Track LocalMods as part of monolith

This commit is contained in:
2026-06-08 18:50:16 +03:00
parent 143f2fed7c
commit 1b214b44c2
1287 changed files with 139255 additions and 1 deletions

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using Barotrauma;
using MoreLevelContent.Missions;
using MoreLevelContent.Shared.Data;
using System.Collections.Generic;
using System.Xml.Linq;
using System;
using System.Linq;
using Barotrauma.MoreLevelContent.Config;
namespace MoreLevelContent.Shared.Generation
{
internal partial class CablePuzzleMapModule : MapModule
{
protected override void InitProjSpecific() { }
public override void OnAddExtraMissions(CampaignMode __instance, LevelData levelData)
{
CablePuzzleMission.SubmarineFile = null; // Clear the sub file at the start of every level
if (levelData.Type == LevelData.LevelType.Outpost)
{
Log.Debug("Ignored level due to being an outpost");
return; // Ignore outpost levels
}
LevelData_MLCData data = levelData.MLC();
if (data.RelayStationStatus == RelayStationStatus.None || !ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.EnableRelayStations)
{
Log.Debug("No relay station");
return; // Do nothing if we don't have a relay station
}
var missions = MissionPrefab.Prefabs.Where(m => m.Tags.Contains("relayrepair")).OrderBy(m => m.UintIdentifier);
if (!missions.Any())
{
Log.Error("Failed to find any cable puzzle missions!");
return;
}
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
var cablePuzzleMissionPrefab = ToolBox.SelectWeightedRandom(missions, p => p.Commonness, rand);
// Add the mission if the station is inactive
if (!__instance.Missions.Any(m => m.Prefab.Tags.Contains("relayrepair")) && data.RelayStationStatus == RelayStationStatus.Inactive)
{
List<Mission> _extraMissions = (List<Mission>)Instance.extraMissions.GetValue(__instance);
Mission inst = cablePuzzleMissionPrefab.Instantiate(__instance.Map.SelectedConnection.Locations, Submarine.MainSub);
_extraMissions.Add(inst);
Instance.extraMissions.SetValue(__instance, _extraMissions);
Log.Debug("Added relay staion mission to extra missions!");
return;
}
// Otherwise the station is active, so we need to assign the sub file
var configElement = cablePuzzleMissionPrefab.ConfigElement.GetChildElement("Submarine");
CablePuzzleMission.SetSub(configElement, cablePuzzleMissionPrefab);
Log.Debug("Set the relay station sub for a completed relay station");
}
public override void OnLevelDataGenerate(LevelData __instance, LocationConnection locationConnection)
{
LevelData_MLCData levelData = __instance.MLC();
if (levelData.HasBeaconConstruction) return; // Ignore levels with a construction site
RollForRelay(__instance, levelData, locationConnection);
}
// Map Migration
public override void OnMapLoad(Map __instance)
{
if (!__instance.Connections.Any(c => c.LevelData.MLC().HasRelayStation))
{
Log.Debug("Map has no relay stations, adding some...");
for (int i = 0; i < __instance.Connections.Count; i++)
{
var connection = __instance.Connections[i];
// See if we should generate a construction site
LevelData_MLCData extraData = connection.LevelData.MLC();
RollForRelay(connection.LevelData, extraData, connection);
}
}
else
{
Log.Debug("Map has relay stations");
}
}
private void RollForRelay(LevelData levelData, LevelData_MLCData extraData, LocationConnection locationConnection)
{
var rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
if (!levelData.HasBeaconStation && !levelData.MLC().HasBeaconConstruction)
{
double roll = rand.NextDouble();
// Relay stations have a 10% chance to spawn on any connection
extraData.RelayStationStatus = roll < 0.10f ? RelayStationStatus.Inactive : RelayStationStatus.None;
}
}
}
}

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using Barotrauma;
using MoreLevelContent.Missions;
using MoreLevelContent.Shared.Data;
using System.Collections.Generic;
using System.Xml.Linq;
using System;
using System.Linq;
using Barotrauma.MoreLevelContent.Config;
namespace MoreLevelContent.Shared.Generation
{
internal partial class ConstructionMapModule : MapModule
{
public override void OnAddExtraMissions(CampaignMode __instance, LevelData levelData)
{
if (levelData.Type == LevelData.LevelType.Outpost) return; // Ignore outpost levels
LevelData_MLCData data = levelData.MLC();
if (data.HasBeaconConstruction && ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.EnableConstructionSites)
{
var constructionMissions = MissionPrefab.Prefabs.Where(m => m.Tags.Contains("beaconconstruction")).OrderBy(m => m.UintIdentifier);
if (constructionMissions.Any())
{
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
var beaconMissionPrefab = ToolBox.SelectWeightedRandom(constructionMissions, p => (float)p.Commonness, rand);
if (!__instance.Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
{
List<Mission> _extraMissions = (List<Mission>)Instance.extraMissions.GetValue(__instance);
Mission inst = beaconMissionPrefab.Instantiate(__instance.Map.SelectedConnection.Locations, Submarine.MainSub);
_extraMissions.Add(inst);
Instance.extraMissions.SetValue(__instance, _extraMissions);
Log.Debug("Added beacon construction mission to extra missions!");
}
}
else
{
Log.Error("Failed to find any beacon construction missions!");
}
}
}
public override void OnLevelDataGenerate(LevelData __instance, LocationConnection locationConnection)
{
LevelData_MLCData levelData = __instance.MLC();
if (levelData.HasRelayStation) return;
TrySpawnBeaconConstruction(__instance, levelData, locationConnection);
}
public override void OnMapLoad(Map __instance)
{
if (!__instance.Connections.Any(c => c.LevelData.MLC().HasBeaconConstruction))
{
Log.Debug("Map has no construction sites, adding some...");
for (int i = 0; i < __instance.Connections.Count; i++)
{
var connection = __instance.Connections[i];
// See if we should generate a construction site
LevelData_MLCData extraData = connection.LevelData.MLC();
TrySpawnBeaconConstruction(connection.LevelData, extraData, connection);
}
}
else
{
Log.Debug("Map has construction sites");
}
}
private void TrySpawnBeaconConstruction(LevelData levelData, LevelData_MLCData extraData, LocationConnection locationConnection)
{
var rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
// Place some beacon stations
if (!levelData.IsBeaconActive)
{
double roll = rand.NextDouble();
double chance = locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Min();
extraData.HasBeaconConstruction = roll < (chance / 1.2); // construction sites have half the chance to spawn as regular beacon stations
