Release v0.15.12.0

This commit is contained in:
Joonas Rikkonen
2021-10-27 18:50:57 +03:00
parent bf95e82d80
commit 234fb6bc06
450 changed files with 26042 additions and 10457 deletions
@@ -1187,6 +1187,7 @@ namespace Barotrauma
NewMessage("*****************", Color.Lime);
GameServer.Log("Console command \"restart\" executed: closing the server...", ServerLog.MessageType.ServerMessage);
GameMain.Instance.CloseServer();
GameMain.Instance.TryStartChildServerRelay();
GameMain.Instance.StartServer();
}));
@@ -1676,10 +1677,25 @@ namespace Barotrauma
return;
}
bool relativeStrength = false;
if (args.Length > 4)
{
bool.TryParse(args[4], out relativeStrength);
}
Character targetCharacter = (args.Length <= 2) ? client.Character : FindMatchingCharacter(args.Skip(2).ToArray());
if (targetCharacter != null)
{
targetCharacter.CharacterHealth.ApplyAffliction(targetCharacter.AnimController.MainLimb, afflictionPrefab.Instantiate(afflictionStrength));
Limb targetLimb = targetCharacter.AnimController.MainLimb;
if (args.Length > 3)
{
targetLimb = targetCharacter.AnimController.Limbs.FirstOrDefault(l => l.type.ToString().Equals(args[3], StringComparison.OrdinalIgnoreCase));
}
if (relativeStrength)
{
afflictionStrength *= targetCharacter.MaxVitality / afflictionPrefab.MaxStrength;
}
targetCharacter.CharacterHealth.ApplyAffliction(targetLimb ?? targetCharacter.AnimController.MainLimb, afflictionPrefab.Instantiate(afflictionStrength));
}
}
);
@@ -1716,16 +1732,86 @@ namespace Barotrauma
{
foreach (Client c in GameMain.Server.ConnectedClients)
{
if (c.Character != revivedCharacter) continue;
if (c.Character != revivedCharacter) { continue; }
//clients stop controlling the character when it dies, force control back
GameMain.Server.SetClientCharacter(c, revivedCharacter);
//clients stop controlling the character when it dies, force control back
GameMain.Server.SetClientCharacter(c, revivedCharacter);
break;
}
}
}
);
AssignOnClientRequestExecute(
"givetalent",
(Client client, Vector2 cursorWorldPos, string[] args) =>
{
if (args.Length == 0) { return; }
Character targetCharacter = (args.Length >= 2) ? FindMatchingCharacter(args.Skip(1).ToArray(), false) : client.Character;
if (targetCharacter == null) { return; }
TalentPrefab talentPrefab = TalentPrefab.TalentPrefabs.Find(c =>
c.Identifier.Equals(args[0], StringComparison.OrdinalIgnoreCase) ||
c.DisplayName.Equals(args[0], StringComparison.OrdinalIgnoreCase));
if (talentPrefab == null)
{
GameMain.Server.SendConsoleMessage("Couldn't find the talent \"" + args[0] + "\".", client);
return;
}
targetCharacter.GiveTalent(talentPrefab);
NewMessage($"Talent \"{talentPrefab.DisplayName}\" given to \"{targetCharacter.Name}\" by \"{client.Name}\".");
GameMain.Server.SendConsoleMessage($"Gave talent \"{talentPrefab.DisplayName}\" to \"{targetCharacter.Name}\".", client);
}
);
AssignOnClientRequestExecute(
"unlocktalents",
(Client client, Vector2 cursorWorldPos, string[] args) =>
{
var targetCharacter = args.Length >= 2 ? FindMatchingCharacter(args.Skip(1).ToArray()) : Character.Controlled;
if (targetCharacter == null) { return; }
List<TalentTree> talentTrees = new List<TalentTree>();
if (args.Length == 0 || args[0].Equals("all", StringComparison.OrdinalIgnoreCase))
{
talentTrees.AddRange(TalentTree.JobTalentTrees.Values);
}
else
{
var job = JobPrefab.Prefabs.Find(jp => jp.Name != null && jp.Name.Equals(args[0], StringComparison.OrdinalIgnoreCase));
if (job == null)
{
GameMain.Server.SendConsoleMessage($"Failed to find the job \"{args[0]}\".", client);
return;
}
if (!TalentTree.JobTalentTrees.TryGetValue(job.Identifier, out TalentTree talentTree))
{
GameMain.Server.SendConsoleMessage($"No talents configured for the job \"{args[0]}\".", client);
return;
}
talentTrees.Add(talentTree);
}
foreach (var talentTree in talentTrees)
{
foreach (var subTree in talentTree.TalentSubTrees)
{
foreach (var option in subTree.TalentOptionStages)
{
foreach (var talent in option.Talents)
{
targetCharacter.GiveTalent(talent);
NewMessage($"Talent \"{talent.DisplayName}\" given to \"{targetCharacter.Name}\" by \"{client.Name}\".");
GameMain.Server.SendConsoleMessage($"Gave talent \"{talent.DisplayName}\" to \"{targetCharacter.Name}\".", client);
NewMessage($"Unlocked talent \"{talent.DisplayName}\".");
}
}
}
}
}
);
AssignOnClientRequestExecute(
"freeze",
(Client client, Vector2 cursorWorldPos, string[] args) =>
@@ -1776,7 +1862,7 @@ namespace Barotrauma
"control",
(Client client, Vector2 cursorWorldPos, string[] args) =>
{
if (args.Length < 1) return;
if (args.Length < 1) { return; }
var character = FindMatchingCharacter(args, ignoreRemotePlayers: true, allowedRemotePlayer: client);
if (character != null)
{
@@ -2100,6 +2186,7 @@ namespace Barotrauma
if (client == null)
{
GameMain.Server.SendConsoleMessage("Client \"" + args[0] + "\" not found.", senderClient);
return;
}
var character = FindMatchingCharacter(args.Skip(1).ToArray(), false);
@@ -2190,13 +2277,13 @@ namespace Barotrauma
{
foreach (Skill skill in character.Info.Job.Skills)
{
character.Info.SetSkillLevel(skill.Identifier, level, character.WorldPosition);
character.Info.SetSkillLevel(skill.Identifier, level);
}
GameMain.Server.SendConsoleMessage($"Set all {character.Name}'s skills to {level}", senderClient);
}
else
{
character.Info.SetSkillLevel(skillIdentifier, level, character.WorldPosition);
character.Info.SetSkillLevel(skillIdentifier, level);
GameMain.Server.SendConsoleMessage($"Set {character.Name}'s {skillIdentifier} level to {level}", senderClient);
}