(965c31410a) Unstable v0.10.4.0
This commit is contained in:
@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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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.Linq;
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@@ -8,22 +10,62 @@ namespace Barotrauma
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{
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abstract partial class CampaignMode : GameMode
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{
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const int MaxMoney = int.MaxValue / 2; //about 1 billion
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const int InitialMoney = 2500;
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public const int MaxInitialSubmarinePrice = 6000;
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//duration of the cinematic + credits at the end of the campaign
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protected const float EndCinematicDuration = 240.0f;
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//duration of the camera transition at the end of a round
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protected const float EndTransitionDuration = 5.0f;
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//there can be no events before this time has passed during the 1st campaign round
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const float FirstRoundEventDelay = 30.0f;
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public enum InteractionType { None, Talk, Map, Crew, Store, Repair, Upgrade, PurchaseSub }
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public readonly CargoManager CargoManager;
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public UpgradeManager UpgradeManager;
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public List<Faction> Factions;
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public CampaignMetadata CampaignMetadata;
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public enum TransitionType
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{
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None,
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//leaving a location level
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LeaveLocation,
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//progressing to next location level
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ProgressToNextLocation,
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//returning to previous location level
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ReturnToPreviousLocation,
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//returning to previous location (one with no level/outpost, the player is taken to the map screen and must choose their next destination)
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ReturnToPreviousEmptyLocation,
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//progressing to an empty location (one with no level/outpost, the player is taken to the map screen and must choose their next destination)
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ProgressToNextEmptyLocation,
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//end of campaign (reached end location)
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End
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}
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public bool IsFirstRound { get; protected set; } = true;
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public bool DisableEvents
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{
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get { return IsFirstRound && Timing.TotalTime < GameMain.GameSession.RoundStartTime + FirstRoundEventDelay; }
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}
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public bool CheatsEnabled;
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const int InitialMoney = 8700;
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public const int HullRepairCost = 500, ItemRepairCost = 500, ShuttleReplaceCost = 1000;
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protected bool watchmenSpawned;
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protected Character startWatchman, endWatchman;
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protected bool wasDocked;
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//key = dialog flag, double = Timing.TotalTime when the line was last said
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private Dictionary<string, double> dialogLastSpoken = new Dictionary<string, double>();
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private readonly Dictionary<string, double> dialogLastSpoken = new Dictionary<string, double>();
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public bool PurchasedHullRepairs, PurchasedLostShuttles, PurchasedItemRepairs;
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public bool InitialSuppliesSpawned;
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public SubmarineInfo PendingSubmarineSwitch;
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protected Map map;
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public Map Map
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@@ -43,28 +85,47 @@ namespace Barotrauma
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public int Money
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{
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get { return money; }
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set { money = Math.Max(value, 0); }
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set { money = MathHelper.Clamp(value, 0, MaxMoney); }
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}
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public CampaignMode(GameModePreset preset, object param)
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: base(preset, param)
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public LevelData NextLevel
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{
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get;
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protected set;
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}
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protected CampaignMode(GameModePreset preset)
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: base(preset)
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{
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Money = InitialMoney;
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CargoManager = new CargoManager(this);
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CargoManager = new CargoManager(this);
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}
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public void GenerateMap(string seed)
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/// <summary>
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/// The location that's displayed as the "current one" in the map screen. Normally the current outpost or the location at the start of the level,
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/// but when selecting the next destination at the end of the level at an uninhabited location we use the location at the end
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/// </summary>
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public Location CurrentDisplayLocation
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{
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map = new Map(seed);
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get
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{
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if (Level.Loaded != null && !Level.Loaded.Generating &&
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Level.Loaded.Type == LevelData.LevelType.LocationConnection &&
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GetAvailableTransition(out _, out _) == TransitionType.ProgressToNextEmptyLocation)
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{
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return Level.Loaded.EndLocation;
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}
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return Level.Loaded?.StartLocation ?? Map.CurrentLocation;
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}
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}
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protected List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
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public List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
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{
