Build 0.18.13.0

This commit is contained in:
Markus Isberg
2022-07-01 12:16:36 +09:00
parent 8e6c601162
commit 497045de7e
79 changed files with 717 additions and 361 deletions
@@ -308,6 +308,7 @@ namespace Barotrauma
}
}
}
if (targetSlot < 0) { return false; }
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
@@ -1297,6 +1297,7 @@ namespace Barotrauma
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage = 0, bool isWitnessing = false)
{
if (!(c.AIController is HumanAIController humanAI)) { return AIObjectiveCombat.CombatMode.None; }
if (!IsFriendly(attacker))
{
if (c.Submarine == null)
@@ -1306,12 +1307,15 @@ namespace Barotrauma
}
if (!c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
{
// Attacked from an unconnected submarine.
return c.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
// Attacked from an unconnected submarine (pirate/pvp)
return
humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() is Controller ?
AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
}
return c.AIController is HumanAIController humanAI &&
(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
return
humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() ||
humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders) ?
AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
}
else
{
@@ -1362,7 +1366,7 @@ namespace Barotrauma
}
else
{
if (c.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
if (humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
{
// Already targeting the attacker -> treat as a more serious threat.
cumulativeDamage *= 2;
@@ -31,8 +31,9 @@ namespace Barotrauma
if (!pump.Item.IsInteractable(character)) { return false; }
if (pump.IsAutoControlled) { return false; }
if (pump.Item.ConditionPercentage <= 0) { return false; }
if (pump.Item.CurrentHull == null) { return false; }
if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
if (character.Submarine != null)
if (character.Submarine != null && pump.Item.Submarine != null)
{
if (!character.Submarine.IsConnectedTo(pump.Item.Submarine)) { return false; }
}
@@ -1030,21 +1030,30 @@ namespace Barotrauma
/// <param name="hasAi">Is the character controlled by AI.</param>
/// <param name="createNetworkEvent">Should clients receive a network event about the creation of this character?</param>
/// <param name="ragdoll">Ragdoll configuration file. If null, will select the default.</param>
public static Character Create(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null)
public static Character Create(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null, bool throwErrorIfNotFound = true)
{
if (speciesName.EndsWith(".xml", StringComparison.OrdinalIgnoreCase))
{
speciesName = Path.GetFileNameWithoutExtension(speciesName);
}
return Create(speciesName.ToIdentifier(), position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll);
return Create(speciesName.ToIdentifier(), position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll, throwErrorIfNotFound);
}
public static Character Create(Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null)
public static Character Create(Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null, bool throwErrorIfNotFound = true)
{
var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
if (prefab == null)
{
DebugConsole.ThrowError($"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace);
string errorMsg = $"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace;
if (throwErrorIfNotFound)
{
DebugConsole.ThrowError(errorMsg);
}
else
{
DebugConsole.AddWarning(errorMsg);
}
return null;
}
return Create(prefab, position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll);
@@ -1510,9 +1519,10 @@ namespace Barotrauma
if (skillIdentifier != null)
{
for (int i = 0; i < Inventory.Capacity; i++)
foreach (Item item in Inventory.AllItems)
{
if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.GetItemAt(i)?.GetComponent<Wearable>() is Wearable wearable)
if (item?.GetComponent<Wearable>() is Wearable wearable &&
!Inventory.IsInLimbSlot(item, InvSlotType.Any))
{
if (wearable.SkillModifiers.TryGetValue(skillIdentifier, out float skillValue))
{
@@ -1639,8 +1639,13 @@ namespace Barotrauma
private void RefreshHeadSprites()
{
HeadSprite = null;
AttachmentSprites = null;
_headSprite = null;
LoadHeadSprite();
#if CLIENT
CalculateHeadPosition(_headSprite);
#endif
attachmentSprites?.Clear();
LoadAttachmentSprites();
}
// This could maybe be a LookUp instead?
