Unstable 0.17.0.0
This commit is contained in:
@@ -81,7 +81,7 @@ namespace Barotrauma
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public string Name => Prefab?.Name ?? "LevelObject (null)";
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public Dictionary<string, SerializableProperty> SerializableProperties { get; } = new Dictionary<string, SerializableProperty>();
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public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; } = new Dictionary<Identifier, SerializableProperty>();
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public Level.Cave ParentCave;
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@@ -93,7 +93,7 @@ namespace Barotrauma
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Rotation = rotation;
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Health = prefab.Health;
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spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;
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spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.ServerAndClient) : -1;
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if (Sprite != null && prefab.SpriteSpecificPhysicsBodyElements.ContainsKey(Sprite))
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{
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@@ -115,7 +115,7 @@ namespace Barotrauma
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Physics.CollisionWall | Physics.CollisionCharacter;
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}
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foreach (XElement triggerElement in prefab.LevelTriggerElements)
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foreach (var triggerElement in prefab.LevelTriggerElements)
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{
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Triggers ??= new List<LevelTrigger>();
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Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;
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@@ -147,7 +147,7 @@ namespace Barotrauma
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if (overrideProperties == null) { continue; }
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if (overrideProperties.Sprites.Count > 0)
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{
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spriteIndex = Rand.Int(overrideProperties.Sprites.Count, Rand.RandSync.Server);
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spriteIndex = Rand.Int(overrideProperties.Sprites.Count, Rand.RandSync.ServerAndClient);
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break;
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}
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}
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+24
-23
@@ -7,7 +7,6 @@ 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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using System.Xml.Linq;
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using Voronoi2;
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using Barotrauma.Extensions;
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@@ -140,7 +139,7 @@ namespace Barotrauma
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new GraphEdge(level.EndPosition - Vector2.UnitX, level.EndPosition + Vector2.UnitX),
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-Vector2.UnitY, LevelObjectPrefab.SpawnPosType.LevelEnd, Alignment.Top));
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var availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List);
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var availablePrefabs =LevelObjectPrefab.Prefabs.OrderBy(p => p.UintIdentifier).ToList();
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objects = new List<LevelObject>();
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updateableObjects = new List<LevelObject>();
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@@ -167,7 +166,7 @@ namespace Barotrauma
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level);
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if (prefab.MaxCount < amount)
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@@ -181,7 +180,8 @@ namespace Barotrauma
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foreach (Level.Cave cave in level.Caves)
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{
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availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.CaveWall)));
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availablePrefabs = LevelObjectPrefab.Prefabs.Where(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.CaveWall))
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.OrderBy(p => p.UintIdentifier).ToList();
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availableSpawnPositions.Clear();
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suitableSpawnPositions.Clear();
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spawnPositionWeights.Clear();
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@@ -210,7 +210,7 @@ namespace Barotrauma
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spawnPositionWeights.Add(prefab,
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level, cave);
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if (prefab.MaxCount < amount)
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@@ -228,7 +228,8 @@ namespace Barotrauma
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(level.Seed));
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var availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.NestWall)));
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var availablePrefabs = LevelObjectPrefab.Prefabs.Where(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.NestWall))
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.OrderBy(p => p.UintIdentifier).ToList();
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Dictionary<LevelObjectPrefab, List<SpawnPosition>> suitableSpawnPositions = new Dictionary<LevelObjectPrefab, List<SpawnPosition>>();
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Dictionary<LevelObjectPrefab, List<float>> spawnPositionWeights = new Dictionary<LevelObjectPrefab, List<float>>();
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@@ -258,7 +259,7 @@ namespace Barotrauma
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spawnPositionWeights.Add(prefab,
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level);
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if (objects.Count(o => o.Prefab == prefab) >= prefab.MaxCount)
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@@ -275,49 +276,49 @@ namespace Barotrauma
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{
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rotation = MathUtils.VectorToAngle(new Vector2(spawnPosition.Normal.Y, spawnPosition.Normal.X));
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}
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rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.Server);
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rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.ServerAndClient);
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Vector2 position = Vector2.Zero;
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Vector2 edgeDir = Vector2.UnitX;
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if (spawnPosition == null)
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{
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position = new Vector2(
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.ServerAndClient),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ServerAndClient));
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}
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else
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{
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edgeDir = (spawnPosition.GraphEdge.Point1 - spawnPosition.GraphEdge.Point2) / spawnPosition.Length;
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position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.Server);
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position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.ServerAndClient);
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}
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if (!MathUtils.NearlyEqual(prefab.RandomOffset.X, 0.0f) || !MathUtils.NearlyEqual(prefab.RandomOffset.Y, 0.0f))
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{
