Unstable 0.1400.2.0 (a mimir edition)

This commit is contained in:
Markus Isberg
2021-05-28 19:04:09 +03:00
parent 5bc850cddb
commit 0b3fb5e440
126 changed files with 1623 additions and 787 deletions
@@ -179,7 +179,7 @@ namespace Barotrauma
{
if (speaker == null) { return; }
speaker.CampaignInteractionType = CampaignMode.InteractionType.None;
speaker.ActiveConversation = this;
speaker.ActiveConversation = null;
speaker.SetCustomInteract(null, null);
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(speaker, new object[] { NetEntityEvent.Type.AssignCampaignInteraction });
@@ -48,9 +48,9 @@ namespace Barotrauma
}
else
{
foreach (var goToObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveGoTo>())
foreach (var objective in humanAiController.ObjectiveManager.Objectives)
{
if (goToObjective.Target == target)
if (objective is AIObjectiveGoTo goToObjective && goToObjective.Target == target)
{
goToObjective.Abandon = true;
}
@@ -47,7 +47,7 @@ namespace Barotrauma
bool hasValidTargets = false;
foreach (Entity target in targets)
{
if (target is Character character && character.Inventory != null)
if (target is Character character && character.Inventory != null || target is Item)
{
hasValidTargets = true;
break;
@@ -55,20 +55,31 @@ namespace Barotrauma
}
if (!hasValidTargets) { return; }
List<Item> usedItems = new List<Item>();
HashSet<Item> removedItems = new HashSet<Item>();
foreach (Entity target in targets)
{
Inventory inventory = (target as Character)?.Inventory;
if (inventory == null) { continue; }
while (usedItems.Count < Amount)
if (inventory != null)
{
var item = inventory.FindItem(it =>
it != null &&
!usedItems.Contains(it) &&
it.Prefab.Identifier.Equals(ItemIdentifier, StringComparison.InvariantCultureIgnoreCase), recursive: true);
if (item == null) { break; }
Entity.Spawner.AddToRemoveQueue(item);
usedItems.Add(item);
while (removedItems.Count < Amount)
{
var item = inventory.FindItem(it =>
it != null &&
!removedItems.Contains(it) &&
it.Prefab.Identifier.Equals(ItemIdentifier, StringComparison.InvariantCultureIgnoreCase), recursive: true);
if (item == null) { break; }
Entity.Spawner.AddToRemoveQueue(item);
removedItems.Add(item);
}
}
else if (target is Item item)
{
if (item.Prefab.Identifier.Equals(ItemIdentifier, StringComparison.InvariantCultureIgnoreCase))
{
Entity.Spawner.AddToRemoveQueue(item);
removedItems.Add(item);
if (removedItems.Count >= Amount) { break; }
}
}
}
isFinished = true;
@@ -107,27 +107,32 @@ namespace Barotrauma
if (!string.IsNullOrEmpty(NPCSetIdentifier) && !string.IsNullOrEmpty(NPCIdentifier))
{
HumanPrefab humanPrefab = NPCSet.Get(NPCSetIdentifier, NPCIdentifier);
ISpatialEntity spawnPos = GetSpawnPos();
Entity.Spawner.AddToSpawnQueue(CharacterPrefab.HumanSpeciesName, OffsetSpawnPos(spawnPos?.WorldPosition ?? Vector2.Zero, 100.0f), humanPrefab.GetCharacterInfo(), onSpawn: newCharacter =>
if (humanPrefab != null)
{
newCharacter.TeamID = CharacterTeamType.FriendlyNPC;
newCharacter.EnableDespawn = false;
humanPrefab.GiveItems(newCharacter, newCharacter.Submarine);
if (LootingIsStealing)
ISpatialEntity spawnPos = GetSpawnPos();
Entity.Spawner.AddToSpawnQueue(CharacterPrefab.HumanSpeciesName, OffsetSpawnPos(spawnPos?.WorldPosition ?? Vector2.Zero, 100.0f), humanPrefab.GetCharacterInfo(), onSpawn: newCharacter =>
{
foreach (Item item in newCharacter.Inventory.AllItems)
if (newCharacter == null) { return; }
newCharacter.Prefab = humanPrefab;
