Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -11,8 +11,7 @@ namespace Barotrauma
abstract partial class CampaignMode : GameMode
{
const int MaxMoney = int.MaxValue / 2; //about 1 billion
const int InitialMoney = 2500;
public const int MaxInitialSubmarinePrice = 6000;
public const int InitialMoney = 8500;
//duration of the cinematic + credits at the end of the campaign
protected const float EndCinematicDuration = 240.0f;
@@ -32,6 +31,8 @@ namespace Barotrauma
protected XElement petsElement;
private List<Mission> extraMissions = new List<Mission>();
public enum TransitionType
{
None,
@@ -75,11 +76,18 @@ namespace Barotrauma
get { return map; }
}
public override Mission Mission
public override IEnumerable<Mission> Missions
{
get
{
return Map.CurrentLocation?.SelectedMission;
if (Map.CurrentLocation?.SelectedMission != null)
{
yield return Map.CurrentLocation.SelectedMission;
}
foreach (Mission mission in extraMissions)
{
yield return mission;
}
}
}
@@ -146,7 +154,7 @@ namespace Barotrauma
{
for (int i = 0; i < wall.SectionCount; i++)
{
wall.AddDamage(i, -wall.MaxHealth);
wall.SetDamage(i, 0, createNetworkEvent: false);
}
}
}
@@ -186,6 +194,53 @@ namespace Barotrauma
/// </summary>
public event Action BeforeLevelLoading;
public override void AddExtraMissions(LevelData levelData)
{
extraMissions.Clear();
var currentLocation = Map.CurrentLocation;
if (levelData.Type == LevelData.LevelType.Outpost)
{
//if there's an available mission that takes place in the outpost, select it
var availableMissionsInLocation = currentLocation.AvailableMissions.Where(m => m.Locations[0] == currentLocation && m.Locations[1] == currentLocation);
if (availableMissionsInLocation.Any())
{
currentLocation.SelectedMission = availableMissionsInLocation.FirstOrDefault();
}
else
{
currentLocation.SelectedMission = null;
}
}
else
{
//if we had selected a mission that takes place in the outpost, deselect it when leaving the outpost
if (currentLocation.SelectedMission?.Locations[0] == currentLocation &&
currentLocation.SelectedMission?.Locations[1] == currentLocation)
{
currentLocation.SelectedMission = null;
}
if (levelData.HasBeaconStation && !levelData.IsBeaconActive)
{
var beaconMissionPrefab = MissionPrefab.List.Find(m => m.Identifier.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase));
if (beaconMissionPrefab != null && !Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
{
extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
}
}
if (levelData.HasHuntingGrounds)
{
var huntingGroundsMissionPrefab = MissionPrefab.List.Find(m => m.Identifier.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase));
if (huntingGroundsMissionPrefab != null && !Missions.Any(m => m.Prefab.Type == huntingGroundsMissionPrefab.Type))
{
extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
}
}
}
}
public void LoadNewLevel()
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
@@ -287,7 +342,7 @@ namespace Barotrauma
nextLevel = map.StartLocation.LevelData;
return TransitionType.End;
}
if (Level.Loaded.EndLocation != null && Level.Loaded.EndLocation.Type.HasOutpost && Level.Loaded.EndOutpost != null)
if (Level.Loaded.EndLocation != null && Level.Loaded.EndLocation.HasOutpost() && Level.Loaded.EndOutpost != null)
{
nextLevel = Level.Loaded.EndLocation.LevelData;
return TransitionType.ProgressToNextLocation;
@@ -306,13 +361,13 @@ namespace Barotrauma
}
else if (leavingSub.AtStartPosition)
{
if (map.CurrentLocation.Type.HasOutpost && Level.Loaded.StartOutpost != null)
if (map.CurrentLocation.HasOutpost() && Level.Loaded.StartOutpost != null)
{
nextLevel = map.CurrentLocation.LevelData;
return TransitionType.ReturnToPreviousLocation;
}
else if (map.SelectedLocation != null && map.SelectedLocation != map.CurrentLocation && !map.CurrentLocation.Type.HasOutpost &&
(Level.Loaded.LevelData != map.SelectedConnection.LevelData))
else if (map.SelectedLocation != null && map.SelectedLocation != map.CurrentLocation && !map.CurrentLocation.HasOutpost() &&
