v1.6.17.0 (Unto the Breach update)
This commit is contained in:
@@ -40,7 +40,7 @@ namespace Barotrauma
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{
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matchingData.ApplyPermadeath();
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if (GameMain.Server is { ServerSettings.IronmanMode: true })
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if (GameMain.Server?.ServerSettings is { IronmanModeActive: true })
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{
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mpCampaign.SaveSingleCharacter(matchingData);
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}
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@@ -21,16 +21,16 @@ namespace Barotrauma
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CauseOfDeath = null;
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}
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partial void OnSkillChanged(Identifier skillIdentifier, float prevLevel, float newLevel)
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partial void OnSkillChanged(Identifier skillIdentifier, float prevLevel, float newLevel, bool forceNotification)
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{
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if (Character == null || Character.Removed) { return; }
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if (!prevSentSkill.ContainsKey(skillIdentifier))
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{
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prevSentSkill[skillIdentifier] = prevLevel;
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}
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if (Math.Abs(prevSentSkill[skillIdentifier] - newLevel) > 0.01f)
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if (Math.Abs(prevSentSkill[skillIdentifier] - newLevel) > 0.1f || forceNotification)
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{
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GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateSkillsEventData());
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GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateSkillsEventData(skillIdentifier, forceNotification));
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prevSentSkill[skillIdentifier] = newLevel;
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}
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}
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@@ -98,6 +98,8 @@ namespace Barotrauma
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msg.WriteInt32(ExperiencePoints);
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msg.WriteRangedInteger(AdditionalTalentPoints, 0, MaxAdditionalTalentPoints);
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msg.WriteBoolean(PermanentlyDead);
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msg.WriteInt32(TalentRefundPoints);
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msg.WriteInt32(TalentResetCount);
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}
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}
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}
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@@ -298,17 +298,12 @@ namespace Barotrauma
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Kill(causeOfDeath.type, causeOfDeath.affliction);
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}
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break;
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case EventType.ConfirmTalentRefund:
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if (!CanManageTalents(c)) { return; }
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Info?.RefundTalents();
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break;
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case EventType.UpdateTalents:
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if (c.Character != this)
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{
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if (!IsBot || !c.HasPermission(ClientPermissions.ManageBotTalents))
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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}
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if (!CanManageTalents(c)) { return; }
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// get the full list of talents from the player, only give the ones
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// that are not already given (or otherwise not viable)
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@@ -332,6 +327,22 @@ namespace Barotrauma
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}
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break;
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}
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bool CanManageTalents(Client client)
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{
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if (client.Character != this)
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{
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if (client.TeamID != TeamID || !IsBot || !client.HasPermission(ClientPermissions.ManageBotTalents) || client.Spectating)
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{
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#if DEBUG
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DebugConsole.Log("A client tried to manage talents of a character they don't control or have permission to manage");
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#endif
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return false;
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}
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}
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return true;
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}
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}
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public void ServerWritePosition(ReadWriteMessage tempBuffer, Client c)
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@@ -377,8 +388,15 @@ namespace Barotrauma
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tempBuffer.WriteBoolean(shoot);
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tempBuffer.WriteBoolean(use);
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tempBuffer.WriteBoolean(AnimController is HumanoidAnimController { Crouching: true });
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if (AnimController is HumanoidAnimController humanAnim)
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{
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tempBuffer.WriteBoolean(humanAnim.Crouching);
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}
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else if (AnimController is FishAnimController fishAnim)
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{
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tempBuffer.WriteBoolean(fishAnim.Reverse);
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}
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tempBuffer.WriteBoolean(attack);
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Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
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@@ -464,20 +482,17 @@ namespace Barotrauma
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case CharacterStatusEventData statusEventData:
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WriteStatus(msg, statusEventData.ForceAfflictionData);
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break;
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case UpdateSkillsEventData _:
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if (Info?.Job == null)
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case UpdateSkillsEventData updateSkillsData:
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if (Info?.Job is { } job)
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{
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msg.WriteByte((byte)0);
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msg.WriteIdentifier(updateSkillsData.SkillIdentifier);
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msg.WriteBoolean(updateSkillsData.ForceNotification);
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//don't use Character.GetSkillLevel here, because it applies all the temporary boosts from items and afflictions on the skill level
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msg.WriteSingle(job.GetSkillLevel(updateSkillsData.SkillIdentifier));
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}
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else
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{
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var skills = Info.Job.GetSkills();
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msg.WriteByte((byte)skills.Count());
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foreach (Skill skill in skills)
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{
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msg.WriteIdentifier(skill.Identifier);
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msg.WriteSingle(skill.Level);
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}
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msg.WriteIdentifier(Identifier.Empty);
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}
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break;
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case IAttackEventData attackEventData:
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@@ -555,6 +570,7 @@ namespace Barotrauma
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break;
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case UpdateExperienceEventData _:
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msg.WriteInt32(Info.ExperiencePoints);
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msg.WriteInt32(info.AdditionalTalentPoints);
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break;
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case UpdateTalentsEventData _:
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msg.WriteUInt16((ushort)characterTalents.Count);
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@@ -565,9 +581,16 @@ namespace Barotrauma
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}
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break;
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case UpdateMoneyEventData _:
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msg.WriteInt32(GameMain.GameSession.Campaign.GetWallet(c).Balance);
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msg.WriteInt32(Wallet?.Balance ?? 0);
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break;
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case UpdateRefundPointsEventData when Info is { } i:
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msg.WriteInt32(i.TalentRefundPoints);
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break;
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case ConfirmRefundEventData:
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// No data
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break;
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case UpdatePermanentStatsEventData updatePermanentStatsEventData:
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StatTypes statType = updatePermanentStatsEventData.StatType;
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if (Info == null)
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{
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@@ -716,9 +716,7 @@ namespace Barotrauma
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ShowQuestionPrompt("Console command permissions to revoke from \"" + client.Name + "\"? You may enter multiple commands separated with a space.", (commandsStr) =>
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{
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Identifier[] splitCommands = commandsStr.Split(' ')
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.Select(s => s.Trim())
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.ToIdentifiers().ToArray();
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Identifier[] splitCommands = commandsStr.ToIdentifiers(separator: " ").ToArray();
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List<Command> revokedCommands = new List<Command>();