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//leave subs behind if they're not docked to the leaving sub and not at the same exit
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return Submarine.Loaded.FindAll(s =>
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s != leavingSub &&
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!leavingSub.DockedTo.Contains(s) &&
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s.Info.Type == SubmarineInfo.SubmarineType.Player &&
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s.Info.Type == SubmarineType.Player &&
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(s.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
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}
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@@ -72,20 +133,18 @@ namespace Barotrauma
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{
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base.Start();
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dialogLastSpoken.Clear();
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watchmenSpawned = false;
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startWatchman = null;
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endWatchman = null;
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characterOutOfBoundsTimer.Clear();
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if (PurchasedHullRepairs)
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{
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine == null || wall.Submarine.Info.Type != SubmarineInfo.SubmarineType.Player) { continue; }
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if (wall.Submarine == null || wall.Submarine.Info.Type != SubmarineType.Player) { continue; }
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if (wall.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(wall.Submarine))
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{
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for (int i = 0; i < wall.SectionCount; i++)
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{
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wall.AddDamage(i, -wall.Prefab.Health);
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wall.AddDamage(i, -wall.MaxHealth);
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}
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}
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}
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@@ -95,125 +154,539 @@ namespace Barotrauma
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{
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine == null || item.Submarine.Info.Type != SubmarineInfo.SubmarineType.Player) { continue; }
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if (item.Submarine == null || item.Submarine.Info.Type != SubmarineType.Player) { continue; }
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if (item.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(item.Submarine))
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{
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if (item.GetComponent<Items.Components.Repairable>() != null)
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{
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item.Condition = item.Prefab.Health;
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item.Condition = item.MaxCondition;
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}
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}
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}
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PurchasedItemRepairs = false;
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}
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PurchasedLostShuttles = false;
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var connectedSubs = Submarine.MainSub.GetConnectedSubs();
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wasDocked = Level.Loaded.StartOutpost != null && connectedSubs.Contains(Level.Loaded.StartOutpost);
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}
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public override void Update(float deltaTime)
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public void InitCampaignData()
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{
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base.Update(deltaTime);
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if (!IsRunning) { return; }
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (!watchmenSpawned)
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Factions = new List<Faction>();
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foreach (FactionPrefab factionPrefab in FactionPrefab.Prefabs)
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{
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if (Level.Loaded.StartOutpost != null) { startWatchman = SpawnWatchman(Level.Loaded.StartOutpost); }
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if (Level.Loaded.EndOutpost != null) { endWatchman = SpawnWatchman(Level.Loaded.EndOutpost); }
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watchmenSpawned = true;
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#if SERVER
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(this as MultiPlayerCampaign).LastUpdateID++;
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Factions.Add(new Faction(CampaignMetadata, factionPrefab));
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}
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}
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public void LoadNewLevel()
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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return;
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}
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if (CoroutineManager.IsCoroutineRunning("LevelTransition"))
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{
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DebugConsole.ThrowError("Level transition already running.\n" + Environment.StackTrace);
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return;
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}
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if (Level.Loaded == null || Submarine.MainSub == null)
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{
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LoadInitialLevel();
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return;
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}
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var availableTransition = GetAvailableTransition(out LevelData nextLevel, out Submarine leavingSub);
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if (availableTransition == TransitionType.None)
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{
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DebugConsole.ThrowError("Failed to load a new campaign level. No available level transitions " +
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"(current location: " + (map.CurrentLocation?.Name ?? "null") + ", " +
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"selected location: " + (map.SelectedLocation?.Name ?? "null") + ", " +
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"leaving sub: " + (leavingSub?.Info?.Name ?? "null") + ", " +
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"at start: " + (leavingSub?.AtStartPosition.ToString() ?? "null") + ", " +
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"at end: " + (leavingSub?.AtEndPosition.ToString() ?? "null") + ")\n" +
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Environment.StackTrace);
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return;
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}
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if (nextLevel == null)
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{
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DebugConsole.ThrowError("Failed to load a new campaign level. No available level transitions " +
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"(transition type: " + availableTransition + ", " +
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"current location: " + (map.CurrentLocation?.Name ?? "null") + ", " +
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"selected location: " + (map.SelectedLocation?.Name ?? "null") + ", " +
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"leaving sub: " + (leavingSub?.Info?.Name ?? "null") + ", " +
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"at start: " + (leavingSub?.AtStartPosition.ToString() ?? "null") + ", " +
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"at end: " + (leavingSub?.AtEndPosition.ToString() ?? "null") + ")\n" +
