Unstable 0.1400.0.0
This commit is contained in:
@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -30,6 +31,8 @@ namespace Barotrauma
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public ReadyCheck ActiveReadyCheck;
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public XElement ActiveOrdersElement { get; set; }
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public CrewManager(bool isSinglePlayer)
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{
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IsSinglePlayer = isSinglePlayer;
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@@ -111,6 +114,9 @@ namespace Barotrauma
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case "health":
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characterInfo.HealthData = subElement;
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break;
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case "orders":
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characterInfo.OrderData = subElement;
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break;
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}
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}
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}
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@@ -189,7 +195,7 @@ namespace Barotrauma
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spawnWaypoints = WayPoint.WayPointList.FindAll(wp =>
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wp.SpawnType == SpawnType.Human &&
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wp.Submarine == Level.Loaded.StartOutpost &&
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wp.CurrentHull?.OutpostModuleTags != null &&
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wp.CurrentHull != null &&
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wp.CurrentHull.OutpostModuleTags.Contains("airlock"));
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while (spawnWaypoints.Count > characterInfos.Count)
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{
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@@ -229,10 +235,14 @@ namespace Barotrauma
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}
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if (character.Info.HealthData != null)
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{
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character.Info.ApplyHealthData(character, character.Info.HealthData);
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CharacterInfo.ApplyHealthData(character, character.Info.HealthData);
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}
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character.GiveIdCardTags(spawnWaypoints[i]);
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character.Info.StartItemsGiven = true;
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if (character.Info.OrderData != null)
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{
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character.Info.ApplyOrderData();
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}
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}
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AddCharacter(character);
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@@ -265,6 +275,14 @@ namespace Barotrauma
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RemoveCharacterInfo(characterInfo);
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}
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public void ClearCurrentOrders()
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{
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foreach (var characterInfo in characterInfos)
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{
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characterInfo?.ClearCurrentOrders();
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}
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}
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public void Update(float deltaTime)
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{
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foreach (Pair<Order, float?> order in ActiveOrders)
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@@ -392,6 +410,88 @@ namespace Barotrauma
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#endregion
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public static Character GetCharacterForQuickAssignment(Order order, Character controlledCharacter, IEnumerable<Character> characters, bool includeSelf = false)
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{
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var controllingCharacter = controlledCharacter != null;
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#if !DEBUG
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if (!controllingCharacter) { return null; }
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#endif
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if (order.Category == OrderCategory.Operate && HumanAIController.IsItemOperatedByAnother(null, order.TargetItemComponent, out Character operatingCharacter) &&
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(!controllingCharacter || operatingCharacter.CanHearCharacter(controlledCharacter)))
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{
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return operatingCharacter;
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}
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return GetCharactersSortedForOrder(order, characters, controlledCharacter, includeSelf).FirstOrDefault(c => !controllingCharacter || c.CanHearCharacter(controlledCharacter)) ?? controlledCharacter;
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}
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public static IEnumerable<Character> GetCharactersSortedForOrder(Order order, IEnumerable<Character> characters, Character controlledCharacter, bool includeSelf, IEnumerable<Character> extraCharacters = null)
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{
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var filteredCharacters = characters.Where(c => controlledCharacter == null || ((includeSelf || c != controlledCharacter) && c.TeamID == controlledCharacter.TeamID));
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if (extraCharacters != null)
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{
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filteredCharacters = filteredCharacters.Union(extraCharacters);
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}
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return filteredCharacters
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// 1. Prioritize those who are on the same submarine than the controlled character
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.OrderByDescending(c => Character.Controlled == null || c.Submarine == Character.Controlled.Submarine)
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// 2. Prioritize those who have been given the same maintenance or operate order as now issued
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.ThenByDescending(c => c.CurrentOrders.Any(o =>
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o.Order != null && o.Order.Identifier == order.Identifier &&
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(order.Category == OrderCategory.Maintenance || order.Category == OrderCategory.Operate)))
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// 3. Prioritize those with the appropriate job for the order
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.ThenByDescending(c => order.HasAppropriateJob(c))
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// 4. Prioritize bots over player controlled characters
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.ThenByDescending(c => c.IsBot)
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// 5. Use the priority value of the current objective
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.ThenBy(c => c.AIController is HumanAIController humanAI ? humanAI.ObjectiveManager.CurrentObjective?.Priority : 0)
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// 6. Prioritize those with the best skill for the order
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.ThenByDescending(c => c.GetSkillLevel(order.AppropriateSkill));
