Build 1.1.4.0

This commit is contained in:
Markus Isberg
2023-03-31 18:40:44 +03:00
parent efba17e0ff
commit 9470edead3
483 changed files with 17487 additions and 8548 deletions
@@ -12,7 +12,13 @@ namespace Barotrauma
public override bool Paused
{
get { return ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition") || ShowCampaignUI && CampaignUI.SelectedTab == InteractionType.Map; }
get
{
return
ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition") ||
ShowCampaignUI && CampaignUI.SelectedTab == InteractionType.Map ||
(SlideshowPlayer != null && !SlideshowPlayer.LastTextShown);
}
}
public override void UpdateWhilePaused(float deltaTime)
@@ -31,6 +37,8 @@ namespace Barotrauma
}
}
SlideshowPlayer?.UpdateManually(deltaTime);
CrewManager.ChatBox?.Update(deltaTime);
CrewManager.UpdateReports();
}
@@ -77,9 +85,9 @@ namespace Barotrauma
/// </summary>
private SinglePlayerCampaign(string mapSeed, CampaignSettings settings) : base(GameModePreset.SinglePlayerCampaign, settings)
{
CampaignMetadata = new CampaignMetadata(this);
UpgradeManager = new UpgradeManager(this);
Settings = settings;
InitFactions();
map = new Map(this, mapSeed);
foreach (JobPrefab jobPrefab in JobPrefab.Prefabs)
{
@@ -89,7 +97,6 @@ namespace Barotrauma
CrewManager.AddCharacterInfo(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: jobPrefab, variant: variant));
}
}
InitCampaignData();
InitUI();
}
@@ -99,6 +106,17 @@ namespace Barotrauma
private SinglePlayerCampaign(XElement element) : base(GameModePreset.SinglePlayerCampaign, CampaignSettings.Empty)
{
IsFirstRound = false;
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "metadata":
CampaignMetadata.Load(subElement);
break;
}
}
InitFactions();
foreach (var subElement in element.Elements())
{
@@ -114,9 +132,6 @@ namespace Barotrauma
case "map":
map = Map.Load(this, subElement);
break;
case "metadata":
CampaignMetadata = new CampaignMetadata(this, subElement);
break;
case "cargo":
CargoManager.LoadPurchasedItems(subElement);
break;
@@ -133,14 +148,14 @@ namespace Barotrauma
case "stats":
LoadStats(subElement);
break;
case "eventmanager":
GameMain.GameSession.EventManager.Load(subElement);
break;
}
}
CampaignMetadata ??= new CampaignMetadata(this);
UpgradeManager ??= new UpgradeManager(this);
InitCampaignData();
InitUI();
//backwards compatibility for saves made prior to the addition of personal wallets
@@ -198,28 +213,14 @@ namespace Barotrauma
{
StartRound = () => { TryEndRound(); }
};
}
private void CreateEndRoundButton()
{
int buttonHeight = (int)(GUI.Scale * 40);
int buttonWidth = GUI.IntScale(450);
endRoundButton = new GUIButton(HUDLayoutSettings.ToRectTransform(new Rectangle((GameMain.GraphicsWidth / 2) - (buttonWidth / 2), HUDLayoutSettings.ButtonAreaTop.Center.Y - (buttonHeight / 2), buttonWidth, buttonHeight), GUI.Canvas),
TextManager.Get("EndRound"), textAlignment: Alignment.Center, style: "EndRoundButton")
endRoundButton = CreateEndRoundButton();
endRoundButton.OnClicked = (btn, userdata) =>
{
Pulse = true,
TextBlock =
{
Shadow = true,
AutoScaleHorizontal = true
},
OnClicked = (btn, userdata) =>
{
TryEndRoundWithFuelCheck(
onConfirm: () => TryEndRound(),
onReturnToMapScreen: () => { ShowCampaignUI = true; CampaignUI.SelectTab(InteractionType.Map); });
return true;
}
TryEndRoundWithFuelCheck(
onConfirm: () => TryEndRound(),
onReturnToMapScreen: () => { ShowCampaignUI = true; CampaignUI.SelectTab(InteractionType.Map); });
return true;
};
}
@@ -265,7 +266,6 @@ namespace Barotrauma
private IEnumerable<CoroutineStatus> DoLoadInitialLevel(LevelData level, bool mirror)
{
GameMain.GameSession.StartRound(level, mirrorLevel: mirror, startOutpost: GetPredefinedStartOutpost());
GameMain.GameScreen.Select();
@@ -296,34 +296,9 @@ namespace Barotrauma
if (IsFirstRound || showCampaignResetText)
{
overlayColor = Color.LightGray;
overlaySprite = Map.CurrentLocation.Type.GetPortrait(Map.CurrentLocation.PortraitId);
overlayTextColor = Color.Transparent;
overlayText = TextManager.GetWithVariables(showCampaignResetText ? "campaignend4" : "campaignstart",
("xxxx", Map.CurrentLocation.Name),
