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
@@ -207,7 +207,8 @@ namespace Barotrauma
SpawnedInOutpost = validContainer.Key.Item.SpawnedInOutpost,
AllowStealing = validContainer.Key.Item.AllowStealing,
OriginalModuleIndex = validContainer.Key.Item.OriginalModuleIndex,
OriginalContainerID = validContainer.Key.Item.ID
OriginalContainerIndex =
Item.ItemList.Where(it => it.Submarine == validContainer.Key.Item.Submarine && it.OriginalModuleIndex == validContainer.Key.Item.OriginalModuleIndex).ToList().IndexOf(validContainer.Key.Item)
};
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
@@ -246,42 +246,21 @@ namespace Barotrauma
continue;
}
availableContainers.Add(itemContainer);
#if SERVER
#if SERVER
if (GameMain.Server != null)
{
Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false);
}
#endif
}
}
if (itemContainer == null)
{
//no container, place at the waypoint
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, position, wp.Submarine, onSpawned: itemSpawned);
#endif
}
else
{
var item = new Item(pi.ItemPrefab, position, wp.Submarine);
itemSpawned(item);
}
continue;
}
//place in the container
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, itemContainer.Inventory, onSpawned: itemSpawned);
}
else
{
var item = new Item(pi.ItemPrefab, position, wp.Submarine);
itemContainer.Inventory.TryPutItem(item, null);
itemSpawned(item);
}
var item = new Item(pi.ItemPrefab, position, wp.Submarine);
itemContainer?.Inventory.TryPutItem(item, null);
itemSpawned(item);
#if SERVER
Entity.Spawner?.CreateNetworkEvent(item, false);
#endif
static void itemSpawned(Item item)
{
Submarine sub = item.Submarine ?? item.GetRootContainer()?.Submarine;
@@ -412,16 +412,16 @@ namespace Barotrauma
public static Character GetCharacterForQuickAssignment(Order order, Character controlledCharacter, IEnumerable<Character> characters, bool includeSelf = false)
{
var controllingCharacter = controlledCharacter != null;
bool isControlledCharacterNull = controlledCharacter == null;
#if !DEBUG
if (!controllingCharacter) { return null; }
if (isControlledCharacterNull) { return null; }
#endif
if (order.Category == OrderCategory.Operate && HumanAIController.IsItemOperatedByAnother(null, order.TargetItemComponent, out Character operatingCharacter) &&
(!controllingCharacter || operatingCharacter.CanHearCharacter(controlledCharacter)))
if (order.Category == OrderCategory.Operate && HumanAIController.IsItemTargetedBySomeone(order.TargetItemComponent, controlledCharacter != null ? controlledCharacter.TeamID : CharacterTeamType.Team1, out Character operatingCharacter) &&
(isControlledCharacterNull || operatingCharacter.CanHearCharacter(controlledCharacter)))
{
return operatingCharacter;
}
return GetCharactersSortedForOrder(order, characters, controlledCharacter, includeSelf).FirstOrDefault(c => !controllingCharacter || c.CanHearCharacter(controlledCharacter)) ?? controlledCharacter;
return GetCharactersSortedForOrder(order, characters, controlledCharacter, includeSelf).FirstOrDefault(c => isControlledCharacterNull || c.CanHearCharacter(controlledCharacter)) ?? controlledCharacter;
}
public static IEnumerable<Character> GetCharactersSortedForOrder(Order order, IEnumerable<Character> characters, Character controlledCharacter, bool includeSelf, IEnumerable<Character> extraCharacters = null)
@@ -494,7 +494,7 @@ namespace Barotrauma
if (Level.Loaded.StartOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { return null; }
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
@@ -522,7 +522,7 @@ namespace Barotrauma
if (Level.Loaded.EndOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { return null; }
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
@@ -549,7 +549,10 @@ namespace Barotrauma
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine == level.StartOutpost)
{
outPostPort = port;
if (port.DockingTarget == null)
{
outPostPort = port;
}
continue;
}
if (port.Item.Submarine != Submarine) { continue; }
@@ -323,7 +323,11 @@ namespace Barotrauma
Campaign.Money -= price;
itemToRemove.AvailableSwaps.Add(itemToRemove.Prefab);
if (itemToInstall != null) { itemToRemove.AvailableSwaps.Add(itemToInstall); }
if (itemToInstall != null && !itemToRemove.AvailableSwaps.Contains(itemToInstall))
{
itemToRemove.PurchasedNewSwap = true;
itemToRemove.AvailableSwaps.Add(itemToInstall);
}
if (itemToRemove.Prefab != itemToInstall && itemToInstall != null)
{
@@ -424,7 +428,12 @@ namespace Barotrauma
List<PurchasedUpgrade> pendingUpgrades = PendingUpgrades;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
if (Level.Loaded is { Type: LevelData.LevelType.Outpost })
{
return;
}
if (GameMain.NetworkMember is { IsClient: true })
{
if (loadedUpgrades != null)
{
@@ -438,7 +447,7 @@ namespace Barotrauma
{
int newLevel = BuyUpgrade(prefab, category, Submarine.MainSub, level);
DebugConsole.Log($" - {category.Identifier}.{prefab.Identifier} lvl. {level}, new: ({newLevel})");
SetUpgradeLevel(prefab, category, Math.Clamp(level, 0, prefab.MaxLevel));
SetUpgradeLevel(prefab, category, Math.Clamp(GetRealUpgradeLevel(prefab, category) + level, 0, prefab.MaxLevel));
}
PendingUpgrades.Clear();
@@ -703,7 +712,7 @@ namespace Barotrauma
private void LoadPendingUpgrades(XElement? element, bool isSingleplayer = true)
{
if (element == null || !element.HasElements) { return; }
if (!(element is { HasElements: true })) { return; }
List<PurchasedUpgrade> pendingUpgrades = new List<PurchasedUpgrade>();