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}
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partial void UpdateProjectSpecific(float deltaTime);
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private void SaveActiveOrders(XElement parentElement)
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{
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ActiveOrdersElement = new XElement("activeorders");
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// Only save orders with no fade out time (e.g. ignore orders)
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var ordersToSave = new List<OrderInfo>();
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foreach (var activeOrder in ActiveOrders)
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{
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var order = activeOrder?.First;
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if (order == null || activeOrder.Second.HasValue) { continue; }
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ordersToSave.Add(new OrderInfo(order, null, CharacterInfo.HighestManualOrderPriority));
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}
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CharacterInfo.SaveOrders(ActiveOrdersElement, ordersToSave.ToArray());
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parentElement?.Add(ActiveOrdersElement);
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}
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public void LoadActiveOrders()
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{
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if (ActiveOrdersElement == null) { return; }
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foreach (var orderInfo in CharacterInfo.LoadOrders(ActiveOrdersElement))
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{
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IIgnorable ignoreTarget = null;
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if (orderInfo.Order.IsIgnoreOrder)
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{
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switch (orderInfo.Order.TargetType)
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{
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case Order.OrderTargetType.Entity:
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ignoreTarget = orderInfo.Order.TargetEntity as IIgnorable;
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break;
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case Order.OrderTargetType.WallSection when orderInfo.Order.TargetEntity is Structure s && orderInfo.Order.WallSectionIndex.HasValue:
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ignoreTarget = s.GetSection(orderInfo.Order.WallSectionIndex.Value) as IIgnorable;
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break;
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default:
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DebugConsole.ThrowError("Error loading an ignore order - can't find a proper ignore target");
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continue;
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}
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}
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if (ignoreTarget != null)
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{
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ignoreTarget.OrderedToBeIgnored = true;
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}
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AddOrder(orderInfo.Order, null);
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}
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}
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}
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}
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@@ -51,7 +51,7 @@ namespace Barotrauma
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//there can be no events before this time has passed during the 1st campaign round
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const float FirstRoundEventDelay = 30.0f;
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public enum InteractionType { None, Talk, Map, Crew, Store, Repair, Upgrade, PurchaseSub }
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public enum InteractionType { None, Talk, Examine, Map, Crew, Store, Repair, Upgrade, PurchaseSub }
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public readonly CargoManager CargoManager;
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public UpgradeManager UpgradeManager;
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@@ -169,7 +169,7 @@ namespace Barotrauma
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return Submarine.Loaded.FindAll(sub =>
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sub != leavingSub &&
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!leavingSub.DockedTo.Contains(sub) &&
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sub.Info.Type == SubmarineType.Player &&
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sub.Info.Type == SubmarineType.Player && sub.TeamID == CharacterTeamType.Team1 && // pirate subs are currently tagged as player subs as well
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sub != GameMain.NetworkMember?.RespawnManager?.RespawnShuttle &&
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(sub.AtEndExit != leavingSub.AtEndExit || sub.AtStartExit != leavingSub.AtStartExit));
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}
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@@ -268,7 +268,7 @@ namespace Barotrauma
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var beaconMissionPrefab = ToolBox.SelectWeightedRandom(beaconMissionPrefabs, beaconMissionPrefabs.Select(p => (float)p.Commonness).ToList(), rand);
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if (!Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
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{
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extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
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extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations, Submarine.MainSub));
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}
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}
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}
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@@ -285,7 +285,7 @@ namespace Barotrauma
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var huntingGroundsMissionPrefab = ToolBox.SelectWeightedRandom(huntingGroundsMissionPrefabs, huntingGroundsMissionPrefabs.Select(p => (float)p.Commonness).ToList(), rand);
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if (!Missions.Any(m => m.Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase))))
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{
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extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
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extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations, Submarine.MainSub));
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}
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}
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}
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@@ -595,7 +595,6 @@ namespace Barotrauma
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{
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CrewManager.RemoveCharacterInfo(ci);
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}
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ci?.ClearCurrentOrders();
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}
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foreach (DockingPort port in DockingPort.List)
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@@ -637,6 +636,7 @@ namespace Barotrauma
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location.CreateStore(force: true);
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location.ClearMissions();
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location.Discovered = false;
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location.LevelData?.EventHistory?.Clear();
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}
