v0.12.0.2
This commit is contained in:
@@ -59,7 +59,7 @@ namespace Barotrauma
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(Rand.Value(Rand.RandSync.Server) < 0.5f) ?
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Level.PositionType.MainPath | Level.PositionType.SidePath :
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Level.PositionType.Cave | Level.PositionType.Ruin,
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500.0f, 10000.0f, 30.0f);
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500.0f, 10000.0f, 30.0f, SpawnPosFilter);
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spawnPending = true;
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}
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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@@ -11,6 +12,8 @@ namespace Barotrauma
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public EventPrefab Prefab => prefab;
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public Func<Level.InterestingPosition, bool> SpawnPosFilter;
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public bool IsFinished
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{
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get { return isFinished; }
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@@ -0,0 +1,59 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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internal class CheckAfflictionAction : BinaryOptionAction
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{
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[Serialize("", true)]
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public string Identifier { get; set; } = "";
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[Serialize("", true)]
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public string TargetTag { get; set; } = "";
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[Serialize(LimbType.None, true, "Only check afflictions on the specified limb type")]
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public LimbType TargetLimb { get; set; }
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[Serialize(true, true, "When set to false when TargetLimb is not specified prevent checking limb-specific afflictions")]
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public bool AllowLimbAfflictions { get; set; }
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public CheckAfflictionAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element) { }
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protected override bool? DetermineSuccess()
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{
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if (string.IsNullOrWhiteSpace(Identifier) || string.IsNullOrWhiteSpace(TargetTag)) { return false; }
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List<Character> targets = ParentEvent.GetTargets(TargetTag).OfType<Character>().ToList();
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if (!(targets.FirstOrDefault() is { } target)) { return false; }
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if (TargetLimb == LimbType.None)
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{
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Affliction? affliction = target.CharacterHealth?.GetAffliction(Identifier, AllowLimbAfflictions);
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return affliction != null;
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}
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if (target.CharacterHealth == null) { return false; }
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IEnumerable<Affliction> afflictions = target.CharacterHealth.GetAllAfflictions().Where(affliction =>
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{
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LimbType? limbType = target.CharacterHealth.GetAfflictionLimb(affliction)?.type;
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if (limbType == null) { return false; }
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return limbType == TargetLimb || true;
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});
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return afflictions.Any(a => a.Identifier.Equals(Identifier, StringComparison.OrdinalIgnoreCase));
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(HasBeenDetermined())} {nameof(CheckAfflictionAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
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$"AfflictionIdentifier: {Identifier.ColorizeObject()}, " +
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$"TargetLimb: {TargetLimb.ColorizeObject()}, " +
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$"Succeeded: {succeeded.ColorizeObject()})";
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}
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}
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}
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@@ -1,4 +1,5 @@
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#nullable enable
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using System;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -11,6 +12,12 @@ namespace Barotrauma
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[Serialize("", true)]
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public string Condition { get; set; } = null!;
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[Serialize(false, true, "Forces the comparison to use string instead of attempting to parse it as a boolean or a float first")]
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public bool ForceString { get; set; }
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[Serialize(false, true, "Performs the comparison against a metadata by identifier instead of a constant value")]
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public bool CheckAgainstMetadata { get; set; }
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protected object? value2;
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protected object? value1;
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@@ -41,13 +48,52 @@ namespace Barotrauma
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Operator = PropertyConditional.GetOperatorType(op);
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if (Operator == PropertyConditional.OperatorType.None) { return false; }
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bool? tryBoolean = TryBoolean(campaignMode, value);
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if (tryBoolean != null) { return tryBoolean; }
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if (CheckAgainstMetadata)
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{
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object? metadata1 = campaignMode.CampaignMetadata.GetValue(Identifier);
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object? metadata2 = campaignMode.CampaignMetadata.GetValue(value);
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bool? tryFloat = TryFloat(campaignMode, value);
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if (tryFloat != null) { return tryFloat; }
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if (metadata1 == null || metadata2 == null)
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{
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return Operator switch
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{
