Unstable 1.2.4.0

This commit is contained in:
Markus Isberg
2023-11-30 13:53:00 +02:00
parent 8a2e2ea0ae
commit fb5ea537bf
210 changed files with 4201 additions and 1283 deletions
@@ -67,10 +67,18 @@ namespace Barotrauma
}
foreach (var item in HeldItems)
{
if (item.body != null)
if (item.body == null) { continue; }
if (!enabled)
{
item.body.Enabled = enabled;
item.body.Enabled = false;
}
else if (item.GetComponent<Holdable>() is { IsActive: true })
{
//held items includes all items in hand slots
//we only want to enable the physics body if it's an actual holdable item, not e.g. a wearable item like handcuffs
item.body.Enabled = true;
}
}
AnimController.Collider.Enabled = value;
}
@@ -936,10 +944,16 @@ namespace Barotrauma
{
var prevSelectedItem = _selectedItem;
_selectedItem = value;
if (value is not null)
{
CheckTalents(AbilityEffectType.OnItemSelected, new AbilityItemSelected(value));
}
#if CLIENT
HintManager.OnSetSelectedItem(this, prevSelectedItem, _selectedItem);
if (Controlled == this)
{
_selectedItem?.GetComponent<Fabricator>()?.RefreshSelectedItem();
if (_selectedItem == null)
{
GameMain.GameSession?.CrewManager?.ResetCrewList();
@@ -1694,31 +1708,21 @@ namespace Barotrauma
info.Job?.GiveJobItems(this, spawnPoint);
}
public void GiveIdCardTags(WayPoint spawnPoint, bool requireSpawnPointTagsNotGiven = true, bool createNetworkEvent = false)
public void GiveIdCardTags(WayPoint spawnPoint, bool createNetworkEvent = false)
{
GiveIdCardTags(spawnPoint.ToEnumerable(), requireSpawnPointTagsNotGiven, createNetworkEvent);
}
public void GiveIdCardTags(IEnumerable<WayPoint> spawnPoints, bool requireSpawnPointTagsNotGiven = true, bool createNetworkEvent = false)
{
if (info?.Job == null || spawnPoints == null) { return; }
if (info?.Job == null || spawnPoint == null) { return; }
foreach (Item item in Inventory.AllItems)
{
if (item?.GetComponent<IdCard>() is not IdCard idCard) { continue; }
if (requireSpawnPointTagsNotGiven)
var idCard = item?.GetComponent<IdCard>();
if (idCard == null) { continue; }
//if the card belongs to someone else, don't add any tags.
//otherwise you can gain access to places you shouldn't by temporarily giving the card to someone (e.g. a captain bot) at the end of the round
if (idCard.OwnerName != info.Name) { continue; }
foreach (string s in spawnPoint.IdCardTags)
{
if (idCard.SpawnPointTagsGiven) { continue; }
item.AddTag(s);
}
foreach (var spawnPoint in spawnPoints)
{
foreach (string s in spawnPoint.IdCardTags)
{
item.AddTag(s);
}
}
idCard.SpawnPointTagsGiven = true;
if (createNetworkEvent && GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(item, new Item.ChangePropertyEventData(item.SerializableProperties[nameof(item.Tags).ToIdentifier()], item));
@@ -2303,40 +2307,40 @@ namespace Barotrauma
return AnimController.GetLimb(LimbType.Head) ?? AnimController.GetLimb(LimbType.Torso) ?? AnimController.MainLimb;
}
public bool CanSeeTarget(ISpatialEntity target, ISpatialEntity seeingEntity = null, bool checkFacing = false)
public bool CanSeeTarget(ISpatialEntity target, ISpatialEntity seeingEntity = null, bool seeThroughWindows = false, bool checkFacing = false)
{
seeingEntity ??= AnimController.SimplePhysicsEnabled ? this : GetSeeingLimb();
if (target is Character targetCharacter)
{
return IsCharacterVisible(targetCharacter, seeingEntity, checkFacing);
return IsCharacterVisible(targetCharacter, seeingEntity, seeThroughWindows, checkFacing);
}
else
{
return CheckVisibility(target, seeingEntity, checkFacing);
return CheckVisibility(target, seeingEntity, seeThroughWindows, checkFacing);
}
}
public static bool IsTargetVisible(ISpatialEntity target, ISpatialEntity seeingEntity, bool checkFacing = false)
public static bool IsTargetVisible(ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows = false, bool checkFacing = false)
{
if (seeingEntity is Character seeingCharacter)
{
return seeingCharacter.CanSeeTarget(target, checkFacing: checkFacing);
return seeingCharacter.CanSeeTarget(target, seeThroughWindows: seeThroughWindows, checkFacing: checkFacing);
}
if (target is Character targetCharacter)
{
return IsCharacterVisible(targetCharacter, seeingEntity, checkFacing);
return IsCharacterVisible(targetCharacter, seeingEntity, seeThroughWindows, checkFacing);
}
else
{
return CheckVisibility(target, seeingEntity, checkFacing);
return CheckVisibility(target, seeingEntity, seeThroughWindows, checkFacing);
}
}