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Map.SetLocation(Map.Locations.IndexOf(Map.StartLocation));
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Map.SelectLocation(-1);
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+11
-2
@@ -26,6 +26,7 @@ namespace Barotrauma
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private XElement itemData;
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private XElement healthData;
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public XElement OrderData { get; private set; }
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partial void InitProjSpecific(Client client);
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public CharacterCampaignData(Client client)
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@@ -38,8 +39,10 @@ namespace Barotrauma
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if (client.Character.Inventory != null)
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{
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itemData = new XElement("inventory");
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client.Character.SaveInventory(client.Character.Inventory, itemData);
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Character.SaveInventory(client.Character.Inventory, itemData);
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}
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OrderData = new XElement("orders");
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CharacterInfo.SaveOrderData(client.Character.Info, OrderData);
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}
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public CharacterCampaignData(XElement element)
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@@ -67,6 +70,9 @@ namespace Barotrauma
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case "health":
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healthData = subElement;
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break;
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case "orders":
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OrderData = subElement;
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break;
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}
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}
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}
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@@ -78,8 +84,10 @@ namespace Barotrauma
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if (character.Inventory != null)
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{
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itemData = new XElement("inventory");
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character.SaveInventory(character.Inventory, itemData);
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Character.SaveInventory(character.Inventory, itemData);
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}
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OrderData = new XElement("orders");
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CharacterInfo.SaveOrderData(character.Info, OrderData);
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}
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public XElement Save()
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@@ -92,6 +100,7 @@ namespace Barotrauma
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CharacterInfo?.Save(element);
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if (itemData != null) { element.Add(itemData); }
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if (healthData != null) { element.Add(healthData); }
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if (OrderData != null) { element.Add(OrderData); }
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return element;
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}
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@@ -21,7 +21,7 @@ namespace Barotrauma
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Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
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foreach (MissionPrefab missionPrefab in missionPrefabs)
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{
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missions.Add(missionPrefab.Instantiate(locations));
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missions.Add(missionPrefab.Instantiate(locations, Submarine.MainSub));
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}
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}
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@@ -149,12 +149,14 @@ namespace Barotrauma
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case "metadata":
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CampaignMetadata = new CampaignMetadata(this, subElement);
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break;
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case "upgrademanager":
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case "pendingupgrades":
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UpgradeManager = new UpgradeManager(this, subElement, isSingleplayer: false);
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break;
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case "bots" when GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer:
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CrewManager.HasBots = subElement.GetAttributeBool("hasbots", false);
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CrewManager.AddCharacterElements(subElement);
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CrewManager.ActiveOrdersElement = subElement.GetChildElement("activeorders");
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break;
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case "cargo":
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CargoManager?.LoadPurchasedItems(subElement);
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@@ -353,9 +353,14 @@ namespace Barotrauma
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}
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}
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}
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if (GameMode is PvPMode && Submarine.MainSubs[1] == null)
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if (Submarine.MainSubs[1] == null)
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{
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Submarine.MainSubs[1] = new Submarine(SubmarineInfo, true);
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var enemySubmarineInfo = GameMode is PvPMode ? SubmarineInfo : GameMode.Missions.FirstOrDefault(m => m.EnemySubmarineInfo != null)?.EnemySubmarineInfo;
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if (enemySubmarineInfo != null)
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{
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Submarine.MainSubs[1] = new Submarine(enemySubmarineInfo, true);
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}
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}
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if (GameMain.NetworkMember?.ServerSettings?.LockAllDefaultWires ?? false)
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@@ -28,6 +28,18 @@ namespace Barotrauma
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}
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}
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internal class PurchasedItemSwap
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{
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public readonly Item ItemToRemove;
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public readonly ItemPrefab ItemToInstall;
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public PurchasedItemSwap(Item itemToRemove, ItemPrefab itemToInstall)
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{
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ItemToRemove = itemToRemove;
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ItemToInstall = itemToInstall;
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}
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}
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/// <summary>
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/// This class handles all upgrade logic.
