Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-06-27 10:52:55 -03:00
32 changed files with 411 additions and 132 deletions
@@ -1,4 +1,6 @@
#nullable enable
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -117,24 +119,52 @@ namespace Barotrauma
{
if (inspectTimer > 0.0f)
{
character.SelectCharacter(Target);
Vector2 diff = Target.WorldPosition - character.WorldPosition;
float dist = diff.Length();
float maxDist = ConvertUnits.ToDisplayUnits(HumanoidAnimController.BreakFromGrabDistance);
if (dist > maxDist)
{
if (dist > maxDist * 2 || !character.CanSeeTarget(Target, seeThroughWindows: false))
{
//too far to reach by small manual movement, need to switch back to the earlier state
currentState = State.GotoTarget;
}
//move closer horizontally if the horizontal distance is the issue
else if (Math.Abs(diff.X) > Math.Abs(diff.Y) * 2.0f)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(MathF.Sign(Target.WorldPosition.X - character.WorldPosition.X), 0.0f));
}
else
{
character.AIController.SteeringManager.Reset();
}
return;
}
else
{
if (dist < maxDist * 0.5f) { character.AIController.SteeringManager.Reset(); }
character.SelectCharacter(Target);
}
inspectTimer -= deltaTime;
if (inspectTimer < InspectTime - 1)
{
if (Target.AnimController.IsMovingFast)
if (Math.Abs(Target.AnimController.TargetMovement.X) > 1.0f)
{
ArrestFleeing();
}
else if (Math.Abs(Target.AnimController.TargetMovement.X) > 1.0f)
{
// If the target moves, reset the inspect timer and tell to hold still
// If the target moves, tell to hold still
character.Speak(TextManager.Get("dialogcheckstolenitems.holdstill").Value, identifier: "holdstill".ToIdentifier(), minDurationBetweenSimilar: 3f);
inspectTimer = InspectTime;
}
}
return;
}
if (character.SelectedCharacter != Target)
{
//target not selected -> must've escaped
Abandon = true;
return;
}
if (stolenItems.Any() &&
Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced) < FindStolenItemsProbability)
{
@@ -155,13 +185,6 @@ namespace Barotrauma
if (warnTimer > 0.0f)
{
warnTimer -= deltaTime;
if (warnTimer < currentWarnDelay - 1)
{
if (Target.AnimController.IsMovingFast)
{
ArrestFleeing();
}
}
return;
}
var stolenItemsOnCharacter = stolenItems.Where(it => it.GetRootInventoryOwner() == Target);
@@ -189,14 +212,6 @@ namespace Barotrauma
IsCompleted = true;
}
private void ArrestFleeing()
{
character.Speak(TextManager.Get("dialogcheckstolenitems.arrest").Value);
currentState = State.Done;
IsCompleted = true;
Arrest(abortWhenItemsDropped: false, allowHoldFire: false);
}
private void Arrest(bool abortWhenItemsDropped, bool allowHoldFire)
{
bool isCriminal = Target.IsCriminal;
@@ -12,6 +12,8 @@ namespace Barotrauma
protected override float TargetUpdateTimeMultiplier => 0.2f;
public bool TargetCharactersInOtherSubs { get; init; }
protected override bool AllowInAnySub => TargetCharactersInOtherSubs;
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
@@ -21,6 +21,8 @@ namespace Barotrauma
private const float MaxSpeedOnStairs = 1.7f;
private const float SteepSlopePushMagnitude = MaxSpeedOnStairs;
public const float BreakFromGrabDistance = 1.4f;
public override RagdollParams RagdollParams
{
get { return HumanRagdollParams; }
@@ -1844,7 +1846,7 @@ namespace Barotrauma
float dist = ConvertUnits.ToSimUnits(Vector2.Distance(target.WorldPosition, WorldPosition));
//let the target break free if it's moving away and gets far enough
if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && dist > 1.4f && target.AllowInput &&
if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && dist > BreakFromGrabDistance && target.AllowInput &&
Vector2.Dot(target.WorldPosition - WorldPosition, target.AnimController.TargetMovement) > 0)
{
character.DeselectCharacter();
@@ -299,6 +299,7 @@ namespace Barotrauma
public XElement OrderData;
public bool PermanentlyDead;
public bool RenamingEnabled = false;
private static ushort idCounter = 1;
private const string disguiseName = "???";
@@ -802,6 +803,7 @@ namespace Barotrauma
LoadTagsBackwardsCompatibility(infoElement, tags);
SpeciesName = infoElement.GetAttributeIdentifier("speciesname", "");
PermanentlyDead = infoElement.GetAttributeBool("permanentlydead", false);
RenamingEnabled = infoElement.GetAttributeBool("renamingenabled", false);
ContentXElement element;
if (!SpeciesName.IsEmpty)
{
@@ -1499,7 +1501,8 @@ namespace Barotrauma
new XAttribute("startitemsgiven", StartItemsGiven),
new XAttribute("personality", PersonalityTrait?.Identifier ?? Identifier.Empty),
new XAttribute("lastrewarddistribution", LastRewardDistribution.Match(some: value => value, none: () => -1).ToString()),
new XAttribute("permanentlydead", PermanentlyDead)
new XAttribute("permanentlydead", PermanentlyDead),
new XAttribute("renamingenabled", RenamingEnabled)
);
if (HumanPrefabIds != default)
@@ -7,9 +7,14 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Networking;
namespace Barotrauma
{
/// <summary>
/// Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI
/// </summary>
partial class CrewManager
{
const float ConversationIntervalMin = 100.0f;
@@ -27,7 +32,10 @@ namespace Barotrauma
{
return characters;
}
/// <summary>
/// Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters.