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Environment.StackTrace);
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return;
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}
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#if CLIENT
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ShowCampaignUI = ForceMapUI = false;
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#endif
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DebugConsole.NewMessage("Transitioning to " + (nextLevel?.Seed ?? "null") +
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" (current location: " + (map.CurrentLocation?.Name ?? "null") + ", " +
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"selected location: " + (map.SelectedLocation?.Name ?? "null") + ", " +
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"leaving sub: " + (leavingSub?.Info?.Name ?? "null") + ", " +
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"at start: " + (leavingSub?.AtStartPosition.ToString() ?? "null") + ", " +
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"at end: " + (leavingSub?.AtEndPosition.ToString() ?? "null") + ", " +
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"transition type: " + availableTransition + ")");
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IsFirstRound = false;
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bool mirror = map.SelectedConnection != null && map.CurrentLocation != map.SelectedConnection.Locations[0];
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CoroutineManager.StartCoroutine(DoLevelTransition(availableTransition, nextLevel, leavingSub, mirror), "LevelTransition");
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}
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/// <summary>
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/// Load the first level and start the round after loading a save file
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/// </summary>
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protected abstract void LoadInitialLevel();
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protected abstract IEnumerable<object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null);
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/// <summary>
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/// Which type of transition between levels is currently possible (if any)
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/// </summary>
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public TransitionType GetAvailableTransition(out LevelData nextLevel, out Submarine leavingSub)
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{
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if (Level.Loaded == null || Submarine.MainSub == null)
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{
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nextLevel = null;
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leavingSub = null;
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return TransitionType.None;
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}
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leavingSub = GetLeavingSub();
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if (leavingSub == null)
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{
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nextLevel = null;
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return TransitionType.None;
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}
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//currently travelling from location to another
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if (Level.Loaded.Type == LevelData.LevelType.LocationConnection)
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{
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if (leavingSub.AtEndPosition)
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{
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if (Map.EndLocation != null && map.SelectedLocation == Map.EndLocation)
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{
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nextLevel = map.StartLocation.LevelData;
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return TransitionType.End;
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}
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if (Level.Loaded.EndLocation != null && Level.Loaded.EndLocation.Type.HasOutpost && Level.Loaded.EndOutpost != null)
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{
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nextLevel = Level.Loaded.EndLocation.LevelData;
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return TransitionType.ProgressToNextLocation;
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}
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else if (map.SelectedConnection != null)
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{
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nextLevel = Level.Loaded.LevelData != map.SelectedConnection?.LevelData || (map.SelectedConnection.Locations[0] == Level.Loaded.EndLocation == Level.Loaded.Mirrored) ?
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map.SelectedConnection.LevelData : null;
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return TransitionType.ProgressToNextEmptyLocation;
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}
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else
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{
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nextLevel = null;
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return TransitionType.ProgressToNextEmptyLocation;
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}
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}
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else if (leavingSub.AtStartPosition)
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{
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if (map.CurrentLocation.Type.HasOutpost && Level.Loaded.StartOutpost != null)
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{
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nextLevel = map.CurrentLocation.LevelData;
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return TransitionType.ReturnToPreviousLocation;
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}
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else if (map.SelectedLocation != null && map.SelectedLocation != map.CurrentLocation && !map.CurrentLocation.Type.HasOutpost &&
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(Level.Loaded.LevelData != map.SelectedConnection.LevelData))
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{
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nextLevel = map.SelectedConnection.LevelData;
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return TransitionType.LeaveLocation;
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}
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else
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{
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nextLevel = map.SelectedConnection?.LevelData;
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return TransitionType.ReturnToPreviousEmptyLocation;
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}
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}
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else
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{
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nextLevel = null;
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return TransitionType.None;
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}
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}
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else if (Level.Loaded.Type == LevelData.LevelType.Outpost)
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{
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nextLevel = map.SelectedLocation == null ? null : map.SelectedConnection?.LevelData;
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return nextLevel == null ? TransitionType.None : TransitionType.LeaveLocation;
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}
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else
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{
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foreach (Character character in Character.CharacterList)
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throw new NotImplementedException();
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}
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}
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/// <summary>
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/// Which submarine is at a position where it can leave the level and enter another one (if any).