map.SelectedConnection != null && Level.Loaded.LevelData != map.SelectedConnection.LevelData)
{
nextLevel = map.SelectedConnection.LevelData;
return TransitionType.LeaveLocation;
@@ -481,7 +536,7 @@ namespace Barotrauma
{
CrewManager.RemoveCharacterInfo(ci);
}
ci?.ResetCurrentOrder();
ci?.ClearCurrentOrders();
}
foreach (DockingPort port in DockingPort.List)
@@ -511,7 +566,18 @@ namespace Barotrauma
}
Map.SetLocation(Map.Locations.IndexOf(Map.StartLocation));
Map.SelectLocation(-1);
Map.Radiation.Amount = Map.Radiation.Params.StartingRadiation;
foreach (Location location in Map.Locations)
{
location.TurnsInRadiation = 0;
}
EndCampaignProjSpecific();
if (CampaignMetadata != null)
{
int loops = CampaignMetadata.GetInt("campaign.endings", 0);
CampaignMetadata.SetValue("campaign.endings", loops + 1);
}
}
protected virtual void EndCampaignProjSpecific() { }
@@ -547,18 +613,14 @@ namespace Barotrauma
HumanAIController humanAI = npc.AIController as HumanAIController;
if (humanAI == null) { yield return CoroutineStatus.Failure; }
OrderInfo? prevSpeakerOrder = null;
if (humanAI.CurrentOrder != null)
{
prevSpeakerOrder = new OrderInfo(humanAI.CurrentOrder, humanAI.CurrentOrderOption);
}
var waitOrder = Order.PrefabList.Find(o => o.Identifier.Equals("wait", StringComparison.OrdinalIgnoreCase));
humanAI.SetOrder(waitOrder, option: string.Empty, orderGiver: null, speak: false);
humanAI.SetForcedOrder(waitOrder, string.Empty, null);
var waitObjective = humanAI.ObjectiveManager.ForcedOrder;
humanAI.FaceTarget(interactor);
while (!npc.Removed && !interactor.Removed &&
Vector2.DistanceSquared(npc.WorldPosition, interactor.WorldPosition) < 300.0f * 300.0f &&
humanAI.CurrentOrder == waitOrder &&
humanAI.ObjectiveManager.ForcedOrder == waitObjective &&
humanAI.AllowCampaignInteraction() &&
!interactor.IsIncapacitated)
{
@@ -569,17 +631,7 @@ namespace Barotrauma
ShowCampaignUI = false;
#endif
if (humanAI.CurrentOrder == waitOrder)
{
if (prevSpeakerOrder != null)
{
humanAI.SetOrder(prevSpeakerOrder.Value.Order, prevSpeakerOrder.Value.OrderOption, orderGiver: null, speak: false);
}
else
{
humanAI.SetOrder(null, string.Empty, orderGiver: null, speak: false);
}
}
humanAI.ClearForcedOrder();
yield return CoroutineStatus.Success;
}
@@ -694,7 +746,7 @@ namespace Barotrauma
public void OutpostNPCAttacked(Character npc, Character attacker, AttackResult attackResult)
{
if (npc == null || attacker == null || npc.IsDead || npc.IsInstigator) { return; }
if (npc.TeamID != Character.TeamType.FriendlyNPC) { return; }
if (npc.TeamID != CharacterTeamType.FriendlyNPC) { return; }
if (!attacker.IsRemotePlayer && attacker != Character.Controlled) { return; }
Location location = Map?.CurrentLocation;
if (location != null)
@@ -1,10 +1,11 @@
using System;
using System.Collections.Generic;
namespace Barotrauma
{
class CoOpMode : MissionMode
{
public CoOpMode(GameModePreset preset, MissionPrefab missionPrefab) : base(preset, ValidateMissionPrefab(missionPrefab, MissionPrefab.CoOpMissionClasses)) { }
public CoOpMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs) : base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.CoOpMissionClasses)) { }
public CoOpMode(GameModePreset preset, MissionType missionType, string seed) : base(preset, ValidateMissionType(missionType, MissionPrefab.CoOpMissionClasses), seed) { }
}
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
@@ -16,9 +17,9 @@ namespace Barotrauma
get { return GameMain.GameSession?.CrewManager; }
}
public virtual Mission Mission
public virtual IEnumerable<Mission> Missions
{
get { return null; }
get { return Enumerable.Empty<Mission>(); }
}
public bool IsSinglePlayer
@@ -54,6 +55,8 @@ namespace Barotrauma
}
public virtual void ShowStartMessage() { }
public virtual void AddExtraMissions(LevelData levelData) { }
public virtual void AddToGUIUpdateList()
{
@@ -5,37 +5,43 @@ namespace Barotrauma
{
abstract partial class MissionMode : GameMode
{
private readonly Mission mission;
private readonly List<Mission> missions = new List<Mission>();
public override Mission Mission
