Unstable 0.17.3.0
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@@ -3826,12 +3826,12 @@ namespace Barotrauma
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if (location != null)
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{
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DebugConsole.NewMessage($"Generating an outpost for the {(isStart ? "start" : "end")} of the level... (Location: {location.Name}, level type: {LevelData.Type})");
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outpost = OutpostGenerator.Generate(outpostGenerationParams, location, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost);
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outpost = OutpostGenerator.Generate(outpostGenerationParams, location, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost, LevelData.AllowInvalidOutpost);
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}
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else
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{
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DebugConsole.NewMessage($"Generating an outpost for the {(isStart ? "start" : "end")} of the level... (Location type: {locationType}, level type: {LevelData.Type})");
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outpost = OutpostGenerator.Generate(outpostGenerationParams, locationType, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost);
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outpost = OutpostGenerator.Generate(outpostGenerationParams, locationType, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost, LevelData.AllowInvalidOutpost);
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}
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foreach (string categoryToHide in locationType.HideEntitySubcategories)
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@@ -31,8 +31,16 @@ namespace Barotrauma
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public bool HasHuntingGrounds, OriginallyHadHuntingGrounds;
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//minimum difficulty of the level before hunting grounds can appear
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public const float HuntingGroundsDifficultyThreshold = 25;
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//probability of hunting grounds appearing in 100% difficulty levels
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public const float MaxHuntingGroundsProbability = 0.3f;
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public OutpostGenerationParams ForceOutpostGenerationParams;
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public bool AllowInvalidOutpost;
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public readonly Point Size;
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public readonly int InitialDepth;
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@@ -150,11 +158,7 @@ namespace Barotrauma
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}
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else
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{
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//minimum difficulty of the level before hunting grounds can appear
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float huntingGroundsDifficultyThreshold = 25;
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//probability of hunting grounds appearing in 100% difficulty levels
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float maxHuntingGroundsProbability = 0.3f;
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HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;
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HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(HuntingGroundsDifficultyThreshold, 100.0f, Difficulty) * MaxHuntingGroundsProbability;
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HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
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}
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IsBeaconActive = false;
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