Unstable 1.2.4.0
This commit is contained in:
@@ -343,7 +343,12 @@ namespace Barotrauma.Items.Components
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OnFailedToOpen();
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return;
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}
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toggleCooldownTimer = ToggleCoolDown;
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if (ToggleWhenClicked)
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{
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//do not activate cooldown at this point if the door doesn't get toggled when clicked
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//(i.e. if it just sends out a signal that might get passed back to the door and try to toggle it)
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toggleCooldownTimer = ToggleCoolDown;
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}
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if (IsStuck || IsJammed)
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{
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#if CLIENT
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@@ -404,7 +409,7 @@ namespace Barotrauma.Items.Components
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position.Y >= item.Rect.Y + Window.Y &&
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position.Y <= item.Rect.Y + Window.Y + Window.Height &&
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position.X >= item.Rect.X - maxPerpendicularDistance &&
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position.Y <= item.Rect.Right + maxPerpendicularDistance;
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position.X <= item.Rect.Right + maxPerpendicularDistance;
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}
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}
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@@ -80,9 +80,6 @@ namespace Barotrauma.Items.Components
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[Serialize("0,0", IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public Vector2 OwnerSheetIndex { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public bool SpawnPointTagsGiven { get; set; }
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public IdCard(Item item, ContentXElement element) : base(item, element) { }
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public void Initialize(WayPoint spawnPoint, Character character)
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@@ -439,9 +439,10 @@ namespace Barotrauma.Items.Components
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if (targetItem.Removed) { return; }
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var attackResult = Attack.DoDamage(user, targetItem, item.WorldPosition, 1.0f);
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#if CLIENT
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if (attackResult.Damage > 0.0f && targetItem.Prefab.ShowHealthBar)
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if (attackResult.Damage > 0.0f && targetItem.Prefab.ShowHealthBar && Character.Controlled != null &&
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(user == Character.Controlled || Character.Controlled.CanSeeTarget(item)))
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{
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Character.Controlled?.UpdateHUDProgressBar(targetItem,
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Character.Controlled.UpdateHUDProgressBar(targetItem,
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targetItem.WorldPosition,
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targetItem.Condition / targetItem.MaxCondition,
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emptyColor: GUIStyle.HealthBarColorLow,
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@@ -200,7 +200,7 @@ namespace Barotrauma.Items.Components
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}
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#if CLIENT
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if (requiredTime < float.MaxValue)
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if (requiredTime < float.MaxValue && picker == Character.Controlled)
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{
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Character.Controlled?.UpdateHUDProgressBar(
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this,
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@@ -572,8 +572,15 @@ namespace Barotrauma.Items.Components
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structureFixAmount *= 1 + item.GetQualityModifier(Quality.StatType.RepairToolStructureDamageMultiplier);
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}
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var didLeak = targetStructure.SectionIsLeakingFromOutside(sectionIndex);
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targetStructure.AddDamage(sectionIndex, -structureFixAmount * degreeOfSuccess, user);
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if (didLeak && !targetStructure.SectionIsLeakingFromOutside(sectionIndex))
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{
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user.CheckTalents(AbilityEffectType.OnRepairedOutsideLeak);
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}
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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for (int i = -1; i < 2; i += 2)
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@@ -660,9 +667,10 @@ namespace Barotrauma.Items.Components
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float addedDetachTime = deltaTime * (1f + user.GetStatValue(StatTypes.RepairToolDeattachTimeMultiplier)) * (1f + item.GetQualityModifier(Quality.StatType.RepairToolDeattachTimeMultiplier));
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levelResource.DeattachTimer += addedDetachTime;
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#if CLIENT
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if (targetItem.Prefab.ShowHealthBar)
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if (targetItem.Prefab.ShowHealthBar && Character.Controlled != null &&
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(user == Character.Controlled || Character.Controlled.CanSeeTarget(item)))
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{
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Character.Controlled?.UpdateHUDProgressBar(
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Character.Controlled.UpdateHUDProgressBar(
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this,
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targetItem.WorldPosition,
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levelResource.DeattachTimer / levelResource.DeattachDuration,
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@@ -60,12 +60,19 @@ namespace Barotrauma.Items.Components
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set
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{
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if (parent == value) { return; }
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if (parent != null) { parent.OnActiveStateChanged -= SetActiveState; }
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if (value != null) { value.OnActiveStateChanged += SetActiveState; }
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if (InheritParentIsActive)
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{
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if (parent != null) { parent.OnActiveStateChanged -= SetActiveState; }
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if (value != null) { value.OnActiveStateChanged += SetActiveState; }
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}
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parent = value;
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}
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}
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[Serialize(true, IsPropertySaveable.No, description: "If this is a child component of another component, should this component inherit the IsActive state of the parent?")]
