Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -199,12 +199,12 @@ namespace Barotrauma
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{
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var itemPrefab = prefabsItemsCanSpawnIn[i];
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if (itemPrefab == null) { continue; }
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SpawnItems(itemPrefab);
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SpawnItems(itemPrefab, skipItemProbability);
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}
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// Spawn items that nothing can spawn in last
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singlePrefabs.Shuffle(Rand.RandSync.ServerAndClient);
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singlePrefabs.ForEach(i => SpawnItems(i));
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singlePrefabs.ForEach(i => SpawnItems(i, skipItemProbability));
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if (OutputDebugInfo)
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{
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@@ -251,7 +251,7 @@ namespace Barotrauma
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return itemsToSpawn;
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void SpawnItems(ItemPrefab itemPrefab, float skipItemProbability = 0.0f)
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void SpawnItems(ItemPrefab itemPrefab, float skipItemProbability)
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{
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.ServerAndClient) < skipItemProbability) { return; }
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if (itemPrefab == null)
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@@ -5,9 +5,9 @@ using Barotrauma.Tutorials;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -27,19 +27,29 @@ namespace Barotrauma
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private readonly List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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private readonly List<Character> characters = new List<Character>();
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private readonly List<CharacterInfo> reserveBench = new List<CharacterInfo>();
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public IEnumerable<Character> GetCharacters()
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{
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return characters;
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}
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/// <summary>
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/// Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters.
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/// NOTE: When called from client code, this method will include players, but NOT when called from server code.
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/// CrewManager is used for dealing with things relevant to AI characters, like hiring, firing, renaming, and the reserve bench.
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/// In single player/client code, player CharacterInfos are still stored in it but only for displaying crew listings in the GUI correctly.
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/// Use <see cref="GetSessionCrewCharacters"/> to get all the characters regardless if they're player or AI controlled.
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/// </summary>
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public IEnumerable<CharacterInfo> GetCharacterInfos()
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/// <param name="includeReserveBench">Should characters on the reserve be included? Defaults to false.</param>
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public IEnumerable<CharacterInfo> GetCharacterInfos(bool includeReserveBench = false)
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{
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if (includeReserveBench)
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{
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return characterInfos.Concat(reserveBench);
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}
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return characterInfos;
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}
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public IEnumerable<CharacterInfo> GetReserveBenchInfos()
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{
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return reserveBench;
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}
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private Character welcomeMessageNPC;
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@@ -174,7 +184,14 @@ namespace Barotrauma
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if (characterElement.GetAttributeBool("lastcontrolled", false)) { characterInfo.LastControlled = true; }
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characterInfo.CrewListIndex = characterElement.GetAttributeInt("crewlistindex", -1);
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#endif
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characterInfos.Add(characterInfo);
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if (characterElement.GetAttributeBool(nameof(CharacterInfo.IsOnReserveBench), false))
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{
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reserveBench.Add(characterInfo);
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}
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else
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{
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characterInfos.Add(characterInfo);
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}
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foreach (var subElement in characterElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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@@ -199,7 +216,14 @@ namespace Barotrauma
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/// <param name="characterInfo"></param>
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public void RemoveCharacterInfo(CharacterInfo characterInfo)
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{
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if (characterInfo is { IsOnReserveBench: true })
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{
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reserveBench.Remove(characterInfo);
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}
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characterInfos.Remove(characterInfo);
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#if CLIENT
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GameMain.GameSession?.DeathPrompt?.UpdateBotList();
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#endif
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}
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public void AddCharacter(Character character)
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@@ -289,6 +313,15 @@ namespace Barotrauma
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public void AddCharacterInfo(CharacterInfo characterInfo)
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{
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if (GameMain.GameSession?.Campaign is MultiPlayerCampaign)
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{
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Debug.Assert(characterInfo.BotStatus == BotStatus.ActiveService);
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if (characterInfo.BotStatus != BotStatus.ActiveService)
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{
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DebugConsole.ThrowError($"CrewManager.AddCharacterInfo called on a bot ({characterInfo.DisplayName}) with the wrong status ({characterInfo.BotStatus})");
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}
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}
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if (characterInfos.Contains(characterInfo))
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{
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DebugConsole.ThrowError("Tried to add the same character info to CrewManager twice.\n" + Environment.StackTrace.CleanupStackTrace());
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@@ -296,11 +329,15 @@ namespace Barotrauma
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}
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characterInfos.Add(characterInfo);
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#if CLIENT
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GameMain.GameSession?.DeathPrompt?.UpdateBotList();
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#endif
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}
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public void ClearCharacterInfos()
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{
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characterInfos.Clear();
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reserveBench.Clear();
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}
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public void InitRound()
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@@ -313,7 +350,7 @@ namespace Barotrauma
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List<WayPoint> spawnWaypoints = null;