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/// </summary>
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private Submarine GetLeavingSub()
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{
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//in single player, only the sub the controlled character is inside can transition between levels
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//in multiplayer, if there's subs at both ends of the level, only the one with more players inside can transition
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//TODO: ignore players who don't have the permission to trigger a transition between levels?
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var leavingPlayers = Character.CharacterList.Where(c => !c.IsDead && (c == Character.Controlled || c.IsRemotePlayer));
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//allow leaving if inside an outpost, and the submarine is either docked to it or close enough
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Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers);
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Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers);
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if (Level.IsLoadedOutpost)
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{
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leavingSubAtStart ??= Submarine.MainSub;
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leavingSubAtEnd ??= Submarine.MainSub;
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}
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int playersInSubAtStart = leavingSubAtStart == null ? 0 :
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leavingPlayers.Count(c => c.Submarine == leavingSubAtStart || leavingSubAtStart.DockedTo.Contains(c.Submarine) || (Level.Loaded.StartOutpost != null && c.Submarine == Level.Loaded.StartOutpost));
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int playersInSubAtEnd = leavingSubAtEnd == null ? 0 :
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leavingPlayers.Count(c => c.Submarine == leavingSubAtEnd || leavingSubAtEnd.DockedTo.Contains(c.Submarine) || (Level.Loaded.EndOutpost != null && c.Submarine == Level.Loaded.EndOutpost));
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if (playersInSubAtStart == 0 && playersInSubAtEnd == 0) { return null; }
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return playersInSubAtStart > playersInSubAtEnd ? leavingSubAtStart : leavingSubAtEnd;
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static Submarine GetLeavingSubAtStart(IEnumerable<Character> leavingPlayers)
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{
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if (Level.Loaded.StartOutpost == null)
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{
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#if SERVER
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if (string.IsNullOrEmpty(character.OwnerClientEndPoint)) { continue; }
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#else
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if (!CrewManager.GetCharacters().Contains(character)) { continue; }
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#endif
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if (character.Submarine == Level.Loaded.StartOutpost &&
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Vector2.DistanceSquared(character.WorldPosition, startWatchman.WorldPosition) < 500.0f * 500.0f)
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Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartPosition, ignoreOutposts: true);
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return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
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}
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else
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{
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//if there's a sub docked to the outpost, we can leave the level
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if (Level.Loaded.StartOutpost.DockedTo.Any())
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{
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CreateDialog(new List<Character> { startWatchman }, "EnterStartOutpost", 5 * 60.0f);
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var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
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return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
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}
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else if (character.Submarine == Level.Loaded.EndOutpost &&