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public bool InheritParentIsActive { get; set; }
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public readonly ContentXElement originalElement;
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protected const float CorrectionDelay = 1.0f;
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@@ -394,8 +401,11 @@ namespace Barotrauma.Items.Components
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if (ic == null) { break; }
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ic.Parent = this;
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ic.IsActive = isActive;
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OnActiveStateChanged += ic.SetActiveState;
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if (ic.InheritParentIsActive)
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{
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ic.IsActive = isActive;
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OnActiveStateChanged += ic.SetActiveState;
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}
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item.AddComponent(ic);
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break;
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@@ -236,6 +236,12 @@ namespace Barotrauma.Items.Components
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get => Inventory.AllItems.Count(it => it.Condition > 0.0f);
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}
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public int ExtraStackSize
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{
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get => Inventory.ExtraStackSize;
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set => Inventory.ExtraStackSize = value;
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}
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private readonly ImmutableArray<SlotRestrictions> slotRestrictions;
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readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
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@@ -298,7 +304,10 @@ namespace Barotrauma.Items.Components
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}
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}
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Inventory = new ItemInventory(item, this, totalCapacity, SlotsPerRow);
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// we have to assign this here because the fields are serialized before the inventory is created otherwise
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ExtraStackSize = element.GetAttributeInt(nameof(ExtraStackSize), 0);
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List<SlotRestrictions> newSlotRestrictions = new List<SlotRestrictions>(totalCapacity);
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for (int i = 0; i < capacity; i++)
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{
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@@ -389,6 +398,7 @@ namespace Barotrauma.Items.Components
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public void OnItemContained(Item containedItem)
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{
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int index = Inventory.FindIndex(containedItem);
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RelatedItem relatedItem = null;
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if (index >= 0 && index < slotRestrictions.Length)
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{
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if (slotRestrictions[index].ContainableItems != null)
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@@ -397,6 +407,8 @@ namespace Barotrauma.Items.Components
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foreach (var containableItem in slotRestrictions[index].ContainableItems)
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{
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if (!containableItem.MatchesItem(containedItem)) { continue; }
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//the 1st matching ContainableItem of the slot determines the hiding, position and rotation of the item
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relatedItem ??= containableItem;
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foreach (StatusEffect effect in containableItem.StatusEffects)
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{
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activeContainedItems.Add(new ActiveContainedItem(containedItem, effect, containableItem.ExcludeBroken, containableItem.ExcludeFullCondition));
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@@ -405,7 +417,6 @@ namespace Barotrauma.Items.Components
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}
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}
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var relatedItem = FindContainableItem(containedItem);
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var containedItemInfo = new ContainedItem(containedItem,
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Hide: relatedItem?.Hide ?? false,
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ItemPos: relatedItem?.ItemPos,
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@@ -786,12 +797,9 @@ namespace Barotrauma.Items.Components
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private RelatedItem FindContainableItem(Item item)
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{
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var relatedItem = ContainableItems?.FirstOrDefault(ci => ci.MatchesItem(item));
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if (relatedItem == null && AllSubContainableItems != null)
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{
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relatedItem = AllSubContainableItems.FirstOrDefault(ci => ci.MatchesItem(item));
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}
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return relatedItem;
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int index = Inventory.FindIndex(item);
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if (index == -1 ) { return null; }
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return slotRestrictions[index]?.ContainableItems?.FirstOrDefault(ci => ci.MatchesItem(item));
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}
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/// <summary>
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@@ -1095,6 +1103,7 @@ namespace Barotrauma.Items.Components
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itemIds[i].Add(idRemap.GetOffsetId(id));
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}
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}
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ExtraStackSize = componentElement.GetAttributeInt(nameof(ExtraStackSize), 0);
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}
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public override XElement Save(XElement parentElement)
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@@ -1107,6 +1116,7 @@ namespace Barotrauma.Items.Components
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itemIdStrings[i] = string.Join(';', items.Select(it => it.ID.ToString()));
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}
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componentElement.Add(new XAttribute("contained", string.Join(',', itemIdStrings)));
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componentElement.Add(new XAttribute(nameof(ExtraStackSize), ExtraStackSize));
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return componentElement;
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}