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/// Storing, applying, checking and validation of upgrades.
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@@ -75,6 +87,8 @@ namespace Barotrauma
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public readonly List<PurchasedUpgrade> PendingUpgrades = new List<PurchasedUpgrade>();
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public readonly List<PurchasedItemSwap> PurchasedItemSwaps = new List<PurchasedItemSwap>();
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private CampaignMetadata Metadata => Campaign.CampaignMetadata;
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private readonly CampaignMode Campaign;
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private int spentMoney;
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@@ -90,7 +104,67 @@ namespace Barotrauma
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public UpgradeManager(CampaignMode campaign, XElement element, bool isSingleplayer) : this(campaign)
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{
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DebugConsole.Log($"Restored upgrade manager from save file, ({element.Elements().Count()} pending upgrades).");
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LoadPendingUpgrades(element, isSingleplayer);
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//backwards compatibility:
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//upgrades used to be saved to a <pendingupgrades> element, now upgrades and item swaps are saved separately under a <upgrademanager> element
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if (element.Name.LocalName.Equals("pendingupgrades", StringComparison.OrdinalIgnoreCase))
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{
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LoadPendingUpgrades(element, isSingleplayer);
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}
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else
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "pendingupgrades":
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LoadPendingUpgrades(subElement, isSingleplayer);
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break;
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}
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}
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}
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}
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public int DetermineItemSwapCost(Item item, ItemPrefab replacement)
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{
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if (replacement == null)
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{
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replacement = ItemPrefab.Find("", item.Prefab.SwappableItem.ReplacementOnUninstall);
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if (replacement == null)
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{
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DebugConsole.ThrowError("Failed to determine swap cost for item \"{}\". Trying to uninstall the item but no replacement item found.");
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return 0;
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}
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}
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int price = 0;
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if (replacement == item.Prefab)
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{
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if (item.PendingItemSwap != null)
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{
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//refund the pending swap
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price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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//buy back the current item
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price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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}
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else
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{
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price = replacement.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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if (item.PendingItemSwap != null)
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{
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//refund the pending swap
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price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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//buy back the current item
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price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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//refund the current item
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if (replacement != item.prefab)
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{
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price -= item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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}
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return price;
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}
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private DateTime lastUpgradeSpeak, lastErrorSpeak;
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@@ -102,9 +176,6 @@ namespace Barotrauma
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/// Purchased upgrades are temporarily stored in <see cref="PendingUpgrades"/> and they are applied
|
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/// after the next round starts similarly how items are spawned in the stowage room after the round starts.
