Unstable 0.1400.1.0

This commit is contained in:
Markus Isberg
2021-05-20 16:12:54 +03:00
parent 92f0264af2
commit 5bc850cddb
181 changed files with 2475 additions and 1588 deletions
@@ -91,7 +91,6 @@ namespace Barotrauma
private CampaignMetadata Metadata => Campaign.CampaignMetadata;
private readonly CampaignMode Campaign;
private int spentMoney;
public event Action? OnUpgradesChanged;
@@ -125,7 +124,7 @@ namespace Barotrauma
}
}
public int DetermineItemSwapCost(Item item, ItemPrefab replacement)
public int DetermineItemSwapCost(Item item, ItemPrefab? replacement)
{
if (replacement == null)
{
@@ -226,7 +225,6 @@ namespace Barotrauma
}
Campaign.Money -= price;
spentMoney += price;
PurchasedUpgrade? upgrade = FindMatchingUpgrade(prefab, category);
@@ -270,17 +268,22 @@ namespace Barotrauma
DebugConsole.ThrowError($"Cannot swap null item!");
return;
}
if (itemToRemove.HiddenInGame)
{
DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's set to be hidden in-game.");
return;
}
if (!itemToRemove.AllowSwapping)
{
DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's configured to be non-swappable.");
return;
}
if (!UpgradeCategory.Categories.Any(c => c.ItemTags.Any(t => itemToRemove.HasTag(t)) && c.ItemTags.Any(t => itemToInstall.Tags.Contains(t))))
{
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\" (not in the same upgrade category).");
return;
}
/*if (itemToRemove.PendingItemSwap != null)
{
CancelItemSwap(itemToRemove);
}
else */
if (itemToRemove.prefab == itemToInstall)
{
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (trying to swap with the same item!).");
@@ -318,7 +321,6 @@ namespace Barotrauma
}
Campaign.Money -= price;
spentMoney += price;
itemToRemove.AvailableSwaps.Add(itemToRemove.Prefab);
if (itemToInstall != null) { itemToRemove.AvailableSwaps.Add(itemToInstall); }
@@ -436,36 +438,12 @@ namespace Barotrauma
{
int newLevel = BuyUpgrade(prefab, category, Submarine.MainSub, level);
DebugConsole.Log($" - {category.Identifier}.{prefab.Identifier} lvl. {level}, new: ({newLevel})");
if (newLevel > 0)
{
SetUpgradeLevel(prefab, category, Math.Clamp(newLevel, 0, prefab.MaxLevel));
}
SetUpgradeLevel(prefab, category, Math.Clamp(level, 0, prefab.MaxLevel));
}
PendingUpgrades.Clear();
loadedUpgrades?.Clear();
loadedUpgrades = null;
spentMoney = 0;
}
/// <summary>
/// Cancels the pending upgrades and refunds the money spent
/// </summary>
private void RefundUpgrades()
{
DebugConsole.Log($"Refunded {spentMoney} marks in pending upgrades.");
if (spentMoney > 0)
{
#if CLIENT
GUIMessageBox msgBox = new GUIMessageBox(TextManager.Get("UpgradeRefundTitle"), TextManager.Get("UpgradeRefundBody"), new[] { TextManager.Get("Ok") });
msgBox.Buttons[0].OnClicked += msgBox.Close;
#endif
}
Campaign.Money += spentMoney;
spentMoney = 0;
PendingUpgrades.Clear();
PurchasedUpgrades.Clear();
}
public void CreateUpgradeErrorMessage(string text, bool isSinglePlayer, Character character)
@@ -523,7 +501,7 @@ namespace Barotrauma
if (upgrade == null || upgrade.Level != level || isOverMax)
{
DebugConsole.AddWarning($"{wall.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}. Fixing...");
DebugLog($"{wall.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}. Fixing...");
FixUpgradeOnItem(wall, prefab, level);
}
}
@@ -552,7 +530,7 @@ namespace Barotrauma
if (upgrade == null || upgrade.Level != level || isOverMax)
{
DebugConsole.AddWarning($"{item.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}{(isOverMax ? " (Over max level!)" : string.Empty)}. Fixing...");
DebugLog($"{item.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}{(isOverMax ? " (Over max level!)" : string.Empty)}. Fixing...");
FixUpgradeOnItem(item, prefab, level);
}
}
@@ -695,112 +673,6 @@ namespace Barotrauma
return Campaign.PendingSubmarineSwitch == null;
}
public void RefundResetAndReload(SubmarineInfo newSubmarine, bool notifyClients = false)
{
RefundUpgrades();
ResetUpgrades();
Dictionary<string, int> newUpgrades = ReloadUpgradeValues(newSubmarine);
#if SERVER
if (notifyClients)
{
SendUpgradeResetMessage(newUpgrades);
}
#endif
}
/// <summary>
/// Parses a SubmarineInfo and sets the store values accordingly.