private static bool IsCharacterVisible(Character target, ISpatialEntity seeingEntity, bool checkFacing = false)
private static bool IsCharacterVisible(Character target, ISpatialEntity seeingEntity, bool seeThroughWindows = false, bool checkFacing = false)
{
System.Diagnostics.Debug.Assert(target != null);
if (target == null || target.Removed) { return false; }
if (CheckVisibility(target, seeingEntity, checkFacing)) { return true; }
if (CheckVisibility(target, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
if (!target.AnimController.SimplePhysicsEnabled)
{
//find the limbs that are furthest from the target's position (from the viewer's point of view)
@@ -2365,13 +2369,13 @@ namespace Barotrauma
continue;
}
}
if (leftExtremity != null && CheckVisibility(leftExtremity, seeingEntity, checkFacing)) { return true; }
if (rightExtremity != null && CheckVisibility(rightExtremity, seeingEntity, checkFacing)) { return true; }
if (leftExtremity != null && CheckVisibility(leftExtremity, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
if (rightExtremity != null && CheckVisibility(rightExtremity, seeingEntity, seeThroughWindows, checkFacing)) { return true; }
}
return false;
}
private static bool CheckVisibility(ISpatialEntity target, ISpatialEntity seeingEntity, bool checkFacing = false)
private static bool CheckVisibility(ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows = true, bool checkFacing = false)
{
System.Diagnostics.Debug.Assert(target != null);
if (target == null) { return false; }
@@ -2382,39 +2386,37 @@ namespace Barotrauma
{
if (Math.Sign(diff.X) != seeingCharacter.AnimController.Dir) { return false; }
}
Body closestBody;
//both inside the same sub (or both outside)
//OR the we're inside, the other character outside
if (target.Submarine == seeingEntity.Submarine || target.Submarine == null)
{
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
return Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff, blocksVisibilityPredicate: IsBlocking) == null;
}
//we're outside, the other character inside
else if (seeingEntity.Submarine == null)
{
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
return Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff, blocksVisibilityPredicate: IsBlocking) == null;
}
//both inside different subs
else
{
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
if (!IsBlocking(closestBody))
{
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
}
return
Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff, blocksVisibilityPredicate: IsBlocking) == null &&
Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff, blocksVisibilityPredicate: IsBlocking) == null;
}
return !IsBlocking(closestBody);
bool IsBlocking(Body body)
bool IsBlocking(Fixture f)
{
var body = f.Body;
if (body == null) { return false; }
if (body.UserData is Structure wall && wall.CastShadow)
if (body.UserData is Structure wall)
{
if (!wall.CastShadow && seeThroughWindows) { return false; }
return wall != target;
}
else if (body.UserData is Item item)
{
if (item.GetComponent<Door>() is { HasWindow: true } door)
if (item.GetComponent<Door>() is { HasWindow: true } door && seeThroughWindows)
{
if (door.IsPositionOnWindow(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition))) { return false; }
}
@@ -2513,9 +2515,21 @@ namespace Barotrauma
if (inventory.Owner is Item item)
{
if (!CanInteractWith(item) && !item.linkedTo.Any(lt => lt is Item item && item.DisplaySideBySideWhenLinked && CanInteractWith(item))) { return false; }
ItemContainer container = item.GetComponents<ItemContainer>().FirstOrDefault(ic => ic.Inventory == inventory);
if (container != null && !container.HasRequiredItems(this, addMessage: false)) { return false; }
if (!CanInteractWith(item))
{
//could be simplified with LINQ, but that'd require capturing variables which we shouldn't do in a method that's called as frequently as this
foreach (var linkedEntity in item.linkedTo)
{
if (linkedEntity is Item linkedItem && linkedItem.DisplaySideBySideWhenLinked && CanInteractWith(linkedItem)) { return true; }
}
return false;
}
ItemContainer container = (inventory as ItemInventory)?.Container;
if (container != null)
{
if (!container.HasRequiredItems(this, addMessage: false)) { return false; }
if (!container.DrawInventory) { return false; }
}
}
return true;
}
@@ -3584,6 +3598,8 @@ namespace Barotrauma
private void Despawn(bool createNetworkEvents = true)
{
if (!EnableDespawn) { return; }
Identifier despawnContainerId =
IsHuman ?