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}
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@@ -104,7 +104,7 @@ 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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float deconstructionSpeed = item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.DeconstructorSpeed, DeconstructionSpeed);
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if (DeconstructItemsSimultaneously)
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{
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@@ -149,13 +149,13 @@ 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 *= item.StatManager.GetAdjustedValue(ItemTalentStats.EngineMaxSpeed, MaxForce) * forceMultiplier;
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currForce *= item.StatManager.GetAdjustedValueMultiplicative(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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currForce = item.StatManager.GetAdjustedValueMultiplicative(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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@@ -469,7 +469,7 @@ namespace Barotrauma.Items.Components
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character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, fabricationitemAmount);
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}
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user.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, fabricationitemAmount);
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quality = GetFabricatedItemQuality(fabricatedItem, user);
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quality = GetFabricatedItemQuality(fabricatedItem, user).RollQuality();
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}
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int amount = (int)fabricationitemAmount.Value;
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@@ -534,12 +534,10 @@ namespace Barotrauma.Items.Components
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{
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foreach (Skill skill in fabricatedItem.RequiredSkills)
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{
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float userSkill = user.GetSkillLevel(skill.Identifier);
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float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f);
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float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill;
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var addedSkillValue = new AbilityFabricatorSkillGain(skill.Identifier, addedSkill);
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user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
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user.Info.IncreaseSkillLevel(
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user.Info.ApplySkillGain(
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skill.Identifier,
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addedSkillValue.Value);
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}
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@@ -576,10 +574,52 @@ namespace Barotrauma.Items.Components
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return currPowerConsumption;
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}
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private static int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
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public static float CalculateBonusRollPercentage(float skillLevel, float target)
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=> Math.Clamp((skillLevel - target) / (100f - target) * 100f, min: 0, max: 100);
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public readonly record struct QualityResult(int Quality, float PlusOnePercentage, float PlusTwoPercentage)
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{
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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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public static readonly QualityResult Empty = new QualityResult(0, 0, 0);
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public bool HasRandomQualityRollChance => PlusOnePercentage > 0f || PlusTwoPercentage > 0f;
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// The total real world percentage for a roll to succeed, taking into account that +1 needs to succeed for +2 to be attempted and
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// that the chance for only +1 goes down as +2 increases since some of the +1's will turn into +2s
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public float TotalPlusOnePercentage => Math.Clamp(PlusOnePercentage * (100f - PlusTwoPercentage) / 100f, min: 0, max: 100);
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public float TotalPlusTwoPercentage => Math.Clamp(PlusOnePercentage * PlusTwoPercentage / 100f, min: 0, max: 100);
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public int RollQuality()
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{
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int additionalQuality = 0;
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if (Roll(PlusOnePercentage))
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{
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additionalQuality++;
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if (Roll(PlusTwoPercentage))
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{
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additionalQuality++;
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}
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}
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return Quality + additionalQuality;
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static bool Roll(float percentage)
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=> percentage >= Rand.Range(0, 100, Rand.RandSync.Unsynced);
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}
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}
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public const int PlusOneQualityBonusThreshold = 50,
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PlusTwoQualityBonusThreshold = 75;
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public const int PlusOneTarget = 100,
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PlusTwoTarget = 125;
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public const float PlusOneLerp = 0.2f,
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PlusTwoLerp = 0.4f;
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private static QualityResult GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
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{
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if (user?.Info == null) { return QualityResult.Empty; }
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if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return QualityResult.Empty; }
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int quality = 0;
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float floatQuality = 0.0f;
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floatQuality += user.GetStatValue(StatTypes.IncreaseFabricationQuality, includeSaved: false);
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@@ -593,34 +633,63 @@ namespace Barotrauma.Items.Components
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}
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quality = (int)floatQuality;
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const int MaxCraftingSkill = 100;
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// Use Option here instead of 0 because we want the lowest value and a value of 0 would always be lower than any other chance
