Build 0.20.0.0

This commit is contained in:
Markus Isberg
2022-10-27 17:54:57 +03:00
parent 05c7b1f869
commit edaf4b09fe
197 changed files with 4344 additions and 1773 deletions
@@ -104,12 +104,14 @@ namespace Barotrauma.Items.Components
// doesn't quite work properly, remaining time changes if tinkering stops
float deconstructionSpeedModifier = userDeconstructorSpeedMultiplier * (1f + tinkeringStrength * TinkeringSpeedIncrease);
float deconstructionSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DeconstructorSpeed, DeconstructionSpeed);
if (DeconstructItemsSimultaneously)
{
float deconstructTime = 0.0f;
foreach (Item targetItem in inputContainer.Inventory.AllItems)
{
deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier);
deconstructTime += targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier);
}
progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
@@ -139,7 +141,7 @@ namespace Barotrauma.Items.Components
if (targetItem == null) { return; }
var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it => it.IsValidDeconstructor(item)).ToList();
float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
if (progressTimer > deconstructTime)
@@ -218,7 +220,7 @@ namespace Barotrauma.Items.Components
if (percentageHealth < deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
if (MapEntityPrefab.FindByIdentifier(deconstructProduct.ItemIdentifier) is not ItemPrefab itemPrefab)
{
DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
return;
@@ -284,9 +286,10 @@ namespace Barotrauma.Items.Components
{
Entity.Spawner.AddItemToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
{
spawnedItem.SpawnedInCurrentOutpost = item.SpawnedInCurrentOutpost;
spawnedItem.StolenDuringRound = targetItem.StolenDuringRound;
spawnedItem.AllowStealing = targetItem.AllowStealing;
spawnedItem.OriginalOutpost = targetItem.OriginalOutpost;
spawnedItem.SpawnedInCurrentOutpost = targetItem.SpawnedInCurrentOutpost;
for (int i = 0; i < outputContainer.Capacity; i++)
{
var containedItem = outputContainer.Inventory.GetItemAt(i);
@@ -30,11 +30,8 @@ namespace Barotrauma.Items.Components
Serialize(500.0f, IsPropertySaveable.Yes, description: "The amount of force exerted on the submarine when the engine is operating at full power.")]
public float MaxForce
{
get { return maxForce; }
set
{
maxForce = Math.Max(0.0f, value);
}
get => maxForce;
set => maxForce = Math.Max(0.0f, value);
}
[Editable, Serialize("0.0,0.0", IsPropertySaveable.Yes,
@@ -94,7 +91,7 @@ namespace Barotrauma.Items.Components
}
partial void InitProjSpecific(ContentXElement element);
public override void Update(float deltaTime, Camera cam)
{
UpdateOnActiveEffects(deltaTime);
@@ -129,12 +126,14 @@ namespace Barotrauma.Items.Components
{
forceMultiplier *= MathHelper.Lerp(0.5f, 2.0f, (float)Math.Sqrt(User.GetSkillLevel("helm") / 100));
}
currForce *= maxForce * forceMultiplier;
if (item.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering)
currForce *= item.StatManager.GetAdjustedValue(ItemTalentStats.EngineMaxSpeed, MaxForce) * forceMultiplier;
if (item.GetComponent<Repairable>() is { IsTinkering: true } repairable)
{
currForce *= 1f + repairable.TinkeringStrength * TinkeringForceIncrease;
}
currForce = item.StatManager.GetAdjustedValue(ItemTalentStats.EngineSpeed, currForce);
//less effective when in a bad condition
currForce *= MathHelper.Lerp(0.5f, 2.0f, condition);
if (item.Submarine.FlippedX) { currForce *= -1; }
@@ -89,7 +89,7 @@ namespace Barotrauma.Items.Components
{
