Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -450,6 +450,7 @@ namespace Barotrauma.Items.Components
public override bool Select(Character activator)
{
if (activator == null || activator.Removed) { return false; }
if (Item.Condition <= 0.0f && !UpdateWhenInactive) { return false; }
if (UsableIn == UseEnvironment.Water && !activator.AnimController.InWater ||
UsableIn == UseEnvironment.Air && activator.AnimController.InWater)
@@ -15,6 +15,8 @@ namespace Barotrauma.Items.Components
{
private ImmutableDictionary<uint, FabricationRecipe> fabricationRecipes; //this is not readonly because tutorials fuck this up!!!!
private const int MaxAmountToFabricate = 99;
private FabricationRecipe fabricatedItem;
private float timeUntilReady;
private float requiredTime;
@@ -39,6 +41,16 @@ namespace Barotrauma.Items.Components
[Serialize(1.0f, IsPropertySaveable.Yes)]
public float SkillRequirementMultiplier { get; set; }
private int amountToFabricate;
[Serialize(1, IsPropertySaveable.Yes)]
public int AmountToFabricate
{
get { return amountToFabricate; }
set { amountToFabricate = MathHelper.Clamp(value, 1, MaxAmountToFabricate); }
}
private int amountRemaining;
private const float TinkeringSpeedIncrease = 2.5f;
private enum FabricatorState
@@ -183,16 +195,20 @@ namespace Barotrauma.Items.Components
if (selectedItem == null) { return; }
if (!outputContainer.Inventory.CanBePut(selectedItem.TargetItem, selectedItem.OutCondition * selectedItem.TargetItem.Health)) { return; }
#if CLIENT
itemList.Enabled = false;
activateButton.Text = TextManager.Get("FabricatorCancel");
#endif
IsActive = true;
this.user = user;
fabricatedItem = selectedItem;
RefreshAvailableIngredients();
#if CLIENT
itemList.Enabled = false;
if (amountInput != null)
{
amountInput.Enabled = false;
}
RefreshActivateButtonText();
#endif
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
if (!isClient)
{
@@ -249,10 +265,11 @@ namespace Barotrauma.Items.Components
}
#elif CLIENT
itemList.Enabled = true;
if (activateButton != null)
if (amountInput != null)
{
activateButton.Text = TextManager.Get(CreateButtonText);
amountInput.Enabled = true;
}
RefreshActivateButtonText();
#endif
fabricatedItem = null;
}
@@ -518,20 +535,16 @@ namespace Barotrauma.Items.Components
}
}
//disabled "continuous fabrication" for now
//before we enable it, there should be some UI controls for fabricating a specific number of items
/*var prevFabricatedItem = fabricatedItem;
var prevFabricatedItem = fabricatedItem;
var prevUser = user;
CancelFabricating();
if (CanBeFabricated(prevFabricatedItem))
amountRemaining--;
if (amountRemaining > 0 && CanBeFabricated(prevFabricatedItem, availableIngredients, prevUser))
{
//keep fabricating if we can fabricate more
StartFabricating(prevFabricatedItem, prevUser, addToServerLog: false);
}*/
CancelFabricating();
}
}
}
@@ -594,7 +607,15 @@ namespace Barotrauma.Items.Components
private bool CanBeFabricated(FabricationRecipe fabricableItem, IReadOnlyDictionary<Identifier, List<Item>> availableIngredients, Character character)
{
if (fabricableItem == null) { return false; }
if (fabricableItem.RequiresRecipe && (character == null || !character.HasRecipeForItem(fabricableItem.TargetItem.Identifier))) { return false; }
if (fabricableItem.RequiresRecipe)
{
if (character == null) { return false; }
if (!character.HasRecipeForItem(fabricableItem.TargetItem.Identifier) &&
GameSession.GetSessionCrewCharacters(CharacterType.Bot).None(c => c.HasRecipeForItem(fabricableItem.TargetItem.Identifier)))
{
return false;
}
}
if (fabricableItem.RequiredMoney > 0)
{
@@ -151,7 +151,6 @@ namespace Barotrauma.Items.Components
set
{
bool changed = currentMode != value;
currentMode = value;
#if CLIENT
if (changed) { prevPassivePingRadius = float.MaxValue; }