"despawncontainer".ToIdentifier() :
@@ -3665,10 +3681,12 @@ namespace Barotrauma
float massFactor = (float)Math.Sqrt(Mass / 20);
float targetRange = Math.Min(minRange + massFactor * AnimController.Collider.LinearVelocity.Length() * 2 * Visibility, maxAIRange);
float newRange = MathHelper.SmoothStep(aiTarget.SightRange, targetRange, deltaTime * aiTargetChangeSpeed);
newRange *= 1.0f + GetStatValue(StatTypes.SightRangeMultiplier);
if (!float.IsNaN(newRange))
{
aiTarget.SightRange = newRange;
}
}
private void UpdateSoundRange(float deltaTime)
@@ -3683,6 +3701,7 @@ namespace Barotrauma
float massFactor = (float)Math.Sqrt(Mass / 10);
float targetRange = Math.Min(massFactor * AnimController.Collider.LinearVelocity.Length() * 2 * Noise, maxAIRange);
float newRange = MathHelper.SmoothStep(aiTarget.SoundRange, targetRange, deltaTime * aiTargetChangeSpeed);
newRange *= 1.0f + GetStatValue(StatTypes.SoundRangeMultiplier);
if (!float.IsNaN(newRange))
{
aiTarget.SoundRange = newRange;
@@ -4340,19 +4359,16 @@ namespace Barotrauma
}
if (medicalDamage > 0)
{
IncreaseSkillLevel("medical".ToIdentifier(), medicalDamage);
IncreaseSkillLevel(Tags.MedicalSkill, medicalDamage);
}
if (weaponDamage > 0)
{
IncreaseSkillLevel("weapons".ToIdentifier(), weaponDamage);
IncreaseSkillLevel(Tags.WeaponsSkill, weaponDamage);
}
void IncreaseSkillLevel(Identifier skill, float damage)
{
float attackerSkillLevel = attacker.GetSkillLevel(skill);
// The formula is too generous on low skill levels, hence the minimum divider.
float minSkillDivider = 15f;
attacker.Info?.IncreaseSkillLevel(skill, damage * SkillSettings.Current.SkillIncreasePerHostileDamage / Math.Max(attackerSkillLevel, minSkillDivider));
attacker.Info?.ApplySkillGain(skill, damage * SkillSettings.Current.SkillIncreasePerHostileDamage, false, 1f);
}
}
@@ -4366,12 +4382,10 @@ namespace Barotrauma
{
medicalGain += affliction.Strength * affliction.Prefab.MedicalSkillGain;
}
if (medicalGain <= 0) { return; }
Identifier skill = new Identifier("medical");
float attackerSkillLevel = healer.GetSkillLevel(skill);
// The formula is too generous on low skill levels, hence the minimum divider.
float minSkillDivider = 15f;
healer.Info?.IncreaseSkillLevel(skill, medicalGain * SkillSettings.Current.SkillIncreasePerFriendlyHealed / Math.Max(attackerSkillLevel, minSkillDivider));
if (medicalGain > 0)
{
healer.Info?.ApplySkillGain(Tags.MedicalItem, medicalGain * SkillSettings.Current.SkillIncreasePerFriendlyHealed);
}
}
/// <summary>
@@ -5005,8 +5019,10 @@ namespace Barotrauma
private readonly List<Hull> visibleHulls = new List<Hull>();
private readonly HashSet<Hull> tempList = new HashSet<Hull>();
/// <summary>
/// Returns hulls that are visible to the player, including the current hull.
/// Returns hulls that are visible to the character, including the current hull.
/// Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls.
/// Can be heavy if used every frame.
/// </summary>
public List<Hull> GetVisibleHulls()
@@ -5021,7 +5037,7 @@ namespace Barotrauma
foreach (var hull in adjacentHulls)
{
if (hull.ConnectedGaps.Any(g =>
(g.Open > 0.9f || g.ConnectedDoor is { HasWindow: true }) &&
g.Open > 0.9f &&
g.linkedTo.Contains(CurrentHull) &&
Vector2.DistanceSquared(g.WorldPosition, WorldPosition) < Math.Pow(maxDistance / 2, 2)))
{
@@ -5041,7 +5057,7 @@ namespace Barotrauma
else
{
if (h.ConnectedGaps.Any(g =>
(g.Open > 0.9f || g.ConnectedDoor is { HasWindow: true }) &&
g.Open > 0.9f &&
Vector2.DistanceSquared(g.WorldPosition, WorldPosition) < Math.Pow(maxDistance / 2, 2) &&
CanSeeTarget(g)))
{
@@ -5582,4 +5598,12 @@ namespace Barotrauma
public Character Character { get; set; }
}
class AbilityItemSelected : AbilityObject, IAbilityItem
{
public AbilityItemSelected(Item item)
{
Item = item;
}
public Item Item { get; set; }
}
}