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Option<float> plusOne = Option.None,
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plusTwo = Option.None;
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//having a higher-than-100 skill (e.g. due to talents) gives +1 quality
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quality += fabricatedItem.RequiredSkills.All(s => user.GetSkillLevel(s.Identifier) >= MaxCraftingSkill) ? 1 : 0;
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foreach (var skill in fabricatedItem.RequiredSkills)
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{
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//+1 quality if the character's skill level is >20% from the min requirement towards max skill
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//e.g. if the skill requirement is 10 -> 28
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//40 -> 52
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//90 -> 92
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float skillRequirement = MathHelper.Lerp(skill.Level, MaxCraftingSkill, 0.2f);
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if (user.GetSkillLevel(skill.Identifier) > skillRequirement)
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float skillLevel = user.GetSkillLevel(skill.Identifier);
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if (skillLevel >= PlusOneQualityBonusThreshold)
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{
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quality += 1;
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//+1 quality chance if the character's skill level is >20% from the min requirement towards max skill as well as higher than 50
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//e.g. if the skill requirement is 10 -> 28 (but minimum 50 threshold)
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//40 -> 52
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//90 -> 92
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var bonusChance1 = CalculateBonusRollPercentage(skillLevel, MathHelper.Lerp(skill.Level, PlusOneTarget, PlusOneLerp));
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plusOne = OverrideChanceIfLess(plusOne, bonusChance1);
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if (skillLevel >= PlusTwoQualityBonusThreshold)
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{
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var bonusChance2 = CalculateBonusRollPercentage(skillLevel, MathHelper.Lerp(skill.Level, PlusTwoTarget, PlusTwoLerp));
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plusTwo = OverrideChanceIfLess(plusTwo, bonusChance2);
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}
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else
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{
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break;
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}
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}
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else
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{
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break;
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}
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static Option<float> OverrideChanceIfLess(Option<float> original, float bonusChance)
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{
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if (original.TryUnwrap(out var originalChance))
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{
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return originalChance > bonusChance ? Option.Some(bonusChance) : original;
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}
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return Option.Some(bonusChance);
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}
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}
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return quality;
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return new QualityResult(quality,
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PlusOnePercentage: plusOne.Match(some: static f => f, none: static () => 0f),
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PlusTwoPercentage: plusTwo.Match(some: static f => f, none: static () => 0f));
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}
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partial void UpdateRequiredTimeProjSpecific();
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private static bool AnyOneHasRecipeForItem(Character user, ItemPrefab item)
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{
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return
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return
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(user != null && user.HasRecipeForItem(item.Identifier)) ||
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GameSession.GetSessionCrewCharacters(CharacterType.Bot).Any(c => c.HasRecipeForItem(item.Identifier));
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}
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private bool CanBeFabricated(FabricationRecipe fabricableItem, IReadOnlyDictionary<Identifier, List<Item>> availableIngredients, Character character)
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{
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if (fabricableItem == null) { return false; }
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@@ -698,7 +767,7 @@ 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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float time = fabricableItem.RequiredTime / item.StatManager.GetAdjustedValue(ItemTalentStats.FabricationSpeed, FabricationSpeed) / MathHelper.Clamp(t, 0.01f, 2.0f);
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float time = fabricableItem.RequiredTime / item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.FabricationSpeed, FabricationSpeed) / MathHelper.Clamp(t, 0.01f, 2.0f);
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if (user?.Info is { } info && fabricableItem.TargetItem is { } it)
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{
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@@ -138,14 +138,14 @@ 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 * item.StatManager.GetAdjustedValue(ItemTalentStats.PumpMaxFlow, MaxFlow) * powerFactor;
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currFlow = flowPercentage / 100.0f * item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.PumpMaxFlow, MaxFlow) * powerFactor;
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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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currFlow = item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.PumpSpeed, currFlow);
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||||
|
||||
//less effective when in a bad condition
|
||||
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
|
||||
|
||||
@@ -875,7 +875,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private float GetMaxOutput() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorMaxOutput, MaxPowerOutput);
|
||||
private float GetFuelConsumption() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorFuelConsumption, fuelConsumptionRate);
|
||||
private float GetMaxOutput() => item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.ReactorMaxOutput, MaxPowerOutput);
|
||||
private float GetFuelConsumption() => item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.ReactorFuelConsumption, fuelConsumptionRate);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -336,8 +336,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
showIceSpireWarning = false;
|
||||
if (user != null && user.Info != null &&
|
||||
user.SelectedItem == item &&
|
||||