newCharacter.TeamID = CharacterTeamType.FriendlyNPC;
newCharacter.EnableDespawn = false;
humanPrefab.GiveItems(newCharacter, newCharacter.Submarine);
if (LootingIsStealing)
{
item.SpawnedInOutpost = true;
item.AllowStealing = false;
foreach (Item item in newCharacter.Inventory.AllItems)
{
item.SpawnedInOutpost = true;
item.AllowStealing = false;
}
}
}
humanPrefab.InitializeCharacter(newCharacter, spawnPos);
if (!string.IsNullOrEmpty(TargetTag) && newCharacter != null)
{
ParentEvent.AddTarget(TargetTag, newCharacter);
}
spawnedEntity = newCharacter;
});
humanPrefab.InitializeCharacter(newCharacter, spawnPos);
if (!string.IsNullOrEmpty(TargetTag) && newCharacter != null)
{
ParentEvent.AddTarget(TargetTag, newCharacter);
}
spawnedEntity = newCharacter;
});
}
}
else if (!string.IsNullOrEmpty(SpeciesName))
{
@@ -197,8 +202,7 @@ namespace Barotrauma
}
}
spawned = true;
spawned = true;
}
public static Vector2 OffsetSpawnPos(Vector2 pos, float offsetAmount)
@@ -6,7 +6,7 @@ namespace Barotrauma
{
class TagAction : EventAction
{
public enum SubType { Any= 0, Player = 1, Outpost = 2, Wreck = 4, BeaconStation = 8 }
public enum SubType { Any = 0, Player = 1, Outpost = 2, Wreck = 4, BeaconStation = 8 }
[Serialize("", true)]
public string Criteria { get; set; }
@@ -67,6 +67,16 @@ namespace Barotrauma
#endif
}
private void TagHumansByIdentifier(string identifier)
{
foreach (Character c in Character.CharacterList)
{
if (c.Prefab?.Identifier.Equals(identifier, StringComparison.OrdinalIgnoreCase) ?? false)
{
ParentEvent.AddTarget(Tag, c);
}
}
}
private void TagStructuresByIdentifier(string identifier)
{
ParentEvent.AddTargetPredicate(Tag, e => e is Structure s && SubmarineTypeMatches(s.Submarine) && s.Prefab.Identifier.Equals(identifier, StringComparison.InvariantCultureIgnoreCase));
@@ -122,6 +132,9 @@ namespace Barotrauma
case "crew":
TagCrew();
break;
case "humanprefabidentifier":
if (kvp.Length > 1) { TagHumansByIdentifier(kvp[1].Trim()); }
break;
case "structureidentifier":
if (kvp.Length > 1) { TagStructuresByIdentifier(kvp[1].Trim()); }
break;
@@ -122,6 +122,7 @@ namespace Barotrauma
{
npcOrItem = npc;
npc.CampaignInteractionType = CampaignMode.InteractionType.Examine;
npc.RequireConsciousnessForCustomInteract = false;
#if CLIENT
npc.SetCustomInteract(
(speaker, player) => { if (e1 == speaker) { Trigger(speaker, player); } else { Trigger(player, speaker); } },
@@ -132,7 +133,6 @@ namespace Barotrauma
TextManager.Get("CampaignInteraction.Talk"));
GameMain.NetworkMember.CreateEntityEvent(npc, new object[] { NetEntityEvent.Type.AssignCampaignInteraction });
#endif
npc.RequireConsciousnessForCustomInteract = false;
}
return;
@@ -176,6 +176,9 @@ namespace Barotrauma
npc.CampaignInteractionType = CampaignMode.InteractionType.None;
npc.SetCustomInteract(null, null);
npc.RequireConsciousnessForCustomInteract = true;
#if SERVER
GameMain.NetworkMember.CreateEntityEvent(npc, new object[] { NetEntityEvent.Type.AssignCampaignInteraction });
#endif
}
else if (npcOrItem.TryGet(out Item item))
{
@@ -168,7 +168,7 @@ namespace Barotrauma
if (eventSet == null) { return; }
if (eventSet.OncePerOutpost)
{
foreach (EventPrefab ep in eventSet.EventPrefabs.Select(e => e.First))
foreach (EventPrefab ep in eventSet.EventPrefabs.Select(e => e.prefab))
{
if (!level.LevelData.NonRepeatableEvents.Contains(ep))
{
@@ -374,11 +374,11 @@ namespace Barotrauma
preloadedSprites.Clear();
}