("yyyy", TextManager.Get("submarineclass." + Submarine.MainSub.Info.SubmarineClass)));
LocalizedString pressAnyKeyText = TextManager.Get("pressanykey");
float fadeInDuration = 2.0f;
float textDuration = 10.0f;
float timer = 0.0f;
while (true)
if (SlideshowPrefab.Prefabs.TryGet("campaignstart".ToIdentifier(), out var slideshow))
{
if (timer > fadeInDuration)
{
overlayTextBottom = pressAnyKeyText;
if (PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.PrimaryMouseButtonClicked())
{
break;
}
}
if (GameMain.GameSession == null)
{
GUI.DisableHUD = false;
yield return CoroutineStatus.Success;
}
overlayTextColor = Color.Lerp(Color.Transparent, Color.White, (timer - 1.0f) / fadeInDuration);
timer = Math.Min(timer + CoroutineManager.DeltaTime, textDuration);
yield return CoroutineStatus.Running;
SlideshowPlayer = new SlideshowPlayer(GUICanvas.Instance, slideshow);
}
var outpost = GameMain.GameSession.Level.StartOutpost;
var borders = outpost.GetDockedBorders();
@@ -331,7 +306,13 @@ namespace Barotrauma
GameMain.GameScreen.Cam.Position = new Vector2(borders.X + borders.Width / 2, borders.Y - borders.Height / 2);
float startZoom = 0.8f /
((float)Math.Max(borders.Width, borders.Height) / (float)GameMain.GameScreen.Cam.Resolution.X);
GameMain.GameScreen.Cam.MinZoom = Math.Min(startZoom, GameMain.GameScreen.Cam.MinZoom);
GameMain.GameScreen.Cam.Zoom = GameMain.GameScreen.Cam.MinZoom = Math.Min(startZoom, GameMain.GameScreen.Cam.MinZoom);
while (SlideshowPlayer != null && !SlideshowPlayer.LastTextShown)
{
GUI.PreventPauseMenuToggle = true;
yield return CoroutineStatus.Running;
}
GUI.PreventPauseMenuToggle = false;
var transition = new CameraTransition(prevControlled, GameMain.GameScreen.Cam,
null, null,
fadeOut: false,
@@ -343,17 +324,6 @@ namespace Barotrauma
AllowInterrupt = true,
RemoveControlFromCharacter = false
};
fadeInDuration = 1.0f;
timer = 0.0f;
overlayTextColor = Color.Transparent;
overlayText = "";
while (timer < fadeInDuration)
{
overlayColor = Color.Lerp(Color.LightGray, Color.Transparent, timer / fadeInDuration);
timer += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
overlayColor = Color.Transparent;
while (transition.Running)
{
yield return CoroutineStatus.Running;
@@ -440,61 +410,68 @@ namespace Barotrauma
TotalPassedLevels++;
break;
case TransitionType.ProgressToNextEmptyLocation:
Map.Visit(Map.CurrentLocation);
TotalPassedLevels++;
break;
case TransitionType.End:
EndCampaign();
IsFirstRound = true;
break;
}
Map.ProgressWorld(transitionType, GameMain.GameSession.RoundDuration);
var endTransition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null,
transitionType == TransitionType.LeaveLocation ? Alignment.BottomCenter : Alignment.Center,
fadeOut: false,
panDuration: EndTransitionDuration);
Map.ProgressWorld(this, transitionType, GameMain.GameSession.RoundDuration);
GUI.ClearMessages();
Location portraitLocation = Map.SelectedLocation ?? Map.CurrentLocation;
overlaySprite = portraitLocation.Type.GetPortrait(portraitLocation.PortraitId);
float fadeOutDuration = endTransition.PanDuration;
float t = 0.0f;
while (t < fadeOutDuration || endTransition.Running)
{
t += CoroutineManager.DeltaTime;
overlayColor = Color.Lerp(Color.Transparent, Color.White, t / fadeOutDuration);
yield return CoroutineStatus.Running;
}
overlayColor = Color.White;
yield return CoroutineStatus.Running;
//--------------------------------------
if (success)
if (transitionType != TransitionType.End)
{
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
}
else
{
PendingSubmarineSwitch = null;
EnableRoundSummaryGameOverState();
}
var endTransition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null,
transitionType == TransitionType.LeaveLocation ? Alignment.BottomCenter : Alignment.Center,
fadeOut: false,
panDuration: EndTransitionDuration);
CrewManager?.ClearCurrentOrders();
//--------------------------------------
SelectSummaryScreen(roundSummary, newLevel, mirror, () =>
{
GameMain.GameScreen.Select();
if (continueButton != null)
Location portraitLocation = Map.SelectedLocation ?? Map.CurrentLocation;