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Vector2 offsetDir = spawnPosition.Normal.LengthSquared() > 0.001f ? spawnPosition.Normal : Rand.Vector(1.0f, Rand.RandSync.Server);
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position += offsetDir * Rand.Range(prefab.RandomOffset.X, prefab.RandomOffset.Y, Rand.RandSync.Server);
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Vector2 offsetDir = spawnPosition.Normal.LengthSquared() > 0.001f ? spawnPosition.Normal : Rand.Vector(1.0f, Rand.RandSync.ServerAndClient);
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position += offsetDir * Rand.Range(prefab.RandomOffset.X, prefab.RandomOffset.Y, Rand.RandSync.ServerAndClient);
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}
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var newObject = new LevelObject(prefab,
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new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
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new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ServerAndClient)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.ServerAndClient), rotation);
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AddObject(newObject, level);
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newObject.ParentCave = parentCave;
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foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
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{
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int childCount = Rand.Range(child.MinCount, child.MaxCount + 1, Rand.RandSync.Server);
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int childCount = Rand.Range(child.MinCount, child.MaxCount + 1, Rand.RandSync.ServerAndClient);
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for (int j = 0; j < childCount; j++)
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{
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var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
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var matchingPrefabs = LevelObjectPrefab.Prefabs.Where(p => child.AllowedNames.Contains(p.Name));
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int prefabCount = matchingPrefabs.Count();
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var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
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var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.ServerAndClient));
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if (childPrefab == null) { continue; }
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Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
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Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.ServerAndClient) * prefab.MinSurfaceWidth;
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var childObject = new LevelObject(childPrefab,
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new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.Server)),
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Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.Server),
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rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
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new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.ServerAndClient)),
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Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.ServerAndClient),
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rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.ServerAndClient));
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AddObject(childObject, level);
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childObject.ParentCave = parentCave;
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@@ -577,7 +578,7 @@ namespace Barotrauma
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if (availablePrefabs.Sum(p => p.GetCommonness(generationParams)) <= 0.0f) { return null; }
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return ToolBox.SelectWeightedRandom(
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availablePrefabs,
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availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.Server);
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availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.ServerAndClient);
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}
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private LevelObjectPrefab GetRandomPrefab(CaveGenerationParams caveParams, IList<LevelObjectPrefab> availablePrefabs, bool requireCaveSpecificOverride)
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@@ -585,7 +586,7 @@ namespace Barotrauma
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if (availablePrefabs.Sum(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)) <= 0.0f) { return null; }
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return ToolBox.SelectWeightedRandom(
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availablePrefabs,
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availablePrefabs.Select(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)).ToList(), Rand.RandSync.Server);
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availablePrefabs.Select(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)).ToList(), Rand.RandSync.ServerAndClient);
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}
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public override void Remove()
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+67
-127
@@ -1,14 +1,15 @@
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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.Collections.Immutable;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class LevelObjectPrefab : ISerializableEntity
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partial class LevelObjectPrefab : PrefabWithUintIdentifier, ISerializableEntity
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{
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public static List<LevelObjectPrefab> List { get; } = new List<LevelObjectPrefab>();
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public readonly static PrefabCollection<LevelObjectPrefab> Prefabs = new PrefabCollection<LevelObjectPrefab>();
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public class ChildObject
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{
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@@ -24,7 +25,7 @@ namespace Barotrauma
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public ChildObject(XElement element)
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{
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AllowedNames = element.GetAttributeStringArray("names", new string[0]).ToList();
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AllowedNames = element.GetAttributeStringArray("names", Array.Empty<string>()).ToList();
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MinCount = element.GetAttributeInt("mincount", 1);
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MaxCount = Math.Max(element.GetAttributeInt("maxcount", 1), MinCount);
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}
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@@ -58,13 +59,13 @@ namespace Barotrauma
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private set;
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}
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[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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[Serialize(1.0f, IsPropertySaveable.No), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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public float MinSize
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{
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get;
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private set;
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}
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[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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[Serialize(1.0f, IsPropertySaveable.No), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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public float MaxSize
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{
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get;
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@@ -74,14 +75,14 @@ namespace Barotrauma
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/// <summary>
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/// Which sides of a wall the object can appear on.