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List<WayPoint> mainSubWaypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub).ToList();
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if (Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
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{
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spawnWaypoints = GetOutpostSpawnpoints();
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@@ -324,7 +361,7 @@ namespace Barotrauma
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while (spawnWaypoints.Any() && spawnWaypoints.Count < characterInfos.Count)
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{
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spawnWaypoints.Add(spawnWaypoints[Rand.Int(spawnWaypoints.Count)]);
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}
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}
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}
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if (spawnWaypoints == null || !spawnWaypoints.Any())
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{
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@@ -177,10 +177,28 @@ namespace Barotrauma
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if (GameMain.NetworkMember.GameStarted)
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{
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//allow managing if no-one with permissions is alive and in-game
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return GameMain.NetworkMember.ConnectedClients.None(c =>
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c.InGame && c.Character is { IsIncapacitated: false, IsDead: false } &&
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(IsOwner(c) || c.HasPermission(permissions)));
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bool someOneHasPermissions = GameMain.NetworkMember.ConnectedClients.Any(c => IsOwner(c) || c.HasPermission(permissions));
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if (someOneHasPermissions)
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{
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if (GameMain.GameSession != null && GameMain.GameSession.RoundDuration < 60.0f)
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{
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//round has been going on for less than a minute, don't allow anyone to manage just yet,
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//the people with permissions might still be loading or doing something in the lobby
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return false;
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}
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else
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{
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//allow managing if the round has been going on for a while, and no-one with permissions is alive and in-game
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return GameMain.NetworkMember.ConnectedClients.None(c =>
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c.InGame && c.Character is { IsIncapacitated: false, IsDead: false } &&
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(IsOwner(c) || c.HasPermission(permissions)));
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}
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}
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else
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{
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//no-one in the server with permissions, allow anyone to manage
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return true;
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}
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}
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else
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{
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@@ -963,7 +981,9 @@ namespace Barotrauma
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{
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UpdateStoreStock();
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}
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GameMain.GameSession.EventManager?.RegisterEventHistory(registerFinishedOnly: true);
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GameMain.GameSession.EndMissions();
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GameMain.GameSession.EventManager?.StoreEventDataAtRoundEnd(registerFinishedOnly: true);
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}
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/// <summary>
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@@ -1089,13 +1109,24 @@ namespace Barotrauma
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return false;
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}
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}
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var price = buyingNewCharacter ? NewCharacterCost(characterInfo) : HireManager.GetSalaryFor(characterInfo);
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int price = buyingNewCharacter ? NewCharacterCost(characterInfo) : HireManager.GetSalaryFor(characterInfo);
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if (takeMoney && !TryPurchase(client, price)) { return false; }
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characterInfo.IsNewHire = true;
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characterInfo.Title = null;
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location.RemoveHireableCharacter(characterInfo);
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CrewManager.AddCharacterInfo(characterInfo);
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if (GameMain.GameSession?.Campaign is MultiPlayerCampaign)
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{
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#if SERVER
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CrewManager.ToggleReserveBenchStatus(characterInfo, client, pendingHire: true, confirmPendingHire: true, sendUpdate: false);
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#endif
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}
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else
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{
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CrewManager.AddCharacterInfo(characterInfo);
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}
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GameAnalyticsManager.AddMoneySpentEvent(characterInfo.Salary, GameAnalyticsManager.MoneySink.Crew, characterInfo.Job?.Prefab.Identifier.Value ?? "unknown");
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return true;
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}
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@@ -92,6 +92,11 @@ namespace Barotrauma
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get; set;
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}
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public byte RoundID
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{
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get; set;
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}
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private MultiPlayerCampaign(CampaignSettings settings) : base(GameModePreset.MultiPlayerCampaign, settings)
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{
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currentCampaignID++;
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@@ -38,7 +38,7 @@ namespace Barotrauma
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}
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}
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if (Submarine.MainSubs[1] is not null)
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if (Submarine.MainSubs[1] is not null && GameMain.GameSession.GameMode is PvPMode)
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{
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foreach (var team2Perk in Team2Perks)
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{
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@@ -703,70 +703,6 @@ namespace Barotrauma
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casualties.Clear();
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GameAnalyticsManager.AddProgressionEvent(
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GameAnalyticsManager.ProgressionStatus.Start,
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GameMode?.Preset?.Identifier.Value ?? "none");
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string eventId = "StartRound:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":";
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GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
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GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Preset?.Identifier.Value ?? "none"));
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GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.GetCharacterInfos()?.Count() ?? 0));
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foreach (Mission mission in missions)
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{
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GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier);
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}
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if (Level.Loaded != null)
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{
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Identifier levelId = (Level.Loaded.Type == LevelData.LevelType.Outpost ?