if (extraData.HasBeaconConstruction)
{
CreateBeaconConstruction(levelData, rand, extraData);
levelData.HasBeaconStation = false;
}
}
}
private void CreateBeaconConstruction(LevelData __instance, MTRandom rand, LevelData_MLCData levelData)
{
List<SupplyType> possibleSupplies = new();
AddSupply(SupplyType.Electric, 4);
AddSupply(SupplyType.Structure, 4);
AddSupply(SupplyType.Utility, 4);
int diffClamped = (int)(__instance.Difficulty / 10);
// Always request at least one
int totalRequested = 1 + rand.Next(diffClamped + 1);
for (int i = 0; i < totalRequested; i++)
{
int index = rand.Next(possibleSupplies.Count);
SupplyType requestedSupply = possibleSupplies[index];
possibleSupplies.RemoveAt(index);
switch (requestedSupply)
{
case SupplyType.Electric:
levelData.RequestedE++;
break;
case SupplyType.Structure:
levelData.RequestedS++;
break;
case SupplyType.Utility:
levelData.RequestedU++;
break;
}
}
Log.Debug("Created a beacon construction mission");
void AddSupply(SupplyType type, int count)
{
for (int i = 0; i < count; i++)
{
possibleSupplies.Add(type);
}
}
if (levelData.HasBeaconConstruction) __instance.HasBeaconStation = false;
}
protected override void InitProjSpecific() { }
enum SupplyType
{
Electric,
Structure,
Utility
}
}
}

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using Barotrauma.Networking;
using Barotrauma;
using System.Collections.Generic;
using System;
using System.Linq;
using MoreLevelContent.Shared.Data;
using Barotrauma.MoreLevelContent.Config;
using MoreLevelContent.Networking;
using MoreLevelContent.Shared.Utils;
namespace MoreLevelContent.Shared.Generation
{
// Shared
internal partial class OldDistressMapModule : MapModule
{
public static bool ForceSpawnDistress = false;
public static string ForcedMissionIdentifier = "";
private readonly List<Mission> _internalMissionStore = new();
private static OldDistressMapModule _instance;
private static bool _spawnStartingBeacon = false;
const int MAX_DISTRESS_CREATE_ATTEMPTS = 5;
const int DISTRESS_MIN_DIST = 1;
const int DISTRESS_MAX_DIST = 3;
public OldDistressMapModule()
{
_instance = this;
InitProjSpecific();
}
internal void UpdateDistressBeacons(Map __instance)
{
foreach (LocationConnection connection in __instance.Connections.Where(c => c.LevelData.MLC().HasDistress))
{
// skip locations that are close
if (GameMain.GameSession.Campaign.Map.CurrentLocation.Connections.Contains(connection)) continue;
// TODO: When multiple world steps happen at once in a long mission
// this cause a distress to skip from active -> faint -> off before
// the player has seen any notification of it. There could be a way
// of avoiding this by counting the world steps before doing this
// instead of doing it every world step
var levelData = connection.LevelData.MLC();
levelData.DistressStepsLeft--;
if (levelData.DistressStepsLeft <= 0)
{
levelData.HasDistress = false;
SendDistressUpdate("mlc.distress.lost", connection);
}
if (levelData.DistressStepsLeft == 3) SendDistressUpdate("mlc.distress.faint", connection);
}
}
private void SendDistressUpdate(string updateType, LocationConnection connection)
{
#if CLIENT
string msg = TextManager.GetWithVariables(updateType, ("[location1]", $"‖color:gui.orange‖{connection.Locations[0].DisplayName}‖end‖"), ("[location2]", $"‖color:gui.orange‖{connection.Locations[1].DisplayName}‖end‖")).Value;
SendChatUpdate(msg);
#endif
}
public override void OnPreRoundStart(LevelData levelData)
{
_internalMissionStore.Clear();
if (levelData == null) return;
if (!Main.IsCampaign) return;
TrySpawnDistress(GameMain.GameSession.Map, _spawnStartingBeacon);
_spawnStartingBeacon = false;
if (!levelData.MLC().HasDistress && !ForceSpawnDistress)
{
Log.Debug("Level has no distress mission");
return;
}
if (TryGetMissionByTag("distress", levelData, out MissionPrefab prefab, ForcedMissionIdentifier))
{
Log.Debug("Adding distress mission");
Mission inst = prefab.Instantiate(GameMain.GameSession.Map.SelectedConnection.Locations, Submarine.MainSub);
AddExtraMission(inst); // weird
_internalMissionStore.Add(inst);
Log.Debug("Added distress mission to extra missions!");
} else
{
Log.Error("Failed to find any distress missions!");
}
}
public override void OnAddExtraMissions(CampaignMode __instance, LevelData levelData)
{
if (!_internalMissionStore.Any()) return;
foreach (Mission mission in _internalMissionStore)
{
AddExtraMission(mission);
}
_internalMissionStore.Clear();
}
private void AddExtraMission(Mission mission)
{
List<Mission> _extraMissions = (List<Mission>)Instance.extraMissions.GetValue(GameMain.GameSession.GameMode);
_extraMissions.Add(mission);
Instance.extraMissions.SetValue(GameMain.GameSession.GameMode, _extraMissions);
}
public override void OnProgressWorld(Map __instance) => UpdateDistressBeacons(__instance);
private void TrySpawnDistress(Map __instance, bool force = false)
{
if (Main.IsClient) return;
if (__instance == null || __instance.Connections.Count == 0)
{
Log.Debug("Skipped trying to create a distress beacon as there was no map connections");
return;
}
// Check if we're at the max
int activeDistressCalls = __instance.Connections.Where(c => c.LevelData.MLC().HasDistress).Count();
if (activeDistressCalls > ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.MaxActiveDistressBeacons)
{
if (force)
{
Log.Debug("Ignoring max distress cap due to force creation");
} else
{
Log.Debug($"Skipped creating new distress due to being at the limit ({ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.MaxActiveDistressBeacons})");
return;
}
}
// If we're not, lets roll to see if we should make a new distress signal
float chance = Rand.Value(Rand.RandSync.Unsynced);
Log.InternalDebug($"{chance} >= {ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.DistressSpawnPercentage} ({chance >= ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.DistressSpawnPercentage})");
if (chance >= ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.DistressSpawnPercentage && !force) return;
// Lets get a random instance to use
int seed = Rand.GetRNG(Rand.RandSync.Unsynced).Next();
Random rand = new MTRandom(seed);
// Find a location connection to spawn a distress beacon at
int dist = Rand.Range(DISTRESS_MIN_DIST, DISTRESS_MAX_DIST, Rand.RandSync.Unsynced);
LocationConnection targetConnection = WalkConnection(__instance.CurrentLocation, rand, dist);
int stepsLeft = rand.Next(4, 8);
if (!MapDirector.ConnectionIdLookup.ContainsKey(targetConnection)) return; // how does this happen?
