Merge pull request #350 from extraneus/master

The preliminary assignments
This commit is contained in:
Joonas Rikkonen
2018-04-04 18:48:29 +03:00
committed by GitHub
5 changed files with 53 additions and 2 deletions

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@@ -350,6 +350,23 @@ namespace Barotrauma.Networking
};
kickVoteSlider.OnMoved(kickVoteSlider, kickVoteSlider.BarScroll);
y += 20;
var autobanTimeText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), $"Auto ban time: " + ToolBox.SecondsToReadableTime(AutoBanTime), "", settingsTabs[1], GUI.SmallFont);
var autobanTimeSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]);
autobanTimeSlider.UserData = autobanTimeText;
autobanTimeSlider.Step = 0.05f;
autobanTimeSlider.BarScroll = AutoBanTime / MaxAutoBanTime;
autobanTimeSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{
GUITextBlock voteText = scrollBar.UserData as GUITextBlock;
AutoBanTime = Math.Max(barScroll * MaxAutoBanTime, 0);
voteText.Text = "Auto ban time: " + ToolBox.SecondsToReadableTime(AutoBanTime);
return true;
};
autobanTimeSlider.OnMoved(autobanTimeSlider, autobanTimeSlider.BarScroll);
y += 45;
var shareSubsBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Share submarine files with players", Alignment.Left, settingsTabs[1]);

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@@ -1934,6 +1934,7 @@ namespace Barotrauma.Networking
{
SendChatMessage(c.Name + " has been kicked from the server.", ChatMessageType.Server, null);
KickClient(c, "Kicked by vote");
BanClient(c, "Kicked by vote (auto ban)", duration: TimeSpan.FromSeconds(AutoBanTime));
}
GameMain.NetLobbyScreen.LastUpdateID++;

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@@ -254,6 +254,20 @@ namespace Barotrauma.Networking
set;
}
[Serialize(60f, true)]
public float AutoBanTime
{
get;
private set;
}
[Serialize(360f, true)]
public float MaxAutoBanTime
{
get;
private set;
}
private void SaveSettings()
{
XDocument doc = new XDocument(new XElement("serversettings"));
@@ -361,6 +375,9 @@ namespace Barotrauma.Networking
if (!monsterEnabled.ContainsKey(s)) monsterEnabled.Add(s, true);
}
extraCargo = new Dictionary<ItemPrefab, int>();
AutoBanTime = doc.Root.GetAttributeFloat("autobantime", 60);
MaxAutoBanTime = doc.Root.GetAttributeFloat("maxautobantime", 360);
}
public void LoadClientPermissions()

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@@ -10,6 +10,9 @@ namespace Barotrauma.Networking
{
class RespawnManager : Entity, IServerSerializable
{
// TODO: Instead of hard-coding the tags in the code, maybe they should be defined in a config file?
private static string respawnItemTag = "respawn";
private readonly float respawnInterval;
private float maxTransportTime;
@@ -364,6 +367,8 @@ namespace Barotrauma.Networking
foreach (Item item in Item.ItemList)
{
if (item.Submarine != respawnShuttle) continue;
// Ignore the respawn items, defined in RespawnCharacters method.
if (item.HasTag(respawnItemTag)) continue;
if (item.body != null && item.body.Enabled && item.ParentInventory == null)
{
@@ -502,20 +507,26 @@ namespace Barotrauma.Networking
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
// Temp list to hold all respawn items.
// TODO: Instead of tags, wouldn't it be better to keep a local reference to the list that we create and simple filter out the items on it, before clearing the items in ResetShuttle method?
var respawnItems = new List<Item>();
if (divingSuitPrefab != null && oxyPrefab != null)
{
var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(divingSuit, false);
respawnItems.Add(divingSuit);
var oxyTank = new Item(oxyPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(oxyTank, false);
divingSuit.Combine(oxyTank);
divingSuit.Combine(oxyTank);
respawnItems.Add(oxyTank);
if (batteryPrefab != null)
{
var battery = new Item(batteryPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(battery, false);
divingSuit.Combine(battery);
respawnItems.Add(battery);
}
}
@@ -528,7 +539,10 @@ namespace Barotrauma.Networking
Spawner.CreateNetworkEvent(battery, false);
scooter.Combine(battery);
respawnItems.Add(scooter);
respawnItems.Add(battery);
}
respawnItems.ForEach(item => item.AddTag(respawnItemTag));
//give the character the items they would've gotten if they had spawned in the main sub
character.GiveJobItems(mainSubSpawnPoints[i]);

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@@ -29,4 +29,6 @@
GameMode="SandBox"
MissionType="Random"
TraitorsEnabled="No"
autobantime="60"
maxautobantime="360"
/>