v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -1,39 +1,43 @@
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Makes an NPC select an item, and operate it if it's something AI characters can operate.
/// </summary>
class NPCOperateItemAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should operate the item.")]
public Identifier NPCTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the item to operate. If it's not something AI characters can or know how to operate, such as a cabinet or an engine, the NPC will just select it.")]
public Identifier TargetTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("Controller", IsPropertySaveable.Yes, description: "Name of the component to operate. For example, the Controller component of a periscope or the Reactor component of a nuclear reactor.")]
public Identifier ItemComponentName { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the option, if there are several ways the item can be operated. For example, \"powerup\" or \"shutdown\" when operating a reactor.")]
public Identifier OrderOption { get; set; }
[Serialize(false, IsPropertySaveable.Yes)]
[Serialize(false, IsPropertySaveable.Yes, description: "Should the character equip the item before attempting to operate it (only valid if the item is equippable).")]
public bool RequireEquip { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
[Serialize(true, IsPropertySaveable.Yes, description: "Should the character start or stop operating the item.")]
public bool Operate { get; set; }
[Serialize(-1, IsPropertySaveable.Yes)]
[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs the action can target. For example, you could only make a specific number of security officers man a periscope.")]
public int MaxTargets { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop operating the item when the event resets?")]
public bool AbandonOnReset { get; set; }
private bool isFinished = false;
public NPCOperateItemAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
private List<Character> affectedNpcs = null;
private Item target = null;
@@ -41,7 +45,13 @@ namespace Barotrauma
{
if (isFinished) { return; }
target = ParentEvent.GetTargets(TargetTag).FirstOrDefault() as Item;
var potentialTargets = ParentEvent.GetTargets(TargetTag).OfType<Item>();
var nonSelectedItems = potentialTargets.Where(it => it.GetComponent<Controller>()?.User == null);
target =
nonSelectedItems.Any() ?
nonSelectedItems.GetRandomUnsynced() :
potentialTargets.GetRandomUnsynced();
if (target == null) { return; }
int targetCount = 0;
@@ -53,7 +63,6 @@ namespace Barotrauma
if (Operate)
{
ItemComponentName = "Controller".ToIdentifier();
var itemComponent = target.Components.FirstOrDefault(ic => ItemComponentName == ic.Name);
if (itemComponent == null)
{