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/// </summary>
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[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true, description: "Which sides of a wall the object can spawn on."), Editable]
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[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), IsPropertySaveable.Yes, description: "Which sides of a wall the object can spawn on."), Editable]
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public Alignment Alignment
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{
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get;
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private set;
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}
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[Serialize(SpawnPosType.Wall, false), Editable()]
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[Serialize(SpawnPosType.Wall, IsPropertySaveable.No), Editable()]
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public SpawnPosType SpawnPos
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{
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get;
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@@ -94,13 +95,13 @@ namespace Barotrauma
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private set;
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}
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public readonly List<XElement> LevelTriggerElements;
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public readonly List<ContentXElement> LevelTriggerElements;
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/// <summary>
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/// Overrides the commonness of the object in a specific level type.
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/// Key = name of the level type, value = commonness in that level type.
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/// </summary>
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public Dictionary<string, float> OverrideCommonness;
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public readonly Dictionary<Identifier, float> OverrideCommonness;
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public XElement PhysicsBodyElement
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{
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@@ -120,14 +121,14 @@ namespace Barotrauma
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} = new Dictionary<Sprite, XElement>();
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[Serialize(10000, false, description: "Maximum number of this specific object per level."), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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[Serialize(10000, IsPropertySaveable.No, description: "Maximum number of this specific object per level."), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
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public int MaxCount
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{
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get;
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private set;
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}
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[Serialize("0.0,1.0", true), Editable]
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[Serialize("0.0,1.0", IsPropertySaveable.Yes), Editable]
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public Vector2 DepthRange
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{
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get;
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@@ -135,7 +136,7 @@ namespace Barotrauma
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}
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f),
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Serialize(0.0f, true, description: "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
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Serialize(0.0f, IsPropertySaveable.Yes, description: "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
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/// <summary>
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/// The tendency for the prefab to form clusters. Used as an exponent for perlin noise values
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/// that are used to determine the probability for an object to spawn at a specific position.
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@@ -147,7 +148,7 @@ namespace Barotrauma
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}
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f),
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Serialize(0.0f, true, description: "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
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Serialize(0.0f, IsPropertySaveable.Yes, description: "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
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" for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend " +
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"to form clusters in the same areas.")]
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/// <summary>
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@@ -162,35 +163,35 @@ namespace Barotrauma
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private set;
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}
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[Editable, Serialize("0,0", true, description: "Random offset from the surface the object spawns on.")]
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[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "Random offset from the surface the object spawns on.")]
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public Vector2 RandomOffset
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{
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get;
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private set;
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}
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[Editable, Serialize(false, true, description: "Should the object be rotated to align it with the wall surface it spawns on.")]
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Should the object be rotated to align it with the wall surface it spawns on.")]
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public bool AlignWithSurface
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{
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get;
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private set;
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}
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[Editable, Serialize(true, true, description: "Can the object be placed near the start of the level.")]
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[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Can the object be placed near the start of the level.")]
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public bool AllowAtStart
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{
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get;
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private set;
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}
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[Editable, Serialize(true, true, description: "Can the object be placed near the end of the level.")]
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[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Can the object be placed near the end of the level.")]
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public bool AllowAtEnd
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{
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get;
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private set;
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}
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[Serialize(0.0f, true, description: "Minimum length of a graph edge the object can spawn on."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "Minimum length of a graph edge the object can spawn on."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
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/// <summary>
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/// Minimum length of a graph edge the object can spawn on.
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/// </summary>
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@@ -201,7 +202,7 @@ namespace Barotrauma
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}
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private Vector2 randomRotation;
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[Editable, Serialize("0.0,0.0", true, description: "How much the rotation of the object can vary (min and max values in degrees).")]
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[Editable, Serialize("0.0,0.0", IsPropertySaveable.Yes, description: "How much the rotation of the object can vary (min and max values in degrees).")]
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public Vector2 RandomRotation
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{
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get { return new Vector2(MathHelper.ToDegrees(randomRotation.X), MathHelper.ToDegrees(randomRotation.Y)); }
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@@ -214,7 +215,7 @@ namespace Barotrauma
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public Vector2 RandomRotationRad => randomRotation;
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||||
private float swingAmount;
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[Serialize(0.0f, true, description: "How much the object swings (in degrees)."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f)]
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "How much the object swings (in degrees)."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f)]
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||||
public float SwingAmount
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{
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get { return MathHelper.ToDegrees(swingAmount); }
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||||
@@ -226,28 +227,28 @@ namespace Barotrauma
|
||||
|
||||
public float SwingAmountRad => swingAmount;
|
||||
|
||||
[Serialize(0.0f, true, description: "How fast the object swings."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How fast the object swings."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SwingFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, Serialize("0.0,0.0", true, description: "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
|
||||
[Editable, Serialize("0.0,0.0", IsPropertySaveable.Yes, description: "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
|
||||
public Vector2 ScaleOscillation
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true, description: "How fast the object's scale oscillates."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How fast the object's scale oscillates."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float ScaleOscillationFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, Serialize(1.0f, true, description: "How likely it is for the object to spawn in a level. " +
|
||||
[Editable, Serialize(1.0f, IsPropertySaveable.Yes, description: "How likely it is for the object to spawn in a level. " +
|
||||
"This is relative to the commonness of the other objects - for example, having an object with " +
|
||||
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. " +
|
||||
"The commonness value can be overridden on specific level types.")]