private float CalculateCommonness(Pair<EventPrefab, float> eventPrefab)
private float CalculateCommonness(EventPrefab eventPrefab, float baseCommonness)
{
if (level.LevelData.NonRepeatableEvents.Contains(eventPrefab.First)) { return 0.0f; }
float retVal = eventPrefab.Second;
if (level.LevelData.EventHistory.Contains(eventPrefab.First)) { retVal *= 0.1f; }
if (level.LevelData.NonRepeatableEvents.Contains(eventPrefab)) { return 0.0f; }
float retVal = baseCommonness;
if (level.LevelData.EventHistory.Contains(eventPrefab)) { retVal *= 0.1f; }
return retVal;
}
@@ -420,8 +420,8 @@ namespace Barotrauma
}
var suitablePrefabs = eventSet.EventPrefabs.FindAll(e =>
string.IsNullOrEmpty(e.First.BiomeIdentifier) ||
e.First.BiomeIdentifier.Equals(level.LevelData?.Biome?.Identifier, StringComparison.OrdinalIgnoreCase));
string.IsNullOrEmpty(e.prefab.BiomeIdentifier) ||
e.prefab.BiomeIdentifier.Equals(level.LevelData?.Biome?.Identifier, StringComparison.OrdinalIgnoreCase));
for (int i = 0; i < applyCount; i++)
{
@@ -429,14 +429,14 @@ namespace Barotrauma
{
if (suitablePrefabs.Count > 0)
{
List<Pair<EventPrefab, float>> unusedEvents = new List<Pair<EventPrefab, float>>(suitablePrefabs);
var unusedEvents = new List<(EventPrefab prefab, float commonness, float probability)>(suitablePrefabs);
for (int j = 0; j < eventSet.EventCount; j++)
{
if (unusedEvents.All(e => CalculateCommonness(e) <= 0.0f)) { break; }
var eventPrefab = ToolBox.SelectWeightedRandom(unusedEvents, unusedEvents.Select(e => CalculateCommonness(e)).ToList(), rand);
if (eventPrefab != null)
if (unusedEvents.All(e => CalculateCommonness(e.prefab, e.commonness) <= 0.0f)) { break; }
(EventPrefab eventPrefab, float commonness, float probability) = ToolBox.SelectWeightedRandom(unusedEvents, unusedEvents.Select(e => CalculateCommonness(e.prefab, e.commonness)).ToList(), rand);
if (eventPrefab != null && rand.NextDouble() <= probability)
{
var newEvent = eventPrefab.First.CreateInstance();
var newEvent = eventPrefab.CreateInstance();
if (newEvent == null) { continue; }
newEvent.Init(true);
if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; }
@@ -450,7 +450,7 @@ namespace Barotrauma
selectedEvents.Add(eventSet, new List<Event>());
}
selectedEvents[eventSet].Add(newEvent);
unusedEvents.Remove(eventPrefab);
unusedEvents.Remove((eventPrefab, commonness, probability));
}
}
}
@@ -465,9 +465,10 @@ namespace Barotrauma
}
else
{
foreach (Pair<EventPrefab, float> eventPrefab in suitablePrefabs)
foreach ((EventPrefab eventPrefab, float commonness, float probability) in suitablePrefabs)
{
var newEvent = eventPrefab.First.CreateInstance();
if (rand.NextDouble() > probability) { continue; }
var newEvent = eventPrefab.CreateInstance();
if (newEvent == null) { continue; }
newEvent.Init(true);
#if DEBUG
@@ -8,7 +8,7 @@ namespace Barotrauma
{
public readonly XElement ConfigElement;
public readonly Type EventType;
public readonly float SpawnProbability;
public readonly float Probability;
public readonly bool TriggerEventCooldown;
public float Commonness;
public string Identifier;
@@ -39,7 +39,7 @@ namespace Barotrauma
Identifier = ConfigElement.GetAttributeString("identifier", string.Empty);
BiomeIdentifier = ConfigElement.GetAttributeString("biome", string.Empty);
Commonness = element.GetAttributeFloat("commonness", 1.0f);
SpawnProbability = Math.Clamp(element.GetAttributeFloat("spawnprobability", 1.0f), 0, 1);