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PropertyConditional.OperatorType.Equals => metadata1 == metadata2,
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PropertyConditional.OperatorType.NotEquals => metadata1 != metadata2,
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_ => false
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};
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}
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if (!ForceString)
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{
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switch (metadata1)
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{
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case bool bool1 when metadata2 is bool bool2:
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return CompareBool(bool1, bool2) ?? false;
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case float float1 when metadata2 is float float2:
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return CompareFloat(float1, float2) ?? false;
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}
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}
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if (metadata1 is string string1 && metadata2 is string string2)
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{
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return CompareString(string1, string2) ?? false;
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}
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return false;
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}
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if (!ForceString)
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{
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bool? tryBoolean = TryBoolean(campaignMode, value);
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if (tryBoolean != null) { return tryBoolean; }
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bool? tryFloat = TryFloat(campaignMode, value);
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if (tryFloat != null) { return tryFloat; }
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}
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bool? tryString = TryString(campaignMode, value);
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if (tryString != null) { return tryString; }
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DebugConsole.ThrowError($"{value2} ({Condition}) did not match a boolean or a float.");
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return false;
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}
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@@ -55,53 +101,85 @@ namespace Barotrauma
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{
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if (bool.TryParse(value, out bool b))
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{
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bool target = GetBool(campaignMode);
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value1 = target;
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value2 = b;
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switch (Operator)
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{
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case PropertyConditional.OperatorType.Equals:
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return target == b;
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case PropertyConditional.OperatorType.NotEquals:
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return target != b;
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default:
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DebugConsole.Log($"Only \"Equals\" and \"Not equals\" operators are allowed for a boolean (was {Operator} for {value}).");
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return false;
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}
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return CompareBool(GetBool(campaignMode), b);
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}
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DebugConsole.Log($"{value} != bool");
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return null;
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}
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private bool? CompareBool(bool val1, bool val2)
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{
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value1 = val1;
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value2 = val2;
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switch (Operator)
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{
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case PropertyConditional.OperatorType.Equals:
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return val1 == val2;
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case PropertyConditional.OperatorType.NotEquals:
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return val1 != val2;
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default:
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DebugConsole.Log($"Only \"Equals\" and \"Not equals\" operators are allowed for a boolean (was {Operator} for {val2}).");
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return false;
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}
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}
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private bool? TryFloat(CampaignMode campaignMode, string value)
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{
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if (float.TryParse(value, out float f))
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{
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float target = GetFloat(campaignMode);
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value1 = target;
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value2 = f;
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switch (Operator)
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{
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case PropertyConditional.OperatorType.Equals:
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return MathUtils.NearlyEqual(target, f);
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case PropertyConditional.OperatorType.GreaterThan:
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return target > f;
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case PropertyConditional.OperatorType.GreaterThanEquals:
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return target >= f;
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case PropertyConditional.OperatorType.LessThan:
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return target < f;
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case PropertyConditional.OperatorType.LessThanEquals:
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return target <= f;
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case PropertyConditional.OperatorType.NotEquals:
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return !MathUtils.NearlyEqual(target, f);
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}
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return CompareFloat(GetFloat(campaignMode), f);