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Level.Loaded.StartOutpost?.Info?.OutpostGenerationParams?.Identifier :
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Level.Loaded.GenerationParams?.Identifier) ?? "null".ToIdentifier();
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GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + Level.Loaded.Type.ToString() + ":" + levelId);
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}
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GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none"));
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#if CLIENT
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if (GameMode is TutorialMode tutorialMode)
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{
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GameAnalyticsManager.AddDesignEvent(eventId + tutorialMode.Tutorial.Identifier);
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if (GameMain.IsFirstLaunch)
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{
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GameAnalyticsManager.AddDesignEvent("FirstLaunch:" + eventId + tutorialMode.Tutorial.Identifier);
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}
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}
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GameAnalyticsManager.AddDesignEvent($"{eventId}HintManager:{(HintManager.Enabled ? "Enabled" : "Disabled")}");
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#endif
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var campaignMode = GameMode as CampaignMode;
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if (campaignMode != null)
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{
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GameAnalyticsManager.AddDesignEvent("CampaignSettings:RadiationEnabled:" + campaignMode.Settings.RadiationEnabled);
|
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GameAnalyticsManager.AddDesignEvent("CampaignSettings:WorldHostility:" + campaignMode.Settings.WorldHostility);
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GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShowHuskWarning:" + campaignMode.Settings.ShowHuskWarning);
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GameAnalyticsManager.AddDesignEvent("CampaignSettings:StartItemSet:" + campaignMode.Settings.StartItemSet);
|
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GameAnalyticsManager.AddDesignEvent("CampaignSettings:MaxMissionCount:" + campaignMode.Settings.MaxMissionCount);
|
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//log the multipliers as integers to reduce the number of distinct values
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:FuelMultiplier:" + (int)(campaignMode.Settings.FuelMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:MissionRewardMultiplier:" + (int)(campaignMode.Settings.MissionRewardMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:CrewVitalityMultiplier:" + (int)(campaignMode.Settings.CrewVitalityMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:NonCrewVitalityMultiplier:" + (int)(campaignMode.Settings.NonCrewVitalityMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:OxygenMultiplier:" + (int)(campaignMode.Settings.OxygenMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShipyardPriceMultiplier:" + (int)(campaignMode.Settings.ShipyardPriceMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShopPriceMultiplier:" + (int)(campaignMode.Settings.ShopPriceMultiplier * 100));
|
||||
|
||||
bool firstTimeInBiome = Map != null && !Map.Connections.Any(c => c.Passed && c.Biome == LevelData!.Biome);
|
||||
if (firstTimeInBiome)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:Playtime", campaignMode.TotalPlayTime);
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:PassedLevels", campaignMode.TotalPassedLevels);
|
||||
}
|
||||
if (GameMain.NetworkMember?.ServerSettings is { } serverSettings)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:RespawnMode:" + serverSettings.RespawnMode);
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:IronmanMode:" + serverSettings.IronmanModeActive);