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bool revokeAll = splitCommands.Length > 0 && splitCommands[0] == "all";
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if (revokeAll)
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@@ -1351,14 +1349,14 @@ namespace Barotrauma
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commands.Add(new Command("mission", "mission [name]: Select the mission type for the next round.", (string[] args) =>
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{
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GameMain.NetLobbyScreen.MissionTypeName = string.Join(" ", args);
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NewMessage("Set mission to " + GameMain.NetLobbyScreen.MissionTypeName, Color.Cyan);
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GameMain.NetLobbyScreen.MissionTypes = args.ToIdentifiers();
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NewMessage("Set mission to " + string.Join(",", GameMain.NetLobbyScreen.MissionTypes), Color.Cyan);
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},
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() =>
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{
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return new string[][]
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{
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Enum.GetNames(typeof(MissionType))
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MissionPrefab.GetAllMultiplayerSelectableMissionTypes().Select(id => id.Value).ToArray()
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};
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}));
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@@ -1404,10 +1402,7 @@ namespace Barotrauma
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AssignOnExecute("respawnnow", (string[] args) =>
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{
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if (GameMain.Server?.RespawnManager == null) { return; }
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if (GameMain.Server.RespawnManager.CurrentState != RespawnManager.State.Transporting)
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{
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GameMain.Server.RespawnManager.ForceRespawn();
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}
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GameMain.Server.RespawnManager.ForceRespawn();
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});
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commands.Add(new Command("startgame|startround|start", "start/startgame/startround: Start a new round.", (string[] args) =>
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@@ -1416,7 +1411,7 @@ namespace Barotrauma
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if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign &&
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GameMain.NetLobbyScreen.SelectedMode == GameModePreset.MultiPlayerCampaign)
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{
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MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.SavePath, client: null);
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MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.DataPath, client: null);
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}
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else
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{
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@@ -1425,7 +1420,9 @@ namespace Barotrauma
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MultiPlayerCampaign.StartCampaignSetup();
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return;
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}
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if (!GameMain.Server.TryStartGame()) { NewMessage("Failed to start a new round", Color.Yellow); }
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var result = GameMain.Server.TryStartGame();
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if (result != GameServer.TryStartGameResult.Success) { NewMessage($"Failed to start a new round: {TextManager.Get($"TryStartGameError.{result}")}", Color.Yellow); }
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}
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}));
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@@ -1897,23 +1894,28 @@ namespace Barotrauma
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}
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}
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);
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AssignOnClientRequestExecute(
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"healme",
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(Client client, Vector2 cursorWorldPos, string[] args) =>
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{
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bool healAll = args.Length > 0 && args[0].Equals("all", StringComparison.OrdinalIgnoreCase);
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if (client.Character != null)
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{
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HealCharacter(client.Character, healAll);
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}
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}
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);
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AssignOnClientRequestExecute(
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"heal",
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(Client client, Vector2 cursorWorldPos, string[] args) =>
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{
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bool healAll = args.Length > 1 && args[1].Equals("all", StringComparison.OrdinalIgnoreCase);
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Character healedCharacter = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(healAll ? args.Take(args.Length - 1).ToArray() : args);
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Character healedCharacter = (args.Length == 0) ? client.Character : FindMatchingCharacter(healAll ? args.Take(args.Length - 1).ToArray() : args);
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if (healedCharacter != null)
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{
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healedCharacter.SetAllDamage(0.0f, 0.0f, 0.0f);
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healedCharacter.Oxygen = 100.0f;
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healedCharacter.Bloodloss = 0.0f;
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healedCharacter.SetStun(0.0f, true);
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if (healAll)
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{
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healedCharacter.CharacterHealth.RemoveAllAfflictions();
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}
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HealCharacter(healedCharacter, healAll);
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}
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}
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);
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@@ -1934,7 +1936,7 @@ namespace Barotrauma
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// If killed in ironman mode, the character has been wiped from the save mid-round, so its
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// original data needs to be restored to the save file (without making a backup of the dead character)
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if (GameMain.Server.ServerSettings.IronmanMode && GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
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if (GameMain.Server.ServerSettings is { IronmanModeActive: true } && GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
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{
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if (mpCampaign.RestoreSingleCharacterFromBackup(c) is CharacterCampaignData characterToRestore)
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{
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@@ -2546,6 +2548,7 @@ namespace Barotrauma
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{
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foreach (Skill skill in character.Info.Job.GetSkills())
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{
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GameMain.NetworkMember.CreateEntityEvent(character, new Character.UpdateSkillsEventData(skill.Identifier, forceNotification: true));
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character.Info.SetSkillLevel(skill.Identifier, level);
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}
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GameMain.Server.SendConsoleMessage($"Set all {character.Name}'s skills to {level}", senderClient);
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@@ -2553,10 +2556,10 @@ namespace Barotrauma
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else
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{
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character.Info.SetSkillLevel(skillIdentifier, level);
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GameMain.NetworkMember.CreateEntityEvent(character, new Character.UpdateSkillsEventData(skillIdentifier, forceNotification: true));
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GameMain.Server.SendConsoleMessage($"Set {character.Name}'s {skillIdentifier} level to {level}", senderClient);
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}
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GameMain.NetworkMember.CreateEntityEvent(character, new Character.UpdateSkillsEventData());
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}
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else
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{
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@@ -1,20 +1,51 @@
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using System.Collections.Generic;
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#nullable enable
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class CombatMission
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{
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class KillCount
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{
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public readonly Character Victim;
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public readonly Client? VictimClient;
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public readonly Character? Killer;
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public readonly Client? KillerClient;
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public KillCount(Character victim, Character? killer)
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{
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Victim = victim;
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VictimClient = GameMain.Server.ConnectedClients.FirstOrDefault(c => victim.IsClientOwner(c));
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Killer = killer;
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if (killer != null)
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{
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KillerClient = GameMain.Server.ConnectedClients.FirstOrDefault(c => killer.IsClientOwner(c));
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}
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}
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}
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const float RoundEndDuration = 5.0f;
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private readonly bool[] teamDead = new bool[2];
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/// <summary>
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/// Lists of characters currently alive in the teams
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/// </summary>
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private List<Character>[] crews;
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/// <summary>
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/// List of all kills (of the characters in either team) during the round
