OBT/1.2.0(Spring Update)

Sync with Upstream
This commit is contained in:
NotAlwaysTrue
2026-04-25 13:25:41 +08:00
committed by GitHub
parent 5207b381b7
commit 59bc21973a
421 changed files with 24090 additions and 11391 deletions
@@ -1,84 +1,77 @@
namespace Barotrauma
#nullable enable
namespace Barotrauma;
/// <summary>Changes the state of missions. The way the states are used depends on the type of mission.</summary>
internal sealed class MissionStateAction : EventAction
{
/// <summary>
/// Changes the state of a specific active mission. The way the states are used depends on the type of mission.
/// </summary>
class MissionStateAction : EventAction
/// <summary>The operation to perform on missions' states.</summary>
public enum OperationType
{
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the mission whose state to change.")]
public Identifier MissionIdentifier { get; set; }
/// <summary>Sets the missions' states to <see cref="State"/>.</summary>
Set,
/// <summary>Adds <see cref="State"/> to the missions' states.</summary>
Add
}
public enum OperationType
[Serialize("", IsPropertySaveable.Yes, "Identifiers of the missions whose states to change. Leave blank to only set the state of the mission that triggered the parent event.")]
public Identifier MissionIdentifier { get; set; }
[Serialize(OperationType.Set, IsPropertySaveable.Yes, "The operation to perform on missions' states.")]
public OperationType Operation { get; set; }
[Serialize(0, IsPropertySaveable.Yes, "The value to apply to missions' states.")]
public int State { get; set; }
[Serialize(false, IsPropertySaveable.Yes, "If set to true, missions are forced to fail without a chance of retrying them.")]
public bool ForceFailure { get; set; }
public MissionStateAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
State = element.GetAttributeInt("value", State);
if (Operation == OperationType.Add && State == 0 && !ForceFailure)
{
Set,
Add
DebugConsole.AddWarning($"Potential error in event \"{parentEvent.Prefab.Identifier}\": {nameof(MissionStateAction)} is set to only add 0 to the mission state, which will do nothing.",
contentPackage: element.ContentPackage);
}
}
[Serialize(OperationType.Set, IsPropertySaveable.Yes, description: "Should the value be added to the state of the mission, or should the state be set to the specified value.")]
public OperationType Operation { get; set; }
private bool isFinished;
public override bool IsFinished(ref string goTo) => isFinished;
public override void Reset() => isFinished = false;
[Serialize(0, IsPropertySaveable.Yes, description: "The state to set the mission to, or how much to add to the state of the mission.")]
public int State { get; set; }
public override void Update(float deltaTime)
{
if (isFinished) { return; }
[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the mission is forced to fail without a chance of retrying it.")]
public bool ForceFailure { get; set; }
private bool isFinished;
public MissionStateAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
if (!MissionIdentifier.IsEmpty)
{
State = element.GetAttributeInt("value", State);
if (MissionIdentifier.IsEmpty)
{
DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": MissionIdentifier has not been configured.",
contentPackage: element.ContentPackage);
}
if (Operation == OperationType.Add && State == 0 && !ForceFailure)
{
DebugConsole.AddWarning($"Potential error in event \"{parentEvent.Prefab.Identifier}\": {nameof(MissionStateAction)} is set to add 0 to the mission state, which will do nothing.",
contentPackage: element.ContentPackage);
}
}
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
foreach (Mission mission in GameMain.GameSession.Missions)
{
if (mission.Prefab.Identifier != MissionIdentifier) { continue; }
if (ForceFailure)
{
mission.ForceFailure = true;
}
switch (Operation)
{
case OperationType.Set:
mission.State = State;
break;
case OperationType.Add:
mission.State += State;
break;
}
SetMissionState(mission);
}
isFinished = true;
}
else if (ParentEvent.TriggeringMission != null)
{
SetMissionState(ParentEvent.TriggeringMission);
}
public override string ToDebugString()
isFinished = true;
}
private void SetMissionState(Mission mission)
{
if (ForceFailure) { mission.ForceFailure = true; }
switch (Operation)
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionStateAction)} -> ({(Operation == OperationType.Set ? State : '+' + State)})";
case OperationType.Set:
mission.State = State;
break;
case OperationType.Add:
mission.State += State;
break;
}
}
public override string ToDebugString() => $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionStateAction)} -> ({(Operation == OperationType.Set ? State : '+' + State)})";
}