/// Use <see cref="GetSessionCrewCharacters"/> to get all the characters regardless if they're player or AI controlled.
/// </summary>
public IEnumerable<CharacterInfo> GetCharacterInfos()
{
return characterInfos;
@@ -387,15 +395,8 @@ namespace Barotrauma
public void RenameCharacter(CharacterInfo characterInfo, string newName)
{
int identifier = characterInfo.GetIdentifierUsingOriginalName();
var match = characterInfos.FirstOrDefault(ci => ci.GetIdentifierUsingOriginalName() == identifier);
if (match == null)
{
DebugConsole.ThrowError($"Tried to rename an invalid crew member ({identifier})");
return;
}
match.Rename(newName);
RenameCharacterProjSpecific(match);
characterInfo.Rename(newName);
RenameCharacterProjSpecific(characterInfo);
}
partial void RenameCharacterProjSpecific(CharacterInfo characterInfo);
@@ -211,7 +211,7 @@ namespace Barotrauma
public virtual bool TryPurchase(Client client, int price)
{
return GetWallet(client).TryDeduct(price);
return price == 0 || GetWallet(client).TryDeduct(price);
}
public virtual int GetBalance(Client client = null)
@@ -250,6 +250,19 @@ namespace Barotrauma
(sub.AtEndExit != leavingSub.AtEndExit || sub.AtStartExit != leavingSub.AtStartExit));
}
public SubmarineInfo GetPredefinedStartOutpost()
{
if (Map?.CurrentLocation?.Type?.GetForcedOutpostGenerationParams() is OutpostGenerationParams parameters &&
!parameters.OutpostFilePath.IsNullOrEmpty())
{
return new SubmarineInfo(parameters.OutpostFilePath.Value)
{
OutpostGenerationParams = parameters
};
}
return null;
}
public override void Start()
{
base.Start();
@@ -1044,7 +1057,7 @@ namespace Barotrauma
return ToolBox.SelectWeightedRandom(factionsList, weights, random);
}
public bool TryHireCharacter(Location location, CharacterInfo characterInfo, bool takeMoney = true, Client client = null)
public bool TryHireCharacter(Location location, CharacterInfo characterInfo, bool takeMoney = true, Client client = null, bool buyingNewCharacter = false)
{
if (characterInfo == null) { return false; }
if (characterInfo.MinReputationToHire.factionId != Identifier.Empty)
@@ -1054,7 +1067,8 @@ namespace Barotrauma
return false;
}
}
if (takeMoney && !TryPurchase(client, HireManager.GetSalaryFor(characterInfo))) { return false; }
var price = buyingNewCharacter ? NewCharacterCost(characterInfo) : HireManager.GetSalaryFor(characterInfo);
if (takeMoney && !TryPurchase(client, price)) { return false; }
characterInfo.IsNewHire = true;
characterInfo.Title = null;
@@ -1063,6 +1077,17 @@ namespace Barotrauma
GameAnalyticsManager.AddMoneySpentEvent(characterInfo.Salary, GameAnalyticsManager.MoneySink.Crew, characterInfo.Job?.Prefab.Identifier.Value ?? "unknown");
return true;
}
public int NewCharacterCost(CharacterInfo characterInfo)
{
float characterCostPercentage = GameMain.NetworkMember?.ServerSettings.ReplaceCostPercentage ?? 100f;
return (int)MathF.Round(HireManager.GetSalaryFor(characterInfo) * (characterCostPercentage/100f));
}
public bool CanAffordNewCharacter(CharacterInfo characterInfo)
{
return CanAfford(NewCharacterCost(characterInfo));
}
private void NPCInteract(Character npc, Character interactor)
{
@@ -574,6 +574,12 @@ namespace Barotrauma
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:Playtime", campaignMode.TotalPlayTime);
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:PassedLevels", campaignMode.TotalPassedLevels);
}
if (GameMain.NetworkMember?.ServerSettings is { } serverSettings)
{
GameAnalyticsManager.AddDesignEvent("ServerSettings:RespawnMode:" + serverSettings.RespawnMode);
GameAnalyticsManager.AddDesignEvent("ServerSettings:IronmanMode:" + serverSettings.IronmanMode);
GameAnalyticsManager.AddDesignEvent("ServerSettings:AllowBotTakeoverOnPermadeath:" + serverSettings.AllowBotTakeoverOnPermadeath);
}
}
#if DEBUG
@@ -479,6 +479,16 @@ namespace Barotrauma.Networking
get;
private set;
}
[Serialize(100f, IsPropertySaveable.Yes)]
/// <summary>
/// Percentage modifier for the cost of hiring a new character to replace a permanently killed one.
/// </summary>
public float ReplaceCostPercentage
{
get;
private set;
}
[Serialize(true, IsPropertySaveable.Yes)]
/// <summary>
@@ -651,6 +661,8 @@ namespace Barotrauma.Networking
set
{
if (respawnMode == value) { return; }
//can't change this when a round is running (but clients can, if the server says so, e.g. when a client joins and needs to know what it's set to despite a round being running)
if (GameMain.NetworkMember is { GameStarted: true, IsServer: true }) { return; }
respawnMode = value;
ServerDetailsChanged = true;
}