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:AllowBotTakeoverOnPermadeath:" + serverSettings.AllowBotTakeoverOnPermadeath);
|
||||
}
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
double startDuration = (DateTime.Now - startTime).TotalSeconds;
|
||||
if (startDuration < MinimumLoadingTime)
|
||||
@@ -818,7 +754,11 @@ namespace Barotrauma
|
||||
|
||||
GameMain.LuaCs.Hook.Call("roundStart");
|
||||
EnableEventLogNotificationIcon(enabled: false);
|
||||
|
||||
LogStartRoundStats();
|
||||
|
||||
#endif
|
||||
var campaignMode = GameMode as CampaignMode;
|
||||
if (campaignMode is { ItemsRelocatedToMainSub: true })
|
||||
{
|
||||
#if SERVER
|
||||
@@ -1102,7 +1042,11 @@ namespace Barotrauma
|
||||
|
||||
#if SERVER
|
||||
players = GameMain.Server.ConnectedClients.Select(c => c.Character).Where(c => c?.Info != null && !c.IsDead);
|
||||
bots = crewManager.GetCharacters().Where(c => !c.IsRemotePlayer);
|
||||
bots = crewManager.GetCharacterInfos()
|
||||
//filter out players in case a player has been given control of a bot using console commands
|
||||
.Where(characterInfo => GameMain.Server.ConnectedClients.None(c => c.CharacterInfo == characterInfo))
|
||||
.Select(characterInfo => characterInfo.Character)
|
||||
.NotNull();
|
||||
#elif CLIENT
|
||||
players = crewManager.GetCharacters().Where(static c => c.IsPlayer);
|
||||
bots = crewManager.GetCharacters().Where(static c => c.IsBot);
|
||||
@@ -1124,7 +1068,7 @@ namespace Barotrauma
|
||||
private double LastEndRoundErrorMessageTime;
|
||||
#endif
|
||||
|
||||
public void EndRound(string endMessage, CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, TraitorManager.TraitorResults? traitorResults = null)
|
||||
public void EndRound(string endMessage, CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, TraitorManager.TraitorResults? traitorResults = null, bool createRoundSummary = true)
|
||||
{
|
||||
RoundEnding = true;
|
||||
|
||||
@@ -1141,35 +1085,14 @@ namespace Barotrauma
|
||||
|
||||
ImmutableHashSet<Character> crewCharacters = GetSessionCrewCharacters(CharacterType.Both);
|
||||
int prevMoney = GetAmountOfMoney(crewCharacters);
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
mission.End();
|
||||
}
|
||||
|
||||
EndMissions();
|
||||
|
||||
foreach (Character character in crewCharacters)
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnRoundEnd);
|
||||
}
|
||||
|
||||
if (missions.Any())
|
||||
{
|
||||
if (missions.Any(m => m.Completed))
|
||||
{
|
||||
foreach (Character character in crewCharacters)
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnAnyMissionCompleted);
|
||||
}
|
||||
}
|
||||
|
||||
if (missions.All(m => m.Completed))
|
||||
{
|
||||
foreach (Character character in crewCharacters)
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnAllMissionsCompleted);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GameMain.LuaCs.Hook.Call("missionsEnded", missions);
|
||||
|
||||
#if CLIENT
|
||||
@@ -1186,7 +1109,10 @@ namespace Barotrauma
|
||||
|
||||
GUI.PreventPauseMenuToggle = true;
|
||||
|
||||
if (GameMode is not TestGameMode && Screen.Selected == GameMain.GameScreen && RoundSummary != null && transitionType != CampaignMode.TransitionType.End)
|
||||
if (createRoundSummary &&
|
||||
GameMode is not TestGameMode &&
|
||||
Screen.Selected == GameMain.GameScreen && RoundSummary != null &&
|
||||
transitionType != CampaignMode.TransitionType.End)
|
||||
{
|
||||
GUI.ClearMessages();
|
||||
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData is RoundSummary);
|
||||
@@ -1265,6 +1191,34 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void EndMissions()
|
||||
{
|
||||
ImmutableHashSet<Character> crewCharacters = GetSessionCrewCharacters(CharacterType.Both);
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
mission.End();
|
||||
}
|
||||
|
||||
if (missions.Any())
|
||||
{
|
||||
if (missions.Any(m => m.Completed))
|
||||
{
|
||||
foreach (Character character in crewCharacters)
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnAnyMissionCompleted);
|
||||
}
|
||||
}
|
||||
|
||||
if (missions.All(m => m.Completed))
|
||||
{
|
||||
foreach (Character character in crewCharacters)
|
||||
{
|
||||
