAfflictions.AddRange(attackData.Afflictions);
}
AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
if (attackData.Afflictions != null)
{
modifiedAfflictions.AddRange(attackData.Afflictions);
}
//use a position slightly from the limb's position towards the explosion
//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
Vector2 dir = worldPosition - limb.WorldPosition;
Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
damages.Add(limb, attackResult.Damage);
//use a position slightly from the limb's position towards the explosion
//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
Vector2 dir = worldPosition - limb.WorldPosition;
Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
damages.Add(limb, attackResult.Damage);
}
}
if (attack.StatusEffects != null && attack.StatusEffects.Any())
{
attack.SetUser(attacker);
@@ -438,7 +449,7 @@ namespace Barotrauma
damagedStructureList.Clear();
foreach (MapEntity entity in MapEntity.mapEntityList)
{
if (!(entity is Structure structure)) { continue; }
if (entity is not Structure structure) { continue; }
if (ignoredSubmarines != null && entity.Submarine != null && ignoredSubmarines.Contains(entity.Submarine)) { continue; }
if (structure.HasBody &&
@@ -487,7 +498,7 @@ namespace Barotrauma
for (int i = Level.Loaded.ExtraWalls.Count - 1; i >= 0; i--)
{
if (!(Level.Loaded.ExtraWalls[i] is DestructibleLevelWall destructibleWall)) { continue; }
if (Level.Loaded.ExtraWalls[i] is not DestructibleLevelWall destructibleWall) { continue; }
foreach (var cell in destructibleWall.Cells)
{
if (cell.IsPointInside(worldPosition))
@@ -510,7 +521,7 @@ namespace Barotrauma
return damagedStructures;
}
public void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
public static void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
{
List<BallastFloraBehavior> ballastFlorae = new List<BallastFloraBehavior>();