Unstable 0.17.3.0

This commit is contained in:
Juan Pablo Arce
2022-03-22 14:44:12 -03:00
parent cefac171f5
commit 4206f6db42
100 changed files with 1380 additions and 655 deletions
@@ -30,22 +30,16 @@ namespace Barotrauma
}
#if CLIENT
public PurchasedItem(ItemPrefab itemPrefab, int quantity, Client buyer = null)
public PurchasedItem(ItemPrefab itemPrefab, int quantity)
: this(itemPrefab, quantity, buyer: null) { }
#endif
public PurchasedItem(ItemPrefab itemPrefab, int quantity, Client buyer)
{
ItemPrefab = itemPrefab;
Quantity = quantity;
IsStoreComponentEnabled = null;
BuyerCharacterInfoId = buyer?.Character?.Info?.ID ?? Character.Controlled?.Info?.ID ?? 0;
}
#elif SERVER
public PurchasedItem(ItemPrefab itemPrefab, int quantity, Client buyer)
{
ItemPrefab = itemPrefab;
Quantity = quantity;
IsStoreComponentEnabled = null;
BuyerCharacterInfoId = buyer?.Character?.Info?.ID ?? 0;
}
#endif
}
@@ -25,12 +25,18 @@ namespace Barotrauma
public int Balance;
}
/// <summary>
/// Network message for the server to update wallet values to clients
/// </summary>
internal struct NetWalletUpdate : INetSerializableStruct
{
[NetworkSerialize(ArrayMaxSize = NetConfig.MaxPlayers + 1)]
public NetWalletTransaction[] Transactions;
}
/// <summary>
/// Network message for the client to transfer money between wallets
/// </summary>
[NetworkSerialize]
internal struct NetWalletTransfer : INetSerializableStruct
{
@@ -39,7 +45,10 @@ namespace Barotrauma
public int Amount;
}
internal struct NetWalletSalaryUpdate : INetSerializableStruct
/// <summary>
/// Network message for the client to set the salary of someone
/// </summary>
internal struct NetWalletSetSalaryUpdate : INetSerializableStruct
{
[NetworkSerialize]
public ushort Target;
@@ -48,6 +57,10 @@ namespace Barotrauma
public int NewRewardDistribution;
}
/// <summary>
/// Represents the difference in balance and salary when a wallet gets updated
/// Not really used right now but could be used for notifications when receiving funds similar to how talents do it
/// </summary>
[NetworkSerialize]
internal struct WalletChangedData : INetSerializableStruct
{
@@ -82,6 +95,9 @@ namespace Barotrauma
}
}
/// <summary>
/// Represents an update that changed the amount of money or salary of the wallet
/// </summary>
[NetworkSerialize]
internal struct NetWalletTransaction : INetSerializableStruct
{
@@ -321,15 +321,32 @@ namespace Barotrauma
}
if (levelData.HasHuntingGrounds)
{
var huntingGroundsMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)));
var huntingGroundsMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase)));
if (!huntingGroundsMissionPrefabs.Any())
{
DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggroundsnoreward\" found.");
DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggrounds\" found.");
}
else
{
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
var huntingGroundsMissionPrefab = ToolBox.SelectWeightedRandom(huntingGroundsMissionPrefabs, p => (float)Math.Max(p.Commonness, 0.1f), rand);
// Adjust the prefab commonness based on the difficulty tag
var prefabs = huntingGroundsMissionPrefabs.ToList();
var weights = prefabs.Select(p => (float)Math.Max(p.Commonness, 1)).ToList();
for (int i = 0; i < prefabs.Count; i++)
{
var prefab = prefabs[i];
var weight = weights[i];
if (prefab.Tags.Contains("easy"))
{
weight *= MathHelper.Lerp(0.2f, 2f, MathUtils.InverseLerp(80, LevelData.HuntingGroundsDifficultyThreshold, levelData.Difficulty));
}
else if (prefab.Tags.Contains("hard"))
{
weight *= MathHelper.Lerp(0.5f, 1.5f, MathUtils.InverseLerp(LevelData.HuntingGroundsDifficultyThreshold + 10, 80, levelData.Difficulty));
}
weights[i] = weight;
}
var huntingGroundsMissionPrefab = ToolBox.SelectWeightedRandom(prefabs, weights, rand);
if (!Missions.Any(m => m.Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase))))
{
extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations, Submarine.MainSub));
@@ -754,9 +754,9 @@ namespace Barotrauma
try
{
IEnumerable<Character> crewCharacters = GetSessionCrewCharacters();
ImmutableArray<Character> crewCharacters = GetSessionCrewCharacters().ToImmutableArray();
int prevMoney = (GameMode as CampaignMode)?.Bank.Balance ?? 0; // FIXME personal wallets - reward distribution
int prevMoney = GetAmountOfMoney(crewCharacters);
foreach (Mission mission in missions)
{
@@ -828,7 +828,7 @@ namespace Barotrauma
LogEndRoundStats(eventId);
if (GameMode is CampaignMode campaignMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MoneyEarned", campaignMode.Bank.Balance - prevMoney); // FIXME personal wallets - reward distrubiton
GameAnalyticsManager.AddDesignEvent(eventId + "MoneyEarned", GetAmountOfMoney(crewCharacters) - prevMoney);
campaignMode.TotalPlayTime += roundDuration;
}
#if CLIENT
@@ -840,6 +840,17 @@ namespace Barotrauma
{
RoundEnding = false;
}
int GetAmountOfMoney(IEnumerable<Character> crew)
{
if (!(GameMode is CampaignMode campaign)) { return 0; }
return GameMain.NetworkMember switch
{
null => campaign.Bank.Balance,
_ => crew.Sum(c => c.Wallet.Balance) + campaign.Bank.Balance
};
}
}
public void LogEndRoundStats(string eventId)
@@ -216,7 +216,7 @@ namespace Barotrauma
price = 0;
}
if (Campaign.GetWallet(client).TryDeduct(price)) // FIXME personal wallets
if (Campaign.GetWallet(client).TryDeduct(price))
{
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{