controlledSub != null && controlledSub.Velocity.LengthSquared() > 0.01f)
|
||||
user.SelectedItem == item)
|
||||
{
|
||||
IncreaseSkillLevel(user, deltaTime);
|
||||
}
|
||||
@@ -402,14 +401,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private void IncreaseSkillLevel(Character user, float deltaTime)
|
||||
{
|
||||
if (controlledSub == null) { return; }
|
||||
if (controlledSub.Velocity.LengthSquared() < 0.01f) { return; }
|
||||
if (user?.Info == null) { return; }
|
||||
// Do not increase the helm skill when "steering" the sub while docked into something static (e.g. outpost or wreck)
|
||||
if (GameMain.GameSession?.Campaign != null && controlledSub != null && controlledSub.DockedTo.Any(d => d.PhysicsBody.BodyType == BodyType.Static)) { return; }
|
||||
if (GameMain.GameSession?.Campaign != null&& controlledSub.DockedTo.Any(d => d.PhysicsBody.BodyType == BodyType.Static)) { return; }
|
||||
|
||||
float userSkill = Math.Max(user.GetSkillLevel("helm"), 1.0f) / 100.0f;
|
||||
user.Info.IncreaseSkillLevel(
|
||||
"helm".ToIdentifier(),
|
||||
SkillSettings.Current.SkillIncreasePerSecondWhenSteering / userSkill * deltaTime);
|
||||
float speedMultiplier = MathHelper.Clamp(TargetVelocity.Length() / 100.0f, 0.0f, 1.0f);
|
||||
user.Info.ApplySkillGain(Tags.HelmSkill,
|
||||
SkillSettings.Current.SkillIncreasePerSecondWhenSteering * speedMultiplier * deltaTime);
|
||||
}
|
||||
|
||||
private void UpdateAutoPilot(float deltaTime)
|
||||
|
||||
@@ -395,6 +395,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public float GetCapacity() => item.StatManager.GetAdjustedValue(ItemTalentStats.BatteryCapacity, Capacity);
|
||||
public float GetCapacity() => item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.BatteryCapacity, Capacity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -454,6 +454,7 @@ namespace Barotrauma.Items.Components
|
||||
base.RemoveComponentSpecific();
|
||||
connectedRecipients?.Clear();
|
||||
connectionDirty?.Clear();
|
||||
recipientsToRefresh.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1017,9 +1017,10 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
attackResult = Attack.DoDamage(User ?? Attacker, targetItem, item.WorldPosition, 1.0f);
|
||||
#if CLIENT
|
||||
if (attackResult.Damage > 0.0f && targetItem.Prefab.ShowHealthBar)
|
||||
if (attackResult.Damage > 0.0f && targetItem.Prefab.ShowHealthBar && Character.Controlled != null &&
|
||||
(User == Character.Controlled || Character.Controlled.CanSeeTarget(item)))
|
||||
{
|
||||
Character.Controlled?.UpdateHUDProgressBar(targetItem,
|
||||
Character.Controlled.UpdateHUDProgressBar(targetItem,
|
||||
targetItem.WorldPosition,
|
||||
targetItem.Condition / targetItem.MaxCondition,
|
||||
emptyColor: GUIStyle.HealthBarColorLow,
|
||||
|
||||
@@ -495,9 +495,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
foreach (Skill skill in requiredSkills)
|
||||
{
|
||||
float characterSkillLevel = CurrentFixer.GetSkillLevel(skill.Identifier);
|
||||
CurrentFixer.Info?.IncreaseSkillLevel(skill.Identifier,
|
||||
SkillSettings.Current.SkillIncreasePerRepair / Math.Max(characterSkillLevel, 1.0f));
|
||||
CurrentFixer.Info?.ApplySkillGain(skill.Identifier, SkillSettings.Current.SkillIncreasePerRepair);
|
||||
}
|
||||
SteamAchievementManager.OnItemRepaired(item, CurrentFixer);
|
||||
CurrentFixer.CheckTalents(AbilityEffectType.OnRepairComplete, new AbilityRepairable(item));
|
||||
@@ -570,7 +568,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (item.ConditionPercentage > MinDeteriorationCondition)
|
||||
{
|
||||
float deteriorationSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DetoriationSpeed, DeteriorationSpeed);
|
||||
float deteriorationSpeed = item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.DetoriationSpeed, DeteriorationSpeed);
|
||||
if (ForceDeteriorationTimer > 0.0f) { deteriorationSpeed = Math.Max(deteriorationSpeed, 1.0f); }
|
||||
item.Condition -= deteriorationSpeed * deltaTime;
|
||||
}
|
||||
|
||||
@@ -157,7 +157,7 @@ namespace Barotrauma.Items.Components
|
||||
delayedElementToLoad = Option.None;
|
||||
}
|
||||
|
||||
private void LoadFromXML(ContentXElement loadElement)
|
||||
public void LoadFromXML(ContentXElement loadElement)
|
||||
{
|
||||
foreach (var subElement in loadElement.Elements())
|
||||
{
|
||||
|
||||
@@ -383,6 +383,12 @@ namespace Barotrauma.Items.Components
|
||||
wire.RemoveConnection(item);
|
||||
}
|
||||
}
|
||||
c.Grid = null;
|
||||
}
|
||||
foreach (var connection in Connections)
|
||||
{
|
||||
Powered.ChangedConnections.Remove(connection);
|
||||
connection.Recipients.Clear();
|
||||
}
|
||||
Connections.Clear();
|
||||
|
||||
|
||||
@@ -305,16 +305,17 @@ namespace Barotrauma.Items.Components
|
||||
(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
|
||||
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
|
||||
{
|
||||
if (item.body != null && !item.body.Enabled)
|
||||
{
|
||||
lightBrightness = 0.0f;
|
||||
SetLightSourceState(false, 0.0f);
|
||||
}
|
||||
else
|
||||
if (item.body == null || item.body.Enabled ||
|
||||
(item.ParentInventory is ItemInventory itemInventory && !itemInventory.Container.HideItems))
|
||||
{
|
||||
lightBrightness = 1.0f;
|
||||
SetLightSourceState(true, lightBrightness);
|
||||
}
|
||||
else
|
||||
{
|
||||
lightBrightness = 0.0f;
|
||||
SetLightSourceState(false, 0.0f);
|
||||
}
|
||||
isOn = true;
|
||||
SetLightSourceTransformProjSpecific();
|
||||
base.IsActive = false;
|
||||
@@ -341,8 +342,22 @@ namespace Barotrauma.Items.Components
|
||||
#if CLIENT
|
||||
Light.ParentSub = item.Submarine;
|
||||
#endif
|
||||
|
||||
|
||||
bool visibleInContainer;
|
||||
var ownerCharacter = item.GetRootInventoryOwner() as Character;
|
||||
if ((item.Container != null && ownerCharacter == null) ||
|
||||
if (ownerCharacter != null && item.RootContainer?.GetComponent<Holdable>() is not { IsActive: true })
|
||||
{
|
||||
//if the item is in a character inventory, the light should only be visible if the character is holding the item
|
||||
//(not if it's e.q. inside a wearable item, or in a rifle worn on the back)
|
||||
visibleInContainer = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
visibleInContainer = item.FindParentInventory(static it => it is ItemInventory { Container.HideItems: true }) == null;
|
||||
}
|
||||
|
||||
if ((item.Container != null && !visibleInContainer && ownerCharacter == null) ||
|
||||
(ownerCharacter != null && ownerCharacter.InvisibleTimer > 0.0f))
|
||||
{
|
||||
lightBrightness = 0.0f;
|
||||
@@ -352,7 +367,7 @@ namespace Barotrauma.Items.Components
|
||||
SetLightSourceTransformProjSpecific();
|
||||
|
||||
PhysicsBody body = ParentBody ?? item.body;
|
||||
if (body != null && !body.Enabled)
|
||||
if (body != null && !body.Enabled && !visibleInContainer)
|
||||
{
|
||||
lightBrightness = 0.0f;
|
||||
SetLightSourceState(false, 0.0f);
|
||||
@@ -432,6 +447,11 @@ namespace Barotrauma.Items.Components
|
||||
target.SightRange = Math.Max(target.SightRange, target.MaxSightRange * lightBrightness);
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper, bool setTransform = true)
|
||||
{
|
||||
SetLightSourceTransform();
|
||||
}
|
||||
|
||||
partial void SetLightSourceState(bool enabled, float brightness);
|
||||
|
||||
public void SetLightSourceTransform()
|
||||
|
||||
@@ -275,6 +275,15 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
if (PhysicsBody != null)
|
||||
{
|
||||
PhysicsBody.Remove();
|
||||
PhysicsBody = null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(Signal signal, Connection connection)
|
||||
{
|
||||
base.ReceiveSignal(signal, connection);
|
||||
|
||||
@@ -61,6 +61,22 @@ namespace Barotrauma.Items.Components
|
||||
private const float CrewAiFindTargetMaxInterval = 1.0f;
|
||||
private const float CrewAIFindTargetMinInverval = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// Bots consider the projectile to move at least this fast when calculating how far ahead a moving target they need to aim.