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/// </summary>
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private readonly List<KillCount> kills = new List<KillCount>();
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private bool initialized = false;
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private float roundEndTimer;
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private float timeInTargetSubmarineTimer;
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public override LocalizedString Description
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{
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get
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@@ -28,51 +59,16 @@ namespace Barotrauma
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protected override void UpdateMissionSpecific(float deltaTime)
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{
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if (!initialized)
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{
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crews[0].Clear();
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crews[1].Clear();
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foreach (Character character in Character.CharacterList)
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{
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if (character.TeamID == CharacterTeamType.Team1)
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{
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crews[0].Add(character);
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}
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else if (character.TeamID == CharacterTeamType.Team2)
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{
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crews[1].Add(character);
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}
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}
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initialized = true;
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}
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if (crews[0].Count == 0 || crews[1].Count == 0)
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{
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//if there are no characters in either crew, end the round
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teamDead[0] = teamDead[1] = true;
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state = 1;
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}
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else
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{
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teamDead[0] = crews[0].All(c => c.IsDead || c.IsIncapacitated);
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teamDead[1] = crews[1].All(c => c.IsDead || c.IsIncapacitated);
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if (teamDead[0] && teamDead[1]) { state = 1; }
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}
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CheckTeamCharacters();
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if (state == 0)
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{
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CheckWinCondition(deltaTime);
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for (int i = 0; i < teamDead.Length; i++)
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{
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if (!teamDead[i] && teamDead[1 - i])
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{
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//make sure nobody in the other team can be revived because that would be pretty weird
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crews[1 - i].ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeathType.Unknown, null); });
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GameMain.GameSession.WinningTeam = i == 0 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
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//state 1 = team 1 won, 2 = team 2 won
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State = i + 1;
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SetWinningTeam(i);
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break;
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}
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}
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@@ -85,7 +81,7 @@ namespace Barotrauma
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if (teamDead[0] && teamDead[1])
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{
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GameMain.GameSession.WinningTeam = CharacterTeamType.None;
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if (GameMain.Server != null) { GameMain.Server.EndGame(); }
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GameMain.Server?.EndGame();
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}
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else if (GameMain.GameSession.WinningTeam != CharacterTeamType.None)
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{
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@@ -93,5 +89,168 @@ namespace Barotrauma
|
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}
|
||||
}
|
||||
}
|
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private void CheckTeamCharacters()
|
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{
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||||
if (!allowRespawning && initialized)
|
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{
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//if no respawns are allowed, we only need to check the characters once
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return;
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||||
}
|
||||
|
||||
for (int i = 0; i < crews.Length; i++)
|
||||
{
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foreach (var character in crews[i])
|
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{
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if (character.IsDead)
|
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{
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AddKill(character);
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||||
}
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||||
}
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}
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||||
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crews[0].Clear();
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crews[1].Clear();
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foreach (Character character in Character.CharacterList)
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{
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if (character.IsDead) { continue; }
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if (character.TeamID == CharacterTeamType.Team1)
|
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{
|
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crews[0].Add(character);
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}
|
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else if (character.TeamID == CharacterTeamType.Team2)
|
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{
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crews[1].Add(character);
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}
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if (character.IsBot && character.AIController is HumanAIController humanAi)
|
||||
{
|
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if (!humanAi.ObjectiveManager.HasOrder<AIObjectiveFightIntruders>(o => o.TargetCharactersInOtherSubs) &&
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OrderPrefab.Prefabs.TryGet(Tags.AssaultEnemyOrder, out OrderPrefab? assaultOrder))
|
||||
{
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character.SetOrder(assaultOrder.CreateInstance(
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OrderPrefab.OrderTargetType.Entity, orderGiver: null).WithManualPriority(CharacterInfo.HighestManualOrderPriority),
|
||||
isNewOrder: true, speak: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
private void CheckWinCondition(float deltaTime)
|
||||
{
|
||||
switch (winCondition)
|
||||
{
|
||||
case WinCondition.LastManStanding:
|
||||
if (crews[0].Count == 0 || crews[1].Count == 0)
|
||||
{
|
||||
//if there are no characters in either crew, end the round
|
||||
teamDead[0] = teamDead[1] = true;
|
||||
state = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
teamDead[0] = crews[0].All(c => c.IsDead || c.IsIncapacitated);
|
||||
teamDead[1] = crews[1].All(c => c.IsDead || c.IsIncapacitated);
|
||||
if (teamDead[0] && teamDead[1]) { state = 1; }
|
||||
}
|
||||
break;
|
||||
case WinCondition.KillCount:
|
||||
//no need to do anything, kills are counted in AddKill
|
||||
break;
|
||||
case WinCondition.ControlSubmarine:
|
||||
CheckTargetSubmarineControl(deltaTime);
|
||||
break;
|
||||
}
|
||||
CheckScore();
|
||||
}
|
||||
|
||||
private void CheckScore()
|
||||
{
|
||||
for (int i = 0; i < crews.Length; i++)
|
||||
{
|
||||
if (Scores[i] >= WinScore)
|
||||
{
|
||||
SetWinningTeam(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckTargetSubmarineControl(float deltaTime)
|
||||
{
|
||||
if (targetSubmarine == null) { return; }
|
||||
|
||||
//score updates at 1 second intervals, so the score represents the time in seconds
|
||||
timeInTargetSubmarineTimer += deltaTime;
|
||||
if (timeInTargetSubmarineTimer < 1.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
timeInTargetSubmarineTimer = 0.0f;
|
||||
|
||||
bool crew1InSubmarine = crews[0].Any(c => c.Submarine == targetSubmarine);
|
||||
bool crew2InSubmarine = crews[1].Any(c => c.Submarine == targetSubmarine);
|
||||
|
||||
for (int i = 0; i < crews.Length; i++)
|
||||
{
|
||||
if (crews[i].Any(c => c.Submarine == targetSubmarine) &&
|
||||
crews[1 - i].None(c => c.Submarine == targetSubmarine))
|
||||
{
|
||||
Scores[i]++;
|
||||
GameMain.Server?.UpdateMissionState(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddKill(Character character)
|
||||
{
|
||||
kills.Add(new KillCount(character, character.CauseOfDeath?.Killer));
|
||||
if (winCondition == WinCondition.KillCount)
|
||||
{
|
||||
Scores[character.TeamID == CharacterTeamType.Team1 ? 1 : 0] += PointsPerKill;
|
||||
}
|
||||
GameMain.Server?.UpdateMissionState(this);
|
||||
}
|
||||
|
||||
private void SetWinningTeam(int teamIndex)
|
||||
{
|
||||
//state 1 = team 1 won, 2 = team 2 won
|
||||
State = teamIndex + 1;
|
||||
GameMain.GameSession.WinningTeam = teamIndex == 0 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
|
||||
}
|
||||
|
||||
public override void ServerWrite(IWriteMessage msg)
|
||||
{
|
||||
base.ServerWrite(msg);
|
||||
msg.WriteUInt16((ushort)Scores[0]);
|
||||
msg.WriteUInt16((ushort)Scores[1]);
|
||||
|
||||
IEnumerable<Client> uniqueClients = kills
|
||||
.Select(k => k.VictimClient)
|
||||
.Union(kills.Select(k => k.KillerClient))
|
||||
.NotNull();
|
||||
msg.WriteVariableUInt32((uint)uniqueClients.Count());
|
||||
foreach (Client client in uniqueClients)
|
||||
{
|
||||
msg.WriteByte(client.SessionId);
|
||||
msg.WriteVariableUInt32((uint)kills.Count(k => k.VictimClient == client));
|
||||
msg.WriteVariableUInt32((uint)kills.Count(k => k.KillerClient == client));
|
||||
}
|
||||
|
||||
IEnumerable<CharacterInfo> uniqueBots = kills
|
||||
.Select(k => k.Killer)
|
||||
.Union(kills.Select(k => k.Victim))
|
||||
.NotNull()
|
||||
.Where(c => c.Info != null && c.IsBot)
|
||||
.Select(c => c.Info);
|
||||
msg.WriteVariableUInt32((uint)uniqueBots.Count());
|
||||
foreach (CharacterInfo botInfo in uniqueBots)
|
||||
{
|
||||
msg.WriteUInt16(botInfo.ID);
|
||||
msg.WriteVariableUInt32((uint)kills.Count(k => k.Victim?.Info == botInfo));
|
||||
msg.WriteVariableUInt32((uint)kills.Count(k => k.Killer?.Info == botInfo));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -241,7 +241,7 @@ namespace Barotrauma
|
||||
maxPlayers,
|
||||
ownerKey,
|
||||
ownerEndpoint);
|
||||
Server.StartServer();
|
||||
Server.StartServer(registerToServerList: true);
|
||||
|
||||
for (int i = 0; i < CommandLineArgs.Length; i++)
|
||||
{
|
||||
|
||||
+1
@@ -143,6 +143,7 @@ namespace Barotrauma
|
||||
{
|
||||
Reset();
|
||||
CharacterInfo.PermanentlyDead = true;
|
||||
GameMain.GameSession?.IncrementPermadeath(AccountId);
|
||||