@@ -809,8 +809,13 @@ namespace Barotrauma
if (!Character.GodMode)
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
#if CLIENT
if (Character.IsVisible)
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
}
#endif
CalculateVitality();
if (Vitality <= MinVitality)
@@ -820,6 +825,12 @@ namespace Barotrauma
}
}
public void ForceUpdateVisuals()
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
}
private void UpdateDamageReductions(float deltaTime)
{
float healthRegen = Character.Params.Health.ConstantHealthRegeneration;
@@ -532,7 +532,13 @@ namespace Barotrauma
}
}
Character createdCharacter = Character.Create(SpeciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true);
Character createdCharacter = Character.Create(SpeciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true, throwErrorIfNotFound: false);
if (createdCharacter == null)
{
disallowed = true;
return;
}
var eventManager = GameMain.GameSession.EventManager;
if (eventManager != null)
{
@@ -28,6 +28,7 @@ namespace Barotrauma
var subs = sub.GetConnectedSubs().Where(s => s.TeamID == sub.TeamID);
CreateAndPlace(subs);
subs.ForEach(s => s.Info.InitialSuppliesSpawned = true);
sub.CheckFuel();
}
}
@@ -147,12 +147,12 @@ namespace Barotrauma
private Location Location => campaign?.Map?.CurrentLocation;
public Action OnItemsInBuyCrateChanged;
public Action OnItemsInSellCrateChanged;
public Action OnItemsInSellFromSubCrateChanged;
public Action OnPurchasedItemsChanged;
public Action OnSoldItemsChanged;
public readonly NamedEvent<CargoManager> OnItemsInBuyCrateChanged = new NamedEvent<CargoManager>();
public readonly NamedEvent<CargoManager> OnItemsInSellCrateChanged = new NamedEvent<CargoManager>();
public readonly NamedEvent<CargoManager> OnItemsInSellFromSubCrateChanged = new NamedEvent<CargoManager>();
public readonly NamedEvent<CargoManager> OnPurchasedItemsChanged = new NamedEvent<CargoManager>();
public readonly NamedEvent<CargoManager> OnSoldItemsChanged = new NamedEvent<CargoManager>();
public CargoManager(CampaignMode campaign)
{
this.campaign = campaign;
@@ -215,19 +215,19 @@ namespace Barotrauma
public void ClearItemsInBuyCrate()
{
ItemsInBuyCrate.Clear();
OnItemsInBuyCrateChanged?.Invoke();
OnItemsInBuyCrateChanged?.Invoke(this);
}
public void ClearItemsInSellCrate()
{
ItemsInSellCrate.Clear();
OnItemsInSellCrateChanged?.Invoke();
OnItemsInSellCrateChanged?.Invoke(this);
}
public void ClearItemsInSellFromSubCrate()
{
ItemsInSellFromSubCrate.Clear();
OnItemsInSellFromSubCrateChanged?.Invoke();
OnItemsInSellFromSubCrateChanged?.Invoke(this);
}
public void SetPurchasedItems(Dictionary<Identifier, List<PurchasedItem>> purchasedItems)
@@ -238,7 +238,7 @@ namespace Barotrauma
{
PurchasedItems.Add(entry.Key, entry.Value);
}
OnPurchasedItemsChanged?.Invoke();
OnPurchasedItemsChanged?.Invoke(this);
}
public void ModifyItemQuantityInBuyCrate(Identifier storeIdentifier, ItemPrefab itemPrefab, int changeInQuantity, Client client = null)
@@ -255,7 +255,7 @@ namespace Barotrauma
{
GetBuyCrateItems(storeIdentifier, create: true).Add(new PurchasedItem(itemPrefab, changeInQuantity, client));
}
OnItemsInBuyCrateChanged?.Invoke();
OnItemsInBuyCrateChanged?.Invoke(this);
}
public void ModifyItemQuantityInSubSellCrate(Identifier storeIdentifier, ItemPrefab itemPrefab, int changeInQuantity, Client client = null)
@@ -272,7 +272,7 @@ namespace Barotrauma
{
GetSubCrateItems(storeIdentifier, create: true).Add(new PurchasedItem(itemPrefab, changeInQuantity, client));
}
OnItemsInSellFromSubCrateChanged?.Invoke();
OnItemsInSellFromSubCrateChanged?.Invoke(this);
}
#if SERVER
@@ -331,7 +331,7 @@ namespace Barotrauma
}
}
}
OnPurchasedItemsChanged?.Invoke();
OnPurchasedItemsChanged?.Invoke(this);
}
public Dictionary<ItemPrefab, int> GetBuyValuesAtCurrentLocation(Identifier storeIdentifier, IEnumerable<ItemPrefab> items)
@@ -378,7 +378,7 @@ namespace Barotrauma
}
CreateItems(items, Submarine.MainSub, this);
PurchasedItems.Clear();
OnPurchasedItemsChanged?.Invoke();
OnPurchasedItemsChanged?.Invoke(this);
}
private Dictionary<ItemPrefab, int> UndeterminedSoldEntities { get; } = new Dictionary<ItemPrefab, int>();
@@ -39,8 +39,8 @@ namespace Barotrauma
float prevValue = Value;
Metadata.SetValue(metaDataIdentifier, Math.Clamp(value, MinReputation, MaxReputation));
OnReputationValueChanged?.Invoke();
OnAnyReputationValueChanged?.Invoke();
OnReputationValueChanged?.Invoke(this);
OnAnyReputationValueChanged?.Invoke(this);
#if CLIENT
int increase = (int)Value - (int)prevValue;
if (increase != 0 && Character.Controlled != null)
@@ -73,8 +73,8 @@ namespace Barotrauma
Value += reputationChange;
}
public Action OnReputationValueChanged;
public static Action OnAnyReputationValueChanged;
public readonly NamedEvent<Reputation> OnReputationValueChanged = new NamedEvent<Reputation>();
public static readonly NamedEvent<Reputation> OnAnyReputationValueChanged = new NamedEvent<Reputation>();
public readonly Faction Faction;
public readonly Location Location;
@@ -1005,7 +1005,7 @@ namespace Barotrauma
}
}
public SubmarineInfo SwitchSubs()
public void SwitchSubs()
