v0.11.0.10

This commit is contained in:
Joonas Rikkonen
2020-12-16 15:15:58 +02:00
parent f433a7ba10
commit e47f0850a5
19 changed files with 181 additions and 93 deletions
@@ -401,7 +401,7 @@ namespace Barotrauma.Items.Components
//if the item has a connection panel and rewiring is disabled, don't allow deattaching
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null && (connectionPanel.Locked || !(GameMain.NetworkMember?.ServerSettings?.AllowRewiring ?? true)))
if (connectionPanel != null && !connectionPanel.AlwaysAllowRewiring && (connectionPanel.Locked || !(GameMain.NetworkMember?.ServerSettings?.AllowRewiring ?? true)))
{
return false;
}
@@ -578,7 +578,7 @@ namespace Barotrauma.Items.Components
Vector2 attachPos = userPos + mouseDiff;
if (user.Submarine == null)
if (user.Submarine == null && Level.Loaded != null)
{
bool edgeFound = false;
foreach (var cell in Level.Loaded.GetCells(attachPos))
@@ -606,6 +606,7 @@ namespace Barotrauma.Items.Components
private Voronoi2.VoronoiCell GetAttachTargetCell(float maxDist)
{
if (Level.Loaded == null) { return null; }
foreach (var cell in Level.Loaded.GetCells(item.WorldPosition, searchDepth: 1))
{
if (cell.CellType != Voronoi2.CellType.Solid) { continue; }
@@ -109,10 +109,11 @@ namespace Barotrauma.Items.Components
{
get
{
if (item.body == null) { return BarrelPos; }
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation + MathHelper.ToRadians(BarrelRotation));
Vector2 flippedPos = BarrelPos;
if (item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
return (Vector2.Transform(flippedPos, bodyTransform));
return Vector2.Transform(flippedPos, bodyTransform);
}
}
@@ -228,11 +229,15 @@ namespace Barotrauma.Items.Components
}
float spread = MathHelper.ToRadians(MathHelper.Lerp(UnskilledSpread, Spread, degreeOfSuccess));
float angle = item.body.Rotation + MathHelper.ToRadians(BarrelRotation) + spread * Rand.Range(-0.5f, 0.5f);
Vector2 rayEnd = rayStartWorld +
ConvertUnits.ToSimUnits(new Vector2(
(float)Math.Cos(angle),
(float)Math.Sin(angle)) * Range * item.body.Dir);
float angle = MathHelper.ToRadians(BarrelRotation) + spread * Rand.Range(-0.5f, 0.5f);
float dir = 1;
if (item.body != null)
{
angle += item.body.Rotation;
dir = item.body.Dir;
}
Vector2 rayEnd = rayStartWorld + ConvertUnits.ToSimUnits(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Range * dir);
ignoredBodies.Clear();
if (character != null)
@@ -438,7 +443,7 @@ namespace Barotrauma.Items.Components
}
}
if (WaterAmount > 0.0f && item.CurrentHull?.Submarine != null)
if (WaterAmount > 0.0f && item.Submarine != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(rayStart + item.Submarine.SimPosition);
@@ -466,7 +471,7 @@ namespace Barotrauma.Items.Components
#if CLIENT
float barOffset = 10f * GUI.Scale;
Vector2 offset = planter.PlantSlots.ContainsKey(i) ? planter.PlantSlots[i].Offset : Vector2.Zero;
user.UpdateHUDProgressBar(planter, planter.Item.DrawPosition + new Vector2(barOffset, 0) + offset, seed.Health / seed.MaxHealth, GUI.Style.Blue, GUI.Style.Blue, "progressbar.watering");
user?.UpdateHUDProgressBar(planter, planter.Item.DrawPosition + new Vector2(barOffset, 0) + offset, seed.Health / seed.MaxHealth, GUI.Style.Blue, GUI.Style.Blue, "progressbar.watering");
#endif
}
}
@@ -31,20 +31,6 @@ namespace Barotrauma.Items.Components
private float pumpSpeedLockTimer, isActiveLockTimer;
private bool infected;
[Serialize(false, true, description: "Whether or not the pump is infected with ballast flora spores.")]