Probability = Math.Clamp(element.GetAttributeFloat(1.0f, "probability", "spawnprobability"), 0, 1);
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
UnlockPathEvent = element.GetAttributeBool("unlockpathevent", false);
@@ -48,10 +48,10 @@ namespace Barotrauma
List<EventPrefab> eventPrefabs = new List<EventPrefab>(PrefabList);
foreach (var eventSet in List)
{
eventPrefabs.AddRange(eventSet.EventPrefabs.Select(ep => ep.First));
eventPrefabs.AddRange(eventSet.EventPrefabs.Select(ep => ep.prefab));
foreach (var childSet in eventSet.ChildSets)
{
eventPrefabs.AddRange(childSet.EventPrefabs.Select(ep => ep.First));
eventPrefabs.AddRange(childSet.EventPrefabs.Select(ep => ep.prefab));
}
}
return eventPrefabs;
@@ -96,8 +96,7 @@ namespace Barotrauma
public readonly Dictionary<string, float> Commonness;
//Pair.First: event prefab, Pair.Second: commonness
public readonly List<Pair<EventPrefab, float>> EventPrefabs;
public readonly List<(EventPrefab prefab, float commonness, float probability)> EventPrefabs;
public readonly List<EventSet> ChildSets;
@@ -111,7 +110,7 @@ namespace Barotrauma
{
DebugIdentifier = element.GetAttributeString("identifier", null) ?? debugIdentifier;
Commonness = new Dictionary<string, float>();
EventPrefabs = new List<Pair<EventPrefab, float>>();
EventPrefabs = new List<(EventPrefab prefab, float commonness, float probability)>();
ChildSets = new List<EventSet>();
BiomeIdentifier = element.GetAttributeString("biome", string.Empty);
@@ -184,13 +183,14 @@ namespace Barotrauma
else
{
float commonness = subElement.GetAttributeFloat("commonness", prefab.Commonness);
EventPrefabs.Add(new Pair<EventPrefab, float>( prefab, commonness));
float probability = subElement.GetAttributeFloat("probability", prefab.Probability);
EventPrefabs.Add((prefab, commonness, probability));
}
}
else
{
var prefab = new EventPrefab(subElement);
EventPrefabs.Add(new Pair<EventPrefab, float>(prefab, prefab.Commonness));
EventPrefabs.Add((prefab, prefab.Commonness, prefab.Probability));
}
break;
}
@@ -342,13 +342,13 @@ namespace Barotrauma
{
if (thisSet.ChooseRandom)
{
List<Pair<EventPrefab, float>> unusedEvents = new List<Pair<EventPrefab, float>>(thisSet.EventPrefabs);
var unusedEvents = new List<(EventPrefab prefab, float commonness, float probability)>(thisSet.EventPrefabs);
for (int i = 0; i < thisSet.EventCount; i++)
{
var eventPrefab = ToolBox.SelectWeightedRandom(unusedEvents, unusedEvents.Select(e => e.Second).ToList(), Rand.RandSync.Unsynced);
if (eventPrefab != null)
var eventPrefab = ToolBox.SelectWeightedRandom(unusedEvents, unusedEvents.Select(e => e.commonness).ToList(), Rand.RandSync.Unsynced);
if (eventPrefab.prefab != null)
{
AddEvent(stats, eventPrefab.First);
AddEvent(stats, eventPrefab.prefab);
unusedEvents.Remove(eventPrefab);
}
}
@@ -357,7 +357,7 @@ namespace Barotrauma
{
foreach (var eventPrefab in thisSet.EventPrefabs)
{
AddEvent(stats, eventPrefab.First);
AddEvent(stats, eventPrefab.prefab);
}
}
foreach (var childSet in thisSet.ChildSets)
@@ -24,6 +24,19 @@ namespace Barotrauma
private Submarine sub;
public override string Description
{
get
{
if (Submarine.MainSub != sub)
{
string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", GetReward(Submarine.MainSub))}‖end‖";
if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
}
return description;
}
}
public CargoMission(MissionPrefab prefab, Location[] locations, Submarine sub)
: base(prefab, locations, sub)