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Vector2.DistanceSquared(character.WorldPosition, endWatchman.WorldPosition) < 500.0f * 500.0f)
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//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
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if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.StartOutpost)) { return null; }
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Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true);
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if (closestSub == null || !closestSub.AtStartPosition) { return null; }
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return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
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}
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}
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static Submarine GetLeavingSubAtEnd(IEnumerable<Character> leavingPlayers)
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{
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//no "end" in outpost levels
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if (Level.Loaded.Type == LevelData.LevelType.Outpost) { return null; }
|
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if (Level.Loaded.EndOutpost == null)
|
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{
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Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndPosition, ignoreOutposts: true);
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return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
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}
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else
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{
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//if there's a sub docked to the outpost, we can leave the level
|
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if (Level.Loaded.EndOutpost.DockedTo.Any())
|
||||
{
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CreateDialog(new List<Character> { endWatchman }, "EnterEndOutpost", 5 * 60.0f);
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var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
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return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
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}
|
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||||
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.EndOutpost)) { return null; }
|
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Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true);
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if (closestSub == null || !closestSub.AtEndPosition) { return null; }
|
||||
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void CreateDialog(List<Character> speakers, string conversationTag, float minInterval)
|
||||
public override void End(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
|
||||
{
|
||||
if (dialogLastSpoken.TryGetValue(conversationTag, out double lastTime))
|
||||
List<Item> takenItems = new List<Item>();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (Timing.TotalTime - lastTime < minInterval) { return; }
|
||||
}
|
||||
|
||||
CrewManager.AddConversation(
|
||||
NPCConversation.CreateRandom(speakers, new List<string>() { conversationTag }));
|
||||
dialogLastSpoken[conversationTag] = Timing.TotalTime;
|
||||
}
|
||||
|
||||
private Character SpawnWatchman(Submarine outpost)
|
||||
{
|
||||
WayPoint watchmanSpawnpoint = WayPoint.WayPointList.Find(wp => wp.Submarine == outpost);
|
||||
if (watchmanSpawnpoint == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to spawn a watchman at the outpost. No spawnpoints found inside the outpost.");
|
||||
return null;
|
||||
}
|
||||
|
||||
string seed = outpost == Level.Loaded.StartOutpost ? map.SelectedLocation.Name : map.CurrentLocation.Name;
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
JobPrefab watchmanJob = JobPrefab.Get("watchman");
|
||||
var variant = Rand.Range(0, watchmanJob.Variants, Rand.RandSync.Server);
|
||||
CharacterInfo characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: watchmanJob, variant: variant);
|
||||
var spawnedCharacter = Character.Create(characterInfo, watchmanSpawnpoint.WorldPosition,
|
||||
Level.Loaded.Seed + (outpost == Level.Loaded.StartOutpost ? "start" : "end"));
|
||||
InitializeWatchman(spawnedCharacter);
|
||||
var objectiveManager = (spawnedCharacter.AIController as HumanAIController)?.ObjectiveManager;
|
||||
if (objectiveManager != null)
|
||||
{
|
||||
var moveOrder = new AIObjectiveGoTo(watchmanSpawnpoint, spawnedCharacter, objectiveManager, repeat: true, getDivingGearIfNeeded: false);
|
||||
moveOrder.Completed += () =>
|
||||