character.CheckTalents(AbilityEffectType.OnAllMissionsCompleted);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static PerkCollection GetPerks()
|
||||
{
|
||||
if (GameMain.NetworkMember?.ServerSettings is not { } serverSettings)
|
||||
@@ -1347,8 +1301,89 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private void LogStartRoundStats()
|
||||
{
|
||||
#if !UNSTABLE
|
||||
if (!GameAnalyticsManager.ShouldLogRandomSample())
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
GameAnalyticsManager.AddProgressionEvent(
|
||||
GameAnalyticsManager.ProgressionStatus.Start,
|
||||
GameMode?.Preset?.Identifier.Value ?? "none");
|
||||
|
||||
string eventId = "StartRound:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":";
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Preset?.Identifier.Value ?? "none"));
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.GetCharacterInfos()?.Count() ?? 0));
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier);
|
||||
}
|
||||
if (Level.Loaded != null)
|
||||
{
|
||||
Identifier levelId = (Level.Loaded.Type == LevelData.LevelType.Outpost ?
|
||||
Level.Loaded.StartOutpost?.Info?.OutpostGenerationParams?.Identifier :
|
||||
Level.Loaded.GenerationParams?.Identifier) ?? "null".ToIdentifier();
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + Level.Loaded.Type.ToString() + ":" + levelId);
|
||||
}
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none"));
|
||||
#if CLIENT
|
||||
if (GameMode is TutorialMode tutorialMode)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + tutorialMode.Tutorial.Identifier);
|
||||
if (GameMain.IsFirstLaunch)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("FirstLaunch:" + eventId + tutorialMode.Tutorial.Identifier);
|
||||
}
|
||||
}
|
||||
GameAnalyticsManager.AddDesignEvent($"{eventId}HintManager:{(HintManager.Enabled ? "Enabled" : "Disabled")}");
|
||||
#endif
|
||||
var campaignMode = GameMode as CampaignMode;
|
||||
if (campaignMode != null)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RadiationEnabled:" + campaignMode.Settings.RadiationEnabled);
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:WorldHostility:" + campaignMode.Settings.WorldHostility);
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShowHuskWarning:" + campaignMode.Settings.ShowHuskWarning);
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:StartItemSet:" + campaignMode.Settings.StartItemSet);
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:MaxMissionCount:" + campaignMode.Settings.MaxMissionCount);
|
||||
//log the multipliers as integers to reduce the number of distinct values
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:FuelMultiplier:" + (int)(campaignMode.Settings.FuelMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:MissionRewardMultiplier:" + (int)(campaignMode.Settings.MissionRewardMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:CrewVitalityMultiplier:" + (int)(campaignMode.Settings.CrewVitalityMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:NonCrewVitalityMultiplier:" + (int)(campaignMode.Settings.NonCrewVitalityMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:OxygenMultiplier:" + (int)(campaignMode.Settings.OxygenMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShipyardPriceMultiplier:" + (int)(campaignMode.Settings.ShipyardPriceMultiplier * 100));
|
||||
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShopPriceMultiplier:" + (int)(campaignMode.Settings.ShopPriceMultiplier * 100));
|
||||
|
||||
bool firstTimeInBiome = Map != null && !Map.Connections.Any(c => c.Passed && c.Biome == LevelData!.Biome);
|
||||
if (firstTimeInBiome)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:Playtime", campaignMode.TotalPlayTime);
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:PassedLevels", campaignMode.TotalPassedLevels);
|
||||
}
|
||||
if (GameMain.NetworkMember?.ServerSettings is { } serverSettings)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:RespawnMode:" + serverSettings.RespawnMode);
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:IronmanMode:" + serverSettings.IronmanModeActive);
|
||||