public override IEnumerable<Mission> Missions
{
get
{
return mission;
return missions;
}
}
public MissionMode(GameModePreset preset, MissionPrefab missionPrefab)
public MissionMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs)
: base(preset)
{
Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
mission = missionPrefab.Instantiate(locations);
foreach (MissionPrefab missionPrefab in missionPrefabs)
{
missions.Add(missionPrefab.Instantiate(locations));
}
}
public MissionMode(GameModePreset preset, MissionType missionType, string seed)
: base(preset)
{
Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
mission = Mission.LoadRandom(locations, seed, false, missionType);
missions.Add(Mission.LoadRandom(locations, seed, false, missionType));
}
protected static MissionPrefab ValidateMissionPrefab(MissionPrefab missionPrefab, Dictionary<MissionType, Type> missionClasses)
protected static IEnumerable<MissionPrefab> ValidateMissionPrefabs(IEnumerable<MissionPrefab> missionPrefabs, Dictionary<MissionType, Type> missionClasses)
{
if (ValidateMissionType(missionPrefab.Type, missionClasses) != missionPrefab.Type)
foreach (MissionPrefab missionPrefab in missionPrefabs)
{
throw new InvalidOperationException("Cannot start gamemode with mission type " + missionPrefab.Type);
if (ValidateMissionType(missionPrefab.Type, missionClasses) != missionPrefab.Type)
{
throw new InvalidOperationException("Cannot start gamemode with mission type " + missionPrefab.Type);
}
}
return missionPrefab;
return missionPrefabs;
}
protected static MissionType ValidateMissionType(MissionType missionType, Dictionary<MissionType, Type> missionClasses)
@@ -8,6 +8,8 @@ namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public const int MinimumInitialMoney = 500;
private UInt16 lastUpdateID;
public UInt16 LastUpdateID
{
@@ -57,7 +59,7 @@ namespace Barotrauma
InitCampaignData();
}
public static MultiPlayerCampaign StartNew(string mapSeed)
public static MultiPlayerCampaign StartNew(string mapSeed, SubmarineInfo selectedSub)
{
MultiPlayerCampaign campaign = new MultiPlayerCampaign();
//only the server generates the map, the clients load it from a save file
@@ -96,6 +98,9 @@ namespace Barotrauma
private void Load(XElement element)
{
Money = element.GetAttributeInt("money", 0);
PurchasedLostShuttles = element.GetAttributeBool("purchasedlostshuttles", false);
PurchasedHullRepairs = element.GetAttributeBool("purchasedhullrepairs", false);
PurchasedItemRepairs = element.GetAttributeBool("purchaseditemrepairs", false);
CheatsEnabled = element.GetAttributeBool("cheatsenabled", false);
if (CheatsEnabled)
{
@@ -1,11 +1,49 @@
using System;
using Barotrauma.Networking;
using System.Collections.Generic;
namespace Barotrauma
{
class PvPMode : MissionMode
{
public PvPMode(GameModePreset preset, MissionPrefab missionPrefab) : base(preset, ValidateMissionPrefab(missionPrefab, MissionPrefab.PvPMissionClasses)) { }
public PvPMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs) : base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.PvPMissionClasses)) { }
public PvPMode(GameModePreset preset, MissionType missionType, string seed) : base(preset, ValidateMissionType(missionType, MissionPrefab.PvPMissionClasses), seed) { }
public void AssignTeamIDs(IEnumerable<Client> clients)
{
int teamWeight = 0;
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
{
if (randList[i].PreferredTeam == CharacterTeamType.Team1 ||
randList[i].PreferredTeam == CharacterTeamType.Team2)
{
randList[i].TeamID = randList[i].PreferredTeam;
teamWeight += randList[i].PreferredTeam == CharacterTeamType.Team1 ? -1 : 1;
randList.RemoveAt(i);
i--;
}
}
for (int i = 0; i<randList.Count; i++)
{
Client a = randList[i];
int oi = Rand.Range(0, randList.Count - 1);
Client b = randList[oi];
randList[i] = b;
randList[oi] = a;
}
int halfPlayers = (randList.Count / 2) + teamWeight;
for (int i = 0; i < randList.Count; i++)
{
if (i < halfPlayers)
{
randList[i].TeamID = CharacterTeamType.Team1;
}
else
{
randList[i].TeamID = CharacterTeamType.Team2;
}
}
}
}
}