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}
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DebugConsole.Log($"{value} != float");
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return null;
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}
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private bool? CompareFloat(float val1, float val2)
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{
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value1 = val1;
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value2 = val2;
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switch (Operator)
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{
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case PropertyConditional.OperatorType.Equals:
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return MathUtils.NearlyEqual(val1, val2);
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case PropertyConditional.OperatorType.GreaterThan:
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return val1 > val2;
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case PropertyConditional.OperatorType.GreaterThanEquals:
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return val1 >= val2;
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case PropertyConditional.OperatorType.LessThan:
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return val1 < val2;
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case PropertyConditional.OperatorType.LessThanEquals:
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return val1 <= val2;
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case PropertyConditional.OperatorType.NotEquals:
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return !MathUtils.NearlyEqual(val1, val2);
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}
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return null;
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}
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private bool? TryString(CampaignMode campaignMode, string value)
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{
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return CompareString(GetString(campaignMode), value);
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}
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private bool? CompareString(string val1, string val2)
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{
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value1 = val1;
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value2 = val2;
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bool equals = string.Equals(val1, val2, StringComparison.OrdinalIgnoreCase);
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switch (Operator)
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{
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case PropertyConditional.OperatorType.Equals:
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return equals;
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case PropertyConditional.OperatorType.NotEquals:
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return !equals;
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default:
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DebugConsole.Log($"Only \"Equals\" and \"Not equals\" operators are allowed for a string (was {Operator} for {val2}).");
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return null;
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}
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}
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protected virtual bool GetBool(CampaignMode campaignMode)
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{
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return campaignMode.CampaignMetadata.GetBoolean(Identifier);
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@@ -112,6 +190,11 @@ namespace Barotrauma
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return campaignMode.CampaignMetadata.GetFloat(Identifier);
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}
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private string GetString(CampaignMode campaignMode)
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{
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return campaignMode.CampaignMetadata.GetString(Identifier);
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}
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public override string ToDebugString()
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{
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string condition = "?";
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@@ -0,0 +1,38 @@
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using System.Xml.Linq;
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using NLog.Targets;
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namespace Barotrauma
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{
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class ClearTagAction : EventAction
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{
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[Serialize("", true)]
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public string Tag { get; set; }
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private bool isFinished;
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public ClearTagAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element) { }
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public override bool IsFinished(ref string goToLabel) => isFinished;
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public override void Reset()
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{
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isFinished = false;
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}
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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if (!string.IsNullOrWhiteSpace(Tag) && ParentEvent.Targets.ContainsKey(Tag))
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{
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ParentEvent.Targets.Remove(Tag);
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}
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isFinished = true;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(ClearTagAction)} -> (Tag: {Tag.ColorizeObject()})";
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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@@ -40,9 +41,15 @@ namespace Barotrauma
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[Serialize(true, true)]
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public bool WaitForInteraction { get; set; }
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[Serialize("", true, "Tag to assign to whoever invokes the conversation")]
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public string InvokerTag { get; set; }
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[Serialize(false, true)]
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public bool FadeToBlack { get; set; }
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[Serialize(true, true, "Should the event end if the conversations is interrupted (e.g. if the speaker dies or falls unconscious mid-conversation). Defaults to true.")]
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public bool EndEventIfInterrupted { get; set; }