if (!item.SpawnedInOutpost || item.OriginalModuleIndex < 0) { continue; }
|
||||
if ((!(item.GetRootInventoryOwner()?.Submarine?.Info?.IsOutpost ?? false)) || item.Submarine == null || !item.Submarine.Info.IsOutpost)
|
||||
{
|
||||
// Turn towards the center of the sub. Doesn't work in all possible cases, but this is the simplest solution for now.
|
||||
spawnedCharacter.AnimController.TargetDir = spawnedCharacter.Submarine.WorldPosition.X > spawnedCharacter.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
};
|
||||
objectiveManager.SetOrder(moveOrder);
|
||||
takenItems.Add(item);
|
||||
}
|
||||
}
|
||||
if (watchmanJob != null)
|
||||
map.CurrentLocation.RegisterTakenItems(takenItems);
|
||||
|
||||
map.CurrentLocation.AddToStock(CargoManager.SoldItems);
|
||||
CargoManager.ClearSoldItemsProjSpecific();
|
||||
map.CurrentLocation.RemoveFromStock(CargoManager.PurchasedItems);
|
||||
if (GameMain.NetworkMember == null)
|
||||
{
|
||||
spawnedCharacter.GiveJobItems();
|
||||
CargoManager.ClearItemsInBuyCrate();
|
||||
CargoManager.ClearItemsInSellCrate();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
CargoManager.ClearItemsInBuyCrate();
|
||||
}
|
||||
else if (GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
CargoManager.ClearItemsInSellCrate();
|
||||
}
|
||||
}
|
||||
|
||||
if (Level.Loaded?.StartOutpost != null)
|
||||
{
|
||||
List<Character> killedCharacters = new List<Character>();
|
||||
foreach (Character c in Level.Loaded.StartOutpost.Info.OutpostNPCs.SelectMany(kpv => kpv.Value))
|
||||
{
|
||||
if (!c.IsDead && !c.Removed) { continue; }
|
||||
killedCharacters.Add(c);
|
||||
}
|
||||
map.CurrentLocation.RegisterKilledCharacters(killedCharacters);
|
||||
Level.Loaded.StartOutpost.Info.OutpostNPCs.Clear();
|
||||
}
|
||||
|
||||
List<Character> deadCharacters = Character.CharacterList.FindAll(c => c.IsDead);
|
||||
foreach (Character c in deadCharacters)
|
||||
{
|
||||
if (c.IsDead)
|
||||
{
|
||||
CrewManager.RemoveCharacterInfo(c.Info);
|
||||
c.DespawnNow();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (CharacterInfo ci in CrewManager.CharacterInfos)
|
||||
{
|
||||
ci?.ResetCurrentOrder();
|
||||
}
|
||||
|
||||
foreach (DockingPort port in DockingPort.List)
|
||||
{
|
||||
if (port.Door != null &
|
||||
port.Item.Submarine.Info.Type == SubmarineType.Player &&
|
||||
port.DockingTarget?.Item?.Submarine != null &&
|
||||
port.DockingTarget.Item.Submarine.Info.IsOutpost)
|
||||
{
|
||||
port.Door.IsOpen = false;
|
||||
}
|
||||
}
|
||||
return spawnedCharacter;
|
||||
}
|
||||
|
||||
protected void InitializeWatchman(Character character)
|
||||
|
||||
public void EndCampaign()
|
||||
{
|
||||
foreach (LocationConnection connection in Map.Connections)
|
||||
{
|
||||
connection.Difficulty = MathHelper.Lerp(connection.Difficulty, 100.0f, 0.25f);
|
||||
connection.LevelData.Difficulty = connection.Difficulty;
|
||||
}
|
||||
foreach (Location location in Map.Locations)
|
||||
{
|
||||
location.CreateStore(force: true);
|
||||
location.ClearMissions();
|
||||
}
|
||||
Map.SetLocation(Map.Locations.IndexOf(Map.StartLocation));
|
||||
Map.SelectLocation(-1);
|
||||
EndCampaignProjSpecific();
|
||||
}
|
||||
|
||||
protected virtual void EndCampaignProjSpecific() { }
|
||||
|
||||
public bool TryHireCharacter(Location location, CharacterInfo characterInfo)
|
||||
{
|
||||
if (Money < characterInfo.Salary) { return false; }
|
||||
|
||||
characterInfo.IsNewHire = true;
|
||||
|
||||
location.RemoveHireableCharacter(characterInfo);
|
||||
CrewManager.AddCharacterInfo(characterInfo);
|
||||
Money -= characterInfo.Salary;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void NPCInteract(Character npc, Character interactor)
|
||||
{
|
||||
if (!npc.AllowCustomInteract) { return; }
|
||||
NPCInteractProjSpecific(npc, interactor);
|
||||
string coroutineName = "DoCharacterWait." + (npc?.ID ?? Entity.NullEntityID);
|
||||
if (!CoroutineManager.IsCoroutineRunning(coroutineName))
|
||||
{
|
||||
CoroutineManager.StartCoroutine(DoCharacterWait(npc, interactor), coroutineName);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<object> DoCharacterWait(Character npc, Character interactor)
|
||||
{
|
||||
if (npc == null || interactor == null) { yield return CoroutineStatus.Failure; }
|
||||
|
||||
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.FaceTarget(interactor);
|
||||
|
||||
while (!npc.Removed && !interactor.Removed &&
|
||||
Vector2.DistanceSquared(npc.WorldPosition, interactor.WorldPosition) < 300.0f * 300.0f &&
|
||||
humanAI.CurrentOrder == waitOrder &&
|
||||
humanAI.AllowCampaignInteraction() &&
|
||||
!interactor.IsIncapacitated)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
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);
|
||||
}
|
||||
}
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