CreateDistress(targetConnection, stepsLeft);
#if SERVER
if (GameMain.IsMultiplayer)
{
// inform clients of the new distress beacon
IWriteMessage msg = NetUtil.CreateNetMsg(NetEvent.MAP_SEND_NEWDISTRESS);
msg.WriteUInt32((uint)MapDirector.ConnectionIdLookup[targetConnection]);
msg.WriteByte((byte)stepsLeft);
NetUtil.SendAll(msg);
}
#endif
}
private void CreateDistress(LocationConnection connection, int stepsLeft)
{
connection.LevelData.MLC().HasDistress = true;
connection.LevelData.MLC().DistressStepsLeft = stepsLeft;
SendDistressUpdate("mlc.distress.new", connection);
}
internal static void ForceDistress()
{
Log.Debug("Force creating distress beacon");
_instance.TrySpawnDistress(GameMain.GameSession.Map, true);
}
}
internal partial class DistressMapModule : TimedEventMapModule
{
protected override NetEvent EventCreated => NetEvent.MAP_SEND_NEWDISTRESS;
protected override string NewEventText => "distress.new";
protected override string EventTag => "distress";
protected override int MaxActiveEvents => ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.MaxActiveDistressBeacons;
protected override float EventSpawnChance => ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.DistressSpawnPercentage;
protected override int MinDistance => 1;
protected override int MaxDistance => 3;
protected override int MinEventDuration => 4;
protected override int MaxEventDuration => 8;
protected override bool ShouldSpawnEventAtStart => true;
protected override void HandleEventCreation(LevelData_MLCData data, int eventDuration)
{
data.HasDistress = true;
data.DistressStepsLeft = eventDuration;
}
protected override bool TryGetMissionPrefab(LevelData levelData, out MissionPrefab prefab)
{
prefab = null;
if (!ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.EnableDistressMissions) return false;
if (!ForcedMissionIdentifier.IsNullOrEmpty()) return base.TryGetMissionPrefab(levelData, out prefab);
var orderedMissions = MissionPrefab.Prefabs.Where(m => m.Tags.Contains(EventTag) && m.IsAllowedDifficulty(levelData.Difficulty)).OrderBy(m => m.UintIdentifier);
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
prefab = ToolBox.SelectWeightedRandom(orderedMissions, p => p.Commonness, rand);
return prefab != null;
}
protected override void HandleUpdate(LevelData_MLCData data, LocationConnection connection)
{
if (!data.HasDistress) return;
data.DistressStepsLeft--;
if (data.DistressStepsLeft == 3) AddNewsStory("distress.faint", connection);
if (data.DistressStepsLeft <= 0)
{
data.HasDistress = false;
AddNewsStory("distress.lost", connection);
}
}
protected override bool LevelHasEvent(LevelData_MLCData data) => data.HasDistress && ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.EnableDistressMissions;
}
}

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using Barotrauma;
using MoreLevelContent.Missions;
using MoreLevelContent.Shared.Data;
using System.Collections.Generic;
using System.Xml.Linq;
using System;
using System.Linq;
using MoreLevelContent.Networking;
using MoreLevelContent.Shared.Utils;
namespace MoreLevelContent.Shared.Generation
{
internal partial class LostCargoMapModule : TimedEventMapModule
{
protected override NetEvent EventCreated => NetEvent.MAP_SEND_NEWCARGO;
//protected override NetEvent EventUpdated => throw new NotImplementedException();
protected override string NewEventText => "mlc.lostcargo.new";
protected override string EventTag => "lostcargo";
protected override int MaxActiveEvents => 5;
protected override float EventSpawnChance => 1;
protected override int MinDistance => 1;
protected override int MaxDistance => 2;
protected override int MinEventDuration => 4;
protected override int MaxEventDuration => 6;
protected override bool ShouldSpawnEventAtStart => true;
protected override void HandleEventCreation(LevelData_MLCData data, int eventDuration)
{
data.HasLostCargo = true;
data.CargoStepsLeft = eventDuration;
}
protected override void HandleUpdate(LevelData_MLCData data, LocationConnection connection)
{
data.CargoStepsLeft--;
if (data.CargoStepsLeft <= 0)
{
data.HasLostCargo = false;
string textTag = MLCUtils.GetRandomTag("mlc.lostcargo.tooslow", connection.LevelData);
AddNewsStory(textTag, connection);
}
}
protected override bool LevelHasEvent(LevelData_MLCData data) => data.HasLostCargo;
}
}

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using Barotrauma;
using System.Collections.Generic;
using System.Xml.Linq;
using System;
using System.Linq;
using MoreLevelContent.Shared.Utils;
using static Barotrauma.Level;
using MoreLevelContent.Shared.Data;
using System.Globalization;
using static MoreLevelContent.Shared.Generation.MissionGenerationDirector;
using Barotrauma.Items.Components;
using Steamworks.Ugc;
using Microsoft.Xna.Framework;
using System.Reflection.Metadata.Ecma335;
using Barotrauma.MoreLevelContent.Config;
namespace MoreLevelContent.Shared.Generation
{
internal partial class MapFeatureModule : MapModule
{
private static List<MapFeature> _Features = new();
private static Dictionary<Identifier, MapFeature> _IdentifierToFeature = new();
private List<Location> _DisallowedLocations;
public static Submarine MapFeatureSub { get; private set; }
public static Identifier CurrentMapFeature { get; private set; }