public bool Infected
{
get => infected;
set
{
infected = value;
}
}
public string InfectIdentifier;
[Serialize(0.0f, true, description: "How fast the item is currently pumping water (-100 = full speed out, 100 = full speed in). Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
public float FlowPercentage
{
@@ -122,13 +108,6 @@ namespace Barotrauma.Items.Components
//less effective when in a bad condition
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
if (currFlow < 0 && Infected)
{
InfectBallast(InfectIdentifier);
}
Infected = false;
item.CurrentHull.WaterVolume += currFlow;
if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
}
@@ -143,8 +122,15 @@ namespace Barotrauma.Items.Components
if (hull.BallastFlora != null) { return; }
var ballastFloraPrefab = BallastFloraPrefab.Find(identifier);
if (ballastFloraPrefab == null)
{
DebugConsole.ThrowError($"Failed to infect a ballast pump (could not find a ballast flora prefab with the identifier \"{identifier}\").\n" + Environment.StackTrace);
return;
}
Vector2 offset = item.WorldPosition - hull.WorldPosition;
hull.BallastFlora = new BallastFloraBehavior(hull, BallastFloraPrefab.Find(identifier), offset, firstGrowth: true);
hull.BallastFlora = new BallastFloraBehavior(hull, ballastFloraPrefab, offset, firstGrowth: true);
#if SERVER
hull.BallastFlora.SendNetworkMessage(hull.BallastFlora, BallastFloraBehavior.NetworkHeader.Spawn);
@@ -331,21 +331,21 @@ namespace Barotrauma.Items.Components
IsActive = true;
Vector2 rayStart = simPositon;
Vector2 rayEnd = simPositon + dir * 1000.0f;
Vector2 rayEnd = simPositon + dir * 500.0f;
List<HitscanResult> hits = new List<HitscanResult>();
hits.AddRange(DoRayCast(rayStart, rayEnd));
hits.AddRange(DoRayCast(rayStart, rayEnd, submarine: item.Submarine));
if (item.Submarine != null)
{
//shooting indoors, do a hitscan outside as well
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition));
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition, submarine: null));
//also in the coordinate space of docked subs
foreach (Submarine dockedSub in item.Submarine.DockedTo)
{
if (dockedSub == item.Submarine) { continue; }
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition - dockedSub.SimPosition, rayEnd + item.Submarine.SimPosition - dockedSub.SimPosition));
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition - dockedSub.SimPosition, rayEnd + item.Submarine.SimPosition - dockedSub.SimPosition, dockedSub));
}
}
else
@@ -353,7 +353,7 @@ namespace Barotrauma.Items.Components
//shooting outdoors, see if we can hit anything inside a sub
foreach (Submarine submarine in Submarine.Loaded)
{
var inSubHits = DoRayCast(rayStart - submarine.SimPosition, rayEnd - submarine.SimPosition);
var inSubHits = DoRayCast(rayStart - submarine.SimPosition, rayEnd - submarine.SimPosition, submarine);
//transform back to world coordinates
for (int i = 0; i < inSubHits.Count; i++)
{
@@ -402,7 +402,7 @@ namespace Barotrauma.Items.Components
}
}
private List<HitscanResult> DoRayCast(Vector2 rayStart, Vector2 rayEnd)
private List<HitscanResult> DoRayCast(Vector2 rayStart, Vector2 rayEnd, Submarine submarine)
{
List<HitscanResult> hits = new List<HitscanResult>();
@@ -417,14 +417,20 @@ namespace Barotrauma.Items.Components
if (fixture?.Body == null || fixture.IsSensor) { return true; }
if (fixture.Body.UserData is VineTile) { return true; }
if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return true; }
if (fixture.Body?.UserData as string == "ruinroom") { return true; }
if (fixture.Body.UserData as string == "ruinroom") { return true; }
//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
if (submarine != null)
{
if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return true; }
}
//ignore everything else than characters, sub walls and level walls
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return true; }
if (fixture.Body.UserData is VoronoiCell && this.item.Submarine != null) { return true; }
if (fixture.Body.UserData is VoronoiCell && (this.item.Submarine != null || submarine != null)) { return true; }
fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
@@ -447,7 +453,13 @@ namespace Barotrauma.Items.Components
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return -1; }
//ignore level cells if the item the point of impact are inside a sub
//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
if (submarine != null)
{
if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return -1; }
}
//ignore level cells if the item and the point of impact are inside a sub
if (fixture.Body.UserData is VoronoiCell && this.item.Submarine != null)
{
if (Hull.FindHull(ConvertUnits.ToDisplayUnits(point), this.item.CurrentHull) != null)
@@ -805,7 +817,8 @@ namespace Barotrauma.Items.Components
{
MotorEnabled = true,
MaxMotorForce = 30.0f,
LimitEnabled = true
LimitEnabled = true,
Breakpoint = 1000.0f
};
if (StickPermanently)
@@ -21,6 +21,14 @@ namespace Barotrauma.Items.Components
private List<ushort> disconnectedWireIds;
/// <summary>
/// Allows rewiring the connection panel despite rewiring being disabled on a server
/// </summary>
public bool AlwaysAllowRewiring
{
get { return item.Submarine?.Info.Type == SubmarineType.BeaconStation; }
}
[Editable, Serialize(false, true, description: "Locked connection panels cannot be rewired in-game.", alwaysUseInstanceValues: true)]
public bool Locked
{