DebugConsole.NewMessage($"Permadeath applied on {Name}'s CharacterCampaignData.CharacterInfo.");
|
||||
}
|
||||
|
||||
|
||||
+33
-14
@@ -121,21 +121,21 @@ namespace Barotrauma
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(savePath)) { return; }
|
||||
|
||||
GameMain.GameSession = new GameSession(new SubmarineInfo(subPath), savePath, GameModePreset.MultiPlayerCampaign, startingSettings, seed);
|
||||
GameMain.GameSession = new GameSession(new SubmarineInfo(subPath), Option.None, CampaignDataPath.CreateRegular(savePath), GameModePreset.MultiPlayerCampaign, startingSettings, seed);
|
||||
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
|
||||
|
||||
DebugConsole.NewMessage("Campaign started!", Color.Cyan);
|
||||
DebugConsole.NewMessage("Current location: " + GameMain.GameSession.Map.CurrentLocation.DisplayName, Color.Cyan);
|
||||
((MultiPlayerCampaign)GameMain.GameSession.GameMode).LoadInitialLevel();
|
||||
}
|
||||
|
||||
public static void LoadCampaign(string selectedSave, Client client)
|
||||
public static void LoadCampaign(CampaignDataPath path, Client client)
|
||||
{
|
||||
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
|
||||
try
|
||||
{
|
||||
SaveUtil.LoadGame(selectedSave);
|
||||
SaveUtil.LoadGame(path);
|
||||
if (GameMain.GameSession.GameMode is MultiPlayerCampaign mpCampaign)
|
||||
{
|
||||
mpCampaign.LastSaveID++;
|
||||
@@ -148,7 +148,7 @@ namespace Barotrauma
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
string errorMsg = $"Error while loading the save {selectedSave}";
|
||||
string errorMsg = $"Error while loading the save {path.LoadPath}";
|
||||
if (client != null)
|
||||
{
|
||||
GameMain.Server?.SendDirectChatMessage($"{errorMsg}: {e.Message}\n{e.StackTrace}", client, ChatMessageType.Error);
|
||||
@@ -209,7 +209,7 @@ namespace Barotrauma
|
||||
{
|
||||
try
|
||||
{
|
||||
LoadCampaign(saveFiles[saveIndex].FilePath, client: null);
|
||||
LoadCampaign(CampaignDataPath.CreateRegular(saveFiles[saveIndex].FilePath), client: null);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -289,7 +289,8 @@ namespace Barotrauma
|
||||
data.Refresh(character, refreshHealthData: character.CauseOfDeath?.Type != CauseOfDeathType.Disconnected);
|
||||
characterData.Add(data);
|
||||
}
|
||||
else
|
||||
//check the cause of death in the CharacterInfo too (the character instance may have despawned, so we can't just rely on that)
|
||||
else if (data.CharacterInfo.CauseOfDeath is not { Type: CauseOfDeathType.Disconnected })
|
||||
{
|
||||
//character dead or removed -> reduce skills, remove items, health data, etc
|
||||
data.CharacterInfo.ApplyDeathEffects();
|
||||
@@ -406,13 +407,13 @@ namespace Barotrauma
|
||||
LeaveUnconnectedSubs(leavingSub);
|
||||
NextLevel = newLevel;
|
||||
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
PendingSubmarineSwitch = null;
|
||||
GameMain.Server.EndGame(TransitionType.None, wasSaved: false);
|
||||
LoadCampaign(GameMain.GameSession.SavePath, client: null);
|
||||
LoadCampaign(GameMain.GameSession.DataPath, client: null);
|
||||
LastSaveID++;
|
||||
IncrementAllLastUpdateIds();
|
||||
yield return CoroutineStatus.Success;
|
||||
@@ -1229,7 +1230,7 @@ namespace Barotrauma
|
||||
if (renameCharacter)
|
||||
{
|
||||
renamedIdentifier = msg.ReadUInt16();
|
||||
newName = msg.ReadString();
|
||||
newName = Client.SanitizeName(msg.ReadString());
|
||||
existingCrewMember = msg.ReadBoolean();
|
||||
if (!GameMain.Server.IsNameValid(sender, newName))
|
||||
{
|
||||
@@ -1466,7 +1467,16 @@ namespace Barotrauma
|
||||
return wallet.Balance + Bank.Balance;
|
||||
}
|
||||
|
||||
public override void Save(XElement element)
|
||||
/// <summary>
|
||||
/// Serializes the campaign and character data to XML.
|
||||
/// </summary>
|
||||
/// <param name="element">Game session element to save the campaign data to.</param>
|
||||
/// <param name="isSavingOnLoading">
|
||||
/// Whether the save is being done during loading to ensure the campaign ID matches the one in the save file.
|
||||
/// Used to work around some quirks with the backup save system.
|
||||
/// See: <see cref="SaveUtil.SaveGame(CampaignDataPath,bool)"/>
|
||||
/// </param>
|
||||
public override void Save(XElement element, bool isSavingOnLoading)
|
||||
{
|
||||
element.Add(new XAttribute("campaignid", CampaignID));
|
||||
XElement modeElement = new XElement("MultiPlayerCampaign",
|
||||
@@ -1516,8 +1526,16 @@ namespace Barotrauma
|
||||
|
||||
element.Add(modeElement);
|
||||
|
||||
//save character data to a separate file
|
||||
string characterDataPath = GetCharacterDataSavePath();
|
||||
// save character data to a separate file
|
||||
|
||||
// When loading a campaign in multiplayer, we save the campaign to ensure the campaign ID that gets assigned
|
||||
// matches the one in the save file, this is a problem with the backup save system since this causes the
|
||||
// character data to save too, and we don't want to overwrite the main save file's character data.
|
||||
// So we instead save over the load path in this case, which in backup saves is the backup file
|
||||
// which we don't mind getting overriden since the data should be the same
|
||||
string characterDataPath = isSavingOnLoading
|
||||
? GetCharacterDataPathForLoading()
|
||||
: GetCharacterDataPathForSaving();
|
||||
XDocument characterDataDoc = new XDocument(new XElement("CharacterData"));
|
||||
foreach (CharacterCampaignData cd in characterData)
|
||||
{
|
||||
@@ -1525,6 +1543,7 @@ namespace Barotrauma
|
||||
}
|
||||
try
|
||||
{
|
||||
SaveUtil.DeleteIfExists(characterDataPath);
|
||||
characterDataDoc.SaveSafe(characterDataPath);
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -1544,7 +1563,7 @@ namespace Barotrauma
|
||||
/// eg. when using this method to save a character itself restored from the backup.</param>
|
||||
public void SaveSingleCharacter(CharacterCampaignData newData, bool skipBackup = false)
|
||||
{
|
||||
string characterDataPath = GetCharacterDataSavePath();
|
||||
string characterDataPath = GetCharacterDataPathForSaving();
|
||||
if (!File.Exists(characterDataPath))
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to load the character data for the campaign. Could not find the file \"{characterDataPath}\".");
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Barotrauma.Items.Components
|
||||
private string lastSentText;
|
||||
private float sendStateTimer;
|
||||
|
||||
[Serialize("", IsPropertySaveable.Yes, description: "The text to display on the label.", alwaysUseInstanceValues: true), Editable(100)]
|
||||
[Serialize("", IsPropertySaveable.Yes, description: "The text to display on the label.", alwaysUseInstanceValues: true), Editable(MaxLength = 100)]
|
||||
public string Text
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
|
||||
if (!AutoPilot)
|
||||
{
|
||||
steeringInput = newSteeringInput;
|
||||
steeringAdjustSpeed = MathHelper.Lerp(0.2f, 1.0f, c.Character.GetSkillLevel("helm") / 100.0f);
|
||||
steeringAdjustSpeed = MathHelper.Lerp(0.2f, 1.0f, c.Character.GetSkillLevel(Tags.HelmSkill) / 100.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#nullable enable
|
||||
#nullable enable
|
||||
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
@@ -310,7 +310,13 @@ namespace Barotrauma.Items.Components
|
||||
return wire.BackingWire.TryUnwrap(out var backingWire) ? backingWire.Name : "a wire";
|
||||
}
|
||||
|
||||
bool CanAccessAndUnlocked(Client client) => item.CanClientAccess(client) && !Locked;
|
||||
bool CanAccessAndUnlocked(Client client) =>
|
||||
!IsLocked() &&
|
||||
item.CanClientAccess(client) &&
|
||||
ClientHasRequiredItems(client);
|
||||
|
||||
bool ClientHasRequiredItems(Client client) =>
|
||||
client.Character is { } chara && HasRequiredItems(chara, addMessage: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
+39
-34
@@ -11,13 +11,17 @@ namespace Barotrauma.Items.Components
|
||||
string[] elementValues = new string[customInterfaceElementList.Count];
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
if (customInterfaceElementList[i].HasPropertyName)
|
||||
var element = customInterfaceElementList[i];
|
||||
switch (element.InputType)
|
||||
{
|
||||
elementValues[i] = msg.ReadString();
|
||||
}
|
||||
else
|
||||
{
|
||||
elementStates[i] = msg.ReadBoolean();
|
||||
case CustomInterfaceElement.InputTypeOption.Number:
|
||||
case CustomInterfaceElement.InputTypeOption.Text:
|
||||
elementValues[i] = msg.ReadString();
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.Button:
|
||||
case CustomInterfaceElement.InputTypeOption.TickBox:
|
||||
elementStates[i] = msg.ReadBoolean();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,15 +30,10 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
var element = customInterfaceElementList[i];
|
||||
if (element.HasPropertyName)
|
||||
var element = customInterfaceElementList[i];
|
||||
switch (element.InputType)
|
||||
{
|
||||
if (!element.IsNumberInput)
|
||||
{
|
||||
TextChanged(element, elementValues[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
case CustomInterfaceElement.InputTypeOption.Number:
|
||||
switch (element.NumberType)
|
||||
{
|
||||
case NumberType.Int when int.TryParse(elementValues[i], out int value):
|
||||
@@ -44,16 +43,20 @@ namespace Barotrauma.Items.Components
|
||||
ValueChanged(element, value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (element.ContinuousSignal)
|
||||
{
|
||||
TickBoxToggled(element, elementStates[i]);
|
||||
}
|
||||
else if (elementStates[i])
|
||||
{
|
||||
clickedButton = element;
|
||||
ButtonClicked(element);
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.Text:
|
||||
TextChanged(element, elementValues[i]);
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.TickBox:
|
||||
TickBoxToggled(element, elementStates[i]);
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.Button:
|
||||
if (elementStates[i])
|
||||
{
|
||||
clickedButton = element;
|
||||
ButtonClicked(element);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -70,17 +73,19 @@ namespace Barotrauma.Items.Components
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
var element = customInterfaceElementList[i];
|
||||
if (element.HasPropertyName)
|
||||
|
||||
switch (element.InputType)
|
||||
{
|
||||
msg.WriteString(element.Signal);
|
||||
}
|
||||
else if(element.ContinuousSignal)
|
||||
{
|
||||
msg.WriteBoolean(element.State);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.WriteBoolean(extraData is Item.ComponentStateEventData { ComponentData: EventData eventData } && eventData.BtnElement == customInterfaceElementList[i]);
|
||||
case CustomInterfaceElement.InputTypeOption.Number:
|
||||
case CustomInterfaceElement.InputTypeOption.Text:
|
||||
msg.WriteString(element.Signal);
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.TickBox:
|
||||
msg.WriteBoolean(element.State);
|
||||
break;
|
||||
case CustomInterfaceElement.InputTypeOption.Button:
|
||||
msg.WriteBoolean(extraData is Item.ComponentStateEventData { ComponentData: EventData eventData } && eventData.BtnElement == customInterfaceElementList[i]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -175,6 +175,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SwapItemEventData swapItemEventData:
|
||||
msg.WriteUInt16(swapItemEventData.NewId);
|
||||
msg.WriteUInt32(swapItemEventData.NewItem.UintIdentifier);
|
||||
break;
|
||||
default:
|
||||
throw error($"Unsupported event type {itemEventData.GetType().Name}");
|
||||
}
|
||||
@@ -317,7 +321,7 @@ namespace Barotrauma
|
||||
msg.WriteBoolean(tagsChanged);
|
||||
if (tagsChanged)
|
||||
{
|
||||
IEnumerable<Identifier> splitTags = Tags.Split(',').ToIdentifiers();
|
||||
IEnumerable<Identifier> splitTags = Tags.ToIdentifiers();
|
||||
msg.WriteString(string.Join(',', splitTags.Where(t => !base.Prefab.Tags.Contains(t))));
|
||||
msg.WriteString(string.Join(',', base.Prefab.Tags.Where(t => !splitTags.Contains(t))));
|
||||
}
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace Barotrauma.Networking
|
||||
string[] lines;
|
||||
try
|
||||
{
|
||||
lines = File.ReadAllLines(LegacySavePath);
|
||||
lines = File.ReadAllLines(LegacySavePath, catchUnauthorizedAccessExceptions: false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
||||
@@ -125,7 +125,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
GameMain.Server.SendChatMessage(txt, senderClient: c, chatMode: chatMode);
|
||||
GameMain.Server.SendChatMessage(txt, senderClient: c, chatMode: chatMode, type: type == ChatMessageType.Team ? type : null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -102,13 +102,19 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
get
|
||||
{
|
||||
if (GameMain.Server == null || !GameMain.Server.ServerSettings.KarmaEnabled) { return 100.0f; }