public static MapFeature Feature { get; private set; }
protected override void InitProjSpecific()
{
// Build table of map features
_Features.Clear();
_DisallowedLocations = new();
var features = MissionPrefab.Prefabs.Where(m => m.Tags.Contains("mapfeatureset"));
var featureEvents = MissionPrefab.Prefabs.Where(m => m.Tags.Contains("mapfeatureeventset"));
// Parse map features
var featureDict = new Dictionary<Identifier, MapFeature>();
foreach (var item in features)
{
var config = item.ConfigElement;
foreach (var elm in config.GetChildElements("MapFeature"))
{
var feature = new MapFeature(elm, item.ContentPackage);
if (featureDict.ContainsKey(feature.Name))
{
DebugConsole.ThrowError($"ContentPackage {item.ContentPackage.Name} contains a duplicate map feature with identifier {feature.Name}, skipping...");
continue;
}
featureDict.Add(feature.Name, feature);
}
}
_IdentifierToFeature = featureDict;
_Features = featureDict.Values.OrderBy(f => f.Name).ToList();
foreach (var featureEvent in featureEvents)
{
var config = featureEvent.ConfigElement;
foreach (var eventElement in config.GetChildElements("Events"))
{
var targets = eventElement.GetAttributeIdentifierArray("features", Array.Empty<Identifier>(), true);
foreach (var target in targets)
{
if (!_IdentifierToFeature.TryGetValue(target, out MapFeature feature))
{
DebugConsole.ThrowError($"MLC: Tried to add a event set to unknown map feature {target}", contentPackage: featureEvent.ContentPackage);
continue;
}
feature.AddEventSet(eventElement, featureEvent.ContentPackage);
}
}
}
Hooks.Instance.AddUpdateAction(Update);
Log.Debug($"Collected {_Features.Count} map features");
}
void Update(float deltaTime, Camera cam)
{
if (Loaded == null) return;
if (MapFeatureSub == null) return;
if (Loaded.LevelData.MLC().MapFeatureData.Revealed) return;
if (GameSession.GetSessionCrewCharacters(CharacterType.Player).Any(c => c.Submarine == MapFeatureSub))
{
Loaded.LevelData.MLC().MapFeatureData.Revealed = true;
}
}
public static bool TryGetFeature(Identifier name, out MapFeature feature)
{
feature = null;
if (name.IsEmpty) return false;
if (!_IdentifierToFeature.ContainsKey(name))
{
DebugConsole.ThrowError($"No map feature found with identifier '{name}'");
return false;
}
feature = _IdentifierToFeature[name];
return true;
}
public override void OnLevelGenerate(LevelData levelData, bool mirror)
{
Feature = null;
MapFeatureSub = null;
var data = levelData.MLC();
if (!ConfigManager.Instance.Config.NetworkedConfig.GeneralConfig.EnableMapFeatures) return;
if (data.MapFeatureData.Name.IsEmpty) return;
if (!TryGetFeature(data.MapFeatureData.Name, out MapFeature feature))
{
Log.Error($"Tried to spawn non-existant map feature with identifier {data.MapFeatureData.Name}");
return;
}
Feature = feature;
SubmarineFile file = ContentPackageManager.EnabledPackages.All.SelectMany(p => p.GetFiles<SubmarineFile>()).Where(f => f.Path.Value == feature.SubFile).FirstOrDefault();
if (file == null)
{
Log.Error($"Failed to find submarine at path {feature.SubFile}");
return;
}
// We need a custom placement thing for this
MissionGenerationDirector.RequestSubmarine(new MissionGenerationDirector.SubmarineSpawnRequest()
{
AutoFill = true,
File = file,
IgnoreCrushDpeth = true,
PlacementType = feature.PlacementType,
AllowStealing = false,
SpawnPosition = feature.SpawnLocation,
Callback = OnSubSpawned
});
void OnSubSpawned(Submarine sub)
{
Log.Debug("Spawned map feature sub");
MapFeatureSub = sub;
CurrentMapFeature = feature.Name;
SubPlacementUtils.SetCrushDepth(sub, true);
sub.PhysicsBody.FarseerBody.BodyType = FarseerPhysics.BodyType.Static;
sub.TeamID = CharacterTeamType.FriendlyNPC;
sub.Info.Type = SubmarineType.Outpost;
sub.GodMode = true;
sub.ShowSonarMarker = false;
}
}
public override void OnLevelDataGenerate(LevelData __instance, LocationConnection locationConnection)
{
RollForFeature(__instance, locationConnection);
}
public override void OnMapLoad(Map __instance)
{
if (!__instance.Connections.Any(c => !c.LevelData.MLC().MapFeatureData.Name.IsEmpty))
{
Log.Debug("Map has no map features, adding some...");
for (int i = 0; i < __instance.Connections.Count; i++)
{
var connection = __instance.Connections[i];
RollForFeature(connection.LevelData, connection);
}
}
else
{
Log.Debug("Map has map features");
}
}
public override void OnPostRoundStart(LevelData levelData)
{
if (levelData == null) return;
if (levelData.Type == LevelData.LevelType.Outpost) return;
var data = levelData.MLC();
if (data == null) return;
if (!TryGetFeature(data.MapFeatureData.Name, out MapFeature feature))
{
return;
}
if (MapFeatureSub == null)
{
DebugConsole.ThrowError("MLC: This level calls for a map feature but no map feature sub was spawned!");
return;
}
// Set allow stealing
if (!feature.AllowStealing)
{
foreach (var item in MapFeatureSub.GetItems(true))
{
if (item.Container?.Prefab.AllowStealingContainedItems ?? false) continue;
item.AllowStealing = false;
item.SpawnedInCurrentOutpost = true;
}
}
// No damaging map features
MapFeatureSub.GodMode = true;
if (GameMain.GameSession?.EventManager == null)
{
Log.Error("Event manager was null");
return;
}
if (feature.PossibleEvents.Count == 0) return;
var rand = new MTRandom(GameMain.GameSession.EventManager.RandomSeed);
