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
@@ -150,11 +150,14 @@ namespace Barotrauma
selectedModules.Clear();
//select which module types the outpost should consist of
List<Identifier> pendingModuleFlags =
onlyEntrance ?
(generationParams.ModuleCounts.FirstOrDefault()?.Identifier.ToEnumerable() ?? Enumerable.Empty<Identifier>()).ToList() :
SelectModules(outpostModules, generationParams);
List<Identifier> pendingModuleFlags = new List<Identifier>();
if (generationParams.ModuleCounts.Any())
{
pendingModuleFlags = onlyEntrance ?
generationParams.ModuleCounts[0].Identifier.ToEnumerable().ToList() :
SelectModules(outpostModules, location, generationParams);
}
foreach (Identifier flag in pendingModuleFlags)
{
if (flag == "none") { continue; }
@@ -246,12 +249,17 @@ namespace Barotrauma
wp.FindHull();
}
}
EnableFactionSpecificEntities(sub, location);
return sub;
}
remainingTries--;
}
#if DEBUG
DebugConsole.ThrowError("Failed to generate an outpost without overlapping modules. Trying to use a pre-built outpost instead...");
#else
DebugConsole.NewMessage("Failed to generate an outpost without overlapping modules. Trying to use a pre-built outpost instead...");
#endif
var outpostFiles = ContentPackageManager.EnabledPackages.All
.SelectMany(p => p.GetFiles<OutpostFile>())
@@ -268,6 +276,7 @@ namespace Barotrauma
sub = new Submarine(prebuiltOutpostInfo);
sub.Info.OutpostGenerationParams = generationParams;
location?.RemoveTakenItems();
EnableFactionSpecificEntities(sub, location);
return sub;
List<MapEntity> loadEntities(Submarine sub)
@@ -297,7 +306,7 @@ namespace Barotrauma
}
idOffset = moduleEntities.Max(e => e.ID) + 1;
var wallEntities = moduleEntities.Where(e => e is Structure).Cast<Structure>();
var wallEntities = moduleEntities.Where(e => e is Structure s && s.HasBody).Cast<Structure>();
var hullEntities = moduleEntities.Where(e => e is Hull).Cast<Hull>();
// Tell the hulls what tags the module has, used to spawn NPCs on specific rooms
@@ -306,18 +315,27 @@ namespace Barotrauma
hull.SetModuleTags(selectedModule.Info.OutpostModuleInfo.ModuleFlags);
}
selectedModule.HullBounds = new Rectangle(
hullEntities.Min(e => e.WorldRect.X), hullEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height),
hullEntities.Max(e => e.WorldRect.Right), hullEntities.Max(e => e.WorldRect.Y));
selectedModule.HullBounds = new Rectangle(
selectedModule.HullBounds.X, selectedModule.HullBounds.Y,
selectedModule.HullBounds.Width - selectedModule.HullBounds.X, selectedModule.HullBounds.Height - selectedModule.HullBounds.Y);
selectedModule.Bounds = new Rectangle(
wallEntities.Min(e => e.WorldRect.X), wallEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height),
wallEntities.Max(e => e.WorldRect.Right), wallEntities.Max(e => e.WorldRect.Y));
selectedModule.Bounds = new Rectangle(
selectedModule.Bounds.X, selectedModule.Bounds.Y,
selectedModule.Bounds.Width - selectedModule.Bounds.X, selectedModule.Bounds.Height - selectedModule.Bounds.Y);
if (!hullEntities.Any())
{
selectedModule.HullBounds = new Rectangle(Point.Zero, Submarine.GridSize.ToPoint());
}
else
{
Point min = new Point(hullEntities.Min(e => e.WorldRect.X), hullEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height));
Point max = new Point(hullEntities.Max(e => e.WorldRect.Right), hullEntities.Max(e => e.WorldRect.Y));
selectedModule.HullBounds = new Rectangle(min, max - min);
}
if (!wallEntities.Any())
{
selectedModule.Bounds = new Rectangle(Point.Zero, Submarine.GridSize.ToPoint());
}
else
{
Point min = new Point(wallEntities.Min(e => e.WorldRect.X), wallEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height));
Point max = new Point(wallEntities.Max(e => e.WorldRect.Right), wallEntities.Max(e => e.WorldRect.Y));
selectedModule.Bounds = new Rectangle(min, max - min);
}
if (selectedModule.PreviousModule != null)
{
@@ -406,6 +424,23 @@ namespace Barotrauma
{
LockUnusedDoors(selectedModules, entities, generationParams.RemoveUnusedGaps);
}
if (generationParams.DrawBehindSubs)
{
foreach (var entity in allEntities)
{
if (entity is Structure structure)
{
//eww