|
||||
if (GameMain.Server == null || !GameMain.Server.ServerSettings.KarmaEnabled || GameMain.GameSession?.GameMode is PvPMode)
|
||||
{
|
||||
return 100.0f;
|
||||
}
|
||||
if (HasPermission(ClientPermissions.KarmaImmunity)) { return 100.0f; }
|
||||
return karma;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (GameMain.Server == null || !GameMain.Server.ServerSettings.KarmaEnabled) { return; }
|
||||
if (GameMain.Server == null || !GameMain.Server.ServerSettings.KarmaEnabled || GameMain.GameSession?.GameMode is PvPMode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
karma = Math.Min(Math.Max(value, 0.0f), 100.0f);
|
||||
if (!MathUtils.NearlyEqual(karma, syncedKarma, 10.0f))
|
||||
{
|
||||
|
||||
@@ -94,7 +94,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
try
|
||||
{
|
||||
Data = File.ReadAllBytes(filePath);
|
||||
Data = File.ReadAllBytes(filePath, catchUnauthorizedAccessExceptions: false);
|
||||
}
|
||||
catch (System.IO.IOException e)
|
||||
{
|
||||
@@ -400,7 +400,7 @@ namespace Barotrauma.Networking
|
||||
if (GameMain.GameSession != null &&
|
||||
!ActiveTransfers.Any(t => t.Connection == inc.Sender && t.FileType == FileTransferType.CampaignSave))
|
||||
{
|
||||
StartTransfer(inc.Sender, FileTransferType.CampaignSave, GameMain.GameSession.SavePath);
|
||||
StartTransfer(inc.Sender, FileTransferType.CampaignSave, GameMain.GameSession.DataPath.LoadPath);
|
||||
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign)
|
||||
{
|
||||
client.LastCampaignSaveSendTime = (campaign.LastSaveID, (float)Lidgren.Network.NetTime.Now);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+15
-6
@@ -269,10 +269,15 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (netServer == null) { return; }
|
||||
|
||||
switch (inc.SenderConnection.Status)
|
||||
NetConnectionStatus status = inc.ReadHeader<NetConnectionStatus>();
|
||||
switch (status)
|
||||
{
|
||||
case NetConnectionStatus.Disconnected:
|
||||
LidgrenConnection? conn = connectedClients.Select(c => c.Connection).FirstOrDefault(c => c.NetConnection == inc.SenderConnection);
|
||||
|
||||
string disconnectMsg = inc.ReadString();
|
||||
var peerDisconnectPacket =
|
||||
PeerDisconnectPacket.FromLidgrenStringRepresentation(disconnectMsg).Fallback(PeerDisconnectPacket.WithReason(DisconnectReason.Unknown));
|
||||
if (conn != null)
|
||||
{
|
||||
if (conn == OwnerConnection)
|
||||
@@ -283,7 +288,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
Disconnect(conn, PeerDisconnectPacket.WithReason(DisconnectReason.Disconnected));
|
||||
Disconnect(conn, peerDisconnectPacket);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -291,7 +296,7 @@ namespace Barotrauma.Networking
|
||||
PendingClient? pendingClient = pendingClients.Find(c => c.Connection is LidgrenConnection l && l.NetConnection == inc.SenderConnection);
|
||||
if (pendingClient != null)
|
||||
{
|
||||
RemovePendingClient(pendingClient, PeerDisconnectPacket.WithReason(DisconnectReason.Disconnected));
|
||||
RemovePendingClient(pendingClient, peerDisconnectPacket);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -332,7 +337,9 @@ namespace Barotrauma.Networking
|
||||
if (status == Steamworks.AuthResponse.OK)
|
||||
{
|
||||
pendingClient.Connection.SetAccountInfo(new AccountInfo(new SteamId(steamId), new SteamId(ownerId)));
|
||||
pendingClient.InitializationStep = serverSettings.HasPassword ? ConnectionInitialization.Password : ConnectionInitialization.ContentPackageOrder;
|
||||
pendingClient.InitializationStep = ShouldAskForPassword(serverSettings, pendingClient.Connection)
|
||||
? ConnectionInitialization.Password
|
||||
: ConnectionInitialization.ContentPackageOrder;
|
||||
pendingClient.UpdateTime = Timing.TotalTime;
|
||||
}
|
||||
else
|
||||
@@ -450,7 +457,9 @@ namespace Barotrauma.Networking
|
||||
pendingClient.Connection.SetAccountInfo(accountInfo);
|
||||
pendingClient.Name = packet.Name;
|
||||
pendingClient.OwnerKey = packet.OwnerKey;
|
||||
pendingClient.InitializationStep = serverSettings.HasPassword ? ConnectionInitialization.Password : ConnectionInitialization.ContentPackageOrder;
|
||||
pendingClient.InitializationStep = ShouldAskForPassword(serverSettings, pendingClient.Connection)
|
||||
? ConnectionInitialization.Password
|
||||
: ConnectionInitialization.ContentPackageOrder;
|
||||
}
|
||||
|
||||
void rejectClient()
|
||||
@@ -470,7 +479,7 @@ namespace Barotrauma.Networking
|
||||
if (authenticators is null
|
||||
|| !packet.AuthTicket.TryUnwrap(out var authTicket)
|
||||
|| !authenticators.TryGetValue(authTicket.Kind, out var authenticator))
|
||||
{
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Debug server accepts unauthenticated connections", Microsoft.Xna.Framework.Color.Yellow);
|
||||
acceptClient(new AccountInfo(new UnauthenticatedAccountId(packet.Name)));
|
||||
|
||||
+3
-1
@@ -344,7 +344,9 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
// Do nothing with the auth ticket because that should be handled by the owner peer,
|
||||
// just assume that authentication succeeded
|
||||
pendingClient.InitializationStep = serverSettings.HasPassword ? ConnectionInitialization.Password : ConnectionInitialization.ContentPackageOrder;
|
||||
pendingClient.InitializationStep = ShouldAskForPassword(serverSettings, pendingClient.Connection)
|
||||
? ConnectionInitialization.Password
|
||||
: ConnectionInitialization.ContentPackageOrder;
|
||||
pendingClient.Name = packet.Name;
|
||||
pendingClient.AuthSessionStarted = true;
|
||||
}
|
||||
|
||||
+13
@@ -359,5 +359,18 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
protected static void LogMalformedMessage()
|
||||
=> DebugConsole.ThrowError("Received malformed message from remote peer.");
|
||||
|
||||
protected bool ShouldAskForPassword(ServerSettings serverSettings, NetworkConnection connection)
|
||||
{
|
||||
if (!serverSettings.HasPassword) { return false; }
|
||||
|
||||
if (GameMain.Server is { } server && server.FindAndRemoveRecentlyDisconnectedConnection(connection))
|
||||
{
|
||||
// do not ask passwords from clients that have recently disconnected
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -8,16 +9,11 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
partial class RespawnManager : Entity, IServerSerializable
|
||||
{
|
||||
private DateTime despawnTime;
|
||||
|
||||
private float shuttleEmptyTimer;
|
||||
|
||||
private int pendingRespawnCount, requiredRespawnCount;
|
||||
private int prevPendingRespawnCount, prevRequiredRespawnCount;
|
||||
public bool IsShuttleInsideLevel => RespawnShuttles.Any(s => s.WorldPosition.Y < Level.Loaded.Size.Y);
|
||||
|
||||
public bool IsShuttleInsideLevel => RespawnShuttle != null && RespawnShuttle.WorldPosition.Y < Level.Loaded.Size.Y;
|
||||
|
||||
private IEnumerable<Client> GetClientsToRespawn()
|
||||
private IEnumerable<Client> GetClientsToRespawn(CharacterTeamType teamId)
|
||||
{
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
||||
foreach (Client c in networkMember.ConnectedClients)
|
||||
@@ -25,6 +21,10 @@ namespace Barotrauma.Networking
|
||||
if (!c.InGame) { continue; }
|
||||
if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { continue; }
|
||||
if (c.Character != null && !c.Character.IsDead) { continue; }
|
||||
if (c.TeamID != CharacterTeamType.None && c.TeamID != teamId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var matchingData = campaign?.GetClientCharacterData(c);
|
||||
|
||||
@@ -80,36 +80,42 @@ namespace Barotrauma.Networking
|
||||
return false;
|
||||
}
|
||||
|
||||
private static List<CharacterInfo> GetBotsToRespawn()
|
||||
private static List<CharacterInfo> GetBotsToRespawn(CharacterTeamType teamId)
|
||||
{
|
||||
//this works under the assumption that GetCharacterInfos only returns bots in MP
|
||||
var botInfos = GameMain.GameSession.CrewManager.GetCharacterInfos()
|
||||
.Where(botInfo => botInfo.TeamID == teamId)
|
||||
//filter out players in case a player has been given control of a bot using console commands
|
||||
.Where(botInfo => GameMain.Server.ConnectedClients.None(c => c.CharacterInfo == botInfo))
|
||||
.ToList();
|
||||
|
||||
if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
|
||||
{
|
||||
return Character.CharacterList
|
||||
.FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead)
|
||||
.Select(c => c.Info)
|
||||
.ToList();
|
||||
return botInfos.Where(ci => ci.Character == null || ci.Character.IsDead).ToList();
|
||||
}
|
||||
|
||||
int currPlayerCount = GameMain.Server.ConnectedClients.Count(c =>
|
||||
c.InGame &&
|
||||
(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)));
|
||||
|
||||
var existingBots = Character.CharacterList
|
||||
.FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null);
|
||||
|
||||
var existingBots = Character.CharacterList.FindAll(c => c.IsBot && !c.IsDead && c.TeamID == teamId);
|
||||
int requiredBots = GameMain.Server.ServerSettings.BotCount - currPlayerCount;
|
||||
requiredBots -= existingBots.Count(b => !b.IsDead);
|
||||
|
||||
List<CharacterInfo> botsToRespawn = new List<CharacterInfo>();
|
||||
for (int i = 0; i < requiredBots; i++)
|
||||
{
|
||||
CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info;
|
||||
CharacterInfo botToRespawn = botInfos.FirstOrDefault(b => b.Character == null || b.Character.IsDead);
|
||||
if (botToRespawn == null)
|
||||
{
|
||||
botToRespawn = new CharacterInfo(CharacterPrefab.HumanSpeciesName);
|
||||
botToRespawn = new CharacterInfo(CharacterPrefab.HumanSpeciesName)
|
||||
{
|
||||
TeamID = teamId
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
botInfos.Remove(botToRespawn);
|
||||
existingBots.Remove(botToRespawn.Character);
|
||||
}
|
||||
botsToRespawn.Add(botToRespawn);
|
||||
@@ -117,9 +123,27 @@ namespace Barotrauma.Networking
|
||||
return botsToRespawn;
|
||||
}
|
||||
|
||||
private bool ShouldStartRespawnCountdown()
|
||||
private string GetRespawnShuttleText(CharacterTeamType team)
|
||||
{
|
||||
int characterToRespawnCount = GetClientsToRespawn().Count();
|
||||
if (teamSpecificStates.Count == 1)
|
||||
{
|
||||
return "respawn shuttle";
|
||||
}
|
||||
return team == CharacterTeamType.Team1 ? "respawn shuttle (team 1)" : "respawn shuttle (team 2)";
|
||||
}
|
||||
private string GetTeamNameText(CharacterTeamType team)
|
||||
{
|
||||
if (teamSpecificStates.Count == 1)
|
||||
{
|
||||
return "everyone";
|
||||
}
|
||||
return team == CharacterTeamType.Team1 ? "team 1" : "team 2";
|
||||
}
|
||||
|
||||
|
||||
private bool ShouldStartRespawnCountdown(TeamSpecificState teamSpecificState)
|
||||
{
|
||||
int characterToRespawnCount = GetClientsToRespawn(teamSpecificState.TeamID).Count();
|
||||
return ShouldStartRespawnCountdown(characterToRespawnCount);
|
||||
}
|
||||
|
||||
@@ -133,108 +157,91 @@ namespace Barotrauma.Networking
|
||||
return characterToRespawnCount >= GetMinCharactersToRespawn();
|
||||
}
|
||||
|
||||
partial void UpdateWaiting(float _)
|
||||
partial void UpdateWaiting(TeamSpecificState teamSpecificState)
|
||||
{
|
||||
if (RespawnShuttle != null)
|
||||
//no respawns in the first minute of the round - otherwise it can be that bots
|
||||
//are respawned to "fill" the spots of players who are taking a long time to load in
|
||||
if (GameMain.GameSession is { RoundDuration: < 60 })
|
||||
{
|
||||
RespawnShuttle.Velocity = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
pendingRespawnCount = GetClientsToRespawn().Count();
|
||||
requiredRespawnCount = GetMinCharactersToRespawn();
|
||||
if (pendingRespawnCount != prevPendingRespawnCount ||
|
||||
requiredRespawnCount != prevRequiredRespawnCount)
|
||||
var teamId = teamSpecificState.TeamID;
|
||||
var respawnShuttle = GetShuttle(teamId);
|
||||
if (respawnShuttle != null)
|
||||
{
|
||||
prevPendingRespawnCount = pendingRespawnCount;
|
||||
prevRequiredRespawnCount = requiredRespawnCount;
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
teamSpecificState.PendingRespawnCount = GetClientsToRespawn(teamId).Count();
|
||||
if (GameMain.GameSession?.Campaign == null)
|
||||
{
|
||||
teamSpecificState.PendingRespawnCount += GetBotsToRespawn(teamId).Count;
|
||||
}
|
||||
teamSpecificState.RequiredRespawnCount = GetMinCharactersToRespawn();
|
||||
if (teamSpecificState.PendingRespawnCount != teamSpecificState.PrevPendingRespawnCount ||
|
||||
teamSpecificState.RequiredRespawnCount != teamSpecificState.PrevRequiredRespawnCount)
|
||||
{
|
||||
teamSpecificState.PrevPendingRespawnCount = teamSpecificState.PendingRespawnCount;
|
||||
teamSpecificState.PrevRequiredRespawnCount = teamSpecificState.RequiredRespawnCount;
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
|
||||
if (RespawnCountdownStarted)
|
||||