partial void NPCInteractProjSpecific(Character npc, Character interactor);
|
||||
|
||||
public void AssignNPCMenuInteraction(Character character, InteractionType interactionType)
|
||||
{
|
||||
character.CampaignInteractionType = interactionType;
|
||||
if (interactionType == InteractionType.None)
|
||||
{
|
||||
character.SetCustomInteract(null, null);
|
||||
return;
|
||||
}
|
||||
character.CharacterHealth.UseHealthWindow = false;
|
||||
character.CharacterHealth.Unkillable = true;
|
||||
character.CanInventoryBeAccessed = false;
|
||||
character.CanBeDragged = false;
|
||||
character.TeamID = Character.TeamType.FriendlyNPC;
|
||||
//character.CanInventoryBeAccessed = false;
|
||||
character.SetCustomInteract(
|
||||
WatchmanInteract,
|
||||
#if CLIENT
|
||||
hudText: TextManager.GetWithVariable("TalkHint", "[key]", GameMain.Config.KeyBindText(InputType.Select)));
|
||||
NPCInteract,
|
||||
#if CLIENT
|
||||
hudText: TextManager.GetWithVariable("CampaignInteraction." + interactionType, "[key]", GameMain.Config.KeyBindText(InputType.Use)));
|
||||
#else
|
||||
hudText: TextManager.Get("TalkHint"));
|
||||
hudText: TextManager.Get("CampaignInteraction." + interactionType));
|
||||
#endif
|
||||
}
|
||||
|
||||
protected abstract void WatchmanInteract(Character watchman, Character interactor);
|
||||
|
||||
private readonly Dictionary<Character, float> characterOutOfBoundsTimer = new Dictionary<Character, float>();
|
||||
|
||||
protected void KeepCharactersCloseToOutpost(float deltaTime)
|
||||
{
|
||||
const float MaxDist = 3000.0f;
|
||||
const float MinDist = 2500.0f;
|
||||
|
||||
if (!Level.IsLoadedOutpost) { return; }
|
||||
|
||||
Rectangle worldBorders = Submarine.MainSub.GetDockedBorders();
|
||||
worldBorders.Location += Submarine.MainSub.WorldPosition.ToPoint();
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if ((c != Character.Controlled && !c.IsRemotePlayer) ||
|
||||
c.Removed || c.IsDead || c.IsIncapacitated || c.Submarine != null)
|
||||
{
|
||||
if (characterOutOfBoundsTimer.ContainsKey(c))
|
||||
{
|
||||
c.OverrideMovement = null;
|
||||
characterOutOfBoundsTimer.Remove(c);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (c.WorldPosition.Y < worldBorders.Y - worldBorders.Height - MaxDist)
|
||||
{
|
||||
if (!characterOutOfBoundsTimer.ContainsKey(c))
|
||||
{
|
||||
characterOutOfBoundsTimer.Add(c, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
characterOutOfBoundsTimer[c] += deltaTime;
|
||||
}
|
||||
}
|
||||
else if (c.WorldPosition.Y > worldBorders.Y - worldBorders.Height - MinDist)
|
||||
{
|
||||
if (characterOutOfBoundsTimer.ContainsKey(c))
|
||||
{
|
||||
c.OverrideMovement = null;
|
||||
characterOutOfBoundsTimer.Remove(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<Character, float> character in characterOutOfBoundsTimer)
|
||||
{
|
||||
if (character.Value <= 0.0f)
|
||||
{
|
||||
if (IsSinglePlayer)
|
||||
{
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(
|
||||
TextManager.Get("RadioAnnouncerName"),
|
||||
TextManager.Get("TooFarFromOutpostWarning"),
|
||||
Networking.ChatMessageType.Default,
|
||||
sender: null);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
#if SERVER
|
||||
foreach (Networking.Client c in GameMain.Server.ConnectedClients)
|
||||
{
|
||||
|
||||
GameMain.Server.SendDirectChatMessage(Networking.ChatMessage.Create(
|
||||
TextManager.Get("RadioAnnouncerName"),
|
||||
TextManager.Get("TooFarFromOutpostWarning"), Networking.ChatMessageType.Default, null), c);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
character.Key.OverrideMovement = Vector2.UnitY * 10.0f;
|
||||
#if CLIENT
|
||||
Character.DisableControls = true;
|
||||
#endif
|
||||
//if the character doesn't get back up in 10 seconds (something blocking the way?), teleport it closer
|
||||
if (character.Value > 10.0f)
|
||||
{
|
||||
Vector2 teleportPos = character.Key.WorldPosition;
|
||||
teleportPos += Vector2.Normalize(Submarine.MainSub.WorldPosition - character.Key.WorldPosition) * 100.0f;
|
||||
character.Key.AnimController.SetPosition(ConvertUnits.ToSimUnits(teleportPos));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OutpostNPCAttacked(Character npc, Character attacker, AttackResult attackResult)
|
||||
{
|
||||
if (npc == null || attacker == null || npc.IsDead || npc.TurnedHostileByEvent) { return; }
|
||||
if (npc.TeamID != Character.TeamType.FriendlyNPC) { return; }
|
||||
if (!attacker.IsRemotePlayer && attacker != Character.Controlled) { return; }
|
||||
Location location = Map?.CurrentLocation;
|
||||
if (location != null)
|
||||
{
|
||||
location.Reputation.Value -= attackResult.Damage * Reputation.ReputationLossPerNPCDamage;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void Save(XElement element);
|
||||
|
||||
public void LogState()
|
||||
|
||||
Reference in New Issue
Block a user