Barotrauma Client Doc
Barotrauma.Items.Components.Quality Class Reference
Inheritance diagram for Barotrauma.Items.Components.Quality:
Barotrauma.Items.Components.ItemComponent Barotrauma.Items.Components.ItemComponent Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Types

enum class  StatType {
  Condition , ExplosionRadius , ExplosionDamage , RepairSpeed ,
  RepairToolStructureRepairMultiplier , RepairToolStructureDamageMultiplier , RepairToolDeattachTimeMultiplier , FirepowerMultiplier ,
  StrikingPowerMultiplier , StrikingSpeedMultiplier , FiringRateMultiplier
}
 

Public Member Functions

 Quality (Item item, ContentXElement element)
 
float GetValue (StatType statType)
 
override void AddTooltipInfo (ref LocalizedString name, ref LocalizedString description)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item More...
 
virtual bool Select (Character character)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item More...
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed
More...
 
virtual void Update (float deltaTime, Camera cam)
 
virtual void UpdateBroken (float deltaTime, Camera cam)
 
virtual bool Use (float deltaTime, Character character=null)
 
virtual bool SecondaryUse (float deltaTime, Character character=null)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual void ReceiveSignal (Signal signal, Connection connection)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item More...
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
virtual void FlipX (bool relativeToSub)
 
virtual void FlipY (bool relativeToSub)
 
bool IsEmpty (Character user)
 Shorthand for !HasRequiredContainedItems() More...
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. More...
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
 
virtual void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items. More...
 
virtual void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed. More...
 
virtual XElement Save (XElement parentElement)
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 
ItemComponent GetReplacementOrThis ()
 
bool NeedsSoundUpdate ()
 
void UpdateSounds ()
 
void PlaySound (ActionType type, Character user=null)
 
void StopLoopingSound ()
 
void StopSounds (ActionType type)
 
virtual bool ShouldDrawHUD (Character character)
 
ItemComponent GetLinkUIToComponent ()
 
virtual void DrawHUD (SpriteBatch spriteBatch, Character character)
 
virtual void AddToGUIUpdateList (int order=0)
 
void UpdateHUD (Character character, float deltaTime, Camera cam)
 
virtual void UpdateHUDComponentSpecific (Character character, float deltaTime, Camera cam)
 
virtual void UpdateEditing (float deltaTime)
 
virtual void CreateEditingHUD (SerializableEntityEditor editor)
 
virtual void OnPlayerSkillsChanged ()
 

Static Public Member Functions

static int GetSpawnedItemQuality (Submarine submarine, Level level, Rand.RandSync randSync=Rand.RandSync.ServerAndClient)
 Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level (high-quality items become more common as difficulty increases) More...
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 

Static Public Attributes

const int MaxQuality = 3
 

Properties

int QualityLevel [get, set]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems. More...
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs. More...
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool? IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. More...
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item More...
 
virtual bool UpdateWhenInactive [get]
 
bool HasSounds [get]
 
bool[] HasSoundsOfType [get]
 
virtual bool RecreateGUIOnResolutionChange [get]
 
GUILayoutSettings DefaultLayout [get, protected set]
 
GUILayoutSettings AlternativeLayout [get, protected set]
 
GUIFrame GuiFrame [get, set]
 
bool AllowUIOverlap [get, set]
 
string LinkUIToComponent [get, set]
 
int HudPriority [get]
 
int HudLayer [get]
 
bool?? UseAlternativeLayout [get, set]
 
- Properties inherited from Barotrauma.ISerializableEntity
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 

Additional Inherited Members

- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > requiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
List< SkillrequiredSkills
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
float IsActiveTimer
 
ItemComponent ReplacedBy
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
virtual void RemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
void ReleaseGuiFrame ()
 
void ReloadGuiFrame ()
 
void TryCreateDragHandle ()
 
virtual void CreateGUI ()
 Overload this method and implement. The method is automatically called when the resolution changes. More...
 
void StartDelayedCorrection (IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)
 
void OnGUIParentChanged (RectTransform newParent)
 Launches when the parent of the GuiFrame is changed. More...
 
virtual void OnResolutionChanged ()
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
float correctionTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Detailed Description

Member Enumeration Documentation

◆ StatType

Enumerator
Condition 
ExplosionRadius 
ExplosionDamage 
RepairSpeed 
RepairToolStructureRepairMultiplier 
RepairToolStructureDamageMultiplier 
RepairToolDeattachTimeMultiplier 
FirepowerMultiplier 
StrikingPowerMultiplier 
StrikingSpeedMultiplier 
FiringRateMultiplier 

Definition at line 13 of file BarotraumaShared/SharedSource/Items/Components/Quality.cs.

Constructor & Destructor Documentation

◆ Quality()

Barotrauma.Items.Components.Quality.Quality ( Item  item,
ContentXElement  element 
)

Member Function Documentation

◆ AddTooltipInfo()

override void Barotrauma.Items.Components.Quality.AddTooltipInfo ( ref LocalizedString  name,
ref LocalizedString  description 
)
virtual

◆ GetSpawnedItemQuality()

static int Barotrauma.Items.Components.Quality.GetSpawnedItemQuality ( Submarine  submarine,
Level  level,
Rand.RandSync  randSync = Rand.RandSync.ServerAndClient 
)
static

Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level (high-quality items become more common as difficulty increases)

Definition at line 83 of file BarotraumaShared/SharedSource/Items/Components/Quality.cs.

◆ GetValue()

float Barotrauma.Items.Components.Quality.GetValue ( StatType  statType)

Member Data Documentation

◆ MaxQuality

const int Barotrauma.Items.Components.Quality.MaxQuality = 3
static

Property Documentation

◆ QualityLevel

int Barotrauma.Items.Components.Quality.QualityLevel
getset