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/// </remarks>
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/// <param name="prefab"></param>
|
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/// <param name="category"></param>
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/// <param name="force"></param>
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public void PurchaseUpgrade(UpgradePrefab prefab, UpgradeCategory category, bool force = false)
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{
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if (!CanUpgradeSub())
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@@ -142,7 +213,7 @@ namespace Barotrauma
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price = 0;
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}
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if (Campaign.Money > price)
|
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if (Campaign.Money >= price)
|
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{
|
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
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||||
@@ -184,6 +255,151 @@ namespace Barotrauma
|
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}
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||||
}
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|
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/// <summary>
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/// Purchases an item swap and handles logic for deducting the credit.
|
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/// </summary>
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||||
public void PurchaseItemSwap(Item itemToRemove, ItemPrefab itemToInstall, bool force = false)
|
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{
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if (!CanUpgradeSub())
|
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{
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DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
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||||
return;
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||||
}
|
||||
if (itemToRemove == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Cannot swap null item!");
|
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return;
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}
|
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if (!UpgradeCategory.Categories.Any(c => c.ItemTags.Any(t => itemToRemove.HasTag(t)) && c.ItemTags.Any(t => itemToInstall.Tags.Contains(t))))
|
||||
{
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DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\" (not in the same upgrade category).");
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return;
|
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}
|
||||
|
||||
/*if (itemToRemove.PendingItemSwap != null)
|
||||
{
|
||||
CancelItemSwap(itemToRemove);
|
||||
}
|
||||
else */
|
||||
if (itemToRemove.prefab == itemToInstall)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (trying to swap with the same item!).");
|
||||
return;
|
||||
}
|
||||
SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
|
||||
if (swappableItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (not configured as a swappable item).");
|
||||
return;
|
||||
}
|
||||
|
||||
int price = 0;
|
||||
if (!itemToRemove.AvailableSwaps.Contains(itemToInstall))
|
||||
{
|
||||
price = itemToInstall.SwappableItem.GetPrice(Campaign.Map?.CurrentLocation);
|
||||
}
|
||||
|
||||
if (force)
|
||||
{
|
||||
price = 0;
|
||||
}
|
||||
|
||||
if (Campaign.Money >= price)
|
||||
{
|
||||
PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
// only make the NPC speak if more than 5 minutes have passed since the last purchased service
|
||||
if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
|
||||
{
|
||||
UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased"), Campaign.IsSinglePlayer);
|
||||
lastUpgradeSpeak = DateTime.Now;
|
||||
}
|
||||
}
|
||||
|
||||
Campaign.Money -= price;
|
||||
spentMoney += price;
|
||||
|
||||
itemToRemove.AvailableSwaps.Add(itemToRemove.Prefab);
|
||||
if (itemToInstall != null) { itemToRemove.AvailableSwaps.Add(itemToInstall); }
|
||||
|
||||
if (itemToRemove.Prefab != itemToInstall && itemToInstall != null)
|
||||
{
|
||||
itemToRemove.PendingItemSwap = itemToInstall;
|
||||
PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToRemove, itemToInstall));
|
||||
DebugLog($"CLIENT: Swapped item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\".", Color.Orange);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugLog($"CLIENT: Cancelled swapping the item \"{itemToRemove.Name}\" with \"{(itemToRemove.PendingItemSwap?.Name ?? null)}\".", Color.Orange);
