Unstable v0.15.17.0 (Hex is out of town edition)

This commit is contained in:
Juan Pablo Arce
2021-12-03 13:31:10 -03:00
parent cd5c8f3e13
commit 617d9ede88
245 changed files with 8088 additions and 5842 deletions
@@ -11,10 +11,10 @@ namespace Barotrauma
{
internal struct CampaignSettings
{
public static CampaignSettings Empty = new CampaignSettings();
public static CampaignSettings Empty => new CampaignSettings();
// Anything that uses this field I wasn't sure if actually needed the proper campaign settings to be passed down
public static CampaignSettings Unsure = Empty;
public static CampaignSettings Unsure => Empty;
public bool RadiationEnabled { get; set; }
public int TotalMaxMissionCount => MaxMissionCount + GetAddedMissionCount();
@@ -34,7 +34,7 @@ namespace Barotrauma
{
maxMissionCount = DefaultMaxMissionCount;
RadiationEnabled = inc.ReadBoolean();
MaxMissionCount = inc.ReadInt32();
MaxMissionCount = inc.ReadRangedInteger(MinMissionCountLimit, MaxMissionCountLimit);
}
public CampaignSettings(XElement element)
@@ -47,7 +47,7 @@ namespace Barotrauma
public void Serialize(IWriteMessage msg)
{
msg.Write(RadiationEnabled);
msg.Write(MaxMissionCount);
msg.WriteRangedInteger(MaxMissionCount, MinMissionCountLimit, MaxMissionCountLimit);
}
public int GetAddedMissionCount()
@@ -484,6 +484,10 @@ namespace Barotrauma
/// </summary>
private Submarine GetLeavingSub()
{
if (Level.IsLoadedOutpost)
{
return Submarine.MainSub;
}
//in single player, only the sub the controlled character is inside can transition between levels
//in multiplayer, if there's subs at both ends of the level, only the one with more players inside can transition
//TODO: ignore players who don't have the permission to trigger a transition between levels?
@@ -493,11 +497,6 @@ namespace Barotrauma
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers);
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers);
if (Level.IsLoadedOutpost)
{
leavingSubAtStart ??= Submarine.MainSub;
leavingSubAtEnd ??= Submarine.MainSub;
}
int playersInSubAtStart = leavingSubAtStart == null || !leavingSubAtStart.AtStartExit ? 0 :
leavingPlayers.Count(c => c.Submarine == leavingSubAtStart || leavingSubAtStart.DockedTo.Contains(c.Submarine) || (Level.Loaded.StartOutpost != null && c.Submarine == Level.Loaded.StartOutpost));
int playersInSubAtEnd = leavingSubAtEnd == null || !leavingSubAtEnd.AtEndExit ? 0 :
@@ -686,6 +685,14 @@ namespace Barotrauma
int loops = CampaignMetadata.GetInt("campaign.endings", 0);
CampaignMetadata.SetValue("campaign.endings", loops + 1);
}
GameAnalyticsManager.AddProgressionEvent(
GameAnalyticsManager.ProgressionStatus.Complete,
Name ?? "none");
string eventId = "FinishCampaign:";
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0));
GameAnalyticsManager.AddDesignEvent(eventId + "Money", Money);
}
protected virtual void EndCampaignProjSpecific() { }