structure.SpriteDepth = MathHelper.Lerp(0.999f, 0.9999f, structure.SpriteDepth);
#if CLIENT
foreach (var light in structure.Lights)
{
light.IsBackground = true;
}
#endif
}
}
}
AlignLadders(selectedModules, entities);
PowerUpOutpost(entities.SelectMany(e => e.Value));
if (generationParams.MaxWaterPercentage > 0.0f)
@@ -436,7 +471,7 @@ namespace Barotrauma
/// <summary>
/// Select the number and types of the modules to use in the outpost
/// </summary>
private static List<Identifier> SelectModules(IEnumerable<SubmarineInfo> modules, OutpostGenerationParams generationParams)
private static List<Identifier> SelectModules(IEnumerable<SubmarineInfo> modules, Location location, OutpostGenerationParams generationParams)
{
int totalModuleCount = generationParams.TotalModuleCount;
var pendingModuleFlags = new List<Identifier>();
@@ -447,23 +482,29 @@ namespace Barotrauma
while (pendingModuleFlags.Count < totalModuleCount && availableModulesFound)
{
availableModulesFound = false;
foreach (var moduleFlag in generationParams.ModuleCounts)
foreach (var moduleCount in generationParams.ModuleCounts)
{
if (pendingModuleFlags.Count(m => m == moduleFlag.Identifier) >= generationParams.GetModuleCount(moduleFlag.Identifier))
if (!moduleCount.RequiredFaction.IsEmpty &&
location.Faction?.Prefab.Identifier != moduleCount.RequiredFaction &&
location.SecondaryFaction?.Prefab.Identifier != moduleCount.RequiredFaction)
{
continue;
}
if (!modules.Any(m => m.OutpostModuleInfo.ModuleFlags.Contains(moduleFlag.Identifier)))
if (pendingModuleFlags.Count(m => m == moduleCount.Identifier) >= generationParams.GetModuleCount(moduleCount.Identifier))
{
DebugConsole.ThrowError($"Failed to add a module to the outpost (no modules with the flag \"{moduleFlag.Identifier}\" found).");
continue;
}
if (!modules.Any(m => m.OutpostModuleInfo.ModuleFlags.Contains(moduleCount.Identifier)))
{
DebugConsole.ThrowError($"Failed to add a module to the outpost (no modules with the flag \"{moduleCount.Identifier}\" found).");
continue;
}
availableModulesFound = true;
pendingModuleFlags.Add(moduleFlag.Identifier);
pendingModuleFlags.Add(moduleCount.Identifier);
}
}
pendingModuleFlags.OrderBy(f => generationParams.ModuleCounts.First(m => m.Identifier == f)).ThenBy(f => Rand.Value(Rand.RandSync.ServerAndClient));
while (pendingModuleFlags.Count < totalModuleCount)
pendingModuleFlags.OrderBy(f => generationParams.ModuleCounts.First(m => m.Identifier == f).Order).ThenBy(f => Rand.Value(Rand.RandSync.ServerAndClient));
while (pendingModuleFlags.Count < totalModuleCount && generationParams.AppendToReachTotalModuleCount)
{
//don't place "none" modules at the end because
// a. "filler rooms" at the end of a hallway are pointless
@@ -514,12 +555,8 @@ namespace Barotrauma
foreach (OutpostModuleInfo.GapPosition gapPosition in GapPositions.Randomize(Rand.RandSync.ServerAndClient))
{
if (currentModule.UsedGapPositions.HasFlag(gapPosition)) { continue; }
if (!allowExtendBelowInitialModule)
{
//don't continue downwards if it'd extend below the airlock
if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { continue; }
}
if (DisallowBelowAirlock(allowExtendBelowInitialModule, gapPosition, currentModule)) { continue; }
PlacedModule newModule = null;
//try appending to the current module if possible
if (currentModule.Info.OutpostModuleInfo.GapPositions.HasFlag(gapPosition))
@@ -540,6 +577,7 @@ namespace Barotrauma
foreach (OutpostModuleInfo.GapPosition otherGapPosition in
GapPositions.Where(g => !otherModule.UsedGapPositions.HasFlag(g) && otherModule.Info.OutpostModuleInfo.GapPositions.HasFlag(g)))
{
if (DisallowBelowAirlock(allowExtendBelowInitialModule, otherGapPosition, otherModule)) { continue; }
newModule = AppendModule(otherModule, GetOpposingGapPosition(otherGapPosition), availableModules, pendingModuleFlags, selectedModules, locationType, allowDifferentLocationType);
if (newModule != null)
{
@@ -588,6 +626,16 @@ namespace Barotrauma
{
System.Diagnostics.Debug.Assert(selectedModules.All(m => m.PreviousModule == null || selectedModules.Contains(m.PreviousModule)));
}
static bool DisallowBelowAirlock(bool allowExtendBelowInitialModule, OutpostModuleInfo.GapPosition gapPosition, PlacedModule currentModule)