|
||||
/// Aiming ahead doesn't work reliably with very slow projectiles, because we'd need to take into account drag and gravity,
|
||||
/// and the target would most likely move in a different direction anyway before the projectile reaches it.
|
||||
/// </summary>
|
||||
private const float MinimumProjectileVelocityForAimAhead = 20.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Bots don't try to aim ahead a moving target by more than this amount. If the target is very fast and/or the projectile very slow,
|
||||
/// we'd need to aim so far ahead it'd most likely fail anyway.
|
||||
/// </summary>
|
||||
private const float MaximumAimAhead = 10.0f;
|
||||
|
||||
private float projectileSpeed;
|
||||
private Item previousAmmo;
|
||||
|
||||
private int currentLoaderIndex;
|
||||
|
||||
private const float TinkeringPowerCostReduction = 0.2f;
|
||||
@@ -563,8 +579,9 @@ namespace Barotrauma.Items.Components
|
||||
// Do not increase the weapons skill when operating a turret in an outpost level
|
||||
if (user?.Info != null && (GameMain.GameSession?.Campaign == null || !Level.IsLoadedFriendlyOutpost))
|
||||
{
|
||||
user.Info.IncreaseSkillLevel("weapons".ToIdentifier(),
|
||||
SkillSettings.Current.SkillIncreasePerSecondWhenOperatingTurret * deltaTime / Math.Max(user.GetSkillLevel("weapons"), 1.0f));
|
||||
user.Info.ApplySkillGain(
|
||||
Tags.WeaponsSkill,
|
||||
SkillSettings.Current.SkillIncreasePerSecondWhenOperatingTurret * deltaTime);
|
||||
}
|
||||
|
||||
float rotMidDiff = MathHelper.WrapAngle(rotation - (minRotation + maxRotation) / 2.0f);
|
||||
@@ -664,6 +681,11 @@ namespace Barotrauma.Items.Components
|
||||
return GetAvailableInstantaneousBatteryPower() >= GetPowerRequiredToShoot();
|
||||
}
|
||||
|
||||
private Vector2 GetBarrelDir()
|
||||
{
|
||||
return new Vector2((float)Math.Cos(rotation), -(float)Math.Sin(rotation));
|
||||
}
|
||||
|
||||
private bool TryLaunch(float deltaTime, Character character = null, bool ignorePower = false)
|
||||
{
|
||||
tryingToCharge = true;
|
||||
@@ -709,7 +731,8 @@ namespace Barotrauma.Items.Components
|
||||
ItemContainer projectileContainer = projectiles.First().Item.Container?.GetComponent<ItemContainer>();
|
||||
if (projectileContainer != null && projectileContainer.Item != item)
|
||||
{
|
||||
projectileContainer?.Item.Use(deltaTime);
|
||||
//user needs to be null because the ammo boxes shouldn't be directly usable by characters
|
||||
projectileContainer?.Item.Use(deltaTime, user: null, userForOnUsedEvent: user);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -735,7 +758,7 @@ namespace Barotrauma.Items.Components
|
||||
ItemContainer projectileContainer = containerItem.GetComponent<ItemContainer>();
|
||||
if (projectileContainer != null)
|
||||
{
|
||||
containerItem.Use(deltaTime);
|
||||
containerItem.Use(deltaTime, user: null, userForOnUsedEvent: user);
|
||||
projectiles = GetLoadedProjectiles();
|
||||
if (projectiles.Any()) { return true; }
|
||||
}
|
||||
@@ -930,6 +953,7 @@ namespace Barotrauma.Items.Components
|
||||
Projectile projectileComponent = projectile.GetComponent<Projectile>();
|
||||
if (projectileComponent != null)
|
||||
{
|
||||
TryDetermineProjectileSpeed(projectileComponent);
|
||||
projectileComponent.Launcher = item;
|
||||
projectileComponent.Attacker = projectileComponent.User = user;
|
||||
if (projectileComponent.Attack != null)
|
||||
@@ -960,6 +984,16 @@ namespace Barotrauma.Items.Components
|
||||
LaunchProjSpecific();
|
||||
}
|
||||
|
||||
private void TryDetermineProjectileSpeed(Projectile projectile)
|
||||
{
|
||||
if (projectile != null && !projectile.Hitscan)
|
||||
{
|
||||
projectileSpeed =
|
||||
ConvertUnits.ToDisplayUnits(
|
||||
MathHelper.Clamp((projectile.LaunchImpulse + LaunchImpulse) / projectile.Item.body.Mass, MinimumProjectileVelocityForAimAhead, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
partial void LaunchProjSpecific();
|
||||
|
||||
private static void ShiftItemsInProjectileContainer(ItemContainer container)
|
||||
@@ -1143,7 +1177,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (target is Hull targetHull)
|
||||
{
|
||||
Vector2 barrelDir = new Vector2((float)Math.Cos(rotation), -(float)Math.Sin(rotation));
