Release 1.9.7.0 - Summer Update 2025

This commit is contained in:
Regalis11
2025-06-17 16:38:11 +03:00
parent 22227f13e5
commit ea5a2bc693
297 changed files with 7344 additions and 2421 deletions
@@ -177,18 +177,7 @@ namespace Barotrauma.Items.Components
{
RefreshConnections();
if (Timing.TotalTime > extraLoadSetTime + 1.0)
{
//Decay the extra load to 0 from either positive or negative
if (extraLoad > 0)
{
extraLoad = Math.Max(extraLoad - 1000.0f * deltaTime, 0);
}
else
{
extraLoad = Math.Min(extraLoad + 1000.0f * deltaTime, 0);
}
}
UpdateExtraLoad(deltaTime);
if (!CanTransfer) { return; }
@@ -200,6 +189,28 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime);
SendSignals();
UpdateOvervoltage(deltaTime);
}
protected virtual void UpdateExtraLoad(float deltaTime)
{
if (Timing.TotalTime <= extraLoadSetTime + 1.0) { return; }
//Decay the extra load to 0 from either positive or negative
if (extraLoad > 0)
{
extraLoad = Math.Max(extraLoad - 1000.0f * deltaTime, 0);
}
else
{
extraLoad = Math.Min(extraLoad + 1000.0f * deltaTime, 0);
}
}
protected virtual void SendSignals()
{
float powerReadingOut = 0;
float loadReadingOut = ExtraLoad;
if (powerLoad < 0)
@@ -226,7 +237,10 @@ namespace Barotrauma.Items.Components
}
item.SendSignal(powerSignal, "power_value_out");
item.SendSignal(loadSignal, "load_value_out");
}
protected virtual void UpdateOvervoltage(float deltaTime)
{
//if the item can't be fixed, don't allow it to break
if (!item.Repairables.Any() || !CanBeOverloaded) { return; }
@@ -234,46 +248,45 @@ namespace Barotrauma.Items.Components
Overload = Voltage > maxOverVoltage && GameMain.GameSession is not { RoundDuration: < 5 };
if (Overload && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
if (!Overload || GameMain.NetworkMember is { IsClient: true }) { return; }
if (overloadCooldownTimer > 0.0f)
{
if (overloadCooldownTimer > 0.0f)
{
overloadCooldownTimer -= deltaTime;
return;
}
overloadCooldownTimer -= deltaTime;
return;
}
//damage the item if voltage is too high (except if running as a client)
float prevCondition = item.Condition;
//some randomness to prevent all junction boxes from breaking at the same time
if (Rand.Range(0.0f, 1.0f) < 0.01f)
{
//damaged boxes are more sensitive to overvoltage (also preventing all boxes from breaking at the same time)
float conditionFactor = MathHelper.Lerp(5.0f, 1.0f, item.Condition / item.MaxCondition);
item.Condition -= deltaTime * Rand.Range(10.0f, 500.0f) * conditionFactor;
}
if (item.Condition <= 0.0f && prevCondition > 0.0f)
{
overloadCooldownTimer = OverloadCooldown;
//damage the item if voltage is too high (except if running as a client)
float prevCondition = item.Condition;
//some randomness to prevent all junction boxes from breaking at the same time
if (Rand.Range(0.0f, 1.0f) < 0.01f)
{
//damaged boxes are more sensitive to overvoltage (also preventing all boxes from breaking at the same time)
float conditionFactor = MathHelper.Lerp(5.0f, 1.0f, item.Condition / item.MaxCondition);
item.Condition -= deltaTime * Rand.Range(10.0f, 500.0f) * conditionFactor;
}
if (item.Condition > 0.0f || prevCondition <= 0.0f) { return; }
overloadCooldownTimer = OverloadCooldown;
#if CLIENT
SoundPlayer.PlaySound("zap", item.WorldPosition, hullGuess: item.CurrentHull);
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
SoundPlayer.PlaySound("zap", item.WorldPosition, hullGuess: item.CurrentHull);
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
#endif
float currentIntensity = GameMain.GameSession?.EventManager != null ?
GameMain.GameSession.EventManager.CurrentIntensity : 0.5f;
float currentIntensity = GameMain.GameSession?.EventManager != null ?
GameMain.GameSession.EventManager.CurrentIntensity : 0.5f;
//higher probability for fires if the current intensity is low
if (FireProbability > 0.0f &&
Rand.Range(0.0f, 1.0f) < MathHelper.Lerp(FireProbability, FireProbability * 0.1f, currentIntensity))
{
new FireSource(item.WorldPosition);
}
}
//higher probability for fires if the current intensity is low
if (FireProbability > 0.0f &&
Rand.Range(0.0f, 1.0f) < MathHelper.Lerp(FireProbability, FireProbability * 0.1f, currentIntensity))
{
new FireSource(item.WorldPosition);
}
}
@@ -424,7 +437,7 @@ namespace Barotrauma.Items.Components
}
}
if (this is not RelayComponent)
if (this is not RelayComponent and not PowerDistributor)
{
if (PowerConnections.Any(p => !p.IsOutput) && PowerConnections.Any(p => p.IsOutput))
{
@@ -452,7 +465,7 @@ namespace Barotrauma.Items.Components
{
//other junction boxes don't need to receive the signal in the pass-through signal connections
//because we relay it straight to the connected items without going through the whole chain of junction boxes
if (ic is PowerTransfer && ic is not RelayComponent) { continue; }
if (ic is PowerTransfer and not RelayComponent and not PowerDistributor) { continue; }
ic.ReceiveSignal(signal, recipient);
}