DebugConsole.ThrowError("Error in item " + item.Name + "! Fabrication recipes should be defined in the craftable item's xml, not in the fabricator.");
break;
}
}
}
var fabricationRecipes = new Dictionary<uint, FabricationRecipe>();
@@ -104,6 +104,18 @@ namespace Barotrauma.Items.Components
continue;
}
}
bool recipeInvalid = false;
foreach (var requiredItem in recipe.RequiredItems)
{
if (requiredItem.ItemPrefabs.None())
{
DebugConsole.ThrowError($"Error in the fabrication recipe for \"{itemPrefab.Name}\". Could not find the ingredient \"{requiredItem}\".");
recipeInvalid = true;
}
}
if (recipeInvalid) { continue; }
fabricationRecipes.Add(recipe.RecipeHash, recipe);
if (recipe.FabricationLimitMax >= 0)
{
@@ -356,9 +368,10 @@ namespace Barotrauma.Items.Components
bool ingredientsStolen = false;
bool ingredientsAllowStealing = true;
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
if (GameMain.NetworkMember is null || GameMain.NetworkMember.IsServer)
{
fabricatedItem.RequiredItems.ForEach(requiredItem =>
List<Item> foundAvailableItems = new List<Item>();
foreach (FabricationRecipe.RequiredItem requiredItem in fabricatedItem.RequiredItems)
{
for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
{
@@ -367,10 +380,7 @@ namespace Barotrauma.Items.Components
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
var availableItems = availableIngredients[requiredPrefab.Identifier];
var availableItem = availableItems.FirstOrDefault(potentialPrefab =>
{
return requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage);
});
var availableItem = availableItems.FirstOrDefault(potentialPrefab => requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage));
if (availableItem == null) { continue; }
@@ -401,13 +411,21 @@ namespace Barotrauma.Items.Components
}
}
foundAvailableItems.Add(availableItem);
availableItems.Remove(availableItem);
Entity.Spawner.AddItemToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
break;
}
}
});
}
var fabricationIngredients = new AbilityFabricationItemIngredients(foundAvailableItems);
user.CheckTalents(AbilityEffectType.OnItemFabricatedIngredients, fabricationIngredients);
foreach (Item availableItem in fabricationIngredients.Items)
{
Entity.Spawner.AddItemToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
}
int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
@@ -535,12 +553,13 @@ namespace Barotrauma.Items.Components
return currPowerConsumption;
}
private int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
private static int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
{
if (user == null) { return 0; }
if (user?.Info == null) { return 0; }
if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return 0; }
int quality = 0;
float floatQuality = 0.0f;
floatQuality += user.GetStatValue(StatTypes.IncreaseFabricationQuality);
foreach (var tag in fabricatedItem.TargetItem.Tags)
{
floatQuality += user.Info.GetSavedStatValue(StatTypes.IncreaseFabricationQuality, tag);
@@ -637,9 +656,14 @@ namespace Barotrauma.Items.Components
//fabricating takes 100 times longer if degree of success is close to 0
//characters with a higher skill than required can fabricate up to 100% faster
return fabricableItem.RequiredTime / FabricationSpeed / MathHelper.Clamp(t, 0.01f, 2.0f);
float time = fabricableItem.RequiredTime / item.StatManager.GetAdjustedValue(ItemTalentStats.FabricationSpeed, FabricationSpeed) / MathHelper.Clamp(t, 0.01f, 2.0f);
if (user is not null && fabricableItem.TargetItem is { } it && it.Tags.Contains("medical"))
{
time *= 1f + user.GetStatValue(StatTypes.FabricateMedicineSpeedMultiplier);
}
return time;
}