var mapEvent = ToolBox.SelectWeightedRandom(feature.PossibleEvents, e => e.Commonness, rand);
if (rand.NextDouble() > mapEvent.Probability) return;
EventPrefab eventPrefab = EventSet.GetAllEventPrefabs().Where(p => p.Identifier == mapEvent.EventIdentifier).Distinct().OrderBy(p => p.Identifier).FirstOrDefault();
if (eventPrefab == null)
{
DebugConsole.ThrowError($"Map Feature \"{feature.Name}\" failed to trigger an event (couldn't find an event with the identifier \"{mapEvent.EventIdentifier}\").",
contentPackage: feature.Package);
return;
}
if (GameMain.GameSession?.EventManager != null)
{
_ = CoroutineManager.StartCoroutine(SpawnMapFeatureEvent(eventPrefab));
}
}
const float WAIT_TIME = 5;
private IEnumerable<CoroutineStatus> SpawnMapFeatureEvent(EventPrefab prefab)
{
float timer = 0;
while(timer < WAIT_TIME)
{
timer += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
var newEvent = prefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
GameMain.GameSession.EventManager.ActivateEvent(newEvent);
yield return CoroutineStatus.Success;
}
void RollForFeature(LevelData data, LocationConnection connection)
{
try
{
// Check if there's already a map featue nearby
if (connection.Locations.Any(l => _DisallowedLocations.Contains(l)))
{
return;
}
var rand = MLCUtils.GetRandomFromString(data.Seed);
int zoneIndex = connection.Locations[0].GetZoneIndex(GameMain.GameSession.Map);
var validFeatures = _Features.Where(f => f.CommonnessPerZone.ContainsKey(zoneIndex));
if (!validFeatures.Any()) return;
// Select feature to try and spawn
MapFeature feature = ToolBox.SelectWeightedRandom(validFeatures, f => f.CommonnessPerZone[zoneIndex], rand);
// Roll for spawn
if (feature.Chance > rand.NextDouble())
{
data.MLC().MapFeatureData.Name = feature.Name;
data.MLC().MapFeatureData.Revealed = !feature.Display.HideUntilRevealed;
_DisallowedLocations.AddRange(connection.Locations);
}
}
catch { }
}
}
internal class MapFeature
{
public MapFeature(XElement element, ContentPackage package)
{
Package = package;
SubFile = element.GetAttributeContentPath("path", package);
Name = element.GetAttributeIdentifier("identifier", "");
SpawnLocation = element.GetAttributeEnum("spawnPosition", SubSpawnPosition.PathWall);
PlacementType = element.GetAttributeEnum("placement", PlacementType.Bottom);
Chance = element.GetAttributeFloat("chance", 0);
string[] commonnessPerZoneStrs = element.GetAttributeStringArray("commonnessperzone", Array.Empty<string>());
ParseCommonnessPerZone(commonnessPerZoneStrs);
AllowStealing = element.GetAttributeBool("allowstealing", true);
Display = new MapFeatureDisplay(element.GetChildElement("Display"), Name);
PossibleEvents = new();
}
public ContentPackage Package { get; private set; }
public ContentPath SubFile { get; private set; }
public Identifier Name { get; private set; }
public SubSpawnPosition SpawnLocation { get; private set; }
public PlacementType PlacementType { get; private set; }
public float Chance { get; private set; }
public Dictionary<int, float> CommonnessPerZone { get; private set; }
public bool AllowStealing { get; private set; }
public MapFeatureDisplay Display { get; private set; }
public List<MapFeatureEvent> PossibleEvents { get; private set; }
public struct MapFeatureDisplay
{
public MapFeatureDisplay(XElement element, Identifier name)
{
Icon = element.GetAttributeString("icon", "");
Tooltip = element.GetAttributeString("tooltip", "");
HideUntilRevealed = element.GetAttributeBool("hideuntilrevealed", false);
DisplayName = TextManager.Get($"mapfeature.{name}.name");
}
public string Icon { get; private set; }
public string Tooltip { get; private set; }
public bool HideUntilRevealed { get; private set; }
public LocalizedString DisplayName { get; private set; }
}
public struct MapFeatureEvent
{
public MapFeatureEvent(XElement element, ContentPackage package)
{
Probability = element.GetAttributeFloat("probability", 0);
Commonness = element.GetAttributeFloat("commonness", 0);
EventIdentifier = element.GetAttributeIdentifier("identifier", "");
if (EventIdentifier.IsEmpty)
{
DebugConsole.ThrowError("Map feature EventSet missing identifier!", contentPackage: package);
}
}
public float Probability { get; private set; }
public float Commonness { get; private set; }
public Identifier EventIdentifier { get; private set; }
}
void ParseCommonnessPerZone(string[] array)
{
CommonnessPerZone = new();
foreach (string commonnessPerZoneStr in array)
{
string[] splitCommonnessPerZone = commonnessPerZoneStr.Split(':');
if (splitCommonnessPerZone.Length != 2 ||
!int.TryParse(splitCommonnessPerZone[0].Trim(), out int zoneIndex) ||
!float.TryParse(splitCommonnessPerZone[1].Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out float zoneCommonness))
{
DebugConsole.ThrowError("Failed to read commonness values for map feature \"" + Name + "\" - commonness should be given in the format \"zone1index: zone1commonness, zone2index: zone2commonness\"");
break;
}
CommonnessPerZone[zoneIndex] = zoneCommonness;
}
}
public void AddEventSet(XElement element, ContentPackage package)
{
foreach (var item in element.GetChildElements("ScriptedEvent"))
{
PossibleEvents.Add(new MapFeatureEvent(item, package));
}
}
}
[Flags]