|
||||
Vector2 barrelDir = GetBarrelDir();
|
||||
if (!MathUtils.GetLineRectangleIntersection(item.WorldPosition, item.WorldPosition + barrelDir * AIRange, targetHull.WorldRect, out _))
|
||||
{
|
||||
return;
|
||||
@@ -1244,8 +1278,24 @@ namespace Barotrauma.Items.Components
|
||||
if (container != null)
|
||||
{
|
||||
maxProjectileCount += container.Capacity;
|
||||
int projectiles = projectileContainer.ContainedItems.Count(it => it.Condition > 0.0f);
|
||||
usableProjectileCount += projectiles;
|
||||
var projectiles = projectileContainer.ContainedItems.Where(it => it.Condition > 0.0f);
|
||||
var firstProjectile = projectiles.FirstOrDefault();
|
||||
|
||||
if (firstProjectile?.Prefab != previousAmmo?.Prefab)
|
||||
{
|
||||
//assume the projectiles are infinitely fast (no aiming ahead of the target) if we can't find projectiles to calculate the speed based on,
|
||||
//and if the projectile type isn't the same as before
|
||||
projectileSpeed = float.PositiveInfinity;
|
||||
}
|
||||
previousAmmo = firstProjectile;
|
||||
if (projectiles.Any())
|
||||
{
|
||||
var projectile =
|
||||
firstProjectile.GetComponent<Projectile>() ??
|
||||
firstProjectile.ContainedItems.FirstOrDefault()?.GetComponent<Projectile>();
|
||||
TryDetermineProjectileSpeed(projectile);
|
||||
usableProjectileCount += projectiles.Count();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1409,6 +1459,7 @@ namespace Barotrauma.Items.Components
|
||||
targetPos = currentTarget.WorldPosition;
|
||||
}
|
||||
bool iceSpireSpotted = false;
|
||||
Vector2 targetVelocity = Vector2.Zero;
|
||||
// Adjust the target character position (limb or submarine)
|
||||
if (currentTarget is Character targetCharacter)
|
||||
{
|
||||
@@ -1424,20 +1475,39 @@ namespace Barotrauma.Items.Components
|
||||
else
|
||||
{
|
||||
// Target the closest limb. Doesn't make much difference with smaller creatures, but enables the bots to shoot longer abyss creatures like the endworm. Otherwise they just target the main body = head.
|
||||
float closestDist = closestDistance;
|
||||
float closestDistSqr = closestDistance;
|
||||
foreach (Limb limb in targetCharacter.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.Hidden) { continue; }
|
||||
if (!IsWithinAimingRadius(limb.WorldPosition)) { continue; }
|
||||
float dist = Vector2.DistanceSquared(limb.WorldPosition, item.WorldPosition);
|
||||
if (dist < closestDist)
|
||||
float distSqr = Vector2.DistanceSquared(limb.WorldPosition, item.WorldPosition);
|
||||
if (distSqr < closestDistSqr)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestDistSqr = distSqr;
|
||||
if (limb == targetCharacter.AnimController.MainLimb)
|
||||
{
|
||||
//prefer main limb (usually a much better target than the extremities that are often the closest limbs)
|
||||
closestDistSqr *= 0.5f;
|
||||
}
|
||||
targetPos = limb.WorldPosition;
|
||||
}
|
||||
}
|
||||
if (closestDist > shootDistance * shootDistance)
|
||||
if (projectileSpeed < float.PositiveInfinity && targetPos.HasValue)
|
||||
{
|
||||
//lead the target (aim where the target will be in the future)
|
||||
float dist = MathF.Sqrt(closestDistSqr);
|
||||
float projectileMovementTime = dist / projectileSpeed;
|
||||
|
||||
targetVelocity = targetCharacter.AnimController.Collider.LinearVelocity;
|
||||
Vector2 movementAmount = targetVelocity * projectileMovementTime;
|
||||
//don't try to compensate more than 10 meters - if the target is so fast or the projectile so slow we need to go beyond that,
|
||||
//it'd most likely fail anyway
|
||||
movementAmount = ConvertUnits.ToDisplayUnits(movementAmount.ClampLength(MaximumAimAhead));
|
||||
Vector2 futurePosition = targetPos.Value + movementAmount;
|
||||
targetPos = Vector2.Lerp(targetPos.Value, futurePosition, DegreeOfSuccess(character));
|
||||
}
|
||||
if (closestDistSqr > shootDistance * shootDistance)
|
||||
{
|
||||
aiFindTargetTimer = CrewAIFindTargetMinInverval;
|
||||
ResetTarget();
|
||||
@@ -1512,7 +1582,9 @@ namespace Barotrauma.Items.Components
|
||||
if (targetPos == null) { return false; }
|
||||
// Force the highest priority so that we don't change the objective while targeting enemies.
