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
@@ -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;
}
}