Build 0.20.0.0
This commit is contained in:
@@ -104,12 +104,14 @@ namespace Barotrauma.Items.Components
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// doesn't quite work properly, remaining time changes if tinkering stops
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float deconstructionSpeedModifier = userDeconstructorSpeedMultiplier * (1f + tinkeringStrength * TinkeringSpeedIncrease);
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float deconstructionSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DeconstructorSpeed, DeconstructionSpeed);
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if (DeconstructItemsSimultaneously)
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{
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float deconstructTime = 0.0f;
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foreach (Item targetItem in inputContainer.Inventory.AllItems)
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{
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deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier);
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deconstructTime += targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier);
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}
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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@@ -139,7 +141,7 @@ namespace Barotrauma.Items.Components
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if (targetItem == null) { return; }
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it => it.IsValidDeconstructor(item)).ToList();
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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if (progressTimer > deconstructTime)
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@@ -218,7 +220,7 @@ namespace Barotrauma.Items.Components
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if (percentageHealth < deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
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if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
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if (MapEntityPrefab.FindByIdentifier(deconstructProduct.ItemIdentifier) is not ItemPrefab itemPrefab)
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{
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DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
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return;
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@@ -284,9 +286,10 @@ namespace Barotrauma.Items.Components
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{
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Entity.Spawner.AddItemToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
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{
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spawnedItem.SpawnedInCurrentOutpost = item.SpawnedInCurrentOutpost;
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spawnedItem.StolenDuringRound = targetItem.StolenDuringRound;
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spawnedItem.AllowStealing = targetItem.AllowStealing;
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spawnedItem.OriginalOutpost = targetItem.OriginalOutpost;
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spawnedItem.SpawnedInCurrentOutpost = targetItem.SpawnedInCurrentOutpost;
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for (int i = 0; i < outputContainer.Capacity; i++)
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{
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var containedItem = outputContainer.Inventory.GetItemAt(i);
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@@ -30,11 +30,8 @@ namespace Barotrauma.Items.Components
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Serialize(500.0f, IsPropertySaveable.Yes, description: "The amount of force exerted on the submarine when the engine is operating at full power.")]
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public float MaxForce
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{
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get { return maxForce; }
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set
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{
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maxForce = Math.Max(0.0f, value);
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}
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get => maxForce;
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set => maxForce = Math.Max(0.0f, value);
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}
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[Editable, Serialize("0.0,0.0", IsPropertySaveable.Yes,
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@@ -94,7 +91,7 @@ namespace Barotrauma.Items.Components
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}
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partial void InitProjSpecific(ContentXElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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UpdateOnActiveEffects(deltaTime);
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@@ -129,12 +126,14 @@ namespace Barotrauma.Items.Components
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{
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forceMultiplier *= MathHelper.Lerp(0.5f, 2.0f, (float)Math.Sqrt(User.GetSkillLevel("helm") / 100));
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}
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currForce *= maxForce * forceMultiplier;
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if (item.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering)
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currForce *= item.StatManager.GetAdjustedValue(ItemTalentStats.EngineMaxSpeed, MaxForce) * forceMultiplier;
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if (item.GetComponent<Repairable>() is { IsTinkering: true } repairable)
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{
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currForce *= 1f + repairable.TinkeringStrength * TinkeringForceIncrease;
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}
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currForce = item.StatManager.GetAdjustedValue(ItemTalentStats.EngineSpeed, currForce);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, condition);
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if (item.Submarine.FlippedX) { currForce *= -1; }
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@@ -89,7 +89,7 @@ namespace Barotrauma.Items.Components
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{
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DebugConsole.ThrowError("Error in item " + item.Name + "! Fabrication recipes should be defined in the craftable item's xml, not in the fabricator.");
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break;
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}
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}
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}
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var fabricationRecipes = new Dictionary<uint, FabricationRecipe>();
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@@ -104,6 +104,18 @@ namespace Barotrauma.Items.Components
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continue;
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}
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}
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bool recipeInvalid = false;
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foreach (var requiredItem in recipe.RequiredItems)
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{
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if (requiredItem.ItemPrefabs.None())
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{