|
||||
@@ -257,45 +258,35 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true, description: "How much the object disrupts submarine's sonar."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How much the object disrupts submarine's sonar."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SonarDisruption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false, true, description: "Can the object take damage from weapons/attacks that damage level walls."), Editable]
|
||||
[Serialize(false, IsPropertySaveable.Yes, description: "Can the object take damage from weapons/attacks that damage level walls."), Editable]
|
||||
public bool TakeLevelWallDamage
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
[Serialize(false, IsPropertySaveable.Yes), Editable]
|
||||
public bool HideWhenBroken
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(100.0f, true), Editable]
|
||||
[Serialize(100.0f, IsPropertySaveable.Yes), Editable]
|
||||
public float Health
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string Identifier
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return Identifier; }
|
||||
}
|
||||
public string Name => Identifier.Value;
|
||||
|
||||
public List<ChildObject> ChildObjects
|
||||
{
|
||||
@@ -303,7 +294,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
public Dictionary<Identifier, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
@@ -323,91 +314,20 @@ namespace Barotrauma
|
||||
return "LevelObjectPrefab (" + Identifier + ")";
|
||||
}
|
||||
|
||||
public static void LoadAll()
|
||||
{
|
||||
List.Clear();
|
||||
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelObjectPrefabs);
|
||||
if (files.Count() > 0)
|
||||
{
|
||||
foreach (var file in files)
|
||||
{
|
||||
LoadConfig(file.Path);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadConfig("Content/LevelObjects/LevelObject/Prefabs.xml");
|
||||
}
|
||||
}
|
||||
|
||||
private static void LoadConfig(string configPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configPath);
|
||||
if (doc == null) { return; }
|
||||
var mainElement = doc.Root;
|
||||
if (doc.Root.IsOverride())
|
||||
{
|
||||
mainElement = doc.Root.FirstElement();
|
||||
DebugConsole.NewMessage($"Overriding all level object prefabs with '{configPath}'", Color.Yellow);
|
||||
List.Clear();
|
||||
}
|
||||
else if (List.Any())
|
||||
{
|
||||
DebugConsole.Log($"Loading additional level object prefabs from file '{configPath}'");
|
||||
}
|
||||
foreach (XElement subElement in mainElement.Elements())
|
||||
{
|
||||
var element = subElement.IsOverride() ? subElement.FirstElement() : subElement;
|
||||
string identifier = element.GetAttributeString("identifier", "");
|
||||
var existingPrefab = List.Find(p => p.Identifier.Equals(identifier, StringComparison.OrdinalIgnoreCase));
|
||||
if (existingPrefab != null)
|
||||
{
|
||||
if (subElement.IsOverride())
|
||||
{
|
||||
DebugConsole.NewMessage($"Overriding the existing level object prefab '{identifier}' using the file '{configPath}'", Color.Yellow);
|
||||
List.Remove(existingPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError($"Error in '{configPath}': Duplicate level object prefab '{identifier}' found in '{configPath}'! Each level object prefab must have a unique identifier. " +
|
||||
"Use <override></override> tags to override prefabs.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
List.Add(new LevelObjectPrefab(element));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError(string.Format("Failed to load LevelObject prefabs from {0}", configPath), e);
|
||||
}
|
||||
}
|
||||
|
||||
public LevelObjectPrefab(XElement element, string identifier = null)
|
||||
public LevelObjectPrefab(ContentXElement element, LevelObjectPrefabsFile file, Identifier identifierOverride = default) : base(file, ParseIdentifier(identifierOverride, element))
|
||||
{
|
||||
ChildObjects = new List<ChildObject>();
|
||||
LevelTriggerElements = new List<XElement>();
|
||||
LevelTriggerElements = new List<ContentXElement>();
|
||||
OverrideProperties = new List<LevelObjectPrefab>();
|
||||
OverrideCommonness = new Dictionary<string, float>();
|
||||
OverrideCommonness = new Dictionary<Identifier, float>();