GameAnalyticsManager.AddDesignEvent("ServerSettings:AllowBotTakeoverOnPermadeath:" + serverSettings.AllowBotTakeoverOnPermadeath);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void LogEndRoundStats(string eventId, TraitorManager.TraitorResults? traitorResults = null)
|
||||
{
|
||||
#if !UNSTABLE
|
||||
//only collect the stats from a random sample of round ends
|
||||
if (!GameAnalyticsManager.ShouldLogRandomSample())
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
if (Submarine.MainSub?.Info?.IsVanillaSubmarine() ?? false)
|
||||
{
|
||||
//don't log modded subs, that's a ton of extra data to collect
|
||||
@@ -1405,7 +1440,8 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddDesignEvent($"TraitorEvent:{traitorResults.Value.TraitorEventIdentifier}:{(traitorResults.Value.VotedCorrectTraitor ? "TraitorIdentifier" : "TraitorUnidentified")}");
|
||||
}
|
||||
|
||||
foreach (Character c in GetSessionCrewCharacters(CharacterType.Both))
|
||||
//disabled to reduce the amount of data we collect through GA
|
||||
/*foreach (Character c in GetSessionCrewCharacters(CharacterType.Both))
|
||||
{
|
||||
foreach (var itemSelectedDuration in c.ItemSelectedDurations)
|
||||
{
|
||||
@@ -1420,7 +1456,7 @@ namespace Barotrauma
|
||||
}
|
||||
GameAnalyticsManager.AddDesignEvent("TimeSpentOnDevices:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":" + characterType + ":" + (c.Info?.Job?.Prefab.Identifier.Value ?? "NoJob") + ":" + itemSelectedDuration.Key.Identifier, itemSelectedDuration.Value);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
#if CLIENT
|
||||
if (GameMode is TutorialMode tutorialMode)
|
||||
{
|
||||
@@ -1430,15 +1466,17 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddDesignEvent("FirstLaunch:" + eventId + tutorialMode.Tutorial.Identifier);
|
||||
}
|
||||
}
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentCleaning", TimeSpentCleaning);
|
||||
GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentPainting", TimeSpentPainting);
|
||||
//disabled to reduce the amount of data we collect through GA
|
||||
//GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentCleaning", TimeSpentCleaning);
|
||||
//GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentPainting", TimeSpentPainting);
|
||||
TimeSpentCleaning = TimeSpentPainting = 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void KillCharacter(Character character)
|
||||
{
|
||||
if (CrewManager != null && CrewManager.GetCharacters().Contains(character))
|
||||
if (CrewManager != null &&
|
||||
CrewManager.GetCharacterInfos().Contains(character.Info))
|
||||
{
|
||||
casualties.Add(character);
|
||||
}
|
||||
@@ -1542,6 +1580,8 @@ namespace Barotrauma
|
||||
|
||||
rootElement.Add(new XAttribute("nextleveltype", campaign.NextLevel?.Type ?? LevelData?.Type ?? LevelData.LevelType.Outpost));
|
||||
|
||||
rootElement.Add(new XAttribute("ismultiplayer", campaign is MultiPlayerCampaign));
|
||||
|
||||
LastSaveVersion = GameMain.Version;
|
||||
rootElement.Add(new XAttribute("version", GameMain.Version));
|
||||
if (Submarine?.Info != null && !Submarine.Removed && Campaign != null)
|
||||
|
||||
@@ -58,7 +58,8 @@ namespace Barotrauma
|
||||
void AddCharacter(JobPrefab job)
|
||||
{
|
||||
if (job == null) { return; }
|
||||
int variant = Rand.Range(0, job.Variants, Rand.RandSync.ServerAndClient);
|
||||
//no need for synced rand, these only generate ones and are then included in the campaign save
|
||||
int variant = Rand.Range(0, job.Variants, Rand.RandSync.Unsynced);
|
||||
AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: job, variant: variant));
|
||||
}
|
||||
}
|
||||
@@ -73,7 +74,8 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError($"Couldn't create a hireable for the location: character prefab \"{character.NPCIdentifier}\" not found in the NPC set \"{character.NPCSetIdentifier}\".");
|
||||
continue;
|
||||
}
|
||||
var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
|
||||
//no need for synced rand, these only generate ones and are then included in the campaign save
|
||||
var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.Unsynced);
|
||||
characterInfo.MinReputationToHire = (faction.Identifier, character.MinReputation);
|
||||
AvailableCharacters.Add(characterInfo);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user