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DebugConsole.ThrowError($"Error in the fabrication recipe for \"{itemPrefab.Name}\". Could not find the ingredient \"{requiredItem}\".");
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recipeInvalid = true;
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}
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}
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if (recipeInvalid) { continue; }
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fabricationRecipes.Add(recipe.RecipeHash, recipe);
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if (recipe.FabricationLimitMax >= 0)
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{
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@@ -356,9 +368,10 @@ namespace Barotrauma.Items.Components
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bool ingredientsStolen = false;
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bool ingredientsAllowStealing = true;
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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if (GameMain.NetworkMember is null || GameMain.NetworkMember.IsServer)
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{
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fabricatedItem.RequiredItems.ForEach(requiredItem =>
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List<Item> foundAvailableItems = new List<Item>();
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foreach (FabricationRecipe.RequiredItem requiredItem in fabricatedItem.RequiredItems)
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{
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for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
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{
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@@ -367,10 +380,7 @@ namespace Barotrauma.Items.Components
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if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
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var availableItems = availableIngredients[requiredPrefab.Identifier];
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var availableItem = availableItems.FirstOrDefault(potentialPrefab =>
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{
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return requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage);
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});
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var availableItem = availableItems.FirstOrDefault(potentialPrefab => requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage));
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if (availableItem == null) { continue; }
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@@ -401,13 +411,21 @@ namespace Barotrauma.Items.Components
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}
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}
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foundAvailableItems.Add(availableItem);
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availableItems.Remove(availableItem);
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Entity.Spawner.AddItemToRemoveQueue(availableItem);
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inputContainer.Inventory.RemoveItem(availableItem);
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break;
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}
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}
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});
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}
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var fabricationIngredients = new AbilityFabricationItemIngredients(foundAvailableItems);
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user.CheckTalents(AbilityEffectType.OnItemFabricatedIngredients, fabricationIngredients);
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foreach (Item availableItem in fabricationIngredients.Items)
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{
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Entity.Spawner.AddItemToRemoveQueue(availableItem);
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inputContainer.Inventory.RemoveItem(availableItem);
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}
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int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
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@@ -535,12 +553,13 @@ namespace Barotrauma.Items.Components
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return currPowerConsumption;
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}
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private int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
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private static int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
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{
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if (user == null) { return 0; }
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if (user?.Info == null) { return 0; }
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if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return 0; }
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int quality = 0;
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float floatQuality = 0.0f;
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floatQuality += user.GetStatValue(StatTypes.IncreaseFabricationQuality);
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foreach (var tag in fabricatedItem.TargetItem.Tags)
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{
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floatQuality += user.Info.GetSavedStatValue(StatTypes.IncreaseFabricationQuality, tag);
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@@ -637,9 +656,14 @@ namespace Barotrauma.Items.Components
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//fabricating takes 100 times longer if degree of success is close to 0
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//characters with a higher skill than required can fabricate up to 100% faster
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return fabricableItem.RequiredTime / FabricationSpeed / MathHelper.Clamp(t, 0.01f, 2.0f);
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float time = fabricableItem.RequiredTime / item.StatManager.GetAdjustedValue(ItemTalentStats.FabricationSpeed, FabricationSpeed) / MathHelper.Clamp(t, 0.01f, 2.0f);
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if (user is not null && fabricableItem.TargetItem is { } it && it.Tags.Contains("medical"))
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{
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time *= 1f + user.GetStatValue(StatTypes.FabricateMedicineSpeedMultiplier);
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}
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return time;
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}
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public float FabricationDegreeOfSuccess(Character character, ImmutableArray<Skill> skills)
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{
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if (skills.Length == 0) { return 1.0f; }
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@@ -713,7 +737,14 @@ namespace Barotrauma.Items.Components
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{
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availableIngredients[itemIdentifier] = new List<Item>(itemList.Count);
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}
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availableIngredients[itemIdentifier].Add(item);
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//order by condition (prefer using worst-condition items)
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int index = 0;
