Unstable v0.19.3.0

This commit is contained in:
Juan Pablo Arce
2022-09-02 15:10:56 -03:00
parent 28789616bd
commit 3f2c843247
336 changed files with 7152 additions and 7739 deletions
@@ -10,8 +10,6 @@ namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public const int MinimumInitialMoney = 500;
[Flags]
public enum NetFlags : UInt16
{
@@ -294,14 +292,14 @@ namespace Barotrauma
private static void WriteItems(IWriteMessage msg, Dictionary<Identifier, List<PurchasedItem>> purchasedItems)
{
msg.Write((byte)purchasedItems.Count);
msg.WriteByte((byte)purchasedItems.Count);
foreach (var storeItems in purchasedItems)
{
msg.Write(storeItems.Key);
msg.Write((UInt16)storeItems.Value.Count);
msg.WriteIdentifier(storeItems.Key);
msg.WriteUInt16((UInt16)storeItems.Value.Count);
foreach (var item in storeItems.Value)
{
msg.Write(item.ItemPrefabIdentifier);
msg.WriteIdentifier(item.ItemPrefabIdentifier);
msg.WriteRangedInteger(item.Quantity, 0, CargoManager.MaxQuantity);
}
}
@@ -328,18 +326,18 @@ namespace Barotrauma
private static void WriteItems(IWriteMessage msg, Dictionary<Identifier, List<SoldItem>> soldItems)
{
msg.Write((byte)soldItems.Count);
msg.WriteByte((byte)soldItems.Count);
foreach (var storeItems in soldItems)
{
msg.Write(storeItems.Key);
msg.Write((UInt16)storeItems.Value.Count);
msg.WriteIdentifier(storeItems.Key);
msg.WriteUInt16((UInt16)storeItems.Value.Count);
foreach (var item in storeItems.Value)
{
msg.Write(item.ItemPrefab.Identifier);
msg.Write((UInt16)item.ID);
msg.Write(item.Removed);
msg.Write(item.SellerID);
msg.Write((byte)item.Origin);
msg.WriteIdentifier(item.ItemPrefab.Identifier);
msg.WriteUInt16((UInt16)item.ID);
msg.WriteBoolean(item.Removed);
msg.WriteByte(item.SellerID);
msg.WriteByte((byte)item.Origin);
}
}
}
@@ -1,5 +1,7 @@
using Barotrauma.Extensions;
using Barotrauma.Networking;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
@@ -11,37 +13,37 @@ namespace Barotrauma
public void AssignTeamIDs(IEnumerable<Client> clients)
{
int teamWeight = 0;
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
int team1Count = 0, team2Count = 0;
//if a client has a preference, assign them to that team
List<Client> unassignedClients = new List<Client>(clients);
for (int i = 0; i < unassignedClients.Count; i++)
{
if (randList[i].PreferredTeam == CharacterTeamType.Team1 ||
randList[i].PreferredTeam == CharacterTeamType.Team2)
if (unassignedClients[i].PreferredTeam == CharacterTeamType.Team1 ||
unassignedClients[i].PreferredTeam == CharacterTeamType.Team2)
{
randList[i].TeamID = randList[i].PreferredTeam;
teamWeight += randList[i].PreferredTeam == CharacterTeamType.Team1 ? -1 : 1;
randList.RemoveAt(i);
assignTeam(unassignedClients[i], unassignedClients[i].PreferredTeam);
i--;
}
}
for (int i = 0; i<randList.Count; i++)
{
Client a = randList[i];
int oi = Rand.Range(0, randList.Count - 1);
Client b = randList[oi];
randList[i] = b;
randList[oi] = a;
}
int halfPlayers = (randList.Count / 2) + teamWeight;
for (int i = 0; i < randList.Count; i++)
//assign the rest of the clients to the team that has the least players
while (unassignedClients.Any())
{
if (i < halfPlayers)
var randomClient = unassignedClients.GetRandom(Rand.RandSync.Unsynced);
assignTeam(randomClient, team1Count < team2Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2);
}
void assignTeam(Client client, CharacterTeamType team)
{
client.TeamID = team;
unassignedClients.Remove(client);
if (team == CharacterTeamType.Team1)
{
randList[i].TeamID = CharacterTeamType.Team1;
team1Count++;
}
else
{
randList[i].TeamID = CharacterTeamType.Team2;
team2Count++;
}
}
}
@@ -0,0 +1,73 @@
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
{
class TutorialPrefab : Prefab
{
public static readonly PrefabCollection<TutorialPrefab> Prefabs = new PrefabCollection<TutorialPrefab>();
public readonly int Order;
public readonly bool DisableBotConversations;
public readonly bool AllowCharacterSwitch;
public readonly ContentPath SubmarinePath = ContentPath.FromRaw("Content/Tutorials/Dugong_Tutorial.sub");
public readonly ContentPath OutpostPath = ContentPath.FromRaw("Content/Tutorials/TutorialOutpost.sub");
public readonly string LevelSeed;
public readonly string LevelParams;
private readonly ContentXElement tutorialCharacterElement;
public readonly ImmutableArray<Identifier> StartingItemTags;
public readonly Identifier EventIdentifier;
public TutorialPrefab(ContentFile file, ContentXElement element) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
Order = element.GetAttributeInt("order", int.MaxValue);
DisableBotConversations = element.GetAttributeBool("disablebotconversations", true);
AllowCharacterSwitch = element.GetAttributeBool("allowcharacterswitch", false);
SubmarinePath = element.GetAttributeContentPath("submarinepath") ?? SubmarinePath;
OutpostPath = element.GetAttributeContentPath("outpostpath") ?? OutpostPath;
LevelSeed = element.GetAttributeString("levelseed", "nLoZLLtza");
LevelParams = element.GetAttributeString("levelparams", "ColdCavernsTutorial");
tutorialCharacterElement = element.GetChildElement("characterinfo");
if (tutorialCharacterElement != null)
{
StartingItemTags = tutorialCharacterElement
.GetAttributeIdentifierArray("startingitemtags", new Identifier[0])
.ToImmutableArray();
}
else
{
StartingItemTags = ImmutableArray<Identifier>.Empty;
}
EventIdentifier = element.GetChildElement("scriptedevent")?.GetAttributeIdentifier("identifier", "") ?? Identifier.Empty;
}
public CharacterInfo GetTutorialCharacterInfo()
{
if (tutorialCharacterElement == null)
{
return null;
}
Identifier speciesName = tutorialCharacterElement.GetAttributeIdentifier("speciesname", CharacterPrefab.HumanSpeciesName);
string jobPrefabIdentifier = tutorialCharacterElement.GetAttributeString("jobidentifier", "assistant");
var jobPrefab = JobPrefab.Prefabs.FirstOrDefault(p => p.Identifier == jobPrefabIdentifier) ?? JobPrefab.Prefabs.First();
int jobVariant = tutorialCharacterElement.GetAttributeInt("variant", 0);
var characterInfo = new CharacterInfo(speciesName, jobOrJobPrefab: jobPrefab, variant: jobVariant);
foreach (var skillElement in tutorialCharacterElement.GetChildElements("skill"))
{
Identifier skillIdentifier = skillElement.GetAttributeIdentifier("identifier", "");
if (skillIdentifier.IsEmpty) { continue; }
float level = skillElement.GetAttributeFloat("level", 0.0f);
characterInfo.SetSkillLevel(skillIdentifier, level);
}
return characterInfo;
}
public override void Dispose() { }
}
}