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[Serialize("", true)]
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public string EventSprite { get; set; }
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@@ -104,19 +111,26 @@ namespace Barotrauma
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{
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#if CLIENT
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dialogBox?.Close();
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GUIMessageBox.MessageBoxes.ForEachMod(mb =>
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{
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if (mb.UserData as string == "ConversationAction")
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{
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(mb as GUIMessageBox)?.Close();
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}
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});
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#else
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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if (c.InGame && c.Character != null) { ServerWrite(speaker, c); }
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}
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# endif
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#endif
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ResetSpeaker();
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dialogOpened = false;
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}
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if (Interrupted == null)
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{
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goTo = "_end";
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if (EndEventIfInterrupted) { goTo = "_end"; }
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return true;
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}
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else
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@@ -171,7 +185,7 @@ namespace Barotrauma
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GameMain.NetworkMember.CreateEntityEvent(speaker, new object[] { NetEntityEvent.Type.AssignCampaignInteraction });
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#endif
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var humanAI = speaker.AIController as HumanAIController;
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if (humanAI != null)
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if (humanAI != null && !speaker.IsDead && !speaker.Removed)
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{
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if (prevSpeakerOrder != null)
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{
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@@ -255,7 +269,12 @@ namespace Barotrauma
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}
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else
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{
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if (Options.Any())
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if (ShouldInterrupt())
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{
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ResetSpeaker();
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interrupt = true;
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}
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else if (Options.Any())
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{
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Options[selectedOption].Update(deltaTime);
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}
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@@ -335,6 +354,11 @@ namespace Barotrauma
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}
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}
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if (targetCharacter != null && !string.IsNullOrWhiteSpace(InvokerTag))
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{
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ParentEvent.AddTarget(InvokerTag, targetCharacter);
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}
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ShowDialog(speaker, targetCharacter);
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dialogOpened = true;
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@@ -42,7 +42,7 @@ namespace Barotrauma
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var targets = ParentEvent.GetTargets(TargetTag).Where(e => e is Character).Select(e => e as Character);
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foreach (var target in targets)
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{
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target.Info?.IncreaseSkillLevel(Skill?.ToLowerInvariant(), Amount, target.WorldPosition + Vector2.UnitY * 150.0f);
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target.Info?.IncreaseSkillLevel(Skill?.ToLowerInvariant(), Amount, target.Position + Vector2.UnitY * 150.0f);
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}
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isFinished = true;
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}
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||||
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@@ -109,14 +109,14 @@ namespace Barotrauma
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ISpatialEntity spawnPos = GetSpawnPos();
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Entity.Spawner.AddToSpawnQueue(CharacterPrefab.HumanSpeciesName, OffsetSpawnPos(spawnPos?.WorldPosition ?? Vector2.Zero, 100.0f), onSpawn: newCharacter =>
|
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{
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newCharacter.TeamID = Character.TeamType.FriendlyNPC;
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newCharacter.TeamID = CharacterTeamType.FriendlyNPC;
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newCharacter.EnableDespawn = false;
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humanPrefab.GiveItems(newCharacter, newCharacter.Submarine);
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if (LootingIsStealing)
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{
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foreach (Item item in newCharacter.Inventory.Items)
|
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foreach (Item item in newCharacter.Inventory.AllItems)
|
||||
{
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||||
if (item != null) { item.SpawnedInOutpost = true; }
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||||
item.SpawnedInOutpost = true;
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||||
}
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||||
}
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||||
newCharacter.CharacterHealth.MaxVitality *= humanPrefab.HealthMultiplier;
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||||
@@ -200,12 +200,18 @@ namespace Barotrauma
|
||||
}
|
||||
void onSpawned(Item newItem)
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||||
{
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||||
if (!string.IsNullOrEmpty(TargetTag) && newItem != null)
|
||||
if (newItem != null)
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||||
{