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while (index < availableIngredients[itemIdentifier].Count &&
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availableIngredients[itemIdentifier][index].Condition < item.Condition)
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{
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index++;
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}
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availableIngredients[itemIdentifier].Insert(index, item);
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}
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}
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@@ -827,5 +858,15 @@ namespace Barotrauma.Items.Components
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public float Value { get; set; }
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public ItemPrefab ItemPrefab { get; set; }
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}
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internal sealed class AbilityFabricationItemIngredients : AbilityObject
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{
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public List<Item> Items { get; set; }
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public AbilityFabricationItemIngredients(List<Item> items)
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{
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Items = items;
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}
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}
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}
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}
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@@ -57,8 +57,8 @@ namespace Barotrauma.Items.Components
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[Editable, Serialize(80.0f, IsPropertySaveable.No, description: "How fast the item pumps water in/out when operating at 100%.", alwaysUseInstanceValues: true)]
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public float MaxFlow
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{
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get { return maxFlow; }
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set { maxFlow = value; }
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get => maxFlow;
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set => maxFlow = value;
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}
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[Editable, Serialize(true, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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@@ -92,13 +92,16 @@ namespace Barotrauma.Items.Components
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}
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partial void InitProjSpecific(ContentXElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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pumpSpeedLockTimer -= deltaTime;
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isActiveLockTimer -= deltaTime;
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if (!IsActive) { return; }
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if (!IsActive)
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{
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return;
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}
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currFlow = 0.0f;
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@@ -122,7 +125,10 @@ namespace Barotrauma.Items.Components
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FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
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}
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if (!HasPower) { return; }
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if (!HasPower)
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{
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return;
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}
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UpdateProjSpecific(deltaTime);
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@@ -132,13 +138,15 @@ namespace Barotrauma.Items.Components
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float powerFactor = Math.Min(currPowerConsumption <= 0.0f || MinVoltage <= 0.0f ? 1.0f : Voltage, MaxOverVoltageFactor);
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currFlow = flowPercentage / 100.0f * maxFlow * powerFactor;
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currFlow = flowPercentage / 100.0f * item.StatManager.GetAdjustedValue(ItemTalentStats.PumpMaxFlow, MaxFlow) * powerFactor;
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if (item.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering)
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if (item.GetComponent<Repairable>() is { IsTinkering: true } repairable)
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{
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currFlow *= 1f + repairable.TinkeringStrength * TinkeringSpeedIncrease;
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}
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currFlow = item.StatManager.GetAdjustedValue(ItemTalentStats.PumpSpeed, currFlow);
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//less effective when in a bad condition
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currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
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@@ -83,19 +83,24 @@ namespace Barotrauma.Items.Components
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{
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if (lastUser == value) { return; }
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lastUser = value;
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degreeOfSuccess = lastUser == null ? 0.0f : Math.Min(DegreeOfSuccess(lastUser), 1.0f);
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LastUserWasPlayer = lastUser.IsPlayer;
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if (lastUser == null)
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{
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degreeOfSuccess = 0.0f;
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LastUserWasPlayer = false;
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}
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else
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{
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degreeOfSuccess = Math.Min(DegreeOfSuccess(lastUser), 1.0f);
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LastUserWasPlayer = lastUser.IsPlayer;
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}
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}
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}
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[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)]
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public float MaxPowerOutput
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{
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get { return maxPowerOutput; }
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set
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{
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maxPowerOutput = Math.Max(0.0f, value);
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}
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get => maxPowerOutput;
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set => maxPowerOutput = Math.Max(0.0f, value);
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}
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[Editable(0.0f, float.MaxValue), Serialize(120.0f, IsPropertySaveable.Yes, description: "How long the temperature has to stay critical until a meltdown occurs.")]
