Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -22,6 +22,12 @@ namespace Barotrauma.Networking
get; private set;
}
public DateTime ReturnTime { get; private set; }
public DateTime RespawnTime { get; private set; }
public State CurrentState { get; private set; }
public bool ReturnCountdownStarted { get; private set; }
public bool RespawnCountdownStarted { get; private set; }
public static void ShowDeathPromptIfNeeded(float delay = 1.0f)
{
if (UseDeathPrompt)
@@ -30,13 +36,18 @@ namespace Barotrauma.Networking
}
}
partial void UpdateTransportingProjSpecific(float deltaTime)
partial void UpdateTransportingProjSpecific(TeamSpecificState teamSpecificState, float deltaTime)
{
if (GameMain.Client?.Character == null || GameMain.Client.Character.Submarine != RespawnShuttle) { return; }
if (!ReturnCountdownStarted) { return; }
if (GameMain.Client?.Character == null ||
GameMain.Client.Character.Submarine is not { IsRespawnShuttle: true } ||
GameMain.Client.Character.TeamID != teamSpecificState.TeamID)
{
return;
}
if (!teamSpecificState.ReturnCountdownStarted) { return; }
//show a warning when there's 20 seconds until the shuttle leaves
if ((ReturnTime - DateTime.Now).TotalSeconds < 20.0f &&
if ((teamSpecificState.ReturnTime - DateTime.Now).TotalSeconds < 20.0f &&
(DateTime.Now - lastShuttleLeavingWarningTime).TotalSeconds > 30.0f)
{
lastShuttleLeavingWarningTime = DateTime.Now;
@@ -46,43 +57,59 @@ namespace Barotrauma.Networking
public void ClientEventRead(IReadMessage msg, float sendingTime)
{
bool respawnPromptPending = false;
var newState = (State)msg.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
switch (newState)
var myTeamId = (CharacterTeamType)msg.ReadByte();
foreach (var teamSpecificState in teamSpecificStates.Values)
{
case State.Transporting:
ReturnCountdownStarted = msg.ReadBoolean();
maxTransportTime = msg.ReadSingle();
float transportTimeLeft = msg.ReadSingle();
var teamId = (CharacterTeamType)msg.ReadByte();
ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(transportTimeLeft * 1000.0f));
RespawnCountdownStarted = false;
if (CurrentState != newState)
{
CoroutineManager.StopCoroutines("forcepos");
}
break;
case State.Waiting:
PendingRespawnCount = msg.ReadUInt16();
RequiredRespawnCount = msg.ReadUInt16();
respawnPromptPending = msg.ReadBoolean();
RespawnCountdownStarted = msg.ReadBoolean();
ResetShuttle();
float newRespawnTime = msg.ReadSingle();
RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(newRespawnTime * 1000.0f));
break;
case State.Returning:
RespawnCountdownStarted = false;
break;
bool respawnPromptPending = false;
bool clientHasChosenNewBotViaShuttle = false;
var newState = (State)msg.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
switch (newState)
{
case State.Transporting:
teamSpecificState.ReturnCountdownStarted = msg.ReadBoolean();
maxTransportTime = msg.ReadSingle();
float transportTimeLeft = msg.ReadSingle();
teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(transportTimeLeft * 1000.0f));
teamSpecificState.RespawnCountdownStarted = false;
SetShuttleBodyType(teamSpecificState.TeamID, FarseerPhysics.BodyType.Dynamic);
break;
case State.Waiting:
teamSpecificState.PendingRespawnCount = msg.ReadUInt16();
teamSpecificState.RequiredRespawnCount = msg.ReadUInt16();
respawnPromptPending = msg.ReadBoolean();
clientHasChosenNewBotViaShuttle = msg.ReadBoolean();
teamSpecificState.RespawnCountdownStarted = msg.ReadBoolean();
ResetShuttle(teamSpecificState);
float newRespawnTime = msg.ReadSingle();
teamSpecificState.RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(newRespawnTime * 1000.0f));
SetShuttleBodyType(teamSpecificState.TeamID, FarseerPhysics.BodyType.Static);
break;
case State.Returning:
teamSpecificState.RespawnCountdownStarted = false;
break;
}
teamSpecificState.CurrentState = newState;
if (respawnPromptPending && !clientHasChosenNewBotViaShuttle)
{
GameMain.Client.HasSpawned = true;
DeathPrompt.Create(delay: 1.0f);
}
if (teamId == myTeamId)
{
PendingRespawnCount = teamSpecificState.PendingRespawnCount;
RequiredRespawnCount = teamSpecificState.RequiredRespawnCount;
ReturnTime = teamSpecificState.ReturnTime;
RespawnTime = teamSpecificState.RespawnTime;
CurrentState = teamSpecificState.CurrentState;
ReturnCountdownStarted = teamSpecificState.ReturnCountdownStarted;
RespawnCountdownStarted = teamSpecificState.RespawnCountdownStarted;
}
}
CurrentState = newState;
if (respawnPromptPending)
{
GameMain.Client.HasSpawned = true;
DeathPrompt.Create(delay: 1.0f);
}
msg.ReadPadBits();
}
}