Unstable 1.2.1.0

This commit is contained in:
Markus Isberg
2023-11-10 17:45:19 +02:00
parent 2ea58c58a7
commit 8a2e2ea0ae
268 changed files with 4076 additions and 1843 deletions
@@ -11,9 +11,9 @@ namespace Barotrauma
{
partial class PirateMission : Mission
{
private readonly XElement submarineTypeConfig;
private readonly XElement characterConfig;
private readonly XElement characterTypeConfig;
private readonly ContentXElement submarineTypeConfig;
private readonly ContentXElement characterConfig;
private readonly ContentXElement characterTypeConfig;
private readonly float addedMissionDifficultyPerPlayer;
private float missionDifficulty;
@@ -103,7 +103,8 @@ namespace Barotrauma
var characterTypeElement = characterTypeConfig.Elements().FirstOrDefault(e => e.GetAttributeString("typeidentifier", string.Empty) == characterId);
if (characterTypeElement == null)
{
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Could not find a character type element for the character \"{characterId}\".");
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Could not find a character type element for the character \"{characterId}\".",
contentPackage: Prefab.ContentPackage);
}
}
//make sure all defined character types can be found from human prefabs
@@ -116,7 +117,8 @@ namespace Barotrauma
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
if (humanPrefab == null)
{
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Character prefab \"{characterIdentifier}\" not found in the NPC set \"{characterFrom}\".");
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Character prefab \"{characterIdentifier}\" not found in the NPC set \"{characterFrom}\".",
contentPackage: Prefab.ContentPackage);
}
}
}
@@ -151,7 +153,8 @@ namespace Barotrauma
ContentPath submarinePath = submarineConfig.GetAttributeContentPath("path", Prefab.ContentPackage);
if (submarinePath.IsNullOrEmpty())
{
DebugConsole.ThrowError($"No path used for submarine for the pirate mission \"{Prefab.Identifier}\"!");
DebugConsole.ThrowError($"No path used for submarine for the pirate mission \"{Prefab.Identifier}\"!",
contentPackage: Prefab.ContentPackage);
return;
}
@@ -165,7 +168,8 @@ namespace Barotrauma
if (contentFile == null)
{
DebugConsole.ThrowError($"No submarine file found from the path {submarinePath}!");
DebugConsole.ThrowError($"No submarine file found from the path {submarinePath}!",
contentPackage: Prefab.ContentPackage);
return;
}
@@ -201,16 +205,28 @@ namespace Barotrauma
private void CreateMissionPositions(out Vector2 preferredSpawnPos)
{
Vector2 patrolPos = enemySub.WorldPosition;
Vector2 patrolPos = Level.Loaded.EndPosition;
Point subSize = enemySub.GetDockedBorders().Size;
if (!Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out preferredSpawnPos))
preferredSpawnPos = Level.Loaded.EndPosition;
if (Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out var potentialSpawnPos))
{
DebugConsole.ThrowError("Could not spawn pirate submarine in an interesting location! " + this);
preferredSpawnPos = potentialSpawnPos.Position.ToVector2();
}
if (!Level.Loaded.TryGetInterestingPositionAwayFromPoint(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out patrolPos, preferredSpawnPos, minDistFromPoint: 10000f))
else
{
DebugConsole.ThrowError("Could not give pirate submarine an interesting location to patrol to! " + this);
DebugConsole.ThrowError("Could not spawn pirate submarine in an interesting location! " + this,
contentPackage: Prefab.ContentPackage);
}
if (Level.Loaded.TryGetInterestingPositionAwayFromPoint(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out var potentialPatrolPos, preferredSpawnPos, minDistFromPoint: 10000f))
{
patrolPos = potentialPatrolPos.Position.ToVector2();
}
else
{
DebugConsole.ThrowError("Could not give pirate submarine an interesting location to patrol to! " + this,
contentPackage: Prefab.ContentPackage);
}
patrolPos = enemySub.FindSpawnPos(patrolPos, subSize);
@@ -266,7 +282,8 @@ namespace Barotrauma
if (characterConfig == null)
{
DebugConsole.ThrowError("Failed to initialize characters for escort mission (characterConfig == null)");
DebugConsole.ThrowError("Failed to initialize characters for escort mission (characterConfig == null)",
contentPackage: Prefab.ContentPackage);
return;
}
@@ -281,7 +298,7 @@ namespace Barotrauma
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
bool commanderAssigned = false;
foreach (XElement element in characterConfig.Elements())
foreach (ContentXElement element in characterConfig.Elements())
{
// it is possible to get more than the "max" amount of characters if the modified difficulty is high enough; this is intentional
// if necessary, another "hard max" value could be used to clamp the value for performance/gameplay concerns
@@ -293,7 +310,8 @@ namespace Barotrauma
if (characterType == null)
{
DebugConsole.ThrowError($"No character types defined in CharacterTypes for a declared type identifier in mission \"{Prefab.Identifier}\".");
DebugConsole.ThrowError($"No character types defined in CharacterTypes for a declared type identifier in mission \"{Prefab.Identifier}\".",
contentPackage: element.ContentPackage);
return;
}
@@ -356,12 +374,12 @@ namespace Barotrauma
{
DebugConsole.ThrowError(submarineInfo == null ?
$"Error in PirateMission: enemy sub was not created (submarineInfo == null)." :
$"Error in PirateMission: enemy sub was not created.");
$"Error in PirateMission: enemy sub was not created.",
contentPackage: Prefab.ContentPackage);
return;
}
Vector2 spawnPos = Level.Loaded.EndPosition; // in case TryGetInterestingPosition fails, though this should not happen
CreateMissionPositions(out spawnPos); // patrol positions are not explicitly replicated, instead they are acquired the same way the server acquires them
CreateMissionPositions(out Vector2 spawnPos); // patrol positions are not explicitly replicated, instead they are acquired the same way the server acquires them
#if DEBUG
if (IsClient)
{