{
if (TransferItemsOnSubSwitch)
{
@@ -1013,7 +1013,6 @@ namespace Barotrauma
}
RefreshOwnedSubmarines();
PendingSubmarineSwitch = null;
return GameMain.GameSession.SubmarineInfo;
}
/// <summary>
@@ -1039,9 +1038,12 @@ namespace Barotrauma
if (item.HiddenInGame) { continue; }
if (!connectedSubs.Contains(item.Submarine)) { continue; }
if (item.Prefab.DontTransferBetweenSubs) { continue; }
if (item.GetRootInventoryOwner() is Character) { continue; }
if (item.GetComponent<Holdable>() == null && item.GetComponent<Wearable>() == null && item.GetComponent<Projectile>() == null) { continue; }
if (item.Components.Any(c => c is Holdable h && h.Attached)) { continue; }
var rootOwner = item.GetRootInventoryOwner();
if (rootOwner is Character) { continue; }
if (rootOwner is Item ownerItem && (ownerItem.NonInteractable || ownerItem.HiddenInGame)) { continue; }
if (item.GetComponent<Door>() != null) { continue; }
if (item.Components.None(c => c is Pickable)) { continue; }
if (item.Components.Any(c => c is Pickable p && p.IsAttached)) { continue; }
if (item.Components.Any(c => c is Wire w && w.Connections.Any(c => c != null))) { continue; }
itemsToTransfer.Add((item, item.Container));
item.Submarine = null;
@@ -1054,6 +1056,7 @@ namespace Barotrauma
item.Drop(null, createNetworkEvent: false, setTransform: false);
}
}
currentSub.Info.NoItems = true;
}
// Serialize the current sub
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(currentSub);
@@ -1122,6 +1125,7 @@ namespace Barotrauma
DebugConsole.Log(msg);
#endif
}
newSub.Info.NoItems = false;
// Serialize the new sub
PendingSubmarineSwitch = new SubmarineInfo(newSub);
}
@@ -94,7 +94,7 @@ namespace Barotrauma
private CampaignMetadata Metadata => Campaign.CampaignMetadata;
private readonly CampaignMode Campaign;
public event Action? OnUpgradesChanged;
public readonly NamedEvent<UpgradeManager> OnUpgradesChanged = new NamedEvent<UpgradeManager>();
public UpgradeManager(CampaignMode campaign)
{
@@ -248,7 +248,7 @@ namespace Barotrauma
// tell the server that this item is yet to be paid for server side
PurchasedUpgrades.Add(new PurchasedUpgrade(prefab, category));
#endif
OnUpgradesChanged?.Invoke();
OnUpgradesChanged?.Invoke(this);
}
else
{
@@ -349,7 +349,7 @@ namespace Barotrauma
}
}
OnUpgradesChanged?.Invoke();
OnUpgradesChanged?.Invoke(this);
}
else
{
@@ -418,7 +418,7 @@ namespace Barotrauma
}
#if CLIENT
OnUpgradesChanged?.Invoke();
OnUpgradesChanged?.Invoke(this);
#endif
}
@@ -802,7 +802,7 @@ namespace Barotrauma
{
PendingUpgrades.Clear();
PendingUpgrades.AddRange(upgrades);
OnUpgradesChanged?.Invoke();
OnUpgradesChanged?.Invoke(this);
}
public static void DebugLog(string msg, Color? color = null)
@@ -193,6 +193,9 @@ namespace Barotrauma.Items.Components
private Vector2 prevContainedItemPositions;
private float autoInjectCooldown = 1.0f;
const float AutoInjectInterval = 1.0f;
public bool ShouldBeContained(string[] identifiersOrTags, out bool isRestrictionsDefined)
{
@@ -412,7 +415,15 @@ namespace Barotrauma.Items.Components
if (AutoInject)
{
if (ownerInventory?.Owner is Character ownerCharacter &&
//normally autoinjection should delete the (medical) item, so it only gets applied once
//but in multiplayer clients aren't allowed to remove items themselves, so they may be able to trigger this dozens of times
//before the server notifies them of the item being removed, leading to a sharp lag spike.
//this can also happen with mods, if there's a way to autoinject something that doesn't get removed On Use.
//so let's ensure the item is only applied once per second at most.
autoInjectCooldown -= deltaTime;
if (autoInjectCooldown <= 0.0f &&
ownerInventory?.Owner is Character ownerCharacter &&
ownerCharacter.HealthPercentage / 100f <= AutoInjectThreshold &&
ownerCharacter.HasEquippedItem(item))
{
@@ -420,6 +431,7 @@ namespace Barotrauma.Items.Components
{
item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
item.GetComponent<GeneticMaterial>()?.Equip(ownerCharacter);
autoInjectCooldown = AutoInjectInterval;
}
}
}
@@ -338,9 +338,7 @@ namespace Barotrauma.Items.Components
if (user == null) { return; }
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign)
{
#if CLIENT
mpCampaign.TryPurchase(null, fabricatedItem.RequiredMoney);
#elif SERVER
#if SERVER
if (GetUsingClient() is { } client)
{
mpCampaign.TryPurchase(client, fabricatedItem.RequiredMoney);
@@ -142,9 +142,8 @@ namespace Barotrauma.Items.Components
//less effective when in a bad condition
currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
}
public void InfectBallast(Identifier identifier, bool allowMultiplePerShip = false)
@@ -789,6 +789,11 @@ namespace Barotrauma.Items.Components
private bool ShouldIgnoreSubmarineCollision(ref Fixture target, Contact contact)
{
//not in the projectile category: the projectile has not been launched (e.g. just dropped from an inventory)
if (item.body.CollisionCategories != Physics.CollisionProjectile)
{
return false;
}
if (target.Body.UserData is Submarine sub)
{
Vector2 dir = item.body.LinearVelocity.LengthSquared() < 0.001f ?