|
||||
|
||||
Identifier = null;
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
if (element != null)
|
||||
{
|
||||
Config = element;
|
||||
Identifier = element.GetAttributeString("identifier", null) ?? identifier;
|
||||
if (string.IsNullOrEmpty(Identifier))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"Level object prefab \"{element.Name}\" has no identifier! Using the name as the identifier instead...");
|
||||
#else
|
||||
DebugConsole.AddWarning($"Level object prefab \"{element.Name}\" has no identifier! Using the name as the identifier instead...");
|
||||
#endif
|
||||
Identifier = element.Name.ToString();
|
||||
}
|
||||
LoadElements(element, -1);
|
||||
|
||||
LoadElements(file, element, -1);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -419,10 +339,26 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadElements(XElement element, int parentTriggerIndex)
|
||||
public static Identifier ParseIdentifier(Identifier identifierOverride, XElement element)
|
||||
{
|
||||
if (!identifierOverride.IsEmpty) { return identifierOverride; }
|
||||
Identifier identifier = element.GetAttributeIdentifier("identifier", "");
|
||||
if (identifier.IsEmpty)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"Level object prefab \"{element.Name}\" has no identifier! Using the name as the identifier instead...");
|
||||
#else
|
||||
DebugConsole.AddWarning($"Level object prefab \"{element.Name}\" has no identifier! Using the name as the identifier instead...");
|
||||
#endif
|
||||
identifier = element.NameAsIdentifier();
|
||||
}
|
||||
return identifier;
|
||||
}
|
||||
|
||||
private void LoadElements(LevelObjectPrefabsFile file, ContentXElement element, int parentTriggerIndex)
|
||||
{
|
||||
int propertyOverrideCount = 0;
|
||||
foreach (XElement subElement in element.Elements())
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
@@ -430,8 +366,8 @@ namespace Barotrauma
|
||||
var newSprite = new Sprite(subElement, lazyLoad: true);
|
||||
Sprites.Add(newSprite);
|
||||
var spriteSpecificPhysicsBodyElement =
|
||||
subElement.Element("PhysicsBody") ?? subElement.Element("Body") ??
|
||||
subElement.Element("physicsbody") ?? subElement.Element("body");
|
||||
subElement.GetChildElement("PhysicsBody") ?? subElement.GetChildElement("Body") ??
|
||||
subElement.GetChildElement("physicsbody") ?? subElement.GetChildElement("body");
|
||||
if (spriteSpecificPhysicsBodyElement != null)
|
||||
{
|
||||
SpriteSpecificPhysicsBodyElements.Add(newSprite, spriteSpecificPhysicsBodyElement);
|
||||
@@ -441,7 +377,7 @@ namespace Barotrauma
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = subElement.GetAttributeString("leveltype", "").ToLowerInvariant();
|
||||
Identifier levelType = subElement.GetAttributeIdentifier("leveltype", Identifier.Empty);
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
{
|
||||
OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
|
||||
@@ -451,13 +387,13 @@ namespace Barotrauma
|
||||
case "trigger":
|
||||
OverrideProperties.Add(null);
|
||||
LevelTriggerElements.Add(subElement);
|
||||
LoadElements(subElement, LevelTriggerElements.Count - 1);
|
||||
LoadElements(file, subElement, LevelTriggerElements.Count - 1);
|
||||
break;
|
||||
case "childobject":
|
||||
ChildObjects.Add(new ChildObject(subElement));
|
||||
break;
|
||||
case "overrideproperties":
|
||||
var propertyOverride = new LevelObjectPrefab(subElement, identifier: Identifier + "-" + propertyOverrideCount);
|
||||
var propertyOverride = new LevelObjectPrefab(subElement, file, identifierOverride: $"{Identifier}-{propertyOverrideCount}".ToIdentifier());
|
||||
OverrideProperties[OverrideProperties.Count - 1] = propertyOverride;
|
||||
if (!propertyOverride.Sprites.Any() && propertyOverride.DeformableSprite == null)
|
||||
{
|
||||
@@ -475,12 +411,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element);
|
||||
partial void InitProjSpecific(ContentXElement element);
|
||||
|
||||
|
||||
public float GetCommonness(CaveGenerationParams generationParams, bool requireCaveSpecificOverride = true)
|
||||
{
|
||||
if (generationParams?.Identifier != null &&
|
||||
if (generationParams != null &&
|
||||