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||||
ParentEvent.AddTarget(TargetTag, newItem);
|
||||
if (!string.IsNullOrEmpty(TargetTag))
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||||
{
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ParentEvent.AddTarget(TargetTag, newItem);
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}
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||||
if (IgnoreByAI)
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||||
{
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newItem.AddTag("ignorebyai");
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||||
}
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||||
}
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||||
spawnedEntity = newItem;
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newItem?.SetIgnoreByAI(IgnoreByAI);
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||||
}
|
||||
}
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||||
}
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||||
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||||
@@ -24,9 +24,12 @@ namespace Barotrauma
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||||
[Serialize(0.0f, true, description: "Range both entities must be within to activate the trigger.")]
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public float Radius { get; set; }
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||||
[Serialize(true, true, description: "If true, characters who are being targeted by some enemy cannot trigger the event.")]
|
||||
[Serialize(true, true, description: "If true, characters who are being targeted by some enemy cannot trigger the action.")]
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||||
public bool DisableInCombat { get; set; }
|
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[Serialize(true, true, description: "If true, dead/unconscious characters cannot trigger the action.")]
|
||||
public bool DisableIfTargetIncapacitated { get; set; }
|
||||
|
||||
private float distance;
|
||||
|
||||
public TriggerAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element)
|
||||
@@ -59,6 +62,7 @@ namespace Barotrauma
|
||||
foreach (Entity e1 in targets1)
|
||||
{
|
||||
if (DisableInCombat && IsInCombat(e1)) { continue; }
|
||||
if (DisableIfTargetIncapacitated && e1 is Character character1 && (character1.IsDead || character1.IsIncapacitated)) { continue; }
|
||||
if (!string.IsNullOrEmpty(TargetModuleType))
|
||||
{
|
||||
if (IsCloseEnoughToHull(e1, out Hull hull))
|
||||
@@ -75,6 +79,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (e1 == e2) { continue; }
|
||||
if (DisableInCombat && IsInCombat(e2)) { continue; }
|
||||
if (DisableIfTargetIncapacitated && e2 is Character character2 && (character2.IsDead || character2.IsIncapacitated)) { continue; }
|
||||
|
||||
Vector2 pos1 = e1.WorldPosition;
|
||||
Vector2 pos2 = e2.WorldPosition;
|
||||
|
||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -51,6 +52,12 @@ namespace Barotrauma
|
||||
|
||||
private float roundDuration;
|
||||
|
||||
private bool isCrewAway;
|
||||
//how long it takes after the crew returns for the event manager to resume normal operation
|
||||
const float CrewAwayResetDelay = 60.0f;
|
||||
private float crewAwayResetTimer;
|
||||
private float crewAwayDuration;
|
||||
|
||||
private readonly List<EventSet> pendingEventSets = new List<EventSet>();
|
||||
|
||||
private readonly Dictionary<EventSet, List<Event>> selectedEvents = new Dictionary<EventSet, List<Event>>();
|
||||
@@ -144,6 +151,9 @@ namespace Barotrauma
|
||||
PreloadContent(GetFilesToPreload());
|
||||
|
||||
roundDuration = 0.0f;
|
||||
isCrewAway = false;
|
||||
crewAwayDuration = 0.0f;
|
||||
crewAwayResetTimer = 0.0f;
|
||||
intensityUpdateTimer = 0.0f;
|
||||
CalculateCurrentIntensity(0.0f);
|
||||
currentIntensity = targetIntensity;
|
||||
@@ -258,26 +268,23 @@ namespace Barotrauma
|
||||
var doc = characterPrefab.XDocument;
|
||||
var rootElement = doc.Root;
|
||||
var mainElement = rootElement.IsOverride() ? rootElement.FirstElement() : rootElement;
|
||||
|
||||
foreach (var soundElement in mainElement.GetChildElements("sound"))
|
||||
{
|
||||
var sound = Submarine.LoadRoundSound(soundElement);
|
||||
}
|
||||
string speciesName = mainElement.GetAttributeString("speciesname", null);
|
||||
if (string.IsNullOrWhiteSpace(speciesName))
|
||||
{
|
||||
speciesName = mainElement.GetAttributeString("name", null);
|
||||
if (!string.IsNullOrWhiteSpace(speciesName))
|
||||
{
|
||||
DebugConsole.NewMessage($"Error in {file.Path}: 'name' is deprecated! Use 'speciesname' instead.", Color.Orange);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Species name null in {file.Path}");
|
||||
}
|
||||
}
|
||||
|
||||
mainElement.GetChildElements("sound").ForEach(e => Submarine.LoadRoundSound(e));
|
||||
if (!CharacterPrefab.CheckSpeciesName(mainElement, file.Path, out string speciesName)) { continue; }
|
||||
bool humanoid = mainElement.GetAttributeBool("humanoid", false);
|
||||
CharacterPrefab originalCharacter;
|
||||
if (characterPrefab.VariantOf != null)
|
||||
{
|
||||
originalCharacter = CharacterPrefab.FindBySpeciesName(characterPrefab.VariantOf);
|
||||
var originalRoot = originalCharacter.XDocument.Root;
|
||||
var originalMainElement = originalRoot.IsOverride() ? originalRoot.FirstElement() : originalRoot;
|
||||
originalMainElement.GetChildElements("sound").ForEach(e => Submarine.LoadRoundSound(e));
|
||||
if (!CharacterPrefab.CheckSpeciesName(mainElement, file.Path, out string name)) { continue; }
|
||||
speciesName = name;
|
||||
if (mainElement.Attribute("humanoid") == null)
|
||||
{
|
||||
humanoid = originalMainElement.GetAttributeBool("humanoid", false);
|
||||
}
|
||||
}
|
||||
RagdollParams ragdollParams;
|
||||
if (humanoid)
|
||||
{
|
||||
@@ -335,13 +342,31 @@ namespace Barotrauma
|
||||
{
|
||||
if (level == null) { return; }
|
||||
int applyCount = 1;
|
||||
List<Func<Level.InterestingPosition, bool>> spawnPosFilter = new List<Func<Level.InterestingPosition, bool>>();
|
||||
if (eventSet.PerRuin)
|
||||
{
|
||||
applyCount = Level.Loaded.Ruins.Count();
|
||||
foreach (var ruin in Level.Loaded.Ruins)
|
||||
{
|
||||
spawnPosFilter.Add((Level.InterestingPosition pos) => { return pos.Ruin == ruin; });
|
||||
}
|
||||
}
|
||||
else if (eventSet.PerCave)
|
||||
{
|
||||
applyCount = Level.Loaded.Caves.Count();
|
||||
foreach (var cave in Level.Loaded.Caves)
|
||||
{
|
||||
spawnPosFilter.Add((Level.InterestingPosition pos) => { return pos.Cave == cave; });
|
||||
}
|
||||
}
|
||||
else if (eventSet.PerWreck)
|
||||
{
|
||||
applyCount = Submarine.Loaded.Count(s => s.Info.IsWreck && (s.WreckAI == null || !s.WreckAI.IsAlive));
|
||||
var wrecks = Submarine.Loaded.Where(s => s.Info.IsWreck && (s.WreckAI == null || !s.WreckAI.IsAlive));
|
||||
applyCount = wrecks.Count();
|
||||
foreach (var wreck in wrecks)
|
||||
{
|
||||
spawnPosFilter.Add((Level.InterestingPosition pos) => { return pos.Submarine == wreck; });
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < applyCount; i++)
|
||||
{
|
||||
@@ -358,6 +383,7 @@ namespace Barotrauma
|
||||
var newEvent = eventPrefab.First.CreateInstance();
|
||||
if (newEvent == null) { continue; }
|
||||
newEvent.Init(true);
|
||||
if (i < spawnPosFilter.Count) { newEvent.SpawnPosFilter = spawnPosFilter[i]; }
|
||||
DebugConsole.Log("Initialized event " + newEvent.ToString());
|
||||
if (!selectedEvents.ContainsKey(eventSet))
|
||||
{
|
||||