@@ -877,6 +877,7 @@ namespace Barotrauma
//and check if the collision should be ignored in the OnCollision callback, but
//that'd make the hit detection more expensive because every item would be included)
collisionCategory = Physics.CollisionCharacter;
collidesWith |= Physics.CollisionProjectile;
}
if (collisionCategoryStr != null)
{
@@ -1265,8 +1266,8 @@ namespace Barotrauma
Vector2 displayPos = ConvertUnits.ToDisplayUnits(simPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
rect.X = (int)MathF.Round(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)MathF.Round(displayPos.Y + rect.Height / 2.0f);
if (findNewHull) { FindHull(); }
}
@@ -403,13 +403,14 @@ namespace Barotrauma.MapCreatures.Behavior
new XAttribute("health", branch.Health.ToString("G", CultureInfo.InvariantCulture)),
new XAttribute("maxhealth", branch.MaxHealth.ToString("G", CultureInfo.InvariantCulture)),
new XAttribute("sides", (int)branch.Sides),
new XAttribute("blockedsides", (int)branch.BlockedSides));
new XAttribute("blockedsides", (int)branch.BlockedSides),
new XAttribute("tile", (int)branch.Type));
if (branch.ClaimedItem != null)
{
be.Add(new XAttribute("claimed", (int)(branch.ClaimedItem?.ID ?? -1)));
}
if (branch.ParentBranch != null)
if (branch.ParentBranch != null && !branch.ParentBranch.Removed)
{
be.Add(new XAttribute("parentbranch", (int)(branch.ParentBranch?.ID ?? -1)));
}
@@ -495,14 +496,15 @@ namespace Barotrauma.MapCreatures.Behavior
int blockedSides = getInt("blockedsides");
int claimedId = branchElement.GetAttributeInt("claimed", -1);
int parentBranchId = branchElement.GetAttributeInt("parentbranch", -1);
VineTileType type = (VineTileType)branchElement.GetAttributeInt("tile", 0);
BallastFloraBranch newBranch = new BallastFloraBranch(this, null, pos, VineTileType.CrossJunction, FoliageConfig.Deserialize(flowerConfig), FoliageConfig.Deserialize(leafconfig))
BallastFloraBranch newBranch = new BallastFloraBranch(this, null, pos, type, FoliageConfig.Deserialize(flowerConfig), FoliageConfig.Deserialize(leafconfig))
{
ID = id,
Health = health,
MaxHealth = maxhealth,
Sides = (TileSide) sides,
BlockedSides = (TileSide) blockedSides,
Sides = (TileSide)sides,
BlockedSides = (TileSide)blockedSides,
IsRoot = isRoot,
IsRootGrowth = isRootGrowth
};
@@ -683,7 +685,6 @@ namespace Barotrauma.MapCreatures.Behavior
if (branch.ClaimedItem != null)
{
RemoveClaim(branch.ClaimedItem);
branch.ClaimedItem = null;
}
branch.RemoveTimer -= deltaTime;
@@ -1196,6 +1197,14 @@ namespace Barotrauma.MapCreatures.Behavior
ClaimedTargets.Remove(item);
item.Infector = null;
foreach (var branch in Branches)
{
if (branch.ClaimedItem == item)
{
branch.ClaimedItem = null;
}
}
ClaimedJunctionBoxes.ForEachMod(jb =>
{
if (jb.Item == item)
@@ -1226,10 +1235,14 @@ namespace Barotrauma.MapCreatures.Behavior
branch.DisconnectedFromRoot = true;
}
foreach (Item target in ClaimedTargets)
foreach (Item target in ClaimedTargets.ToList())
{
RemoveClaim(target);
target.Infector = null;
}
Debug.Assert(ClaimedTargets.Count == 0);
Debug.Assert(ClaimedJunctionBoxes.Count == 0);
Debug.Assert(ClaimedBatteries.Count == 0);
StateMachine?.State?.Exit();
#if SERVER
@@ -549,7 +549,7 @@ namespace Barotrauma
startPath = new Tunnel(
TunnelType.SidePath,
new List<Point>() { startExitPosition, startPosition },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(startPath);
}
else
@@ -561,7 +561,7 @@ namespace Barotrauma
endPath = new Tunnel(
TunnelType.SidePath,
new List<Point>() { endPosition, endExitPosition },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(endPath);
}
else
@@ -576,14 +576,14 @@ namespace Barotrauma
endHole = new Tunnel(
TunnelType.SidePath,
new List<Point>() { startPosition, startExitPosition, new Point(0, Size.Y) },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
}
else
{
endHole = new Tunnel(
TunnelType.SidePath,
new List<Point>() { endPosition, endExitPosition, Size },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
}
Tunnels.Add(endHole);
}
@@ -601,7 +601,7 @@ namespace Barotrauma
abyssTunnel = new Tunnel(
TunnelType.SidePath,
new List<Point>() { lowestPoint, new Point(lowestPoint.X, 0) },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(abyssTunnel);
}
@@ -4266,6 +4266,7 @@ namespace Barotrauma
corpse.TeamID = CharacterTeamType.None;
corpse.EnableDespawn = false;
selectedPrefab.GiveItems(corpse, wreck);