public float FabricationDegreeOfSuccess(Character character, ImmutableArray<Skill> skills)
{
if (skills.Length == 0) { return 1.0f; }
@@ -713,7 +737,14 @@ namespace Barotrauma.Items.Components
{
availableIngredients[itemIdentifier] = new List<Item>(itemList.Count);
}
availableIngredients[itemIdentifier].Add(item);
//order by condition (prefer using worst-condition items)
int index = 0;
while (index < availableIngredients[itemIdentifier].Count &&
availableIngredients[itemIdentifier][index].Condition < item.Condition)
{
index++;
}
availableIngredients[itemIdentifier].Insert(index, item);
}
}
@@ -827,5 +858,15 @@ namespace Barotrauma.Items.Components
public float Value { get; set; }
public ItemPrefab ItemPrefab { get; set; }
}
internal sealed class AbilityFabricationItemIngredients : AbilityObject
{
public List<Item> Items { get; set; }
public AbilityFabricationItemIngredients(List<Item> items)
{
Items = items;
}
}
}
}
@@ -57,8 +57,8 @@ namespace Barotrauma.Items.Components
[Editable, Serialize(80.0f, IsPropertySaveable.No, description: "How fast the item pumps water in/out when operating at 100%.", alwaysUseInstanceValues: true)]
public float MaxFlow
{
get { return maxFlow; }
set { maxFlow = value; }
get => maxFlow;
set => maxFlow = value;
}
[Editable, Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
@@ -92,13 +92,16 @@ namespace Barotrauma.Items.Components
}
partial void InitProjSpecific(ContentXElement element);
public override void Update(float deltaTime, Camera cam)
{
pumpSpeedLockTimer -= deltaTime;
isActiveLockTimer -= deltaTime;
if (!IsActive) { return; }
if (!IsActive)
{
return;
}
currFlow = 0.0f;
@@ -122,7 +125,10 @@ namespace Barotrauma.Items.Components
FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
}
if (!HasPower) { return; }
if (!HasPower)
{
return;
}
UpdateProjSpecific(deltaTime);
@@ -132,13 +138,15 @@ namespace Barotrauma.Items.Components
float powerFactor = Math.Min(currPowerConsumption <= 0.0f || MinVoltage <= 0.0f ? 1.0f : Voltage, MaxOverVoltageFactor);
currFlow = flowPercentage / 100.0f * maxFlow * powerFactor;
currFlow = flowPercentage / 100.0f * item.StatManager.GetAdjustedValue(ItemTalentStats.PumpMaxFlow, MaxFlow) * powerFactor;
if (item.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering)
if (item.GetComponent<Repairable>() is { IsTinkering: true } repairable)
{
currFlow *= 1f + repairable.TinkeringStrength * TinkeringSpeedIncrease;
}
currFlow = item.StatManager.GetAdjustedValue(ItemTalentStats.PumpSpeed, currFlow);
//less effective when in a bad condition
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
@@ -83,19 +83,24 @@ namespace Barotrauma.Items.Components
{
if (lastUser == value) { return; }
lastUser = value;
degreeOfSuccess = lastUser == null ? 0.0f : Math.Min(DegreeOfSuccess(lastUser), 1.0f);
LastUserWasPlayer = lastUser.IsPlayer;
if (lastUser == null)
{
degreeOfSuccess = 0.0f;
LastUserWasPlayer = false;
}
else
{
degreeOfSuccess = Math.Min(DegreeOfSuccess(lastUser), 1.0f);
LastUserWasPlayer = lastUser.IsPlayer;
}
}
}
[Editable(0.0f, float.MaxValue), Serialize(10000.0f, IsPropertySaveable.Yes, description: "How much power (kW) the reactor generates when operating at full capacity.", alwaysUseInstanceValues: true)]
public float MaxPowerOutput
{
get { return maxPowerOutput; }
set
{
maxPowerOutput = Math.Max(0.0f, value);
}
get => maxPowerOutput;
set => maxPowerOutput = Math.Max(0.0f, value);
}
[Editable(0.0f, float.MaxValue), Serialize(120.0f, IsPropertySaveable.Yes, description: "How long the temperature has to stay critical until a meltdown occurs.")]
