v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -20,6 +20,15 @@ namespace Barotrauma
[Serialize(1f, false)]
public float HealthMultiplier { get; protected set; }
[Serialize(1f, false)]
public float HealthMultiplierInMultiplayer { get; protected set; }
[Serialize(1f, false)]
public float AimSpeed { get; protected set; }
[Serialize(1f, false)]
public float AimAccuracy { get; protected set; }
private readonly HashSet<string> moduleFlags = new HashSet<string>();
[Serialize("", true, "What outpost module tags does the NPC prefer to spawn in.")]
@@ -67,6 +76,9 @@ namespace Barotrauma
[Serialize(AIObjectiveIdle.BehaviorType.Passive, false)]
public AIObjectiveIdle.BehaviorType Behavior { get; protected set; }
[Serialize(float.PositiveInfinity, false)]
public float ReportRange { get; protected set; }
public List<string> PreferredOutpostModuleTypes { get; protected set; }
public string OriginalName { get { return Identifier; } }
@@ -105,16 +117,54 @@ namespace Barotrauma
return Job != null && Job != "any" ? JobPrefab.Get(Job) : JobPrefab.Random(randSync);
}
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced)
public void InitializeCharacter(Character npc, ISpatialEntity positionToStayIn = null)
{
npc.CharacterHealth.MaxVitality *= HealthMultiplier;
if (GameMain.NetworkMember != null)
{
npc.CharacterHealth.MaxVitality *= HealthMultiplierInMultiplayer;
}
var humanAI = npc.AIController as HumanAIController;
if (humanAI != null)
{
var idleObjective = humanAI.ObjectiveManager.GetObjective<AIObjectiveIdle>();
if (positionToStayIn != null && Behavior == AIObjectiveIdle.BehaviorType.StayInHull)
{
idleObjective.TargetHull = AIObjectiveGoTo.GetTargetHull(positionToStayIn);
idleObjective.Behavior = AIObjectiveIdle.BehaviorType.StayInHull;
}
else
{
idleObjective.Behavior = Behavior;
foreach (string moduleType in PreferredOutpostModuleTypes)
{
idleObjective.PreferredOutpostModuleTypes.Add(moduleType);
}
}
humanAI.ReportRange = ReportRange;
humanAI.AimSpeed = AimSpeed;
humanAI.AimAccuracy = AimAccuracy;
}
if (CampaignInteractionType != CampaignMode.InteractionType.None)
{
(GameMain.GameSession.GameMode as CampaignMode)?.AssignNPCMenuInteraction(npc, CampaignInteractionType);
if (positionToStayIn != null && humanAI != null)
{
humanAI.ObjectiveManager.SetForcedOrder(new AIObjectiveGoTo(positionToStayIn, npc, humanAI.ObjectiveManager, repeat: true, getDivingGearIfNeeded: false, closeEnough: 200));
}
}
}
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced, bool createNetworkEvents = true)
{
var spawnItems = ToolBox.SelectWeightedRandom(ItemSets.Keys.ToList(), ItemSets.Values.ToList(), randSync);
foreach (XElement itemElement in spawnItems.GetChildElements("item"))
{
InitializeItems(character, itemElement, submarine);
InitializeItems(character, itemElement, submarine, createNetworkEvents: createNetworkEvents);
}
}
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null)
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null, bool createNetworkEvents = true)
{
ItemPrefab itemPrefab;
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
@@ -126,7 +176,7 @@ namespace Barotrauma
}
Item item = new Item(itemPrefab, character.Position, null);
#if SERVER
if (GameMain.Server != null && Entity.Spawner != null)
if (GameMain.Server != null && Entity.Spawner != null && createNetworkEvents)
{
if (GameMain.Server.EntityEventManager.UniqueEvents.Any(ev => ev.Entity == item))
{
@@ -187,7 +237,7 @@ namespace Barotrauma
}
foreach (XElement childItemElement in itemElement.Elements())
{
InitializeItems(character, childItemElement, submarine, item);
InitializeItems(character, childItemElement, submarine, item, createNetworkEvents);
}
}
}