corpse.Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null, log: false);
corpse.CharacterHealth.ApplyAffliction(corpse.AnimController.MainLimb, AfflictionPrefab.OxygenLow.Instantiate(200));
bool applyBurns = Rand.Value() < 0.1f;
bool applyDamage = Rand.Value() < 0.3f;
@@ -4294,7 +4295,7 @@ namespace Barotrauma
return strength;
}
}
corpse.Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null, log: false);
corpse.CharacterHealth.ForceUpdateVisuals();
corpse.GiveIdCardTags(sp);
bool isServerOrSingleplayer = GameMain.IsSingleplayer || GameMain.NetworkMember is { IsServer: true };
@@ -182,8 +182,8 @@ namespace Barotrauma
float scale = element.GetAttributeFloat("scale", prefab.Scale);
var rect = element.GetAttributeVector4("rect", Vector4.Zero);
rect.Z *= scale / prefab.Scale;
rect.W *= scale / prefab.Scale;
if (!prefab.ResizeHorizontal) { rect.Z *= scale / prefab.Scale; }
if (!prefab.ResizeVertical) { rect.W *= scale / prefab.Scale; }
points.Add(new Vector2(rect.X, rect.Y));
points.Add(new Vector2(rect.X + rect.Z, rect.Y));
@@ -212,7 +212,9 @@ namespace Barotrauma
LevelData levelData = GameMain.GameSession?.Campaign?.NextLevel ?? GameMain.GameSession?.LevelData;
linkedSub = new LinkedSubmarine(submarine, id)
{
purchasedLostShuttles = GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles,
purchasedLostShuttles =
(GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles) ||
element.GetAttributeBool("purchasedlostshuttle", false),
saveElement = element
};
@@ -282,6 +284,8 @@ namespace Barotrauma
return;
}
saveElement.Attribute("purchasedlostshuttle")?.Remove();
IdRemap parentRemap = new IdRemap(Submarine.Info.SubmarineElement, Submarine.IdOffset);
sub = Submarine.Load(info, false, parentRemap);
sub.Info.SubmarineClass = Submarine.Info.SubmarineClass;
@@ -442,14 +446,19 @@ namespace Barotrauma
saveElement.Attribute("previewimage").Remove();
}
if (saveElement.Attribute("pos") != null) { saveElement.Attribute("pos").Remove(); }
saveElement.Add(new XAttribute("pos", XMLExtensions.Vector2ToString(Position - Submarine.HiddenSubPosition)));
if (GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles)
{
saveElement.SetAttributeValue("purchasedlostshuttle", true);
}
var linkedPort = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
saveElement.SetAttributeValue("pos", XMLExtensions.Vector2ToString(Position - Submarine.HiddenSubPosition));
var linkedPort =
linkedTo.FirstOrDefault(lt => (lt is Item item) && item.GetComponent<DockingPort>() != null) ??
FindEntityByID(linkedToID.First()) as MapEntity;
if (linkedPort != null)
{
saveElement.Attribute("linkedto")?.Remove();
saveElement.Add(new XAttribute("linkedto", linkedPort.ID));
saveElement.SetAttributeValue("linkedto", linkedPort.ID);
}
}
else
@@ -458,10 +467,8 @@ namespace Barotrauma
sub.SaveToXElement(saveElement);
}
saveElement.Attribute("originallinkedto")?.Remove();
saveElement.Add(new XAttribute("originallinkedto", originalLinkedPort != null ? originalLinkedPort.Item.ID : originalLinkedToID));
saveElement.Attribute("originalmyport")?.Remove();
saveElement.Add(new XAttribute("originalmyport", originalMyPortID));
saveElement.SetAttributeValue("originallinkedto", originalLinkedPort != null ? originalLinkedPort.Item.ID : originalLinkedToID);
saveElement.SetAttributeValue("originalmyport", originalMyPortID);
if (sub != null)
{
@@ -20,11 +20,24 @@ namespace Barotrauma
public int Height { get; private set; }
public Action<Location, LocationConnection> OnLocationSelected;
public Action<LocationConnection, IEnumerable<Mission>> OnMissionsSelected;
public readonly struct LocationChangeInfo
{
public readonly Location PrevLocation;
public readonly Location NewLocation;
public LocationChangeInfo(Location prevLocation, Location newLocation)
{
PrevLocation = prevLocation;
NewLocation = newLocation;
}
}
/// <summary>
/// From -> To
/// </summary>
public Action<Location, Location> OnLocationChanged;
public Action<LocationConnection, IEnumerable<Mission>> OnMissionsSelected;
public readonly NamedEvent<LocationChangeInfo> OnLocationChanged = new NamedEvent<LocationChangeInfo>();
public Location EndLocation { get; private set; }
@@ -766,7 +779,7 @@ namespace Barotrauma
SelectedLocation = null;
CurrentLocation.CreateStores();
OnLocationChanged?.Invoke(prevLocation, CurrentLocation);
