This commit is contained in:
EvilFactory
2023-06-15 12:13:50 -03:00
210 changed files with 4491 additions and 2580 deletions
@@ -143,6 +143,8 @@ namespace Barotrauma
public virtual bool PurchasedLostShuttles { get; set; }
public virtual bool PurchasedItemRepairs { get; set; }
public bool DivingSuitWarningShown;
private static bool AnyOneAllowedToManageCampaign(ClientPermissions permissions)
{
if (GameMain.NetworkMember == null) { return true; }
@@ -738,9 +740,11 @@ namespace Barotrauma
//if there's a sub docked to the outpost, we can leave the level
if (Level.Loaded.StartOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
foreach (var dockedSub in Level.Loaded.StartOutpost.DockedTo)
{
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
}
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
@@ -776,9 +780,11 @@ namespace Barotrauma
//if there's a sub docked to the outpost, we can leave the level
if (Level.Loaded.EndOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
foreach (var dockedSub in Level.Loaded.EndOutpost.DockedTo)
{
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
}
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
@@ -930,6 +936,9 @@ namespace Barotrauma
CampaignMetadata.SetValue("campaign.endings".ToIdentifier(), loops + 1);
}
//no tutorials after finishing the campaign once
Settings.TutorialEnabled = false;
GameAnalyticsManager.AddProgressionEvent(
GameAnalyticsManager.ProgressionStatus.Complete,
Preset?.Identifier.Value ?? "none");
@@ -985,7 +994,7 @@ namespace Barotrauma
if (characterInfo == null) { return false; }
if (characterInfo.MinReputationToHire.factionId != Identifier.Empty)
{
if (GetReputation(characterInfo.MinReputationToHire.factionId) < characterInfo.MinReputationToHire.reputation)
if (MathF.Round(GetReputation(characterInfo.MinReputationToHire.factionId)) < characterInfo.MinReputationToHire.reputation)
{
return false;
}
@@ -1204,15 +1213,17 @@ namespace Barotrauma
{
TotalPlayTime = element.GetAttributeDouble(nameof(TotalPlayTime).ToLowerInvariant(), 0);
TotalPassedLevels = element.GetAttributeInt(nameof(TotalPassedLevels).ToLowerInvariant(), 0);
DivingSuitWarningShown = element.GetAttributeBool(nameof(DivingSuitWarningShown).ToLowerInvariant(), false);
}
protected XElement SaveStats()
{
return new XElement("stats",
new XAttribute(nameof(TotalPlayTime).ToLowerInvariant(), TotalPlayTime),
new XAttribute(nameof(TotalPassedLevels).ToLowerInvariant(), TotalPassedLevels));
new XAttribute(nameof(TotalPassedLevels).ToLowerInvariant(), TotalPassedLevels),
new XAttribute(nameof(DivingSuitWarningShown).ToLowerInvariant(), DivingSuitWarningShown));
}
public void LogState()
{
DebugConsole.NewMessage("********* CAMPAIGN STATUS *********", Color.White);
@@ -223,6 +223,9 @@ namespace Barotrauma
case "stats":
LoadStats(subElement);
break;
case "eventmanager":
GameMain.GameSession.EventManager.Load(subElement);
break;
case Wallet.LowerCaseSaveElementName:
Bank = new Wallet(Option<Character>.None(), subElement);
break;
@@ -272,29 +275,35 @@ namespace Barotrauma
bool isSubmarineVisible(SubmarineInfo s)
=> !GameMain.NetworkMember.ServerSettings.HiddenSubs.Any(h
=> s.Name.Equals(h, StringComparison.OrdinalIgnoreCase));
List<SubmarineInfo> availableSubs =
SubmarineInfo.SavedSubmarines
var availableSubs = SubmarineInfo.SavedSubmarines;
#if CLIENT
if (GameMain.Client != null)
{
availableSubs = GameMain.Client.ServerSubmarines;
}
#endif
List<SubmarineInfo> campaignSubs =
availableSubs
.Where(s =>
s.IsCampaignCompatible
&& isSubmarineVisible(s))
.ToList();
if (!availableSubs.Any())
if (!campaignSubs.Any())
{
//None of the available subs were marked as campaign-compatible, just include all visible subs
availableSubs.AddRange(
SubmarineInfo.SavedSubmarines
.Where(isSubmarineVisible));
campaignSubs.AddRange(availableSubs.Where(isSubmarineVisible));
}
if (!availableSubs.Any())
if (!campaignSubs.Any())
{
//No subs are visible at all! Just make the selected one available
availableSubs.Add(GameMain.NetLobbyScreen.SelectedSub);
campaignSubs.Add(GameMain.NetLobbyScreen.SelectedSub);
}
return availableSubs;
return campaignSubs;
}
private static void WriteItems(IWriteMessage msg, Dictionary<Identifier, List<PurchasedItem>> purchasedItems)