{
if (!allowExtendBelowInitialModule)
{
//don't continue downwards if it'd extend below the airlock
if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { return true; }
}
return false;
}
}
/// <summary>
@@ -1057,8 +1105,8 @@ namespace Barotrauma
DebugConsole.AddWarning($"Failed to connect junction boxes between outpost modules (not enough free connections in module \"{module.PreviousModule.Info.Name}\")");
continue;
}
wire.Connect(thisJunctionBox.Connections[i], addNode: false);
wire.Connect(previousJunctionBox.Connections[i], addNode: false);
wire.TryConnect(thisJunctionBox.Connections[i], addNode: false);
wire.TryConnect(previousJunctionBox.Connections[i], addNode: false);
wire.SetNodes(new List<Vector2>());
}
}
@@ -1390,6 +1438,31 @@ namespace Barotrauma
}
}
private static void EnableFactionSpecificEntities(Submarine sub, Location location)
{
foreach (MapEntity me in MapEntity.mapEntityList)
{
if (string.IsNullOrEmpty(me.Layer) || me.Submarine != sub) { continue; }
var layerAsIdentifier = me.Layer.ToIdentifier();
if (FactionPrefab.Prefabs.ContainsKey(layerAsIdentifier))
{
me.HiddenInGame =
location?.Faction?.Prefab != FactionPrefab.Prefabs[layerAsIdentifier];
#if CLIENT
//normally this is handled in LightComponent.OnMapLoaded, but this method is called after that
if (me.HiddenInGame && me is Item item)
{
foreach (var lightComponent in item.GetComponents<LightComponent>())
{
lightComponent.Light.Enabled = false;
}
}
#endif
}
}
}
private static void LockUnusedDoors(IEnumerable<PlacedModule> placedModules, Dictionary<PlacedModule, List<MapEntity>> entities, bool removeUnusedGaps)
{
foreach (PlacedModule module in placedModules)
@@ -1592,7 +1665,12 @@ namespace Barotrauma
List<HumanPrefab> killedCharacters = new List<HumanPrefab>();
List<(HumanPrefab HumanPrefab, CharacterInfo CharacterInfo)> selectedCharacters
= new List<(HumanPrefab HumanPrefab, CharacterInfo CharacterInfo)>();
var humanPrefabs = outpost.Info.OutpostGenerationParams.GetHumanPrefabs(Rand.RandSync.ServerAndClient);
List<FactionPrefab> factions = new List<FactionPrefab>();
if (location?.Faction != null) { factions.Add(location.Faction.Prefab); }
if (location?.SecondaryFaction != null) { factions.Add(location.SecondaryFaction.Prefab); }
var humanPrefabs = outpost.Info.OutpostGenerationParams.GetHumanPrefabs(factions, Rand.RandSync.ServerAndClient);
foreach (HumanPrefab humanPrefab in humanPrefabs)
{
if (humanPrefab is null) { continue; }
@@ -1611,7 +1689,7 @@ namespace Barotrauma
for (int tries = 0; tries < 100; tries++)
{
var characterInfo = killedCharacter.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
if (!location.KilledCharacterIdentifiers.Contains(characterInfo.GetIdentifier()))
if (location != null && !location.KilledCharacterIdentifiers.Contains(characterInfo.GetIdentifier()))
{
selectedCharacters.Add((killedCharacter, characterInfo));
break;
@@ -1633,22 +1711,21 @@ namespace Barotrauma
npc.AnimController.FindHull(gotoTarget.WorldPosition, setSubmarine: true);
npc.TeamID = CharacterTeamType.FriendlyNPC;
npc.HumanPrefab = humanPrefab;
if (!outpost.Info.OutpostNPCs.ContainsKey(humanPrefab.Identifier))
outpost.Info.AddOutpostNPCIdentifierOrTag(npc, humanPrefab.Identifier);
foreach (Identifier tag in humanPrefab.GetTags())
{
outpost.Info.OutpostNPCs.Add(humanPrefab.Identifier, new List<Character>());
outpost.Info.AddOutpostNPCIdentifierOrTag(npc, tag);
}
outpost.Info.OutpostNPCs[humanPrefab.Identifier].Add(npc);
if (GameMain.NetworkMember?.ServerSettings != null && !GameMain.NetworkMember.ServerSettings.KillableNPCs)
{
npc.CharacterHealth.Unkillable = true;
}
humanPrefab.GiveItems(npc, outpost, Rand.RandSync.ServerAndClient);
humanPrefab.GiveItems(npc, outpost, gotoTarget as WayPoint, Rand.RandSync.ServerAndClient);
foreach (Item item in npc.Inventory.FindAllItems(it => it != null, recursive: true))
{
item.AllowStealing = outpost.Info.OutpostGenerationParams.AllowStealing;
item.SpawnedInCurrentOutpost = true;
}
npc.GiveIdCardTags(gotoTarget as WayPoint);
humanPrefab.InitializeCharacter(npc, gotoTarget);
}
}