OnLocationChanged?.Invoke(new LocationChangeInfo(prevLocation, CurrentLocation));
if (GameMain.GameSession is { Campaign: { CampaignMetadata: { } metadata } })
{
@@ -803,7 +816,7 @@ namespace Barotrauma
{
connection.Passed = true;
}
OnLocationChanged?.Invoke(prevLocation, CurrentLocation);
OnLocationChanged?.Invoke(new LocationChangeInfo(prevLocation, CurrentLocation));
}
}
@@ -540,6 +540,7 @@ namespace Barotrauma
mapEntityList.Remove(this);
#if CLIENT
Submarine.ForceRemoveFromVisibleEntities(this);
if (SelectedList.Contains(this))
{
SelectedList = SelectedList.Where(e => e != this).ToHashSet();
@@ -52,7 +52,9 @@ namespace Barotrauma
get { return MainSubs[0]; }
set { MainSubs[0] = value; }
}
private static List<Submarine> loaded = new List<Submarine>();
private static readonly List<Submarine> loaded = new List<Submarine>();
private readonly Identifier upgradeEventIdentifier;
private static List<MapEntity> visibleEntities;
public static IEnumerable<MapEntity> VisibleEntities
@@ -1301,6 +1303,7 @@ namespace Barotrauma
public Submarine(SubmarineInfo info, bool showWarningMessages = true, Func<Submarine, List<MapEntity>> loadEntities = null, IdRemap linkedRemap = null) : base(null, Entity.NullEntityID)
{
upgradeEventIdentifier = new Identifier($"Submarine{ID}");
Loading = true;
GameMain.World.Enabled = false;
try
@@ -1462,10 +1465,7 @@ namespace Barotrauma
}
}
if (GameMain.GameSession?.Campaign?.UpgradeManager != null)
{
GameMain.GameSession.Campaign.UpgradeManager.OnUpgradesChanged += ResetCrushDepth;
}
GameMain.GameSession?.Campaign?.UpgradeManager?.OnUpgradesChanged.Register(upgradeEventIdentifier, _ => ResetCrushDepth());
#if CLIENT
GameMain.LightManager.OnMapLoaded();
@@ -1527,6 +1527,13 @@ namespace Barotrauma
}
}
public bool CheckFuel()
{
float fuel = GetItems(true).Where(i => i.HasTag("reactorfuel")).Sum(i => i.Condition);
Info.LowFuel = fuel < 200;
return !Info.LowFuel;
}
public void SaveToXElement(XElement element)
{
element.Add(new XAttribute("name", Info.Name));
@@ -1534,7 +1541,10 @@ namespace Barotrauma
element.Add(new XAttribute("checkval", Rand.Int(int.MaxValue)));
element.Add(new XAttribute("price", Info.Price));
element.Add(new XAttribute("initialsuppliesspawned", Info.InitialSuppliesSpawned));
element.Add(new XAttribute("noitems", Info.NoItems));
element.Add(new XAttribute("lowfuel", !CheckFuel()));
element.Add(new XAttribute("type", Info.Type.ToString()));
element.Add(new XAttribute("ismanuallyoutfitted", Info.IsManuallyOutfitted));
if (Info.IsPlayer && !Info.HasTag(SubmarineTag.Shuttle))
{
element.Add(new XAttribute("class", Info.SubmarineClass.ToString()));
@@ -1623,7 +1633,6 @@ namespace Barotrauma
e.Save(element);
}
Info.CheckSubsLeftBehind(element);
}
@@ -1727,10 +1736,7 @@ namespace Barotrauma
outdoorNodes?.Clear();
outdoorNodes = null;
if (GameMain.GameSession?.Campaign?.UpgradeManager != null)
{
GameMain.GameSession.Campaign.UpgradeManager.OnUpgradesChanged -= ResetCrushDepth;
}
GameMain.GameSession?.Campaign?.UpgradeManager?.OnUpgradesChanged?.TryDeregister(upgradeEventIdentifier);
if (entityGrid != null)
{
@@ -598,7 +598,12 @@ namespace Barotrauma
if (newHull != null)
{
CoroutineManager.Invoke(() =>
character.AnimController.FindHull(newHull.WorldPosition, setSubmarine: true));
{
if (character != null && !character.Removed)
{
character.AnimController.FindHull(newHull.WorldPosition, setSubmarine: true);
}
});
}
return false;
@@ -86,6 +86,18 @@ namespace Barotrauma
set;
}
public bool NoItems
{
get;
set;
}
public bool LowFuel
{
get;
set;
}
public Version GameVersion
{
get;
@@ -94,6 +106,8 @@ namespace Barotrauma
public SubmarineType Type { get; set; }
public bool IsManuallyOutfitted { get; set; }
public SubmarineClass SubmarineClass;
public OutpostModuleInfo OutpostModuleInfo { get; set; }
@@ -272,6 +286,8 @@ namespace Barotrauma
Description = original.Description;
Price = original.Price;
InitialSuppliesSpawned = original.InitialSuppliesSpawned;
NoItems = original.NoItems;
LowFuel = original.LowFuel;
GameVersion = original.GameVersion;
Type = original.Type;
SubmarineClass = original.SubmarineClass;
@@ -286,6 +302,7 @@ namespace Barotrauma
RecommendedCrewExperience = original.RecommendedCrewExperience;
RecommendedCrewSizeMin = original.RecommendedCrewSizeMin;
RecommendedCrewSizeMax = original.RecommendedCrewSizeMax;
IsManuallyOutfitted = original.IsManuallyOutfitted;