generationParams.Identifier != Identifier.Empty &&
|
||||
OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness))
|
||||
{
|
||||
return commonness;
|
||||
@@ -490,13 +427,16 @@ namespace Barotrauma
|
||||
|
||||
public float GetCommonness(LevelGenerationParams generationParams)
|
||||
{
|
||||
if (generationParams?.Identifier != null &&
|
||||
if (generationParams != null &&
|
||||
generationParams.Identifier != Identifier.Empty &&
|
||||
(OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness) ||
|
||||
(generationParams.OldIdentifier != null && OverrideCommonness.TryGetValue(generationParams.OldIdentifier, out commonness))))
|
||||
(!generationParams.OldIdentifier.IsEmpty && OverrideCommonness.TryGetValue(generationParams.OldIdentifier, out commonness))))
|
||||
{
|
||||
return commonness;
|
||||
}
|
||||
return Commonness;
|
||||
}
|
||||
|
||||
public override void Dispose() { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -184,7 +184,7 @@ namespace Barotrauma
|
||||
set;
|
||||
}
|
||||
|
||||
public string InfectIdentifier
|
||||
public Identifier InfectIdentifier
|
||||
{
|
||||
get;
|
||||
set;
|
||||
@@ -199,7 +199,7 @@ namespace Barotrauma
|
||||
private bool triggeredOnce;
|
||||
private readonly bool triggerOnce;
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
public LevelTrigger(ContentXElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
{
|
||||
TriggererPosition = new Dictionary<Entity, Vector2>();
|
||||
|
||||
@@ -223,7 +223,7 @@ namespace Barotrauma
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
|
||||
InfectIdentifier = element.GetAttributeString("infectidentifier", null);
|
||||
InfectIdentifier = element.GetAttributeIdentifier("infectidentifier", Identifier.Empty);
|
||||
InfectionChance = element.GetAttributeFloat("infectionchance", 0.05f);
|
||||
|
||||
triggerOnce = element.GetAttributeBool("triggeronce", false);
|
||||
@@ -264,7 +264,7 @@ namespace Barotrauma
|
||||
|
||||
TriggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
|
||||
var tagsArray = element.GetAttributeStringArray("tags", new string[0]);
|
||||
var tagsArray = element.GetAttributeStringArray("tags", Array.Empty<string>());
|
||||
foreach (string tag in tagsArray)
|
||||
{
|
||||
tags.Add(tag.ToLowerInvariant());
|
||||
@@ -272,7 +272,7 @@ namespace Barotrauma
|
||||
|
||||
if (triggeredBy.HasFlag(TriggererType.OtherTrigger))
|
||||
{
|
||||
var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", new string[0]);
|
||||
var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", Array.Empty<string>());
|
||||
foreach (string tag in otherTagsArray)
|
||||
{
|
||||
allowedOtherTriggerTags.Add(tag.ToLowerInvariant());
|
||||
@@ -280,7 +280,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
string debugName = string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : $"LevelTrigger in {parentDebugName}";
|
||||
foreach (XElement subElement in element.Elements())
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
@@ -317,12 +317,12 @@ namespace Barotrauma
|
||||
-sa * unrotatedForce.X + ca * unrotatedForce.Y);
|
||||
}
|
||||
|
||||
public static void LoadStatusEffect(List<StatusEffect> statusEffects, XElement element, string parentDebugName)
|
||||
public static void LoadStatusEffect(List<StatusEffect> statusEffects, ContentXElement element, string parentDebugName)
|
||||
{
|
||||
statusEffects.Add(StatusEffect.Load(element, parentDebugName));
|
||||
}
|
||||
|
||||
public static void LoadAttack(XElement element, string parentDebugName, bool triggerOnce, List<Attack> attacks)
|
||||
public static void LoadAttack(ContentXElement element, string parentDebugName, bool triggerOnce, List<Attack> attacks)
|
||||
{
|
||||
var attack = new Attack(element, parentDebugName);
|
||||
if (!triggerOnce)
|
||||
@@ -574,7 +574,7 @@ namespace Barotrauma
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
ApplyAttacks(attacks, worldPosition, deltaTime);
|
||||
if (!string.IsNullOrWhiteSpace(InfectIdentifier))
|
||||
if (!InfectIdentifier.IsEmpty)
|
||||
{
|
||||
submarine.AttemptBallastFloraInfection(InfectIdentifier, deltaTime, InfectionChance);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user