/// Used when reloading a previously saved submarine.
/// </summary>
/// <param name="info"></param>
private Dictionary<string, int> ReloadUpgradeValues(SubmarineInfo info)
{
Dictionary<string, int> newValues = new Dictionary<string, int>();
IEnumerable<XElement> linkedSubElements = info.SubmarineElement.Elements().Where(element => element.Name.ToString().Equals("LinkedSubmarine", StringComparison.OrdinalIgnoreCase)).SelectMany(element => element.Elements());
IEnumerable<XElement> mainSubElements = info.SubmarineElement.Elements().Where(Predicate);
List<XElement> elements = mainSubElements.Concat(linkedSubElements.Where(Predicate)).ToList();
foreach (UpgradeCategory category in UpgradeCategory.Categories)
{
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
{
if (!prefab.UpgradeCategories.Contains(category)) { continue; }
List<int> levels = GetUpgradeFromXML(elements, category, prefab);
if (levels.Any())
{
int level = (int) levels.Average(i => i);
newValues.Add(FormatIdentifier(prefab, category), level);
}
}
}
foreach (var (dataIdentifier, level) in newValues)
{
Campaign.CampaignMetadata.SetValue(dataIdentifier, level);
}
return newValues;
static List<int> GetUpgradeFromXML(List<XElement> elements, UpgradeCategory category, UpgradePrefab prefab)
{
List<int> levels = new List<int>();
foreach (XElement subElement in elements)
{
if (!category.CanBeApplied(subElement, prefab)) { continue; }
foreach (XElement component in subElement.Elements())
{
if (string.Equals(component.Name.ToString(), "upgrade", StringComparison.OrdinalIgnoreCase))
{
string identifier = component.GetAttributeString("identifier", string.Empty);
int level = component.GetAttributeInt("level", -1);
if (string.IsNullOrWhiteSpace(identifier) || level <= 0) { continue; }
UpgradePrefab? matchingPrefab = UpgradePrefab.Find(identifier);
if (matchingPrefab == null || matchingPrefab != prefab) { continue; }
if (matchingPrefab.UpgradeCategories.Contains(category)) { levels.Add(level); }
}
}
}
return levels;
}
static bool Predicate(XElement element) => element.HasElements && element.Elements().Any(e => e.Name.ToString().Equals("upgrade", StringComparison.OrdinalIgnoreCase));
}
/// <summary>
/// Resets our upgrade progress and prices.
/// This does not actually remove the upgrades from the submarine but resets the store interface.
/// </summary>
/// <remarks>
/// This method works by iterating thru all upgrade categories and prefabs and checking if they have a
/// valid key stored in the metadata, if they do set it to 0, upgrades without a key stored are always
/// assumed to be 0 so they don't need to be reset.
///
/// Should initially be called server side as we can't trust clients with such a simple notification.
/// </remarks>
private void ResetUpgrades()
{
foreach (UpgradeCategory category in UpgradeCategory.Categories)
{
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
{
if (!prefab.UpgradeCategories.Contains(category)) { continue; }
string dataIdentifier = FormatIdentifier(prefab, category);
if (Metadata.HasKey(dataIdentifier))
{
Metadata.SetValue(dataIdentifier, 0);
}
}
}
OnUpgradesChanged?.Invoke();
}
public void Save(XElement? parent)
{
if (parent == null) { return; }
@@ -877,34 +749,10 @@ namespace Barotrauma
DebugConsole.ThrowError(error.TrimEnd('\n'), e);
}
public static Dictionary<string, int> GetMetadataLevels(CampaignMetadata? metadata)
{
Dictionary<string, int> values = new Dictionary<string, int>();
if (metadata == null) { return values; }
foreach (UpgradeCategory category in UpgradeCategory.Categories)
{
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
{
string identifier = FormatIdentifier(prefab, category);
if (metadata.HasKey(identifier) && !values.ContainsKey(identifier))
{
values.Add(identifier, metadata.GetInt(identifier));
}
}
}
return values;
}
/// <summary>
/// Used to sync the pending upgrades list in multiplayer.
/// </summary>
/// <param name="upgrades"></param>
/// <remarks>
/// In singleplayer this is not used and should not be.
/// </remarks>
public void SetPendingUpgrades(List<PurchasedUpgrade> upgrades)
{
PendingUpgrades.Clear();