Tags = original.Tags;
if (original.OutpostModuleInfo != null)
{
@@ -335,6 +352,9 @@ namespace Barotrauma
Price = SubmarineElement.GetAttributeInt("price", 1000);
InitialSuppliesSpawned = SubmarineElement.GetAttributeBool("initialsuppliesspawned", false);
NoItems = SubmarineElement.GetAttributeBool("noitems", false);
LowFuel = SubmarineElement.GetAttributeBool("lowfuel", false);
IsManuallyOutfitted = SubmarineElement.GetAttributeBool("ismanuallyoutfitted", false);
GameVersion = new Version(SubmarineElement.GetAttributeString("gameversion", "0.0.0.0"));
if (Enum.TryParse(SubmarineElement.GetAttributeString("tags", ""), out SubmarineTag tags))
@@ -284,7 +284,7 @@ namespace Barotrauma.Networking
if (hull.Submarine != RespawnShuttle) { continue; }
hull.OxygenPercentage = 100.0f;
hull.WaterVolume = 0.0f;
hull.BallastFlora?.Kill();
hull.BallastFlora?.Remove();
}
Dictionary<Character, Vector2> characterPositions = new Dictionary<Character, Vector2>();
@@ -1,17 +1,12 @@
using Microsoft.Xna.Framework;
using Barotrauma.Extensions;
using Barotrauma.IO;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.ComponentModel;
using System.Globalization;
using Barotrauma.IO;
using System.Linq;
using System.Net;
using System.Security.Cryptography;
using System.Text;
using System.Xml;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma.Networking
{
@@ -405,6 +405,8 @@ namespace Barotrauma
FarseerBody.Restitution = limbParams.Restitution;
FarseerBody.AngularDamping = limbParams.AngularDamping;
FarseerBody.UserData = this;
_collisionCategories = collisionCategory;
_collidesWith = collidesWith;
SetTransformIgnoreContacts(position, 0.0f);
LastSentPosition = position;
list.Add(this);
@@ -418,6 +420,8 @@ namespace Barotrauma
density = Math.Max(forceDensity ?? element.GetAttributeFloat("density", 10.0f), MinDensity);
Enum.TryParse(element.GetAttributeString("bodytype", "Dynamic"), out BodyType bodyType);
CreateBody(width, height, radius, density, bodyType, collisionCategory, collidesWith, findNewContacts);
_collisionCategories = collisionCategory;
_collidesWith = collidesWith;
FarseerBody.Friction = element.GetAttributeFloat("friction", 0.5f);
FarseerBody.Restitution = element.GetAttributeFloat("restitution", 0.05f);
FarseerBody.UserData = this;
@@ -456,6 +460,8 @@ namespace Barotrauma
this.width = width;
this.height = height;
this.radius = radius;
_collisionCategories = collisionCategory;
_collidesWith = collidesWith;
}
/// <summary>
@@ -54,7 +54,6 @@ namespace Barotrauma
EnableMouseLook = true,
ChatOpen = true,
CrewMenuOpen = true,
CampaignDisclaimerShown = false,
EditorDisclaimerShown = false,
ShowOffensiveServerPrompt = true,
TutorialSkipWarning = true,
@@ -127,7 +126,6 @@ namespace Barotrauma
public bool EnableMouseLook;
public bool ChatOpen;
public bool CrewMenuOpen;
public bool CampaignDisclaimerShown;
public bool EditorDisclaimerShown;
public bool ShowOffensiveServerPrompt;
public bool TutorialSkipWarning;
@@ -6,11 +6,11 @@ namespace Barotrauma
private readonly LocalizedString primary;
private readonly LocalizedString fallback;
private bool primaryIsLoaded = false;
public bool PrimaryIsLoaded { get; private set; }
public FallbackLString(LocalizedString primary, LocalizedString fallback)
{
if (primary is FallbackLString {primary: { } innerPrimary, fallback: { } innerFallback})
if (primary is FallbackLString { primary: { } innerPrimary, fallback: { } innerFallback })
{
this.primary = innerPrimary;
this.fallback = innerFallback.Fallback(fallback);
@@ -27,18 +27,27 @@ namespace Barotrauma
return base.MustRetrieveValue()
|| MustRetrieveValue(primary)
|| MustRetrieveValue(fallback)
|| primaryIsLoaded != primary.Loaded;
|| PrimaryIsLoaded != primary.Loaded;
}
public override bool Loaded => primary.Loaded || fallback.Loaded;
public override void RetrieveValue()
{
cachedValue = primary.Value;
primaryIsLoaded = primary.Loaded;
PrimaryIsLoaded = primary.Loaded;
if (!primary.Loaded)
{
cachedValue = fallback.Value;
}
}
public LocalizedString GetLastFallback()
{
if (fallback is FallbackLString innerFallback)
{
return innerFallback.GetLastFallback();
}
return fallback;
}
}
}
@@ -1,4 +1,5 @@
#nullable enable
using System;
using System.Collections.Immutable;
using System.Linq;
@@ -18,7 +19,14 @@ namespace Barotrauma
public override void RetrieveValue()
{
//TODO: possibly broken!