@@ -442,6 +468,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (eventSet.DelayWhenCrewAway)
|
||||
{
|
||||
if ((isCrewAway && crewAwayDuration < settings.FreezeDurationWhenCrewAway) || crewAwayResetTimer > 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) &&
|
||||
roundDuration < eventSet.MinMissionTime)
|
||||
{
|
||||
@@ -493,6 +527,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (IsCrewAway())
|
||||
{
|
||||
isCrewAway = true;
|
||||
crewAwayResetTimer = CrewAwayResetDelay;
|
||||
crewAwayDuration += deltaTime;
|
||||
}
|
||||
else if (crewAwayResetTimer > 0.0f)
|
||||
{
|
||||
isCrewAway = false;
|
||||
crewAwayResetTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
isCrewAway = false;
|
||||
crewAwayDuration = 0.0f;
|
||||
eventThreshold += settings.EventThresholdIncrease * deltaTime;
|
||||
eventCoolDown -= deltaTime;
|
||||
}
|
||||
|
||||
calculateDistanceTraveledTimer -= deltaTime;
|
||||
if (calculateDistanceTraveledTimer <= 0.0f)
|
||||
{
|
||||
@@ -500,9 +553,6 @@ namespace Barotrauma
|
||||
calculateDistanceTraveledTimer = CalculateDistanceTraveledInterval;
|
||||
}
|
||||
|
||||
eventThreshold += settings.EventThresholdIncrease * deltaTime;
|
||||
eventCoolDown -= deltaTime;
|
||||
|
||||
if (currentIntensity < eventThreshold)
|
||||
{
|
||||
bool recheck = false;
|
||||
@@ -526,7 +576,10 @@ namespace Barotrauma
|
||||
{
|
||||
activeEvents.Add(ev);
|
||||
eventThreshold = settings.DefaultEventThreshold;
|
||||
eventCoolDown = settings.EventCooldown;
|
||||
if (eventSet.TriggerEventCooldown && selectedEvents[eventSet].Any(e => e.Prefab.TriggerEventCooldown))
|
||||
{
|
||||
eventCoolDown = settings.EventCooldown;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -563,7 +616,7 @@ namespace Barotrauma
|
||||
int characterCount = 0;
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.IsDead || character.TeamID == Character.TeamType.FriendlyNPC) { continue; }
|
||||
if (character.IsDead || character.TeamID == CharacterTeamType.FriendlyNPC) { continue; }
|
||||
if (character.AIController is HumanAIController || character.IsRemotePlayer)
|
||||
{
|
||||
avgCrewHealth += character.Vitality / character.MaxVitality * (character.IsUnconscious ? 0.5f : 1.0f);
|
||||
@@ -586,9 +639,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.IsDead || character.IsIncapacitated || !character.Enabled || character.IsPet || character.Params.CompareGroup("human")) { continue; }
|
||||
|
||||
EnemyAIController enemyAI = character.AIController as EnemyAIController;
|
||||
if (enemyAI == null) continue;
|
||||
|
||||
if (!(character.AIController is EnemyAIController enemyAI)) { continue; }
|
||||
|
||||
if (character.CurrentHull?.Submarine != null &&
|
||||
(character.CurrentHull.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(character.CurrentHull.Submarine)))
|
||||
{
|
||||
@@ -681,7 +733,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Finds all actions in a ScriptedEvent
|
||||
/// </summary>
|
||||
@@ -750,5 +801,74 @@ namespace Barotrauma
|
||||
#endif
|
||||
return refEntity;
|
||||
}
|
||||
|
||||
private bool IsCrewAway()
|
||||
{
|
||||
#if CLIENT
|
||||
return Character.Controlled != null && IsCharacterAway(Character.Controlled);
|
||||
#else
|
||||
int playerCount = 0;
|
||||
int awayPlayerCount = 0;
|
||||
foreach (Barotrauma.Networking.Client client in GameMain.Server.ConnectedClients)
|
||||
{
|
||||
if (client.Character == null || client.Character.IsDead || client.Character.IsIncapacitated) { continue; }
|
||||
|
||||
playerCount++;
|
||||
if (IsCharacterAway(client.Character)) { awayPlayerCount++; }
|
||||
}
|
||||
return playerCount > 0 && awayPlayerCount / (float)playerCount > 0.5f;
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool IsCharacterAway(Character character)
|
||||
{
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
switch (character.Submarine.Info.Type)
|
||||
{
|
||||
case SubmarineType.Player:
|
||||
case SubmarineType.Outpost:
|
||||
case SubmarineType.OutpostModule:
|
||||
return false;
|
||||
case SubmarineType.Wreck:
|
||||
case SubmarineType.BeaconStation:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
const int maxDist = 1000;
|
||||
|
||||
if (Level.Loaded != null)
|
||||
{
|
||||
foreach (var ruin in Level.Loaded.Ruins)
|
||||
{
|
||||
Rectangle area = ruin.Area;
|
||||
area.Inflate(maxDist, maxDist);
|
||||
if (area.Contains(character.WorldPosition)) { return true; }
|
||||
}
|
||||
foreach (var cave in Level.Loaded.Caves)
|
||||
{
|
||||
Rectangle area = cave.Area;
|
||||
area.Inflate(maxDist, maxDist);
|
||||
if (area.Contains(character.WorldPosition)) { return true; }
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
if (sub.Info.Type != SubmarineType.BeaconStation && sub.Info.Type != SubmarineType.Wreck) { continue; }
|
||||
Rectangle worldBorders = new Rectangle(
|
||||
sub.Borders.X + (int)sub.WorldPosition.X - maxDist,
|
||||
sub.Borders.Y + (int)sub.WorldPosition.Y + maxDist,
|
||||
sub.Borders.Width + maxDist * 2,
|
||||
sub.Borders.Height + maxDist * 2);
|
||||
if (Submarine.RectContains(worldBorders, character.WorldPosition))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,6 +24,8 @@ namespace Barotrauma
|
||||
public readonly float MinLevelDifficulty = 0.0f;
|
||||
public readonly float MaxLevelDifficulty = 100.0f;
|
||||
|
||||
public readonly float FreezeDurationWhenCrewAway = 60.0f * 10.0f;
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
List.Clear();
|
||||
@@ -77,6 +79,8 @@ namespace Barotrauma
|
||||
|
||||
MinLevelDifficulty = element.GetAttributeFloat("MinLevelDifficulty", 0.0f);
|
||||
MaxLevelDifficulty = element.GetAttributeFloat("MaxLevelDifficulty", 100.0f);
|
||||
|
||||
FreezeDurationWhenCrewAway = element.GetAttributeFloat("FreezeDurationWhenCrewAway", 10.0f * 60.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Barotrauma
|
||||
public readonly Type EventType;
|
||||
public readonly string MusicType;
|
||||
public readonly float SpawnProbability;
|
||||
public readonly bool TriggerEventCooldown;
|
||||
public float Commonness;
|
||||
public string Identifier;
|
||||
|
||||
@@ -35,6 +36,7 @@ namespace Barotrauma
|
||||
Identifier = ConfigElement.GetAttributeString("identifier", string.Empty);
|
||||
Commonness = element.GetAttributeFloat("commonness", 1.0f);
|
||||
SpawnProbability = Math.Clamp(element.GetAttributeFloat("spawnprobability", 1.0f), 0, 1);
|
||||
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
|
||||
}
|
||||
|
||||
public Event CreateInstance()
|
||||
|
||||
@@ -83,11 +83,14 @@ namespace Barotrauma
|
||||
|
||||
public readonly bool IgnoreCoolDown;
|
||||
|
||||
public readonly bool PerRuin;
|
||||
public readonly bool PerWreck;
|
||||
public readonly bool PerRuin, PerCave, PerWreck;
|
||||
|
||||
public readonly bool OncePerOutpost;
|
||||
|
||||
public readonly bool DelayWhenCrewAway;
|
||||
|
||||
public readonly bool TriggerEventCooldown;
|
||||
|
||||
public readonly Dictionary<string, float> Commonness;
|
||||
|
||||
//Pair.First: event prefab, Pair.Second: commonness
|
||||
@@ -133,10 +136,13 @@ namespace Barotrauma
|
||||
MinMissionTime = element.GetAttributeFloat("minmissiontime", 0.0f);
|
||||
|
||||
AllowAtStart = element.GetAttributeBool("allowatstart", false);
|
||||
IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? false);
|
||||
PerRuin = element.GetAttributeBool("perruin", false);
|
||||
PerCave = element.GetAttributeBool("percave", false);
|
||||
PerWreck = element.GetAttributeBool("perwreck", false);
|
||||
IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? (PerRuin || PerCave || PerWreck));