|
||||
objective.ForceHighestPriority = true;
|
||||
|
||||
#if CLIENT
|
||||
debugDrawTargetPos = targetPos.Value;
|
||||
#endif
|
||||
if (closestEnemy != null && character.AIController.SelectedAiTarget != closestEnemy.AiTarget)
|
||||
{
|
||||
if (character.IsOnPlayerTeam)
|
||||
@@ -1563,8 +1635,28 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (IsPointingTowards(targetPos.Value))
|
||||
{
|
||||
Vector2 start = ConvertUnits.ToSimUnits(item.WorldPosition);
|
||||
Vector2 end = ConvertUnits.ToSimUnits(targetPos.Value);
|
||||
Vector2 barrelDir = GetBarrelDir();
|
||||
Vector2 aimStartPos = item.WorldPosition;
|
||||
Vector2 aimEndPos = item.WorldPosition + barrelDir * shootDistance;
|
||||
bool allowShootingIfNothingInWay = false;
|
||||
if (currentTarget != null)
|
||||
{
|
||||
Vector2 targetStartPos = currentTarget.WorldPosition;
|
||||
Vector2 targetEndPos = currentTarget.WorldPosition + targetVelocity * ConvertUnits.ToDisplayUnits(MaximumAimAhead);
|
||||
|
||||
//if there's nothing in the way (not even the target we're trying to aim towards),
|
||||
//shooting should only be allowed if we're aiming ahead of the target, in which case it's to be expected that we're aiming at "thin air"
|
||||
allowShootingIfNothingInWay =
|
||||
targetVelocity.LengthSquared() > 0.001f &&
|
||||
MathUtils.LineSegmentsIntersect(
|
||||
aimStartPos, aimEndPos,
|
||||
targetStartPos, targetEndPos) &&
|
||||
//target needs to be moving roughly perpendicular to us for aiming ahead of it to make sense
|
||||
Math.Abs(Vector2.Dot(Vector2.Normalize(aimEndPos - aimStartPos), Vector2.Normalize(targetEndPos - targetStartPos))) < 0.5f;
|
||||
}
|
||||
|
||||
Vector2 start = ConvertUnits.ToSimUnits(aimStartPos);
|
||||
Vector2 end = ConvertUnits.ToSimUnits(aimEndPos);
|
||||
// Check that there's not other entities that shouldn't be targeted (like a friendly sub) between us and the target.
|
||||
Body worldTarget = CheckLineOfSight(start, end);
|
||||
if (closestEnemy != null && closestEnemy.Submarine != null)
|
||||
@@ -1572,11 +1664,13 @@ namespace Barotrauma.Items.Components
|
||||
start -= closestEnemy.Submarine.SimPosition;
|
||||
end -= closestEnemy.Submarine.SimPosition;
|
||||
Body transformedTarget = CheckLineOfSight(start, end);
|
||||
canShoot = CanShoot(transformedTarget, character) && (worldTarget == null || CanShoot(worldTarget, character));
|
||||
canShoot =
|
||||
CanShoot(transformedTarget, character, allowShootingIfNothingInWay: allowShootingIfNothingInWay) &&
|
||||
(worldTarget == null || CanShoot(worldTarget, character, allowShootingIfNothingInWay: allowShootingIfNothingInWay));
|
||||
}
|
||||
else
|
||||
{
|
||||
canShoot = CanShoot(worldTarget, character);
|
||||
canShoot = CanShoot(worldTarget, character, allowShootingIfNothingInWay: allowShootingIfNothingInWay);
|
||||
}
|
||||
if (!canShoot) { return false; }
|
||||
if (character.IsOnPlayerTeam)
|
||||
@@ -1666,9 +1760,13 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanShoot(Body targetBody, Character user = null, Identifier friendlyTag = default, bool targetSubmarines = true)
|
||||
private bool CanShoot(Body targetBody, Character user = null, Identifier friendlyTag = default, bool targetSubmarines = true, bool allowShootingIfNothingInWay = false)
|
||||
{
|
||||
if (targetBody == null) { return false; }
|
||||
if (targetBody == null)
|
||||
{
|
||||
//nothing in the way (not even the target we're trying to shoot) -> no point in firing at thin air
|
||||
return allowShootingIfNothingInWay;
|
||||
}
|
||||
Character targetCharacter = null;
|
||||
if (targetBody.UserData is Character c)
|
||||
{
|
||||
|
||||
@@ -559,6 +559,7 @@ namespace Barotrauma.Items.Components
|
||||
foreach (WearableSprite wearableSprite in wearableSprites)
|
||||
{
|
||||
wearableSprite?.Sprite?.Remove();
|
||||
wearableSprite.Picker = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user