cachedValue = string.Format(str.Value, subStrs.Select(s => s.Value as object).ToArray());
try
{
cachedValue = string.Format(str.Value, subStrs.Select(s => s.Value as object).ToArray());
}
catch (FormatException)
{
cachedValue = str.Value;
}
UpdateLanguage();
}
}
+61
View File
@@ -1,3 +1,64 @@
---------------------------------------------------------------------------------------------------------
v0.18.13.0
---------------------------------------------------------------------------------------------------------
Changes:
- Show a warning when trying to switch to a submarine that's low on fuel.
- Also show the low fuel warning when leaving an outpost without enough fuel.
- Items are always transferred when switching to a submarine that has no manually placed items, which should prevent softlocking the campaign if you switch to a sub that has no fuel. Whether a submarine is considered to have manually placed items can be set when saving it in the submarine editor (the checkbox "manually outfitted" in the saving dialog).
- Handheld sonars can't detect minerals from inside the sub.
- Changed the plus and minus button in the campaign settings into arrows. The button on the right increases difficulty, which in the case of the starting balance and supplies means reducing them, making the plus and minus buttons misleading.
- Reduced costs of handheld weapon ammunition significantly.
- Slightly reduced effectiveness of harpoons and revolver round to compensate for the cheaper ammo.
- Changed recipes for Handcannon, Assault Rifle and Auto-Shotgun. Weapon crafting is more expensive, to compensate for cheaper ammo.
- Adjusted numerous other recipes and price costs of materials. Previously little used materials (like tin) are now used more.
Fixes:
- Fixed shuttles getting misplaced when switching and transferring items to a new sub with shuttles.
- Fixed inability to damage items (such as monster eggs) with melee weapons or handheld weapons.
- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish.
- Fixed items with a projectile component (e.g. bullets, harpoons, syringes) going through external walls when dropped.
- Fixed incorrect value in the "too many lights" error message in the sub editor.
- Fixed lightcomponent not getting refreshed when flipping a lightcomponent horizontally.
- Fixed extra cargo defined in the server settings spawning every round in multiplayer campaign.
- Fixes wreck corpses' damage visuals (bloodstains, burns) not showing client-side.
- Fixed wearables that are worn (or held) in multiple limbs applying skill bonuses multiple times (e.g. when holding a bandolier with both hands).
- Fixed console error when deselecting all target types from a motion sensor in the sub editor.
- Fixed crashing when multi-editing motion sensor targets in the sub editor.
- Fixed one of the path unlock event texts still using the old price (talking about 12,000 mk even though the price is 4,000 mk).
- Fixed money getting incorrectly deducted on the client side when buying items from the vending machine.
- Fixed item transfer taking items from non-interactable containers.
- Made depleted fuel sprite darker to match the rest of the "depleted" items.
- Fixed PUCS's autoinjection feature sometimes causing performance drops in multiplayer.
- Fixed "tried to overwrite a submarine that's not in a local package" error when you delete a sub that's in a local package and try to resave it.
- Fixed misaligned broken duffelbag sprite.
- Fixed full-white x-ray monitors.
- Fixed FPS drop when adjusting character appearance in the campaign setup menu or server lobby.
- Fixed tunnels at the beginning or end of the level sometimes being too narrow to pass through (especially with a small sub) when there's no outpost at that side of the level.
- Fixed missing background sprite in duct block.
- Fixed water particles not showing up when water is flowing down a duct block.
- Fixed changing the scale of resizeable structures (such as background doors) messing up the outline of linked subs in the sub editor.
- Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list.
Modding:
- Fixed removing a door mid-round crashing the game. Does not affect the vanilla game, because doors are never removed mid-round.
- Fixed having a vending machine in your inventory crashing the game due to the 0-capacity input inventory of the machine.
---------------------------------------------------------------------------------------------------------
v0.18.12.0
---------------------------------------------------------------------------------------------------------
- Fixed medical doctor tutorial throwing an error and freezing in most languages other than English.
- Fixed occasional disconnects with the error "the given key was not present in the dictionary" when giving orders or reporting things in multiplayer.
- Fixed occasional crashes caused by AIObjectivePumpWater.
- Fixed certain looping item sounds (oxygen generators, vents, reactor) being too quiet to hear.
- Fixed one of texts not appearing in the "captive souls" event.
- Fixed inability to fabricate rubber shells.
Modding:
- Fixed crashing when a MonsterEvent fails to find the character prefab.
---------------------------------------------------------------------------------------------------------
v0.18.11.0
---------------------------------------------------------------------------------------------------------