|
||||
DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", !PerRuin && !PerCave && !PerWreck);
|
||||
OncePerOutpost = element.GetAttributeBool("perwreck", false);
|
||||
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
|
||||
|
||||
Commonness[""] = 1.0f;
|
||||
foreach (XElement subElement in element.Elements())
|
||||
|
||||
@@ -94,7 +94,10 @@ namespace Barotrauma
|
||||
cargoSpawnPos.Position.X + Rand.Range(-20.0f, 20.0f, Rand.RandSync.Server),
|
||||
cargoRoom.Rect.Y - cargoRoom.Rect.Height + itemPrefab.Size.Y / 2);
|
||||
|
||||
var item = new Item(itemPrefab, position, cargoRoom.Submarine);
|
||||
var item = new Item(itemPrefab, position, cargoRoom.Submarine)
|
||||
{
|
||||
SpawnedInOutpost = true
|
||||
};
|
||||
item.FindHull();
|
||||
items.Add(item);
|
||||
|
||||
|
||||
@@ -16,11 +16,11 @@ namespace Barotrauma
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
private Character.TeamType Winner
|
||||
private CharacterTeamType Winner
|
||||
{
|
||||
get
|
||||
{
|
||||
if (GameMain.GameSession?.WinningTeam == null) { return Character.TeamType.None; }
|
||||
if (GameMain.GameSession?.WinningTeam == null) { return CharacterTeamType.None; }
|
||||
return GameMain.GameSession.WinningTeam.Value;
|
||||
}
|
||||
}
|
||||
@@ -29,14 +29,14 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Winner == Character.TeamType.None || string.IsNullOrEmpty(base.SuccessMessage)) { return ""; }
|
||||
if (Winner == CharacterTeamType.None || string.IsNullOrEmpty(base.SuccessMessage)) { return ""; }
|
||||
|
||||
//disable success message for now if it hasn't been translated
|
||||
if (!TextManager.ContainsTag("MissionSuccess." + Prefab.TextIdentifier)) { return ""; }
|
||||
|
||||
var loser = Winner == Character.TeamType.Team1 ?
|
||||
Character.TeamType.Team2 :
|
||||
Character.TeamType.Team1;
|
||||
var loser = Winner == CharacterTeamType.Team1 ?
|
||||
CharacterTeamType.Team2 :
|
||||
CharacterTeamType.Team1;
|
||||
|
||||
return base.SuccessMessage
|
||||
.Replace("[loser]", GetTeamName(loser))
|
||||
@@ -44,11 +44,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override int TeamCount
|
||||
{
|
||||
get { return 2; }
|
||||
}
|
||||
|
||||
public CombatMission(MissionPrefab prefab, Location[] locations)
|
||||
: base(prefab, locations)
|
||||
{
|
||||
@@ -74,13 +69,13 @@ namespace Barotrauma
|
||||
};
|
||||
}
|
||||
|
||||
public static string GetTeamName(Character.TeamType teamID)
|
||||
public static string GetTeamName(CharacterTeamType teamID)
|
||||
{
|
||||
if (teamID == Character.TeamType.Team1)
|
||||
if (teamID == CharacterTeamType.Team1)
|
||||
{
|
||||
return teamNames.Length > 0 ? teamNames[0] : "Team 1";
|
||||
}
|
||||
else if (teamID == Character.TeamType.Team2)
|
||||
else if (teamID == CharacterTeamType.Team2)
|
||||
{
|
||||
return teamNames.Length > 1 ? teamNames[1] : "Team 2";
|
||||
}
|
||||
@@ -91,7 +86,7 @@ namespace Barotrauma
|
||||
public bool IsInWinningTeam(Character character)
|
||||
{
|
||||
return character != null &&
|
||||
Winner != Character.TeamType.None &&
|
||||
Winner != CharacterTeamType.None &&
|
||||
Winner == character.TeamID;
|
||||
}
|
||||
|
||||
@@ -104,7 +99,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
|
||||
subs[0].TeamID = Character.TeamType.Team1; subs[1].TeamID = Character.TeamType.Team2;
|
||||
subs[0].TeamID = CharacterTeamType.Team1; subs[1].TeamID = CharacterTeamType.Team2;
|
||||
subs[0].NeutralizeBallast(); subs[1].NeutralizeBallast();
|
||||
subs[1].SetPosition(subs[1].FindSpawnPos(Level.Loaded.EndPosition));
|
||||
subs[1].FlipX();
|
||||
@@ -122,7 +117,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.NetworkMember == null) return;
|
||||
|
||||
if (Winner != Character.TeamType.None)
|
||||
if (Winner != CharacterTeamType.None)
|
||||
{
|
||||
GiveReward();
|
||||
completed = true;
|
||||
|
||||
@@ -14,6 +14,8 @@ namespace Barotrauma
|
||||
private Dictionary<string, Item[]> RelevantLevelResources { get; } = new Dictionary<string, Item[]>();
|
||||
private List<Tuple<string, Vector2>> MissionClusterPositions { get; } = new List<Tuple<string, Vector2>>();
|
||||
|
||||
private readonly HashSet<Level.Cave> caves = new HashSet<Level.Cave>();
|
||||
|
||||
public override IEnumerable<Vector2> SonarPositions
|
||||
{
|
||||
get
|
||||
@@ -74,6 +76,8 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
caves.Clear();
|
||||
|
||||
if (IsClient) { return; }
|
||||
foreach (var kvp in ResourceClusters)
|
||||
{
|
||||
@@ -93,6 +97,19 @@ namespace Barotrauma
|
||||
if (spawnedResources.None()) { continue; }
|
||||
SpawnedResources.Add(kvp.Key, spawnedResources);
|
||||
kvp.Value.Second = rotation;
|
||||
|
||||
foreach (Level.Cave cave in Level.Loaded.Caves)
|
||||
{
|
||||
foreach (Item spawnedResource in spawnedResources)
|
||||
{
|
||||
if (cave.Area.Contains(spawnedResource.WorldPosition))
|
||||
{
|
||||
cave.DisplayOnSonar = true;
|
||||
caves.Add(cave);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
CalculateMissionClusterPositions();
|
||||
FindRelevantLevelResources();
|
||||
|
||||
@@ -85,11 +85,6 @@ namespace Barotrauma
|
||||
get { return true; }
|
||||
}
|
||||
|
||||
public virtual int TeamCount
|
||||
{
|
||||
get { return 1; }
|
||||
}
|
||||
|
||||
public virtual IEnumerable<Vector2> SonarPositions
|
||||
{
|
||||
get { return Enumerable.Empty<Vector2>(); }
|
||||
@@ -184,11 +179,6 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Update(float deltaTime) { }
|
||||
|
||||
public virtual void AssignTeamIDs(List<Networking.Client> clients)
|
||||
{
|
||||
clients.ForEach(c => c.TeamID = Character.TeamType.Team1);
|
||||
}
|
||||
|
||||
protected void ShowMessage(int missionState)
|
||||
{
|
||||
ShowMessageProjSpecific(missionState);
|
||||
@@ -238,7 +228,16 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.GameSession.GameMode is CampaignMode && !IsClient)
|
||||
{
|
||||
int srcIndex = Locations[0].Type.Identifier.Equals(from, StringComparison.OrdinalIgnoreCase) ? 0 : 1;
|
||||
int srcIndex = -1;
|
||||
for (int i = 0; i < Locations.Length; i++)
|
||||
{
|
||||
if (Locations[i].Type.Identifier.Equals(from, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
srcIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (srcIndex == -1) { return; }
|
||||
var upgradeLocation = Locations[srcIndex];
|
||||
upgradeLocation.ChangeType(LocationType.List.Find(lt => lt.Identifier.Equals(to, StringComparison.OrdinalIgnoreCase)));
|
||||
}
|
||||
|
||||
@@ -125,7 +125,7 @@ namespace Barotrauma
|
||||
foreach (var monster in monsters)
|
||||
{
|
||||
monster.Enabled = false;
|
||||
if (monster.Params.AI.EnforceAggressiveBehaviorForMissions)
|
||||
if (monster.Params.AI != null && monster.Params.AI.EnforceAggressiveBehaviorForMissions)
|
||||
{
|
||||
foreach (var targetParam in monster.Params.AI.Targets)
|
||||
{
|
||||
|
||||
@@ -20,7 +20,9 @@ namespace Barotrauma
|
||||
|
||||
private readonly float itemSpawnRadius = 800.0f;
|
||||
private readonly float approachItemsRadius = 1000.0f;
|
||||
private readonly float nestObjectRadius = 1000.0f;
|
||||
private readonly float monsterSpawnRadius = 3000.0f;
|
||||
private readonly int nestObjectAmount = 10;
|
||||
|
||||
private readonly bool requireDelivery;
|
||||
|
||||
@@ -53,6 +55,9 @@ namespace Barotrauma
|
||||
approachItemsRadius = prefab.ConfigElement.GetAttributeFloat("approachitemsradius", itemSpawnRadius * 2.0f);
|
||||
monsterSpawnRadius = prefab.ConfigElement.GetAttributeFloat("monsterspawnradius", approachItemsRadius * 2.0f);