@@ -144,11 +149,11 @@ namespace Barotrauma.Items.Components
turbineOutput = MathHelper.Clamp(value, 0.0f, 100.0f);
}
}
[Serialize(0.2f, IsPropertySaveable.Yes, description: "How fast the condition of the contained fuel rods deteriorates per second."), Editable(0.0f, 1000.0f, decimals: 3)]
public float FuelConsumptionRate
{
get { return fuelConsumptionRate; }
get => fuelConsumptionRate;
set
{
if (!MathUtils.IsValid(value)) return;
@@ -248,6 +253,8 @@ namespace Barotrauma.Items.Components
}
#endif
float maxPowerOut = GetMaxOutput();
if (signalControlledTargetFissionRate.HasValue && lastReceivedFissionRateSignalTime > Timing.TotalTime - 1)
{
TargetFissionRate = adjustValueWithoutOverShooting(TargetFissionRate, signalControlledTargetFissionRate.Value, deltaTime * 5.0f);
@@ -281,9 +288,9 @@ namespace Barotrauma.Items.Components
//use a smoothed "correct output" instead of the actual correct output based on the load
//so the player doesn't have to keep adjusting the rate impossibly fast when the load fluctuates heavily
if (!MathUtils.NearlyEqual(MaxPowerOutput, 0.0f))
if (!MathUtils.NearlyEqual(maxPowerOut, 0.0f))
{
CorrectTurbineOutput += MathHelper.Clamp((Load / MaxPowerOutput * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
CorrectTurbineOutput += MathHelper.Clamp((Load / maxPowerOut * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
}
//calculate tolerances of the meters based on the skills of the user
@@ -342,7 +349,7 @@ namespace Barotrauma.Items.Components
if (!isConnectedToFriendlyOutpost)
{
item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
item.Condition -= fissionRate / 100.0f * GetFuelConsumption() * deltaTime;
}
}
fuelLeft += item.ConditionPercentage;
@@ -351,10 +358,10 @@ namespace Barotrauma.Items.Components
if (fissionRate > 0.0f)
{
if (item.AiTarget != null && MaxPowerOutput > 0)
if (item.AiTarget != null && maxPowerOut > 0)
{
var aiTarget = item.AiTarget;
float range = Math.Abs(currPowerConsumption) / MaxPowerOutput;
float range = Math.Abs(currPowerConsumption) / maxPowerOut;
aiTarget.SoundRange = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, range);
if (item.CurrentHull != null)
{
@@ -425,15 +432,17 @@ namespace Barotrauma.Items.Components
tolerance = 3f;
}
float maxPowerOut = GetMaxOutput();
float temperatureFactor = Math.Min(temperature / 50.0f, 1.0f);
float minOutput = MaxPowerOutput * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
float maxOutput = MaxPowerOutput * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
float minOutput = maxPowerOut * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
float maxOutput = maxPowerOut * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
minUpdatePowerOut = minOutput;
maxUpdatePowerOut = maxOutput;
float reactorMax = PowerOn ? MaxPowerOutput : maxUpdatePowerOut;
float reactorMax = PowerOn ? maxPowerOut : maxUpdatePowerOut;
return new PowerRange(minOutput, maxOutput, reactorMax);
}
@@ -456,11 +465,13 @@ namespace Barotrauma.Items.Components
float output = MathHelper.Clamp(ratio * (maxUpdatePowerOut - minUpdatePowerOut) + minUpdatePowerOut, minUpdatePowerOut, maxUpdatePowerOut);
float newLoad = loadLeft;
float maxOutput = GetMaxOutput();
//Adjust behaviour for multi reactor setup
if (MaxPowerOutput != minMaxPower.ReactorMaxOutput)
if (maxOutput != minMaxPower.ReactorMaxOutput)
{
float idealLoad = MaxPowerOutput / minMaxPower.ReactorMaxOutput * loadLeft;