|
||||
}
|
||||
OnUpgradesChanged?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Tried to swap an item with insufficient funds, the transaction has not been completed.\n" +
|
||||
$"Item to remove: {itemToRemove.Name}, Item to install: {itemToInstall.Name}, Cost: {price}, Have: {Campaign.Money}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancels the currently pending item swap, or uninstalls the item if there's no swap pending
|
||||
/// </summary>
|
||||
public void CancelItemSwap(Item itemToRemove, bool force = false)
|
||||
{
|
||||
if (!CanUpgradeSub())
|
||||
{
|
||||
DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (itemToRemove?.PendingItemSwap == null && string.IsNullOrEmpty(itemToRemove?.Prefab.SwappableItem?.ReplacementOnUninstall))
|
||||
{
|
||||
DebugConsole.ThrowError($"Cannot uninstall item \"{itemToRemove?.Name}\" (no replacement item configured).");
|
||||
return;
|
||||
}
|
||||
|
||||
SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
|
||||
if (swappableItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to uninstall item \"{itemToRemove.Name}\" (not configured as a swappable item).");
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
// only make the NPC speak if more than 5 minutes have passed since the last purchased service
|
||||
if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
|
||||
{
|
||||
UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased"), Campaign.IsSinglePlayer);
|
||||
lastUpgradeSpeak = DateTime.Now;
|
||||
}
|
||||
}
|
||||
|
||||
if (itemToRemove.PendingItemSwap == null)
|
||||
{
|
||||
var replacement = MapEntityPrefab.Find("", swappableItem.ReplacementOnUninstall) as ItemPrefab;
|
||||
if (replacement == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to uninstall item \"{itemToRemove.Name}\". Could not find the replacement item \"{swappableItem.ReplacementOnUninstall}\".");
|
||||
return;
|
||||
}
|
||||
PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
|
||||
PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToRemove, replacement));
|
||||
DebugLog($"Uninstalled item item \"{itemToRemove.Name}\".", Color.Orange);
|
||||
itemToRemove.PendingItemSwap = replacement;
|
||||
}
|
||||
else
|
||||
{
|
||||
PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
|
||||
DebugLog($"Cancelled swapping the item \"{itemToRemove.Name}\" with \"{itemToRemove.PendingItemSwap.Name}\".", Color.Orange);
|
||||
itemToRemove.PendingItemSwap = null;
|
||||
}
|
||||
#if CLIENT
|
||||
OnUpgradesChanged?.Invoke();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies all our pending upgrades to the submarine.
|
||||
/// </summary>
|
||||
@@ -201,24 +417,17 @@ namespace Barotrauma
|
||||
public void ApplyUpgrades()
|
||||
{
|
||||
PurchasedUpgrades.Clear();
|
||||
PurchasedItemSwaps.Clear();
|
||||
if (Submarine.MainSub == null) { return; }
|
||||
|
||||
List<PurchasedUpgrade> pendingUpgrades = PendingUpgrades;
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
if (Level.Loaded?.Type != LevelData.LevelType.Outpost)
|
||||
if (loadedUpgrades != null)
|
||||
{
|
||||
if (loadedUpgrades != null)
|
||||
{
|
||||
// client receives pending upgrades from the save file
|
||||
pendingUpgrades = loadedUpgrades;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// prevent the client from applying pending upgrades at an outpost when joining mid round
|
||||
return;
|
||||
// client receives pending upgrades from the save file
|
||||
pendingUpgrades = loadedUpgrades;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -592,7 +801,17 @@ namespace Barotrauma
|
||||
OnUpgradesChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void SavePendingUpgrades(XElement? parent, List<PurchasedUpgrade> upgrades)
|
||||
public void Save(XElement? parent)
|
||||
{
|
||||
if (parent == null) { return; }
|
||||
|
||||
var upgradeManagerElement = new XElement("upgrademanager");
|
||||
parent.Add(upgradeManagerElement);
|
||||
|
||||
SavePendingUpgrades(upgradeManagerElement, PendingUpgrades);
|
||||
}
|
||||
|
||||
private void SavePendingUpgrades(XElement? parent, List<PurchasedUpgrade> upgrades)
|
||||
{
|
||||
if (parent == null) { return; }
|
||||
|
||||
@@ -647,7 +866,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void LogError(string text, Dictionary<string, object?> data, Exception e = null)
|
||||
public static void LogError(string text, Dictionary<string, object?> data, Exception? e = null)
|
||||
{
|
||||
string error = $"{text}\n";
|
||||
foreach (var (label, value) in data)
|
||||
|
||||
Reference in New Issue
Block a user