{
@@ -14,12 +14,15 @@ namespace Barotrauma
private readonly XElement itemConfig;
private readonly List<Character> characters = new List<Character>();
private readonly Dictionary<Character, List<Item>> characterDictionary = new Dictionary<Character, List<Item>>();
private readonly Dictionary<Character, List<Item>> characterItems = new Dictionary<Character, List<Item>>();
private readonly int baseEscortedCharacters;
private readonly float scalingEscortedCharacters;
private readonly float terroristChance;
private int calculatedReward;
private Submarine missionSub;
private Character vipCharacter;
private readonly List<Character> terroristCharacters = new List<Character>();
@@ -30,24 +33,43 @@ namespace Barotrauma
public EscortMission(MissionPrefab prefab, Location[] locations, Submarine sub)
: base(prefab, locations, sub)
{
missionSub = sub;
characterConfig = prefab.ConfigElement.Element("Characters");
// Should reflect different escortables, prisoners, VIPs, passengers (where does this comment refer to?)
baseEscortedCharacters = prefab.ConfigElement.GetAttributeInt("baseescortedcharacters", 1);
scalingEscortedCharacters = prefab.ConfigElement.GetAttributeFloat("scalingescortedcharacters", 0);
terroristChance = prefab.ConfigElement.GetAttributeFloat("terroristchance", 0);
itemConfig = prefab.ConfigElement.Element("TerroristItems");
CalculateReward();
}
private void CalculateReward()
{
if (missionSub == null)
{
calculatedReward = Prefab.Reward;
return;
}
int multiplier = CalculateScalingEscortedCharacterCount();
calculatedReward = Prefab.Reward * multiplier;
string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", GetReward(missionSub))}‖end‖";
if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
}
public override int GetReward(Submarine sub)
{
int multiplier = CalculateScalingEscortedCharacterCount();
return Prefab.Reward * multiplier;
if (sub != missionSub)
{
missionSub = sub;
CalculateReward();
}
return calculatedReward;
}
int CalculateScalingEscortedCharacterCount(bool inMission = false)
{
if (Submarine.MainSub == null || Submarine.MainSub.Info == null) // UI logic failing to get the correct value is not important, but the mission logic must succeed
if (missionSub == null || missionSub.Info == null) // UI logic failing to get the correct value is not important, but the mission logic must succeed
{
if (inMission)
{
@@ -55,13 +77,13 @@ namespace Barotrauma
}
return 1;
}
return (int)Math.Round(baseEscortedCharacters + scalingEscortedCharacters * (Submarine.MainSub.Info.RecommendedCrewSizeMin + Submarine.MainSub.Info.RecommendedCrewSizeMax) / 2);
return (int)Math.Round(baseEscortedCharacters + scalingEscortedCharacters * (missionSub.Info.RecommendedCrewSizeMin + missionSub.Info.RecommendedCrewSizeMax) / 2);
}
private void InitEscort()
{
characters.Clear();
characterDictionary.Clear();
characterItems.Clear();
// VIP transport mission characters stay in the same location; other characters roam at will
// could be replaced with a designated waypoint for VIPs, such as cargo or crew
WayPoint explicitStayInHullPos = WayPoint.GetRandom(SpawnType.Human, null, Submarine.MainSub);
@@ -78,7 +100,7 @@ namespace Barotrauma
int count = CalculateScalingEscortedCharacterCount(inMission: true);
for (int i = 0; i < count; i++)
{
Character spawnedCharacter = CreateHuman(CreateHumanPrefabFromElement(element), characters, characterDictionary, Submarine.MainSub, CharacterTeamType.FriendlyNPC, explicitStayInHullPos, humanPrefabRandSync: randSync);