|
||||
|
||||
nestObjectRadius = prefab.ConfigElement.GetAttributeFloat("nestobjectradius", itemSpawnRadius * 2.0f);
|
||||
nestObjectAmount = prefab.ConfigElement.GetAttributeInt("nestobjectamount", 10);
|
||||
|
||||
requireDelivery = prefab.ConfigElement.GetAttributeBool("requiredelivery", false);
|
||||
|
||||
string spawnPositionTypeStr = prefab.ConfigElement.GetAttributeString("spawntype", "");
|
||||
@@ -62,7 +67,6 @@ namespace Barotrauma
|
||||
spawnPositionType = Level.PositionType.Cave | Level.PositionType.Ruin;
|
||||
}
|
||||
|
||||
|
||||
foreach (var monsterElement in prefab.ConfigElement.GetChildElements("monster"))
|
||||
{
|
||||
string speciesName = monsterElement.GetAttributeString("character", string.Empty);
|
||||
@@ -107,6 +111,25 @@ namespace Barotrauma
|
||||
List<GraphEdge> spawnEdges = new List<GraphEdge>();
|
||||
if (spawnPositionType == Level.PositionType.Cave)
|
||||
{
|
||||
Level.Cave closestCave = null;
|
||||
float closestCaveDist = float.PositiveInfinity;
|
||||
foreach (var cave in Level.Loaded.Caves)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(nestPosition, cave.Area.Center.ToVector2());
|
||||
if (dist < closestCaveDist)
|
||||
{
|
||||
closestCave = cave;
|
||||
closestCaveDist = dist;
|
||||
}
|
||||
}
|
||||
if (closestCave != null)
|
||||
{
|
||||
closestCave.DisplayOnSonar = true;
|
||||
SpawnNestObjects(level, closestCave);
|
||||
#if SERVER
|
||||
selectedCave = closestCave;
|
||||
#endif
|
||||
}
|
||||
var nearbyCells = Level.Loaded.GetCells(nestPosition, searchDepth: 3);
|
||||
if (nearbyCells.Any())
|
||||
{
|
||||
@@ -188,6 +211,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnNestObjects(Level level, Level.Cave cave)
|
||||
{
|
||||
level.LevelObjectManager.PlaceNestObjects(level, cave, nestPosition, nestObjectRadius, nestObjectAmount);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (IsClient)
|
||||
@@ -279,6 +307,10 @@ namespace Barotrauma
|
||||
{
|
||||
GiveReward();
|
||||
completed = true;
|
||||
if (completed)
|
||||
{
|
||||
ChangeLocationType("None", "Explored");
|
||||
}
|
||||
}
|
||||
foreach (Item item in items)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
@@ -168,10 +169,11 @@ namespace Barotrauma
|
||||
//try to find a container and place the item inside it
|
||||
if (!string.IsNullOrEmpty(containerTag) && item.ParentInventory == null)
|
||||
{
|
||||
List<ItemContainer> validContainers = new List<ItemContainer>();
|
||||
foreach (Item it in Item.ItemList)
|
||||
{
|
||||
if (!it.HasTag(containerTag)) { continue; }
|
||||
if (it.NonInteractable) { continue; }
|
||||
if (!it.IsPlayerTeamInteractable) { continue; }
|
||||
switch (spawnPositionType)
|
||||
{
|
||||
case Level.PositionType.Cave:
|
||||
@@ -185,15 +187,18 @@ namespace Barotrauma
|
||||
if (it.Submarine == null || it.Submarine.Info.Type != SubmarineType.Wreck) { continue; }
|
||||
break;
|
||||
}
|
||||
var itemContainer = it.GetComponent<Items.Components.ItemContainer>();
|
||||
if (itemContainer == null) { continue; }
|
||||
if (itemContainer.Combine(item, user: null))
|
||||
var itemContainer = it.GetComponent<ItemContainer>();
|
||||
if (itemContainer != null && itemContainer.Inventory.CanBePut(item)) { validContainers.Add(itemContainer); }
|
||||
}
|
||||
if (validContainers.Any())
|
||||
{
|
||||
var selectedContainer = validContainers.GetRandom();
|
||||
if (selectedContainer.Combine(item, user: null))
|
||||
{
|
||||
#if SERVER
|
||||
originalInventoryID = it.ID;
|
||||
originalItemContainerIndex = (byte)it.GetComponentIndex(itemContainer);
|
||||
originalInventoryID = selectedContainer.Item.ID;
|
||||
originalItemContainerIndex = (byte)selectedContainer.Item.GetComponentIndex(selectedContainer);
|
||||
#endif
|
||||
break;
|
||||
} // Placement successful
|
||||
}
|
||||
}
|
||||
|
||||
@@ -138,6 +138,11 @@ namespace Barotrauma
|
||||
var removals = new List<Level.InterestingPosition>();
|
||||
foreach (var position in availablePositions)
|
||||
{
|
||||
if (SpawnPosFilter != null && !SpawnPosFilter(position))
|
||||
{
|
||||
removals.Add(position);
|
||||
continue;
|
||||
}
|
||||
if (position.Submarine != null)
|
||||
{
|
||||
if (position.Submarine.WreckAI != null && position.Submarine.WreckAI.IsAlive)
|
||||
@@ -180,33 +185,36 @@ namespace Barotrauma
|
||||
{
|
||||
if (disallowed) { return; }
|
||||
|
||||
if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
|
||||
{
|
||||
spawnPos = null;
|
||||
Finished();
|
||||
return;
|
||||
}
|
||||
|
||||
spawnPos = Vector2.Zero;
|
||||
var availablePositions = GetAvailableSpawnPositions();
|
||||
var chosenPosition = new Level.InterestingPosition(Point.Zero, Level.PositionType.MainPath, isValid: false);
|
||||
var removedPositions = new List<Level.InterestingPosition>();
|
||||
foreach (var position in availablePositions)
|
||||
{
|
||||
if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
|
||||
{
|
||||
removedPositions.Add(position);
|
||||
}
|
||||
}
|
||||
removedPositions.ForEach(p => availablePositions.Remove(p));
|
||||
bool isSubOrWreck = spawnPosType == Level.PositionType.Ruin || spawnPosType == Level.PositionType.Wreck;
|
||||
if (affectSubImmediately && !isSubOrWreck)
|
||||
{
|
||||
if (availablePositions.None())
|
||||
{
|
||||
//no suitable position found, disable the event
|
||||
spawnPos = null;
|
||||
Finished();
|
||||
return;
|
||||
}
|
||||
Submarine refSub = GetReferenceSub();
|
||||
if (Submarine.MainSubs.Length == 2 && Submarine.MainSubs[1] != null)
|
||||
{
|
||||
refSub = Submarine.MainSubs.GetRandom(Rand.RandSync.Unsynced);
|
||||
}
|
||||
float closestDist = float.PositiveInfinity;
|
||||
//find the closest spawnposition that isn't too close to any of the subs
|
||||
foreach (var position in availablePositions)
|
||||
{
|
||||
Vector2 pos = position.Position.ToVector2();
|
||||
Submarine refSub = GetReferenceSub();
|
||||
float dist = Vector2.DistanceSquared(pos, refSub.WorldPosition);
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
@@ -248,7 +256,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (var position in availablePositions)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(position.Position.ToVector2(), GetReferenceSub().WorldPosition);
|
||||
float dist = Vector2.DistanceSquared(position.Position.ToVector2(), refSub.WorldPosition);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
@@ -262,11 +270,20 @@ namespace Barotrauma
|
||||
if (!isSubOrWreck)
|
||||
{
|
||||
float minDistance = 20000;
|
||||
availablePositions.RemoveAll(p => Vector2.DistanceSquared(GetReferenceSub().WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
|
||||
var refSub = GetReferenceSub();
|
||||
availablePositions.RemoveAll(p => Vector2.DistanceSquared(refSub.WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
|
||||
if (Submarine.MainSubs.Length > 1)
|
||||
{
|
||||
for (int i = 1; i < Submarine.MainSubs.Length; i++)
|
||||
{
|
||||
availablePositions.RemoveAll(p => Vector2.DistanceSquared(Submarine.MainSubs[i].WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (availablePositions.None())
|
||||
{
|
||||
//no suitable position found, disable the event
|
||||
spawnPos = null;
|
||||
Finished();
|
||||
return;
|
||||
}
|
||||
@@ -335,6 +352,8 @@ namespace Barotrauma
|
||||
if (spawnPos == null)
|
||||
{
|
||||
FindSpawnPosition(affectSubImmediately: true);
|
||||
//the event gets marked as finished if a spawn point is not found
|
||||
if (isFinished) { return; }
|
||||
spawnPending = true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user