public enum SpawnLocation
{
Wreck = 1,
Cave = 2,
Abyss = 4,
AbyssIsland = 8
}
}

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using Barotrauma;
using Microsoft.Xna.Framework;
using MoreLevelContent.Shared.Utils;
using System;
using System.Linq;
using System.Xml.Linq;
namespace MoreLevelContent.Shared.Generation
{
internal abstract class MapModule
{
public MapModule() => InitProjSpecific();
protected MapDirector Instance => MapDirector.Instance;
protected abstract void InitProjSpecific();
protected static bool TryGetMissionByTag(string tag, LevelData data, out MissionPrefab missionPrefab, string forceMission = "")
{
var orderedMissions = MissionPrefab.Prefabs.Where(m => m.Tags.Contains(tag)).OrderBy(m => m.UintIdentifier);
if (!string.IsNullOrEmpty(forceMission))
{
orderedMissions = orderedMissions.Where(m => m.Identifier == forceMission).OrderBy(m => m.UintIdentifier);
}
Random rand = new MTRandom(ToolBox.StringToInt(data.Seed));
missionPrefab = ToolBox.SelectWeightedRandom(orderedMissions, p => p.Commonness, rand);
return missionPrefab != null;
}
protected LocationConnection WalkConnection(Location start, Random rand, int preferedWalkDistance)
{
// Since we do a connection step at the end of the process, there's one step implict in every walk
// so we subtract a step here
int actualWalkDist = preferedWalkDistance - 1;
if (actualWalkDist <= 0)
{
return GetConnectionWeighted(start, rand);
}
Location location = WalkLocation(start, rand, actualWalkDist);
return GetConnectionWeighted(location, rand);
}
protected Location WalkLocation(Location start, Random rand, int preferedWalkDistance, LocationConnection from = null)
{
var filteredConnections = start.Connections.Where(c => c != from);
if (!filteredConnections.Any())
{
return start;
}
LocationConnection connectionToTravel = ToolBox.SelectWeightedRandom(
filteredConnections.ToList(),
filteredConnections.Select(c => GetConnectionWeight(start, c)).ToList(),
rand);
Location walkedLocation = connectionToTravel.OtherLocation(start);
preferedWalkDistance--;
// if we haven't walked our wanted dist or
if (preferedWalkDistance > 0) walkedLocation = WalkLocation(walkedLocation, rand, preferedWalkDistance);
return walkedLocation;
}
static LocationConnection GetConnectionWeighted(Location location, Random rand)
{
LocationConnection connectionToTravel = ToolBox.SelectWeightedRandom(
location.Connections,
location.Connections.Select(c => GetConnectionWeight(location, c)).ToList(),
rand);
return connectionToTravel;
}
static float GetConnectionWeight(Location location, LocationConnection c)
{
// get the destination of this connection
Location destination = c.OtherLocation(location);
if (destination == null) { return 0; }
float minWeight = 0.0001f;
float lowWeight = 0.2f;
float normalWeight = 1.0f;
float maxWeight = 2.0f;
// prefer connections we haven't passed through
float weight = c.Passed ? lowWeight : normalWeight;
if (location.Biome.AllowedZones.Contains(1))
{
// In the first biome, give a stronger preference for locations that are farther to the right)
float diff = destination.MapPosition.X - location.MapPosition.X;
if (diff < 0)
{
weight *= 0.1f;
}
else
{
float maxRelevantDiff = 300;
weight = MathHelper.Lerp(weight, maxWeight, MathUtils.InverseLerp(0, maxRelevantDiff, diff));
}
}
else if (destination.MapPosition.X > location.MapPosition.X)
{
weight *= 2.0f;
}
if (destination.IsRadiated())
{
weight *= 0.001f;
}
// Prefer locations that have been revealed
if (!destination.Discovered)
{
weight *= 0.5f;
}
return MathHelper.Clamp(weight, minWeight, maxWeight);
}
protected void SendChatUpdate(string msg)
{
#if CLIENT
if (GameMain.Client != null)
{
GameMain.Client.AddChatMessage(msg, Barotrauma.Networking.ChatMessageType.Default, TextManager.Get("mlc.navigationannouce").Value);
}
else
{
GameMain.GameSession?.GameMode.CrewManager.AddSinglePlayerChatMessage(
TextManager.Get("mlc.navigationannouce").Value,
msg,
Barotrauma.Networking.ChatMessageType.Default,
sender: null);
}
#endif
}
protected void AddNewsStory(string tag, LocationConnection connection)
{
#if CLIENT
string randomTag = MLCUtils.GetRandomTag(tag, connection.LevelData);
string msg = TextManager.GetWithVariables(randomTag, ("[location1]", $"‖color:gui.orange‖{connection.Locations[0].DisplayName}‖end‖"), ("[location2]", $"‖color:gui.orange‖{connection.Locations[1].DisplayName}‖end‖")).Value;
Log.Debug($"Added text tag {randomTag} : {msg} to news ticket");
MapDirector.Instance.AddNewsStory(msg);
#endif
}
public virtual void OnAddExtraMissions(CampaignMode __instance, LevelData levelData) { }
public virtual void OnPreRoundStart(LevelData levelData) { }
public virtual void OnPostRoundStart(LevelData levelData) { }
public virtual void OnLevelDataGenerate(LevelData __instance, LocationConnection locationConnection) { }
public virtual void OnProgressWorld(Map __instance) { }
public virtual void OnLevelDataLoad(LevelData __instance, XElement element) { }
public virtual void OnLevelDataSave(LevelData __instance, XElement parentElement) { }
public virtual void OnMapLoad(Map __instance) { }
public virtual void OnLevelGenerate(LevelData levelData, bool mirror) { }
}
}

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using Barotrauma;