Character spawnedCharacter = CreateHuman(CreateHumanPrefabFromElement(element), characters, characterItems, Submarine.MainSub, CharacterTeamType.FriendlyNPC, explicitStayInHullPos, humanPrefabRandSync: randSync);
if (spawnedCharacter.AIController is HumanAIController humanAI)
{
humanAI.InitMentalStateManager();
@@ -156,6 +178,13 @@ namespace Barotrauma
return;
}
// to ensure single missions run without issues, default to mainsub
if (missionSub == null)
{
missionSub = Submarine.MainSub;
CalculateReward();
}
if (!IsClient)
{
InitEscort();
@@ -276,7 +305,7 @@ namespace Barotrauma
// characters that survived will take their items with them, in case players tried to be crafty and steal them
// this needs to run here in case players abort the mission by going back home
// TODO: I think this might feel like a bug.
foreach (var characterItem in characterDictionary)
foreach (var characterItem in characterItems)
{
if (Survived(characterItem.Key) || !completed)
{
@@ -291,7 +320,7 @@ namespace Barotrauma
}
characters.Clear();
characterDictionary.Clear();
characterItems.Clear();
failed = !completed;
}
}
@@ -400,8 +400,6 @@ namespace Barotrauma
// putting these here since both escort and pirate missions need them. could be tucked away into another class that they can inherit from (or use composition)
protected HumanPrefab CreateHumanPrefabFromElement(XElement element)
{
HumanPrefab humanPrefab = null;
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in mission \"" + Name + "\" - use character identifiers instead of names to configure the characters.");
@@ -411,8 +409,7 @@ namespace Barotrauma
string characterIdentifier = element.GetAttributeString("identifier", "");
string characterFrom = element.GetAttributeString("from", "");
humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
if (humanPrefab == null)
{
DebugConsole.ThrowError("Couldn't spawn character for mission: character prefab \"" + characterIdentifier + "\" not found");
@@ -428,9 +425,11 @@ namespace Barotrauma
{
positionToStayIn = WayPoint.GetRandom(SpawnType.Human, null, submarine);
}
var characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
var characterInfo = humanPrefab.GetCharacterInfo(Rand.RandSync.Server) ?? new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
characterInfo.TeamID = teamType;
Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
spawnedCharacter.Prefab = humanPrefab;
humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn);
humanPrefab.GiveItems(spawnedCharacter, submarine, Rand.RandSync.Server, createNetworkEvents: false);
@@ -21,7 +21,7 @@ namespace Barotrauma
private Submarine enemySub;
private readonly List<Character> characters = new List<Character>();
private readonly Dictionary<Character, List<Item>> characterDictionary = new Dictionary<Character, List<Item>>();
private readonly Dictionary<Character, List<Item>> characterItems = new Dictionary<Character, List<Item>>();
// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
private readonly float pirateSightingUpdateFrequency = 30;
@@ -103,17 +103,20 @@ namespace Barotrauma
alternateReward = submarineConfig.GetAttributeInt("alternatereward", Reward);
string submarineIdentifier = submarineConfig.GetAttributeString("identifier", string.Empty);
if (submarineIdentifier == string.Empty)
string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", alternateReward)}‖end‖";