if (teamSpecificState.RespawnCountdownStarted)
|
||||
{
|
||||
if (pendingRespawnCount == 0)
|
||||
if (teamSpecificState.PendingRespawnCount == 0)
|
||||
{
|
||||
RespawnCountdownStarted = false;
|
||||
teamSpecificState.RespawnCountdownStarted = false;
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool shouldStartCountdown = ShouldStartRespawnCountdown(pendingRespawnCount);
|
||||
bool shouldStartCountdown = ShouldStartRespawnCountdown(teamSpecificState.PendingRespawnCount);
|
||||
if (shouldStartCountdown)
|
||||
{
|
||||
RespawnCountdownStarted = true;
|
||||
if (RespawnTime < DateTime.Now)
|
||||
teamSpecificState.RespawnCountdownStarted = true;
|
||||
if (teamSpecificState.RespawnTime < DateTime.Now)
|
||||
{
|
||||
RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(GameMain.Server.ServerSettings.RespawnInterval * 1000.0f));
|
||||
teamSpecificState.RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(GameMain.Server.ServerSettings.RespawnInterval * 1000.0f));
|
||||
}
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (RespawnCountdownStarted && DateTime.Now > RespawnTime)
|
||||
if (teamSpecificState.RespawnCountdownStarted && DateTime.Now > teamSpecificState.RespawnTime)
|
||||
{
|
||||
DispatchShuttle();
|
||||
RespawnCountdownStarted = false;
|
||||
DispatchShuttle(teamSpecificState);
|
||||
teamSpecificState.RespawnCountdownStarted = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void DispatchShuttle()
|
||||
private void DispatchShuttle(TeamSpecificState teamSpecificState)
|
||||
{
|
||||
if (RespawnShuttle != null)
|
||||
if (RespawnShuttles.Any())
|
||||
{
|
||||
CurrentState = State.Transporting;
|
||||
ResetShuttle(teamSpecificState);
|
||||
teamSpecificState.CurrentState = State.Transporting;
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
|
||||
ResetShuttle();
|
||||
|
||||
if (shuttleSteering != null)
|
||||
{
|
||||
shuttleSteering.TargetVelocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
Vector2 spawnPos = FindSpawnPos();
|
||||
RespawnCharacters(spawnPos, out bool anyCharacterSpawnedInShuttle);
|
||||
if (anyCharacterSpawnedInShuttle)
|
||||
{
|
||||
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
|
||||
CoroutineManager.StopCoroutines("forcepos");
|
||||
if (spawnPos.Y > Level.Loaded.Size.Y)
|
||||
{
|
||||
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
|
||||
}
|
||||
else
|
||||
{
|
||||
RespawnShuttle.SetPosition(spawnPos);
|
||||
RespawnShuttle.Velocity = Vector2.Zero;
|
||||
RespawnShuttle.NeutralizeBallast();
|
||||
RespawnShuttle.EnableMaintainPosition();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentState = State.Waiting;
|
||||
GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
|
||||
teamSpecificState.CurrentState = State.Waiting;
|
||||
GameServer.Log($"Respawning {GetTeamNameText(teamSpecificState.TeamID)} in the main sub.", ServerLog.MessageType.Spawning);
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
|
||||
RespawnCharacters(shuttlePos: null, out _);
|
||||
}
|
||||
RespawnCharacters(teamSpecificState);
|
||||
}
|
||||
|
||||
partial void UpdateReturningProjSpecific(float deltaTime)
|
||||
partial void UpdateReturningProjSpecific(TeamSpecificState teamSpecificState, float deltaTime)
|
||||
{
|
||||
//speed up despawning if there's no-one inside the shuttle
|
||||
if (despawnTime > DateTime.Now + new TimeSpan(0, 0, seconds: 30) && CheckShuttleEmpty(deltaTime))
|
||||
if (teamSpecificState.DespawnTime > DateTime.Now + new TimeSpan(0, 0, seconds: 30) && CheckShuttleEmpty(deltaTime))
|
||||
{
|
||||
despawnTime = DateTime.Now + new TimeSpan(0, 0, seconds: 30);
|
||||
teamSpecificState.DespawnTime = DateTime.Now + new TimeSpan(0, 0, seconds: 30);
|
||||
}
|
||||
|
||||
foreach (Door door in shuttleDoors)
|
||||
foreach (Door door in shuttleDoors[teamSpecificState.TeamID])
|
||||
{
|
||||
if (door.IsOpen)
|
||||
{
|
||||
@@ -242,87 +249,71 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == RespawnShuttle && g.ConnectedWall != null);
|
||||
var shuttleGaps = Gap.GapList.FindAll(g => RespawnShuttles.Contains(g.Submarine) && g.ConnectedWall != null);
|
||||
shuttleGaps.ForEach(g => Spawner.AddEntityToRemoveQueue(g));
|
||||
|
||||
var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == RespawnShuttle && i.GetComponent<DockingPort>() != null);
|
||||
var dockingPorts = Item.ItemList.FindAll(i => RespawnShuttles.Contains(i.Submarine) && i.GetComponent<DockingPort>() != null);
|
||||
dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
|
||||
|
||||
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
|
||||
if (!CoroutineManager.IsCoroutineRunning("forcepos"))
|
||||
if (!IsShuttleInsideLevel || DateTime.Now > teamSpecificState.DespawnTime)
|
||||
{
|
||||
if ((shuttleSteering?.SteeringPath != null && shuttleSteering.SteeringPath.Finished)
|
||||
|| (RespawnShuttle.WorldPosition.Y + RespawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
|
||||
Math.Abs(Level.Loaded.StartPosition.X - RespawnShuttle.WorldPosition.X) < 1000.0f))
|
||||
{
|
||||
CoroutineManager.StopCoroutines("forcepos");
|
||||
CoroutineManager.StartCoroutine(
|
||||
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
|
||||
ResetShuttle(teamSpecificState);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsShuttleInsideLevel || DateTime.Now > despawnTime)
|
||||
{
|
||||
CoroutineManager.StopCoroutines("forcepos");
|
||||
|
||||
ResetShuttle();
|
||||
|
||||
CurrentState = State.Waiting;
|
||||
GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning);
|
||||
teamSpecificState.CurrentState = State.Waiting;
|
||||
GameServer.Log($"The {GetRespawnShuttleText(teamSpecificState.TeamID)} has left.", ServerLog.MessageType.Spawning);
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
|
||||
RespawnCountdownStarted = false;
|
||||
ReturnCountdownStarted = false;
|
||||
teamSpecificState.RespawnCountdownStarted = false;
|
||||
teamSpecificState.ReturnCountdownStarted = false;
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateTransportingProjSpecific(float deltaTime)
|
||||
partial void UpdateTransportingProjSpecific(TeamSpecificState teamSpecificState, float deltaTime)
|
||||
{
|
||||
if (!ReturnCountdownStarted)
|
||||
if (!teamSpecificState.ReturnCountdownStarted)
|
||||
{
|
||||
//if there are no living chracters inside, transporting can be stopped immediately
|
||||
if (CheckShuttleEmpty(deltaTime))
|
||||
{
|
||||
ReturnTime = DateTime.Now;
|
||||
ReturnCountdownStarted = true;
|
||||
teamSpecificState.ReturnTime = DateTime.Now;
|
||||
teamSpecificState.ReturnCountdownStarted = true;
|
||||
}
|
||||
else if (!ShouldStartRespawnCountdown())
|
||||
else if (!ShouldStartRespawnCountdown(teamSpecificState))
|
||||
{
|
||||
//don't start counting down until someone else needs to respawn
|
||||
ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
|
||||
despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30);
|
||||
teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
|
||||
teamSpecificState.DespawnTime = teamSpecificState.ReturnTime + new TimeSpan(0, 0, seconds: 30);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ReturnCountdownStarted = true;
|
||||
teamSpecificState.ReturnCountdownStarted = true;
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
}
|
||||
else if (CheckShuttleEmpty(deltaTime))
|
||||
{
|
||||
ReturnTime = DateTime.Now;
|
||||
teamSpecificState.ReturnTime = DateTime.Now;
|
||||
}
|
||||
|
||||
if (DateTime.Now > ReturnTime)
|
||||
if (DateTime.Now > teamSpecificState.ReturnTime)
|
||||
{
|
||||
if (IsShuttleInsideLevel)
|
||||
{
|
||||
GameServer.Log("The respawn shuttle is leaving.", ServerLog.MessageType.ServerMessage);
|
||||
GameServer.Log($"The {GetRespawnShuttleText(teamSpecificState.TeamID)} is leaving.", ServerLog.MessageType.ServerMessage);
|
||||
}
|
||||
CurrentState = State.Returning;
|
||||
teamSpecificState.CurrentState = State.Returning;
|
||||
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
|
||||
RespawnCountdownStarted = false;
|
||||
teamSpecificState.RespawnCountdownStarted = false;
|
||||
maxTransportTime = GameMain.Server.ServerSettings.MaxTransportTime;
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckShuttleEmpty(float deltaTime)
|
||||
{
|
||||
if (!Character.CharacterList.Any(c => c.Submarine == RespawnShuttle && !c.IsDead))
|
||||
if (RespawnShuttles.All(respawnShuttle => Character.CharacterList.None(c => c.Submarine == respawnShuttle && !c.IsDead)))
|
||||
{
|
||||
shuttleEmptyTimer += deltaTime;
|
||||
}
|
||||
@@ -333,15 +324,18 @@ namespace Barotrauma.Networking
|
||||
return shuttleEmptyTimer > 1.0f;
|
||||
}
|
||||
|
||||
private void RespawnCharacters(Vector2? shuttlePos, out bool anyCharacterSpawnedInShuttle)
|
||||
private void RespawnCharacters(TeamSpecificState teamSpecificState)
|
||||
{
|
||||
respawnedCharacters.Clear();
|
||||
|
||||
var respawnSub = RespawnShuttle ?? Submarine.MainSub;
|
||||
var teamID = teamSpecificState.TeamID;
|
||||
int teamIndex = teamID == CharacterTeamType.Team1 ? 0 : 1;
|
||||
bool anyCharacterSpawnedInShuttle = false;
|
||||
teamSpecificState.RespawnedCharacters.Clear();
|
||||
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
||||
bool isPvPMode = GameMain.GameSession.GameMode is PvPMode;
|
||||
int teamCount = isPvPMode ? 2 : 1;
|
||||
|
||||
var clients = GetClientsToRespawn().ToList();
|
||||
var clients = GetClientsToRespawn(teamID).ToList();
|
||||
foreach (Client c in clients)
|
||||
{
|
||||
// Get rid of the existing character
|
||||
@@ -355,18 +349,31 @@ namespace Barotrauma.Networking
|
||||
c.CharacterInfo = matchingData.CharacterInfo;
|
||||
}
|
||||
|
||||
//all characters are in Team 1 in game modes/missions with only one team.
|
||||
//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
|
||||
c.TeamID = CharacterTeamType.Team1;
|
||||
c.CharacterInfo ??= new CharacterInfo(CharacterPrefab.HumanSpeciesName, c.Name);
|
||||
|
||||
//force everyone to team 1 if there's just one team
|
||||
if (teamCount == 1)
|
||||
{
|
||||
c.TeamID = teamID;
|
||||
}
|
||||
else if (isPvPMode && c.TeamID == CharacterTeamType.None)
|
||||
{
|
||||
GameMain.Server.AssignClientToPvpTeamMidgame(c);
|
||||
}
|
||||
c.CharacterInfo.TeamID = c.TeamID;
|
||||
}
|
||||
List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
|
||||
|
||||
//bots don't respawn in the campaign
|
||||
var botsToSpawn = GetBotsToRespawn(teamID);
|
||||
if (campaign == null)
|
||||
{
|
||||
var botsToSpawn = GetBotsToRespawn();
|
||||
characterInfos.AddRange(botsToSpawn);
|
||||
foreach (var bot in botsToSpawn)
|
||||
{
|
||||
// Get rid of the existing bots' corpses
|
||||
if (bot.Character is Character character) { character.DespawnNow(); }
|
||||
}
|
||||
}
|
||||
|
||||
GameMain.Server.AssignJobs(clients);
|
||||
@@ -374,38 +381,61 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (campaign?.GetClientCharacterData(c) == null || c.CharacterInfo.Job == null)
|
||||
{
|
||||
c.CharacterInfo.Job = new Job(c.AssignedJob.Prefab, Rand.RandSync.Unsynced, c.AssignedJob.Variant);
|
||||
c.CharacterInfo.Job = new Job(c.AssignedJob.Prefab, isPvPMode, Rand.RandSync.Unsynced, c.AssignedJob.Variant);
|
||||
}
|
||||
}
|
||||
|
||||
//the spawnpoints where the characters will spawn
|
||||
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
|
||||
//the spawnpoints where they would spawn if they were spawned inside the main sub
|
||||
//(in order to give them appropriate ID card tags)
|
||||
var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
|
||||
System.Diagnostics.Debug.Assert(characterInfos.All(c => c.TeamID == teamID),
|
||||
"List of characters to respawn contained characters from the wrong team.");
|
||||
|
||||
Submarine mainSub = Submarine.MainSubs[teamIndex];
|
||||
Submarine respawnSub = null;
|
||||
|
||||
Submarine respawnShuttle = GetShuttle(teamID);
|
||||
Vector2? shuttlePos = null;
|
||||
if (respawnShuttle != null)
|
||||
{
|
||||
respawnSub = respawnShuttle;
|
||||
shuttlePos = FindSpawnPos(respawnShuttle, mainSub);
|
||||
}
|
||||
|
||||
respawnSub ??= mainSub ?? Level.Loaded.StartOutpost;
|
||||
|
||||
ItemPrefab divingSuitPrefab = null;
|
||||
if ((shuttlePos != null && Level.Loaded.GetRealWorldDepth(shuttlePos.Value.Y) > Level.DefaultRealWorldCrushDepth) ||
|
||||
Level.Loaded.GetRealWorldDepth(Submarine.MainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth)
|
||||
(mainSub != null && Level.Loaded.GetRealWorldDepth(mainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth))
|
||||
{
|
||||
divingSuitPrefab = ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuitdeep"));
|
||||
}
|
||||
divingSuitPrefab ??=
|
||||
divingSuitPrefab ??=
|
||||
ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuit")) ??