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@@ -144,11 +149,11 @@ namespace Barotrauma.Items.Components
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turbineOutput = MathHelper.Clamp(value, 0.0f, 100.0f);
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}
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}
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[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)]
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public float FuelConsumptionRate
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{
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get { return fuelConsumptionRate; }
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get => fuelConsumptionRate;
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set
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{
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if (!MathUtils.IsValid(value)) return;
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@@ -248,6 +253,8 @@ namespace Barotrauma.Items.Components
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}
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#endif
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float maxPowerOut = GetMaxOutput();
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if (signalControlledTargetFissionRate.HasValue && lastReceivedFissionRateSignalTime > Timing.TotalTime - 1)
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{
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TargetFissionRate = adjustValueWithoutOverShooting(TargetFissionRate, signalControlledTargetFissionRate.Value, deltaTime * 5.0f);
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@@ -281,9 +288,9 @@ namespace Barotrauma.Items.Components
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//use a smoothed "correct output" instead of the actual correct output based on the load
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//so the player doesn't have to keep adjusting the rate impossibly fast when the load fluctuates heavily
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if (!MathUtils.NearlyEqual(MaxPowerOutput, 0.0f))
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if (!MathUtils.NearlyEqual(maxPowerOut, 0.0f))
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{
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CorrectTurbineOutput += MathHelper.Clamp((Load / MaxPowerOutput * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
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CorrectTurbineOutput += MathHelper.Clamp((Load / maxPowerOut * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
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}
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//calculate tolerances of the meters based on the skills of the user
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@@ -342,7 +349,7 @@ namespace Barotrauma.Items.Components
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if (!isConnectedToFriendlyOutpost)
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{
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item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
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item.Condition -= fissionRate / 100.0f * GetFuelConsumption() * deltaTime;
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}
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}
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fuelLeft += item.ConditionPercentage;
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@@ -351,10 +358,10 @@ namespace Barotrauma.Items.Components
|
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|
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if (fissionRate > 0.0f)
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{
|
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if (item.AiTarget != null && MaxPowerOutput > 0)
|
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if (item.AiTarget != null && maxPowerOut > 0)
|
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{
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var aiTarget = item.AiTarget;
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float range = Math.Abs(currPowerConsumption) / MaxPowerOutput;
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float range = Math.Abs(currPowerConsumption) / maxPowerOut;
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aiTarget.SoundRange = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, range);
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if (item.CurrentHull != null)
|
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{
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@@ -425,15 +432,17 @@ namespace Barotrauma.Items.Components
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tolerance = 3f;
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}
|
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float maxPowerOut = GetMaxOutput();
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float temperatureFactor = Math.Min(temperature / 50.0f, 1.0f);
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float minOutput = MaxPowerOutput * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
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float maxOutput = MaxPowerOutput * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
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float minOutput = maxPowerOut * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
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float maxOutput = maxPowerOut * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
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minUpdatePowerOut = minOutput;
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maxUpdatePowerOut = maxOutput;
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float reactorMax = PowerOn ? MaxPowerOutput : maxUpdatePowerOut;
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float reactorMax = PowerOn ? maxPowerOut : maxUpdatePowerOut;
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return new PowerRange(minOutput, maxOutput, reactorMax);
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}
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@@ -456,11 +465,13 @@ namespace Barotrauma.Items.Components
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float output = MathHelper.Clamp(ratio * (maxUpdatePowerOut - minUpdatePowerOut) + minUpdatePowerOut, minUpdatePowerOut, maxUpdatePowerOut);
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float newLoad = loadLeft;
|
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|
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float maxOutput = GetMaxOutput();
|
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//Adjust behaviour for multi reactor setup
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if (MaxPowerOutput != minMaxPower.ReactorMaxOutput)
|
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if (maxOutput != minMaxPower.ReactorMaxOutput)
|
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{
|
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float idealLoad = MaxPowerOutput / minMaxPower.ReactorMaxOutput * loadLeft;
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float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * MaxPowerOutput), -MaxPowerOutput / 100, MaxPowerOutput / 100);
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float idealLoad = maxOutput / minMaxPower.ReactorMaxOutput * loadLeft;
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float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * maxOutput), -maxOutput / 100, maxOutput / 100);
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newLoad = MathHelper.Clamp(loadLeft - (expectedPower - output) + loadAdjust, 0, loadLeft);
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}
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||||
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@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user