overlaySprite = portraitLocation.Type.GetPortrait(portraitLocation.PortraitId);
float fadeOutDuration = endTransition.PanDuration;
float t = 0.0f;
while (t < fadeOutDuration || endTransition.Running)
{
continueButton.Visible = true;
t += CoroutineManager.DeltaTime;
overlayColor = Color.Lerp(Color.Transparent, Color.White, t / fadeOutDuration);
yield return CoroutineStatus.Running;
}
overlayColor = Color.White;
yield return CoroutineStatus.Running;
//--------------------------------------
if (success)
{
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
}
else
{
PendingSubmarineSwitch = null;
EnableRoundSummaryGameOverState();
}
GUI.DisableHUD = false;
GUI.ClearCursorWait();
overlayColor = Color.Transparent;
});
CrewManager?.ClearCurrentOrders();
SelectSummaryScreen(roundSummary, newLevel, mirror, () =>
{
GameMain.GameScreen.Select();
if (continueButton != null)
{
continueButton.Visible = true;
}
GUI.DisableHUD = false;
GUI.ClearCursorWait();
overlayColor = Color.Transparent;
});
}
GUI.SetSavingIndicatorState(false);
yield return CoroutineStatus.Success;
@@ -502,7 +479,10 @@ namespace Barotrauma
protected override void EndCampaignProjSpecific()
{
CoroutineManager.StartCoroutine(DoEndCampaignCameraTransition(), "DoEndCampaignCameraTransition");
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
GameMain.CampaignEndScreen.Select();
GUI.DisableHUD = false;
GameMain.CampaignEndScreen.OnFinished = () =>
{
showCampaignResetText = true;
@@ -511,39 +491,14 @@ namespace Barotrauma
};
}
private IEnumerable<CoroutineStatus> DoEndCampaignCameraTransition()
{
if (Character.Controlled != null)
{
Character.Controlled.AIController.Enabled = false;
Character.Controlled = null;
}
GUI.DisableHUD = true;
ISpatialEntity endObject = Level.Loaded.LevelObjectManager.GetAllObjects().FirstOrDefault(obj => obj.Prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.LevelEnd);
var transition = new CameraTransition(endObject ?? Submarine.MainSub, GameMain.GameScreen.Cam,
null, Alignment.Center,
fadeOut: true,
panDuration: 10,
startZoom: null, endZoom: 0.2f);
while (transition.Running)
{
yield return CoroutineStatus.Running;
}
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
GameMain.CampaignEndScreen.Select();
GUI.DisableHUD = false;
yield return CoroutineStatus.Success;
}
public override void Update(float deltaTime)
{
if (CoroutineManager.IsCoroutineRunning("LevelTransition") || CoroutineManager.IsCoroutineRunning("SubmarineTransition") || gameOver) { return; }
base.Update(deltaTime);
SlideshowPlayer?.UpdateManually(deltaTime);
Map?.Radiation?.UpdateRadiation(deltaTime);
if (PlayerInput.SecondaryMouseButtonClicked() ||
@@ -594,11 +549,19 @@ namespace Barotrauma
CampaignUI.SelectTab(InteractionType.Map);
}
}
else if (Level.Loaded.IsEndBiome)
{
var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
if (transitionType == TransitionType.ProgressToNextLocation)
{
LoadNewLevel();
}
}
else
{
//wasn't initially docked (sub doesn't have a docking port?)
// -> choose a destination when the sub is far enough from the start outpost
if (!Submarine.MainSub.AtStartExit)
if (!Submarine.MainSub.AtStartExit && !Level.Loaded.StartOutpost.ExitPoints.Any())
{
ForceMapUI = true;
CampaignUI.SelectTab(InteractionType.Map);
@@ -608,11 +571,11 @@ namespace Barotrauma
else
{
var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
if (transitionType == TransitionType.End)
if (Level.Loaded.IsEndBiome && transitionType == TransitionType.ProgressToNextLocation)
{
EndCampaign();
LoadNewLevel();
}
if (transitionType == TransitionType.ProgressToNextLocation &&
else if (transitionType == TransitionType.ProgressToNextLocation &&
Level.Loaded.EndOutpost != null && Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub))
{
LoadNewLevel();
@@ -725,6 +688,11 @@ namespace Barotrauma
modeElement.Add(Settings.Save());
modeElement.Add(SaveStats());
if (GameMain.GameSession?.EventManager != null)
{
modeElement.Add(GameMain.GameSession?.EventManager.Save());
}
//save and remove all items that are in someone's inventory so they don't get included in the sub file as well
foreach (Character c in Character.CharacterList)
{