float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * MaxPowerOutput), -MaxPowerOutput / 100, MaxPowerOutput / 100);
float idealLoad = maxOutput / minMaxPower.ReactorMaxOutput * loadLeft;
float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * maxOutput), -maxOutput / 100, maxOutput / 100);
newLoad = MathHelper.Clamp(loadLeft - (expectedPower - output) + loadAdjust, 0, loadLeft);
}
@@ -501,7 +512,7 @@ namespace Barotrauma.Items.Components
//calculate the maximum output if the fission rate is cranked as high as it goes and turbine output is at max
float theoreticalMaxHeat = GetGeneratedHeat(fissionRate: maxFissionRate);
float temperatureFactor = Math.Min(theoreticalMaxHeat / 50.0f, 1.0f);
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * GetMaxOutput();
//maximum output not enough, we need more fuel
return theoreticalMaxOutput < Load * minimumOutputRatio;
@@ -685,7 +696,7 @@ namespace Barotrauma.Items.Components
aiUpdateTimer = AIUpdateInterval;
// load more fuel if the current maximum output is only 50% of the current load
// or if the fuel rod is (almost) deplenished
float minCondition = fuelConsumptionRate * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
float minCondition = GetFuelConsumption() * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
{
bool outOfFuel = false;
@@ -863,5 +874,8 @@ namespace Barotrauma.Items.Components
if (GameMain.NetworkMember is { IsServer: true }) { unsentChanges = true; }
}
}
private float GetMaxOutput() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorMaxOutput, MaxPowerOutput);
private float GetFuelConsumption() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorFuelEfficiency, fuelConsumptionRate);
}
}
@@ -153,13 +153,6 @@ namespace Barotrauma.Items.Components
bool changed = currentMode != value;
currentMode = value;
if (value == Mode.Passive)
{
if (item.AiTarget != null)
{
item.AiTarget.SectorDegrees = 360.0f;
}
}
#if CLIENT
if (changed) { prevPassivePingRadius = float.MaxValue; }
UpdateGUIElements();
@@ -204,15 +197,13 @@ namespace Barotrauma.Items.Components
if (currentPingIndex != -1)
{
var activePing = activePings[currentPingIndex];
if (item.AiTarget != null)
{
float range = MathUtils.InverseLerp(item.AiTarget.MinSoundRange, item.AiTarget.MaxSoundRange, Range * activePing.State / zoom);
item.AiTarget.SoundRange = MathHelper.Lerp(item.AiTarget.MinSoundRange, item.AiTarget.MaxSoundRange, range);
}
if (activePing.State > 1.0f)
{
if (item.AiTarget != null)
{
float range = MathUtils.InverseLerp(item.AiTarget.MinSoundRange, item.AiTarget.MaxSoundRange, Range * activePing.State / zoom);
item.AiTarget.SoundRange = MathHelper.Lerp(item.AiTarget.MinSoundRange, item.AiTarget.MaxSoundRange, range);
item.AiTarget.SectorDegrees = activePing.IsDirectional ? DirectionalPingSector : 360.0f;
item.AiTarget.SectorDir = new Vector2(pingDirection.X, -pingDirection.Y);
}
aiPingCheckPending = true;
currentPingIndex = -1;
}
@@ -228,15 +219,16 @@ namespace Barotrauma.Items.Components
activePings[currentPingIndex].Direction = pingDirection;
activePings[currentPingIndex].State = 0.0f;
activePings[currentPingIndex].PrevPingRadius = 0.0f;
if (item.AiTarget != null)
{
item.AiTarget.SectorDegrees = useDirectionalPing ? DirectionalPingSector : 360.0f;
item.AiTarget.SectorDir = new Vector2(pingDirection.X, -pingDirection.Y);
}
item.Use(deltaTime);
}
}
else
{
if (item.AiTarget != null)
{
item.AiTarget.SectorDegrees = 360.0f;
}
aiPingCheckPending = false;
}
}