using MoreLevelContent.Missions;
using MoreLevelContent.Shared.Data;
using System.Collections.Generic;
using System.Xml.Linq;
using System;
using System.Linq;
using MoreLevelContent.Shared.Generation.Pirate;
using Microsoft.Xna.Framework;
namespace MoreLevelContent.Shared.Generation
{
internal partial class PirateOutpostMapModule : MapModule
{
List<Location> _DisallowedLocations;
protected override void InitProjSpecific()
{
_DisallowedLocations = new();
}
public override void OnLevelDataGenerate(LevelData __instance, LocationConnection locationConnection) => SetPirateData(__instance, __instance.MLC(), locationConnection);
public override void OnMapLoad(Map __instance)
{
// Map has no pirate outposts, lets generate some
if (!__instance.Connections.Any(c => c.LevelData.MLC().PirateData.HasPirateBase))
{
Log.Debug("Map has no pirate bases, adding some...");
for (int i = 0; i < __instance.Connections.Count; i++)
{
var connection = __instance.Connections[i];
SetPirateData(connection.LevelData, connection.LevelData.MLC(), connection);
}
} else
{
Log.Debug("Map has pirate bases");
}
}
void SetPirateData(LevelData levelData, LevelData_MLCData additionalData, LocationConnection locationConnection)
{
PirateSpawnData spawnData = new PirateSpawnData(levelData, locationConnection);
// Prevent pirate outposts from spawning too clustered together
if (spawnData.WillSpawn && locationConnection.Locations.Any(l => _DisallowedLocations.Contains(l)))
{
// Unless they're husked, then that's fine
if (!spawnData.Husked)
{
spawnData.WillSpawn = false;
spawnData.Husked = false;
}
}
// Add nearby locations to disallowed list
if (spawnData.WillSpawn)
{
_DisallowedLocations.AddRange(locationConnection.Locations);
}
additionalData.PirateData = new PirateData(spawnData);
}
}
internal class PirateSpawnData
{
public PirateSpawnData(LevelData levelData, LocationConnection connection)
{
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
UpdatePirateSpawnData(rand, levelData, connection);
int spawnInt = rand.Next(100);
int huskInt = rand.Next(100);
WillSpawn = _ModifiedSpawnChance > spawnInt;
Husked = _ModifiedHuskChance > huskInt;
}
public bool WillSpawn { get; set; }
public bool Husked { get; set; }
public float PirateDifficulty { get; private set; }
public override string ToString() => $"Will Spawn: {WillSpawn}, Is Husked: {Husked}";
private float _ModifiedSpawnChance;
private float _ModifiedHuskChance;
private void UpdatePirateSpawnData(Random rand, LevelData levelData, LocationConnection connection)
{
var levelDiff = levelData.Difficulty;
float a = PirateOutpostDirector.Config.PeakSpawnChance;
float b = a / 2500;
float c = MathF.Pow(levelDiff - 50.0f, 2);
var spawnChance = (-b * c) + a;
var huskChance = MathF.Max(PirateOutpostDirector.Config.BaseHuskChance, levelDiff / 10);
ModifyChances();
_ModifiedSpawnChance = spawnChance;
_ModifiedHuskChance = huskChance;
float difficultyNoise = Math.Abs(MathHelper.Lerp(-PirateOutpostDirector.Config.DifficultyNoise, PirateOutpostDirector.Config.DifficultyNoise, (float)rand.NextDouble()));
PirateDifficulty = levelDiff + difficultyNoise;
void ModifyChances()
{
// Don't spawn bases on routes with an abyss creature
if (levelData.HasHuntingGrounds)
{
spawnChance = 0;
Log.Debug("Set spawn chance to 0 due to hunting grounds");
return;
}
foreach (var location in connection.Locations)
{
var identifier = location.Type.Identifier;
if (CompatabilityHelper.Instance.DynamicEuropaInstalled)
{
// Double spawn chance on routes leading to pirate outposts
ModifySpawn("PirateOutpost", 2);
// Don't spawn on areas leading to military
ModifySpawn("Camp", 0);
ModifySpawn("Base", 0);
ModifySpawn("Blockade", 0);
ModifyHusk("HuskgroundsDE", 10f);
ModifyHusk("OuterHuskLair", 5f);
}
// Increased chance to spawn next to natural formations
ModifySpawn("None", 1.5f);
// Increased chance to spawn next to abandoned outposts
ModifySpawn("Abandoned", 1.3f);
// Never spawn if one of the connections is a military outpost
ModifySpawn("Military", 0);
// No chance if city
ModifySpawn("City", 0f);
// Slightly reduced chance if leading to a outpost
ModifySpawn("Outpost", 0.25f);
// Slightly reduced chance if leading to a research outpost
ModifySpawn("Research", 0.25f);
// Slightly reduced chance if leading to a research outpost
ModifySpawn("Mine", 0.25f);
// Never spawn leading to the end
ModifySpawn("EndLocation", 0);
void ModifySpawn(string input, float multi)
{
if (identifier == input) spawnChance *= multi;
//Log.Debug($"M SC {input}: {spawnChance}");
}
void ModifyHusk(string input, float multi)
{
if (identifier == input) spawnChance *= multi;
//Log.Debug($"M HC {input}: {spawnChance}");
}
}
}
}
}
}

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using Barotrauma;
using Barotrauma.MoreLevelContent.Config;
using Barotrauma.Networking;
using FarseerPhysics.Collision;
using Microsoft.Xna.Framework;
using MoreLevelContent.Networking;
using MoreLevelContent.Shared.Data;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace MoreLevelContent.Shared.Generation
{
abstract partial class TimedEventMapModule : MapModule
{
public TimedEventMapModule()
{
InitProjSpecific();
}
public string ForcedMissionIdentifier = "";
public bool ForceSpawnMission = false;
// Networking
