(5a377a8ee) Unstable v0.9.1000.0
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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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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@@ -9,6 +10,8 @@ namespace Barotrauma
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{
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const float IntensityUpdateInterval = 5.0f;
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const float CalculateDistanceTraveledInterval = 5.0f;
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private Level level;
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private readonly List<Sprite> preloadedSprites = new List<Sprite>();
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@@ -30,6 +33,11 @@ namespace Barotrauma
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private float intensityUpdateTimer;
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private PathFinder pathFinder;
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private float totalPathLength;
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private float calculateDistanceTraveledTimer;
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private float distanceTraveled;
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private float avgCrewHealth, avgHullIntegrity, floodingAmount, fireAmount, enemyDanger;
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private float roundDuration;
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@@ -72,6 +80,10 @@ namespace Barotrauma
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pendingEventSets.Clear();
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selectedEvents.Clear();
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pathFinder = new PathFinder(WayPoint.WayPointList, indoorsSteering: false);
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var steeringPath = pathFinder.FindPath(ConvertUnits.ToSimUnits(Level.Loaded.StartPosition), ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
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totalPathLength = steeringPath.TotalLength;
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this.level = level;
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SelectSettings();
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@@ -137,7 +149,44 @@ namespace Barotrauma
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public void PreloadContent(IEnumerable<ContentFile> contentFiles)
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{
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foreach (ContentFile file in contentFiles)
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var filesToPreload = new List<ContentFile>(contentFiles);
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub.WreckAI == null) { continue; }
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if (!string.IsNullOrEmpty(sub.WreckAI.Config.DefensiveAgent))
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{
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var prefab = CharacterPrefab.FindBySpeciesName(sub.WreckAI.Config.DefensiveAgent);
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if (prefab != null && !filesToPreload.Any(f => f.Path == prefab.FilePath))
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{
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filesToPreload.Add(new ContentFile(prefab.FilePath, ContentType.Character));
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}
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}
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != sub) { continue; }
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foreach (Items.Components.ItemComponent component in item.Components)
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{
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if (component.statusEffectLists == null) { continue; }
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foreach (var statusEffectList in component.statusEffectLists.Values)
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{
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foreach (StatusEffect statusEffect in statusEffectList)
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{
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foreach (var spawnInfo in statusEffect.SpawnCharacters)
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{
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var prefab = CharacterPrefab.FindBySpeciesName(spawnInfo.SpeciesName);
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if (prefab != null && !filesToPreload.Any(f => f.Path == prefab.FilePath))
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{
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filesToPreload.Add(new ContentFile(prefab.FilePath, ContentType.Character));
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}
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}
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}
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}
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}
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}
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}
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foreach (ContentFile file in filesToPreload)
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{
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switch (file.Type)
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{
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@@ -225,7 +274,7 @@ namespace Barotrauma
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}
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else if (eventSet.PerWreck)
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{
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applyCount = Submarine.Loaded.Count(s => s.Info.IsWreck && (s.ThalamusAI == null || !s.ThalamusAI.IsAlive));
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applyCount = Submarine.Loaded.Count(s => s.Info.IsWreck && (s.WreckAI == null || !s.WreckAI.IsAlive));
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}
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for (int i = 0; i < applyCount; i++)
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{
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@@ -299,12 +348,9 @@ namespace Barotrauma
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private bool CanStartEventSet(ScriptedEventSet eventSet)
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{
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float distFromStart = Vector2.Distance(Submarine.MainSub.WorldPosition, level.StartPosition);
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float distFromEnd = Vector2.Distance(Submarine.MainSub.WorldPosition, level.EndPosition);
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float distanceTraveled = MathHelper.Clamp(
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(Submarine.MainSub.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X),
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0.0f, 1.0f);
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ISpatialEntity refEntity = GetRefEntity();
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float distFromStart = Vector2.Distance(refEntity.WorldPosition, level.StartPosition);
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float distFromEnd = Vector2.Distance(refEntity.WorldPosition, level.EndPosition);
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//don't create new events if within 50 meters of the start/end of the level
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if (!eventSet.AllowAtStart)
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@@ -367,6 +413,13 @@ namespace Barotrauma
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}
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}
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calculateDistanceTraveledTimer -= deltaTime;
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if (calculateDistanceTraveledTimer <= 0.0f)
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{
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distanceTraveled = CalculateDistanceTraveled();
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calculateDistanceTraveledTimer = CalculateDistanceTraveledInterval;
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}
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eventThreshold += settings.EventThresholdIncrease * deltaTime;
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if (eventCoolDown > 0.0f)
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{
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@@ -514,5 +567,62 @@ namespace Barotrauma
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currentIntensity = MathHelper.Max(0.0025f * IntensityUpdateInterval, targetIntensity);
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}
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}
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private float CalculateDistanceTraveled()
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{
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var refEntity = GetRefEntity();
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Vector2 target = ConvertUnits.ToSimUnits(Level.Loaded.EndPosition);
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var steeringPath = pathFinder.FindPath(ConvertUnits.ToSimUnits(refEntity.WorldPosition), target);
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if (steeringPath.Unreachable || float.IsPositiveInfinity(totalPathLength))
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{
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//use horizontal position in the level as a fallback if a path can't be found
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return MathHelper.Clamp((refEntity.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X), 0.0f, 1.0f);
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}
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else
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{
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return MathHelper.Clamp(1.0f - steeringPath.TotalLength / totalPathLength, 0.0f, 1.0f);
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}
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}
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/// <summary>
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/// Get the entity that should be used in determining how far the player has progressed in the level.
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/// = The submarine or player character that has progressed the furthest.
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/// </summary>
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private ISpatialEntity GetRefEntity()
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{
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ISpatialEntity refEntity = Submarine.MainSub;
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#if CLIENT
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if (Character.Controlled != null)
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{
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if (Character.Controlled.Submarine != null &&
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Character.Controlled.Submarine.Info.Type == SubmarineInfo.SubmarineType.Player)
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{
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refEntity = Character.Controlled.Submarine;
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}
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else
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{
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refEntity = Character.Controlled;
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}
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}
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#else
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foreach (Barotrauma.Networking.Client client in GameMain.Server.ConnectedClients)
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{
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if (client.Character == null) { continue; }
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//only take the players inside a player sub into account.
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//Otherwise the system could be abused by for example making a respawned player wait
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//close to the destination outpost
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if (client.Character.Submarine != null &&
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client.Character.Submarine.Info.Type == SubmarineInfo.SubmarineType.Player)
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{
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if (client.Character.Submarine.WorldPosition.X > refEntity.WorldPosition.X)
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{
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refEntity = client.Character.Submarine;
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}
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}
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}
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#endif
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return refEntity;
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}
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}
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}
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