if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
string submarinePath = submarineConfig.GetAttributeString("path", string.Empty);
if (submarinePath == string.Empty)
{
DebugConsole.ThrowError("No identifier used for submarine for pirate mission!");
DebugConsole.ThrowError($"No path used for submarine for the pirate mission \"{Prefab.Identifier}\"!");
return;
}
// maybe a little redundant
var contentFile = ContentPackage.GetFilesOfType(GameMain.Config.AllEnabledPackages, ContentType.EnemySubmarine).FirstOrDefault(x => x.Path == submarineIdentifier);
var contentFile = ContentPackage.GetFilesOfType(GameMain.Config.AllEnabledPackages, ContentType.EnemySubmarine).FirstOrDefault(x => x.Path == submarinePath);
if (contentFile == null)
{
DebugConsole.ThrowError("No submarine file found with the identifier!");
DebugConsole.ThrowError($"No submarine file found from the path {submarinePath}!");
return;
}
@@ -187,14 +190,13 @@ namespace Barotrauma
reactor.PowerUpImmediately();
}
enemySub.EnableMaintainPosition();
enemySub.SetPosition(spawnPos);
enemySub.TeamID = CharacterTeamType.None;
}
private void InitPirates()
{
characters.Clear();
characterDictionary.Clear();
characterItems.Clear();
if (characterConfig == null)
{
@@ -222,13 +224,13 @@ namespace Barotrauma
if (characterType == null)
{
DebugConsole.ThrowError("No character types defined in CharacterTypes for a declared type identifier in mission file " + this);
DebugConsole.ThrowError($"No character types defined in CharacterTypes for a declared type identifier in mission \"{Prefab.Identifier}\".");
return;
}
XElement variantElement = GetRandomDifficultyModifiedElement(characterType, enemyCreationDifficulty, RandomnessModifier);
Character spawnedCharacter = CreateHuman(CreateHumanPrefabFromElement(variantElement), characters, characterDictionary, enemySub, CharacterTeamType.None, null);
Character spawnedCharacter = CreateHuman(CreateHumanPrefabFromElement(variantElement), characters, characterItems, enemySub, CharacterTeamType.None, null);
if (!commanderAssigned)
{
bool isCommander = variantElement.GetAttributeBool("iscommander", false);
@@ -242,6 +244,14 @@ namespace Barotrauma
commanderAssigned = true;
}
}
foreach (Item item in spawnedCharacter.Inventory.AllItems)
{
if (item?.Prefab.Identifier == "idcard")
{
item.AddTag("id_pirate");
}
}
}
}
}
@@ -297,9 +307,10 @@ namespace Barotrauma
{
InitPirateShip(spawnPos);
}
enemySub.SetPosition(spawnPos);
// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections to the submarine
// creating the pirates have to be done after the sub has been flipped, or it seems to break the AI pathing
// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections in the submarine
// creating the pirates has to be done after the sub has been flipped, or it seems to break the AI pathing
enemySub.FlipX();
enemySub.ShowSonarMarker = false;
@@ -375,7 +386,7 @@ namespace Barotrauma
completed = true;
}
characters.Clear();
characterDictionary.Clear();
characterItems.Clear();
failed = !completed;
}
}
@@ -182,13 +182,6 @@ namespace Barotrauma
{
if (disallowed) { return; }
if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
{
spawnPos = null;
Finished();
return;
}
spawnPos = Vector2.Zero;
var availablePositions = GetAvailableSpawnPositions();
var chosenPosition = new Level.InterestingPosition(Point.Zero, Level.PositionType.MainPath, isValid: false);