protected abstract NetEvent EventCreated { get; }
//protected abstract NetEvent EventUpdated { get; }
// Text
protected abstract string NewEventText { get; }
//protected abstract string UpdatedEventText { get; }
protected abstract string EventTag { get; }
// Config
protected abstract int MaxActiveEvents { get; }
protected abstract float EventSpawnChance { get; }
protected abstract int MinDistance { get; }
protected abstract int MaxDistance { get; }
protected abstract int MinEventDuration { get; }
protected abstract int MaxEventDuration { get; }
protected abstract bool ShouldSpawnEventAtStart { get; }
protected bool SpawnedEventAtStart
{
get => GameMain.GameSession.Campaign.CampaignMetadata.GetBoolean($"{EventTag}SpawnedStart", false);
set => GameMain.GameSession.Campaign.CampaignMetadata.SetValue($"{EventTag}SpawnedStart", value);
}
private readonly List<Mission> _internalMissionStore = new();
public override void OnProgressWorld(Map __instance)
{
foreach (LocationConnection connection in __instance.Connections)
{
// skip locations that are close
if (GameMain.GameSession.Campaign.Map.CurrentLocation.Connections.Contains(connection)) continue;
HandleUpdate(connection.LevelData.MLC(), connection);
}
if (ShouldSpawnEventAtStart && !SpawnedEventAtStart)
{
TrySpawnEvent(GameMain.GameSession.Map, true);
SpawnedEventAtStart = true;
}
else
{
TrySpawnEvent(GameMain.GameSession.Map, false);
}
}
public override void OnPreRoundStart(LevelData levelData)
{
if (levelData == null) return;
if (!Main.IsCampaign) return;
if (!LevelHasEvent(levelData.MLC()) && !ForceSpawnMission)
{
Log.Debug($"Level has no {EventTag}");
return;
}
// Never try to spawn a timed event on an outpost level
if (levelData.Type == LevelData.LevelType.Outpost) return;
if (TryGetMissionPrefab(levelData, out MissionPrefab prefab))
{
Log.Debug($"Adding {EventTag} mission");
Mission inst = prefab.Instantiate(GameMain.GameSession.Map.SelectedConnection.Locations, Submarine.MainSub);
AddExtraMission(inst); // we have to double add missions to make them work correctly
_internalMissionStore.Add(inst);
Log.Debug($"Added {EventTag} mission to extra missions!");
}
else
{
Log.Error($"Failed to find any {EventTag} missions!");
}
}
protected virtual bool TryGetMissionPrefab(LevelData levelData, out MissionPrefab prefab)
{
return TryGetMissionByTag(EventTag, levelData, out prefab, ForcedMissionIdentifier);
}
protected void AddExtraMission(Mission mission)
{
List<Mission> _extraMissions = (List<Mission>)Instance.extraMissions.GetValue(GameMain.GameSession.GameMode);
_extraMissions.Add(mission);
Instance.extraMissions.SetValue(GameMain.GameSession.GameMode, _extraMissions);
}
public override void OnAddExtraMissions(CampaignMode __instance, LevelData levelData)
{
if (!_internalMissionStore.Any()) return;
foreach (Mission mission in _internalMissionStore)
{
AddExtraMission(mission);
}
_internalMissionStore.Clear();
}
protected abstract void HandleUpdate(LevelData_MLCData data, LocationConnection connection);
public void TrySpawnEvent(Map __instance, bool force = false)
{
if (Main.IsClient) return;
// Check if we're at the max
int activeEvents = __instance.Connections.Where(c => LevelHasEvent(c.LevelData.MLC())).Count();
if (activeEvents > MaxActiveEvents)
{
if (force)
{
Log.Debug($"Ignoring max {EventTag} cap due to force creation");
}
else
{
Log.Verbose($"Skipped creating new {EventTag} due to being at the limit ({MaxActiveEvents})");
return;
}
}
// If we're not, lets roll to see if we should make a new distress signal
float chance = Rand.Value(Rand.RandSync.Unsynced);
Log.InternalDebug($"{chance} <= {EventSpawnChance} ({chance <= EventSpawnChance}) for {EventTag}");
if (chance >= EventSpawnChance && !force) return;
// Lets get a random instance to use
int seed = Rand.GetRNG(Rand.RandSync.Unsynced).Next();
Random rand = new MTRandom(seed);
// Find a location connection to spawn a distress beacon at
int wantedEventSpawnDistance = Rand.Range(MinDistance, MaxDistance, Rand.RandSync.Unsynced);
LocationConnection targetConnection = WalkConnection(__instance.CurrentLocation, rand, wantedEventSpawnDistance);
if (targetConnection == null)
{
Log.Warn($"Failed to spawn new {EventTag} due to target connection being null.");
return;
}
int duration = rand.Next(MinEventDuration, MaxEventDuration);
if (!MapDirector.ConnectionIdLookup.ContainsKey(targetConnection)) return; // how does this happen?
CreateEvent(targetConnection, duration);
#if SERVER
if (GameMain.IsMultiplayer)
{
// inform clients of the new distress beacon
IWriteMessage msg = NetUtil.CreateNetMsg(NetEvent.MAP_SEND_NEWDISTRESS);
msg.WriteUInt32((uint)MapDirector.ConnectionIdLookup[targetConnection]);
msg.WriteByte((byte)duration);
NetUtil.SendAll(msg);
}
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign)
{
campaign.IncrementLastUpdateIdForFlag(MultiPlayerCampaign.NetFlags.MapAndMissions);
}
#endif
}
protected abstract bool LevelHasEvent(LevelData_MLCData data);
protected void CreateEvent(LocationConnection connection, int eventDuration)
{
HandleEventCreation(connection.LevelData.MLC(), eventDuration);
AddNewsStory(NewEventText, connection);
}
protected abstract void HandleEventCreation(LevelData_MLCData data, int eventDuration);
}
}