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
@@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Abilities;
namespace Barotrauma.Items.Components
{
@@ -420,7 +421,8 @@ namespace Barotrauma.Items.Components
if (item.ConditionPercentage > MinDeteriorationCondition)
{
item.Condition -= DeteriorationSpeed * deltaTime;
float deteriorationSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DetoriationSpeed, DeteriorationSpeed);
item.Condition -= deteriorationSpeed * deltaTime;
}
}
return;
@@ -467,8 +469,14 @@ namespace Barotrauma.Items.Components
wasGoodCondition = true;
}
float talentMultiplier = CurrentFixer.GetStatValue(StatTypes.RepairSpeed);
if (requiredSkills.Any(static skill => skill.Identifier == "mechanical"))
{
talentMultiplier += CurrentFixer.GetStatValue(StatTypes.MechanicalRepairSpeed);
}
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
fixDuration /= 1 + CurrentFixer.GetStatValue(StatTypes.RepairSpeed) + currentRepairItem?.Prefab.AddedRepairSpeedMultiplier ?? 0f;
fixDuration /= 1 + talentMultiplier + currentRepairItem?.Prefab.AddedRepairSpeedMultiplier ?? 0f;
fixDuration /= 1 + item.GetQualityModifier(Quality.StatType.RepairSpeed);
item.MaxRepairConditionMultiplier = GetMaxRepairConditionMultiplier(CurrentFixer);
@@ -500,7 +508,7 @@ namespace Barotrauma.Items.Components
SkillSettings.Current.SkillIncreasePerRepair / Math.Max(characterSkillLevel, 1.0f));
}
SteamAchievementManager.OnItemRepaired(item, CurrentFixer);
CurrentFixer.CheckTalents(AbilityEffectType.OnRepairComplete);
CurrentFixer.CheckTalents(AbilityEffectType.OnRepairComplete, new AbilityRepairable(item));
}
if (CurrentFixer?.SelectedItem == item) { CurrentFixer.SelectedItem = null; }
deteriorationTimer = Rand.Range(MinDeteriorationDelay, MaxDeteriorationDelay);
@@ -687,4 +695,14 @@ namespace Barotrauma.Items.Components
//where set_active/set_state signals can disable the component
}
}
internal sealed class AbilityRepairable : AbilityObject, IAbilityItem
{
public Item Item { get; set; }
public AbilityRepairable(Item item)
{
Item = item;
}
}
}