|
||||
ItemPrefab.Find(null, "divingsuit".ToIdentifier());
|
||||
ItemPrefab oxyPrefab = ItemPrefab.Find(null, "oxygentank".ToIdentifier());
|
||||
ItemPrefab scooterPrefab = ItemPrefab.Find(null, "underwaterscooter".ToIdentifier());
|
||||
ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell".ToIdentifier());
|
||||
|
||||
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
|
||||
//the spawnpoints where the characters will spawn
|
||||
var selectedSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
|
||||
if (isPvPMode && Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
|
||||
{
|
||||
var spawnWaypoints = WayPoint.GetOutpostSpawnPoints(teamID);
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
selectedSpawnPoints[i] = spawnWaypoints.GetRandomUnsynced();
|
||||
}
|
||||
}
|
||||
|
||||
anyCharacterSpawnedInShuttle = false;
|
||||
//the spawnpoints where they would spawn if they were spawned inside the main sub
|
||||
//(in order to give them appropriate ID card tags)
|
||||
var mainSubSpawnPoints = mainSub != null ? WayPoint.SelectCrewSpawnPoints(characterInfos, mainSub) : null;
|
||||
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
|
||||
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
bool bot = i >= clients.Count;
|
||||
var characterInfo = characterInfos[i];
|
||||
|
||||
characterInfos[i].ClearCurrentOrders();
|
||||
bool bot = botsToSpawn.Contains(characterInfo);
|
||||
characterInfo.ClearCurrentOrders();
|
||||
|
||||
CharacterCampaignData characterCampaignData = null;
|
||||
bool forceSpawnInMainSub = false;
|
||||
@@ -413,7 +443,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
//the client has opted to change the name of their new character
|
||||
//when the character spawns, set the client's name to match
|
||||
if (clients[i].PendingName == characterInfos[i].Name)
|
||||
if (clients[i].PendingName == characterInfo.Name)
|
||||
{
|
||||
GameMain.Server?.TryChangeClientName(clients[i], clients[i].PendingName);
|
||||
clients[i].PendingName = null;
|
||||
@@ -428,32 +458,31 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
ReduceCharacterSkillsOnDeath(characterInfos[i]);
|
||||
characterInfos[i].RemoveSavedStatValuesOnDeath();
|
||||
characterInfos[i].CauseOfDeath = null;
|
||||
ReduceCharacterSkillsOnDeath(characterInfo);
|
||||
characterInfo.RemoveSavedStatValuesOnDeath();
|
||||
characterInfo.CauseOfDeath = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!forceSpawnInMainSub)
|
||||
if (!forceSpawnInMainSub && respawnShuttle != null)
|
||||
{
|
||||
anyCharacterSpawnedInShuttle = true;
|
||||
anyCharacterSpawnedInShuttle = true;
|
||||
}
|
||||
|
||||
var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
|
||||
var character = Character.Create(characterInfo, (forceSpawnInMainSub ? mainSubSpawnPoints[i] : selectedSpawnPoints[i]).WorldPosition, characterInfo.Name, isRemotePlayer: !bot, hasAi: bot);
|
||||
characterCampaignData?.ApplyWalletData(character);
|
||||
character.TeamID = CharacterTeamType.Team1;
|
||||
character.LoadTalents();
|
||||
if (characterInfos[i].LastRewardDistribution.TryUnwrap(out int salary))
|
||||
if (characterInfo.LastRewardDistribution.TryUnwrap(out int salary))
|
||||
{
|
||||
character.Wallet.SetRewardDistribution(salary);
|
||||
}
|
||||
|
||||
respawnedCharacters.Add(character);
|
||||
teamSpecificState.RespawnedCharacters.Add(character);
|
||||
|
||||
if (bot)
|
||||
{
|
||||
GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
|
||||
GameServer.Log(string.Format("Respawning bot {0} as {1}.", character.Info.Name, characterInfo.Job.Name), ServerLog.MessageType.Spawning);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -475,11 +504,18 @@ namespace Barotrauma.Networking
|
||||
clients[i].Character = character;
|
||||
character.SetOwnerClient(clients[i]);
|
||||
GameServer.Log(
|
||||
$"Respawning {GameServer.ClientLogName(clients[i])} ({clients[i].Connection.Endpoint}) as {characterInfos[i].Job.Name}", ServerLog.MessageType.Spawning);
|
||||
$"Respawning {GameServer.ClientLogName(clients[i])} ({clients[i].Connection.Endpoint}) as {characterInfo.Job.Name}.", ServerLog.MessageType.Spawning);
|
||||
}
|
||||
|
||||
if (RespawnShuttle != null && anyCharacterSpawnedInShuttle)
|
||||
if (respawnShuttle != null && anyCharacterSpawnedInShuttle)
|
||||
{
|
||||
GameServer.Log($"Dispatching the {GetRespawnShuttleText(teamID)}.", ServerLog.MessageType.Spawning);
|
||||
respawnShuttle.SetPosition(shuttlePos.Value);
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
respawnShuttle.NeutralizeBallast();
|
||||
respawnShuttle.EnableMaintainPosition();
|
||||
shuttleSteering[teamID].ForEach(s => s.TargetVelocity = Vector2.Zero);
|
||||
|
||||
List<Item> newRespawnItems = new List<Item>();
|
||||
Vector2 pos = cargoSp?.Position ?? character.Position;
|
||||
if (divingSuitPrefab != null)
|
||||
@@ -513,25 +549,29 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
}
|
||||
if (respawnContainer != null)
|
||||
{
|
||||
AutoItemPlacer.RegenerateLoot(RespawnShuttle, respawnContainer);
|
||||
}
|
||||
|
||||
//try to put the items in containers in the shuttle
|
||||
foreach (var respawnItem in newRespawnItems)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(!respawnItem.Removed);
|
||||
foreach (Item shuttleItem in RespawnShuttle.GetItems(alsoFromConnectedSubs: false))
|
||||
//already in a container (a battery we just placed in a scooter?) -> don't move to a cabinet
|
||||
if (respawnItem.Container == null)
|
||||
{
|
||||
if (shuttleItem.NonInteractable || shuttleItem.NonPlayerTeamInteractable) { continue; }
|
||||
var container = shuttleItem.GetComponent<ItemContainer>();
|
||||
if (container != null && container.Inventory.TryPutItem(respawnItem, user: null))
|
||||
foreach (Item shuttleItem in respawnShuttle.GetItems(alsoFromConnectedSubs: false))
|
||||
{
|
||||
break;
|
||||
if (shuttleItem.NonInteractable || shuttleItem.NonPlayerTeamInteractable) { continue; }
|
||||
var container = shuttleItem.GetComponent<ItemContainer>();
|
||||
if (container != null && container.Inventory.TryPutItem(respawnItem, user: null))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
respawnItems.Add(respawnItem);
|
||||
teamSpecificState.RespawnItems.Add(respawnItem);
|
||||
}
|
||||
|
||||
foreach (var respawnContainer in respawnContainers[teamID])
|
||||
{
|
||||
teamSpecificState.RespawnItems.AddRange(AutoItemPlacer.RegenerateLoot(respawnShuttle, respawnContainer));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -541,10 +581,11 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
ReduceCharacterSkillsOnDeath(characterInfos[i], applyExtraSkillLoss: true);
|
||||
}
|
||||
WayPoint jobItemSpawnPoint = mainSubSpawnPoints != null ? mainSubSpawnPoints[i] : selectedSpawnPoints[i];
|
||||
if (characterData == null || characterData.HasSpawned)
|
||||
{
|
||||
//give the character the items they would've gotten if they had spawned in the main sub
|
||||
character.GiveJobItems(mainSubSpawnPoints[i]);
|
||||
character.GiveJobItems(isPvPMode, jobItemSpawnPoint);
|
||||
if (campaign != null)
|
||||
{
|
||||
characterData = campaign.SetClientCharacterData(clients[i]);
|
||||
@@ -559,16 +600,17 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
character.GiveJobItems(mainSubSpawnPoints[i]);
|
||||
character.GiveJobItems(isPvPMode, jobItemSpawnPoint);
|
||||
}
|
||||
characterData.ApplyHealthData(character);
|
||||
character.GiveIdCardTags(mainSubSpawnPoints[i]);
|
||||
character.GiveIdCardTags(jobItemSpawnPoint);
|
||||
characterData.HasSpawned = true;
|
||||
}
|
||||
|
||||
//add the ID card tags they should've gotten when spawning in the shuttle
|
||||
character.GiveIdCardTags(shuttleSpawnPoints[i], createNetworkEvent: true);
|
||||
character.GiveIdCardTags(selectedSpawnPoints[i], createNetworkEvent: true);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -605,24 +647,29 @@ namespace Barotrauma.Networking
|
||||
|
||||
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
|
||||
{
|
||||
msg.WriteRangedInteger((int)CurrentState, 0, Enum.GetNames(typeof(State)).Length);
|
||||
|
||||
switch (CurrentState)
|
||||
msg.WriteByte((byte)c.TeamID);
|
||||
foreach (var teamSpecificState in teamSpecificStates.Values)
|
||||
{
|
||||
case State.Transporting:
|
||||
msg.WriteBoolean(ReturnCountdownStarted);
|
||||
msg.WriteSingle(GameMain.Server.ServerSettings.MaxTransportTime);
|
||||
msg.WriteSingle((float)(ReturnTime - DateTime.Now).TotalSeconds);
|
||||
break;
|
||||
case State.Waiting:
|
||||
msg.WriteUInt16((ushort)pendingRespawnCount);
|
||||
msg.WriteUInt16((ushort)requiredRespawnCount);
|
||||
msg.WriteBoolean(IsRespawnDecisionPendingForClient(c));
|
||||
msg.WriteBoolean(RespawnCountdownStarted);
|
||||
msg.WriteSingle((float)(RespawnTime - DateTime.Now).TotalSeconds);
|
||||
break;
|
||||
case State.Returning:
|
||||
break;
|
||||
msg.WriteByte((byte)teamSpecificState.TeamID);
|
||||
msg.WriteRangedInteger((int)teamSpecificState.CurrentState, 0, Enum.GetNames(typeof(State)).Length);
|
||||
|
||||
switch (teamSpecificState.CurrentState)
|
||||
{
|
||||
case State.Transporting:
|
||||
msg.WriteBoolean(teamSpecificState.ReturnCountdownStarted);
|
||||
msg.WriteSingle(GameMain.Server.ServerSettings.MaxTransportTime);
|
||||
msg.WriteSingle((float)(teamSpecificState.ReturnTime - DateTime.Now).TotalSeconds);
|
||||
break;
|
||||
case State.Waiting:
|
||||
msg.WriteUInt16((ushort)teamSpecificState.PendingRespawnCount);
|
||||
msg.WriteUInt16((ushort)teamSpecificState.RequiredRespawnCount);
|
||||
msg.WriteBoolean(IsRespawnDecisionPendingForClient(c));
|
||||
msg.WriteBoolean(teamSpecificState.RespawnCountdownStarted);
|
||||
msg.WriteSingle((float)(teamSpecificState.RespawnTime - DateTime.Now).TotalSeconds);
|
||||
break;
|
||||
case State.Returning:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
msg.WritePadBits();
|
||||
|
||||
@@ -2,9 +2,9 @@
|
||||
using Barotrauma.IO;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Steam;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
@@ -106,6 +106,7 @@ namespace Barotrauma.Networking
|
||||
if (requiredFlags.HasFlag(NetFlags.Properties))
|
||||
{
|
||||
WriteExtraCargo(outMsg);
|
||||
WritePerks(outMsg);
|
||||
}
|
||||
|
||||
if (requiredFlags.HasFlag(NetFlags.HiddenSubs))
|
||||
@@ -129,6 +130,40 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadPerks(IReadMessage incMsg, Client c)
|
||||
{
|
||||
if (!HasPermissionToChangePerks(c)) return;
|
||||
|
||||
bool changed = ReadPerks(incMsg);
|
||||
if (!changed) { return; }
|
||||
|
||||
UpdateFlag(NetFlags.Properties);
|
||||
SaveSettings();
|
||||
GameMain.NetLobbyScreen.LastUpdateID++;
|
||||
|
||||
static bool HasPermissionToChangePerks(Client client)
|
||||
{
|
||||
if (client.HasPermission(Networking.ClientPermissions.ManageSettings)) { return true; }
|
||||
|
||||
bool isPvP = GameMain.NetLobbyScreen?.SelectedMode == GameModePreset.PvP;
|
||||
bool hasSelectedTeam = client.PreferredTeam is CharacterTeamType.Team1 or CharacterTeamType.Team2;
|
||||
var otherClients = GameMain.NetworkMember?.ConnectedClients?.Where(c => c != client).ToImmutableArray() ?? ImmutableArray<Client>.Empty;
|
||||
|
||||
if (isPvP)
|
||||
{
|
||||
if (!hasSelectedTeam) { return false; }
|
||||
|
||||
return !otherClients
|
||||
.Where(c => c.PreferredTeam == client.PreferredTeam)
|
||||
.Any(static c => c.HasPermission(Networking.ClientPermissions.ManageSettings));
|
||||
}
|
||||
else
|
||||
{
|
||||
return !otherClients.Any(static c => c.HasPermission(Networking.ClientPermissions.ManageSettings));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(IReadMessage incMsg, Client c)
|
||||
{
|
||||
if (!c.HasPermission(Networking.ClientPermissions.ManageSettings)) return;
|
||||
@@ -136,7 +171,7 @@ namespace Barotrauma.Networking
|
||||
NetFlags flags = (NetFlags)incMsg.ReadByte();
|
||||
|
||||
bool changed = false;
|
||||
|
||||
|
||||
if (flags.HasFlag(NetFlags.Properties))
|
||||
{
|
||||
bool propertiesChanged = ReadExtraCargo(incMsg);
|
||||
@@ -176,6 +211,7 @@ namespace Barotrauma.Networking
|
||||
if (propertiesChanged)
|
||||
{
|
||||
UpdateFlag(NetFlags.Properties);
|
||||
GameMain.Server.RefreshPvpTeamAssignments(); // the changed settings might be relevant to team logic, so refresh
|
||||
}
|
||||
changed |= propertiesChanged;
|
||||
}
|
||||
@@ -189,9 +225,18 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (flags.HasFlag(NetFlags.Misc))
|
||||
{
|
||||
int orBits = incMsg.ReadRangedInteger(0, (int)Barotrauma.MissionType.All) & (int)Barotrauma.MissionType.All;
|
||||
int andBits = incMsg.ReadRangedInteger(0, (int)Barotrauma.MissionType.All) & (int)Barotrauma.MissionType.All;
|
||||
GameMain.NetLobbyScreen.MissionType = (MissionType)(((int)GameMain.NetLobbyScreen.MissionType | orBits) & andBits);
|
||||
List<Identifier> missionTypes = new List<Identifier>(GameMain.NetLobbyScreen.MissionTypes);
|
||||
Identifier addedMissionType = incMsg.ReadIdentifier();
|
||||
Identifier removedMissionType = incMsg.ReadIdentifier();
|
||||
if (!addedMissionType.IsEmpty)
|
||||
{
|
||||
missionTypes.Add(addedMissionType);
|
||||
}
|
||||
if (!removedMissionType.IsEmpty)
|
||||
{
|
||||
missionTypes.Remove(removedMissionType);
|
||||
}
|
||||
GameMain.NetLobbyScreen.MissionTypes = missionTypes;
|
||||
|
||||
//the byte indicates the direction we're changing the value, subtract one to get negative values from a byte
|
||||
TraitorDangerLevel = TraitorDangerLevel + incMsg.ReadByte() - 1;
|
||||
@@ -361,28 +406,20 @@ namespace Barotrauma.Networking
|
||||
if (min > -1 && max > -1) { AllowedClientNameChars.Add(new Range<int>(min, max)); }
|
||||
}
|
||||
|
||||
AllowedRandomMissionTypes = new List<MissionType>();
|
||||
string[] allowedMissionTypeNames = doc.Root.GetAttributeStringArray(
|
||||
"AllowedRandomMissionTypes", Enum.GetValues(typeof(MissionType)).Cast<MissionType>().Select(m => m.ToString()).ToArray());
|
||||
foreach (string missionTypeName in allowedMissionTypeNames)
|
||||
{
|
||||
if (Enum.TryParse(missionTypeName, out MissionType missionType))
|
||||
{
|
||||
if (missionType == Barotrauma.MissionType.None) { continue; }
|
||||
if (MissionPrefab.HiddenMissionClasses.Contains(missionType)) { continue; }
|
||||
AllowedRandomMissionTypes.Add(missionType);
|
||||
}
|
||||
}
|
||||
AllowedRandomMissionTypes = doc.Root.GetAttributeIdentifierArray(
|
||||
"AllowedRandomMissionTypes", MissionPrefab.GetAllMultiplayerSelectableMissionTypes().ToArray()).ToList();
|
||||
|
||||
ServerName = doc.Root.GetAttributeString("name", "");
|
||||
if (ServerName.Length > NetConfig.ServerNameMaxLength) { ServerName = ServerName.Substring(0, NetConfig.ServerNameMaxLength); }
|
||||
ServerMessageText = doc.Root.GetAttributeString("ServerMessage", "");
|
||||
|
||||
GameMain.NetLobbyScreen.SelectedModeIdentifier = GameModeIdentifier;
|
||||
//handle Random as the mission type, which is no longer a valid setting
|
||||
//MissionType.All offers equivalent functionality
|
||||
if (MissionType == "Random") { MissionType = "All"; }
|
||||
GameMain.NetLobbyScreen.MissionTypeName = MissionType;
|
||||
if (AllowedRandomMissionTypes.Contains(Tags.MissionTypeAll))
|
||||
{
|
||||
AllowedRandomMissionTypes = MissionPrefab.GetAllMultiplayerSelectableMissionTypes().ToList();
|
||||
}
|
||||
AllowedRandomMissionTypes = AllowedRandomMissionTypes.Distinct().ToList();
|
||||
ValidateMissionTypes();
|
||||
|
||||
GameMain.NetLobbyScreen.SetBotSpawnMode(BotSpawnMode);
|
||||
GameMain.NetLobbyScreen.SetBotCount(BotCount);
|
||||
@@ -404,6 +441,20 @@ namespace Barotrauma.Networking
|
||||
CampaignSettings = new CampaignSettings(element);
|
||||
}
|
||||
}
|
||||
|
||||
HashSet<Identifier> selectedCoalitionPerks = SelectedCoalitionPerks.ToHashSet();
|
||||
HashSet<Identifier> selectedSeparatistsPerks = SelectedSeparatistsPerks.ToHashSet();
|
||||
foreach (DisembarkPerkPrefab prefab in DisembarkPerkPrefab.Prefabs)
|
||||
{
|
||||
if (prefab.Cost == 0)
|
||||
{
|
||||
selectedSeparatistsPerks.Add(prefab.Identifier);
|
||||
selectedCoalitionPerks.Add(prefab.Identifier);
|
||||
}
|
||||
}
|
||||
|
||||
SelectedCoalitionPerks = selectedCoalitionPerks.ToArray();
|
||||
SelectedSeparatistsPerks = selectedSeparatistsPerks.ToArray();
|
||||
}
|
||||
|
||||
public string SelectNonHiddenSubmarine(string current = null)
|
||||
|
||||
@@ -374,13 +374,32 @@ namespace Barotrauma
|
||||
msg.WriteBoolean(GameMain.Server.ServerSettings.AllowSubVoting);
|
||||
if (GameMain.Server.ServerSettings.AllowSubVoting)
|
||||
{
|
||||
IReadOnlyDictionary<SubmarineInfo, int> voteList = GetVoteCounts<SubmarineInfo>(VoteType.Sub, GameMain.Server.ConnectedClients);
|
||||
bool isMultiSub = GameMain.NetLobbyScreen.SelectedMode == GameModePreset.PvP;
|
||||
msg.WriteBoolean(isMultiSub);
|
||||
|
||||
var subVoters = isMultiSub ?
|
||||
GameMain.Server.ConnectedClients.Where(static c => c.PreferredTeam is CharacterTeamType.Team1) :
|
||||
GameMain.Server.ConnectedClients;
|
||||
|
||||
IReadOnlyDictionary<SubmarineInfo, int> voteList = GetVoteCounts<SubmarineInfo>(VoteType.Sub, subVoters);
|
||||
msg.WriteByte((byte)voteList.Count);
|
||||
foreach (KeyValuePair<SubmarineInfo, int> vote in voteList)
|
||||
{
|
||||
msg.WriteByte((byte)vote.Value);
|
||||
msg.WriteString(vote.Key.Name);
|
||||
}
|
||||
|
||||
if (isMultiSub)
|
||||
{
|
||||
var separatistsVotes = GetVoteCounts<SubmarineInfo>(VoteType.Sub, GameMain.Server.ConnectedClients.Where(static c => c.PreferredTeam is CharacterTeamType.Team2));
|
||||
msg.WriteByte((byte)separatistsVotes.Count);
|
||||
|
||||
foreach (var (info, amount) in separatistsVotes)
|
||||
{
|
||||
msg.WriteByte((byte)amount);
|
||||
msg.WriteString(info.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
msg.WriteBoolean(GameMain.Server.ServerSettings.AllowModeVoting);
|
||||
if (GameMain.Server.ServerSettings.AllowModeVoting)
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -9,6 +11,7 @@ namespace Barotrauma
|
||||
partial class NetLobbyScreen : Screen
|
||||
{
|
||||
private SubmarineInfo selectedSub;
|
||||
private SubmarineInfo selectedEnemySub;
|
||||
private SubmarineInfo selectedShuttle;
|
||||
|
||||
public bool RadiationEnabled = true;
|
||||
@@ -26,6 +29,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MaybeNull, AllowNull]
|
||||
public SubmarineInfo SelectedEnemySub
|
||||
{
|
||||
get => selectedEnemySub;
|
||||
set
|
||||
{
|
||||
selectedEnemySub = value;
|
||||
lastUpdateID++;
|
||||
}
|
||||
}
|
||||
|
||||
public SubmarineInfo SelectedShuttle
|
||||
{
|
||||
get { return selectedShuttle; }
|
||||
@@ -81,31 +96,19 @@ namespace Barotrauma
|
||||
get { return GameModes[SelectedModeIndex]; }
|
||||
}
|
||||
|
||||
private MissionType missionType;
|
||||
public MissionType MissionType
|
||||
public IEnumerable<Identifier> MissionTypes
|
||||
{
|
||||
get { return missionType; }
|
||||
get { return GameMain.NetworkMember.ServerSettings.AllowedRandomMissionTypes; }
|
||||
set
|
||||
{
|
||||
lastUpdateID++;
|
||||
missionType = value;
|
||||
if (GameMain.NetworkMember?.ServerSettings != null)
|
||||
{
|
||||
GameMain.NetworkMember.ServerSettings.MissionType = missionType.ToString();
|
||||
GameMain.NetworkMember.ServerSettings.MissionTypes = string.Join(",", value.Select(t => t.ToIdentifier()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public string MissionTypeName
|
||||
{
|
||||
get { return missionType.ToString(); }
|
||||
set
|
||||
{
|
||||
Enum.TryParse(value, out MissionType type);
|
||||
MissionType = type;
|
||||
}
|
||||
}
|
||||
|
||||
public NetLobbyScreen()
|
||||
{
|
||||
LevelSeed = ToolBox.RandomSeed(8);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#nullable enable
|
||||
#nullable enable
|
||||
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Networking;
|
||||
@@ -273,8 +273,11 @@ namespace Barotrauma
|
||||
for (int i = 0; i < amountToChoose; i++)
|
||||
{
|
||||
var traitor = viableTraitors.GetRandomUnsynced();
|
||||
viableTraitors.Remove(traitor);
|
||||
traitors.Add(traitor);
|
||||
if (traitor != null)
|
||||
{
|
||||
viableTraitors.Remove(traitor);
|
||||
traitors.Add(traitor);
|
||||
}
|
||||
}
|
||||
return traitors;
|
||||
}
|
||||
@@ -388,7 +391,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (level?.LevelData is { Type: LevelData.LevelType.LocationConnection })
|
||||
{
|
||||
if (Submarine.MainSub.WorldPosition.X > level.Size.X / 2)
|
||||
if (Submarine.MainSub != null && Submarine.MainSub.WorldPosition.X > level.Size.X / 2)
|
||||
{
|
||||
//try starting ASAP if the submarine is already half-way through the level
|
||||
//(brief delay regardless, because otherwise we might retry every frame if finding a suitable event fails below)
|
||||
|
||||
Reference in New Issue
Block a user