Unstable 1.8.4.0
This commit is contained in:
@@ -18,6 +18,7 @@ namespace Barotrauma
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string FilePath,
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Option<SerializableDateTime> SaveTime,
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string SubmarineName,
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RespawnMode RespawnMode,
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ImmutableArray<string> EnabledContentPackageNames) : INetSerializableStruct;
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public const int MaxMoney = int.MaxValue / 2; //about 1 billion
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@@ -33,6 +34,20 @@ namespace Barotrauma
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public enum InteractionType { None, Talk, Examine, Map, Crew, Store, Upgrade, PurchaseSub, MedicalClinic, Cargo }
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/// <summary>
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/// Should the interaction be disabled if the character's faction is hostile towards the players?
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/// </summary>
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public static bool HostileFactionDisablesInteraction(InteractionType interactionType)
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{
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return
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interactionType != InteractionType.None &&
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//allow interacting with stores, otherwise you could get softlocked
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//(no way to get enough resources from a hostile outpost to make it to the next one?)
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interactionType != InteractionType.Store &&
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//examining is triggered by events, and there may be events that are intended to allow interaction with a hostile NPC.
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interactionType != InteractionType.Examine;
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}
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public static bool BlocksInteraction(InteractionType interactionType)
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{
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return interactionType != InteractionType.None && interactionType != InteractionType.Cargo;
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@@ -103,6 +118,9 @@ namespace Barotrauma
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get { return map; }
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}
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/// <summary>
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/// Which missions have been selected for the current round?
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/// </summary>
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public override IEnumerable<Mission> Missions
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{
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get
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@@ -112,10 +130,13 @@ namespace Barotrauma
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{
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if (Map.CurrentLocation != null)
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{
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var currentLevelData = Level.Loaded?.LevelData ?? GameMain.GameSession?.LevelData;
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foreach (Mission mission in map.CurrentLocation.SelectedMissions)
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{
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if (mission.Locations[0] == mission.Locations[1] ||
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mission.Locations.Contains(Map.SelectedLocation))
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if (//mission takes place in current location
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mission.Locations[0] == mission.Locations[1] ||
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//mission takes place between two locations, and we're in the level between those locations
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mission.Locations.Contains(Map.SelectedLocation) && currentLevelData is { Type: LevelData.LevelType.LocationConnection })
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{
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yield return mission;
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}
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@@ -156,10 +177,28 @@ namespace Barotrauma
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if (GameMain.NetworkMember.GameStarted)
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{
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//allow managing if no-one with permissions is alive and in-game
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return GameMain.NetworkMember.ConnectedClients.None(c =>
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c.InGame && c.Character is { IsIncapacitated: false, IsDead: false } &&
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(IsOwner(c) || c.HasPermission(permissions)));
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bool someOneHasPermissions = GameMain.NetworkMember.ConnectedClients.Any(c => IsOwner(c) || c.HasPermission(permissions));
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if (someOneHasPermissions)
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{
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if (GameMain.GameSession != null && GameMain.GameSession.RoundDuration < 60.0f)
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{
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//round has been going on for less than a minute, don't allow anyone to manage just yet,
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//the people with permissions might still be loading or doing something in the lobby
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return false;
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}
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else
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{
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//allow managing if the round has been going on for a while, and no-one with permissions is alive and in-game
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return GameMain.NetworkMember.ConnectedClients.None(c =>
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c.InGame && c.Character is { IsIncapacitated: false, IsDead: false } &&
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(IsOwner(c) || c.HasPermission(permissions)));
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}
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}
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else
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{
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//no-one in the server with permissions, allow anyone to manage
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return true;
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}
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}
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else
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{
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@@ -170,6 +209,7 @@ namespace Barotrauma
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protected CampaignMode(GameModePreset preset, CampaignSettings settings)
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: base(preset)
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{
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Settings = settings;
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Bank = new Wallet(Option<Character>.None())
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{
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Balance = settings.InitialMoney
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@@ -246,7 +286,7 @@ namespace Barotrauma
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sub != leavingSub &&
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!leavingSub.DockedTo.Contains(sub) &&
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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.IsRespawnShuttle &&
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(sub.AtEndExit != leavingSub.AtEndExit || sub.AtStartExit != leavingSub.AtStartExit));
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}
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@@ -401,9 +441,9 @@ namespace Barotrauma
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currentLocation.DeselectMission(mission);
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}
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}
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if (levelData.HasBeaconStation && !levelData.IsBeaconActive && Missions.None(m => m.Prefab.Type == MissionType.Beacon))
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if (levelData.HasBeaconStation && !levelData.IsBeaconActive && Missions.None(m => m.Prefab.Type == Tags.MissionTypeBeacon))
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{
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var beaconMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.IsSideObjective && m.Type == MissionType.Beacon);
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var beaconMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.IsSideObjective && m.Type == Tags.MissionTypeBeacon);
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if (beaconMissionPrefabs.Any())
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{
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var filteredMissions = beaconMissionPrefabs.Where(m => levelData.Difficulty >= m.MinLevelDifficulty && levelData.Difficulty <= m.MaxLevelDifficulty);
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@@ -490,7 +530,7 @@ namespace Barotrauma
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if (missionPrefabs.Any())
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{
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var missionPrefab = ToolBox.SelectWeightedRandom(missionPrefabs, p => p.Commonness, rand);
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if (missionPrefab.Type == MissionType.Pirate && Missions.Any(m => m.Prefab.Type == MissionType.Pirate))
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if (missionPrefab.Type == Tags.MissionTypePirate && Missions.Any(m => m.Prefab.Type == Tags.MissionTypePirate))
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{
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continue;
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}
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@@ -769,7 +809,7 @@ namespace Barotrauma
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{
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foreach (var dockedSub in Level.Loaded.StartOutpost.DockedTo)
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{
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if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
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if (dockedSub.IsRespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
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return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
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}
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}
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@@ -809,7 +849,7 @@ namespace Barotrauma
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{
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foreach (var dockedSub in Level.Loaded.EndOutpost.DockedTo)
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{
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if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
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if (dockedSub.IsRespawnShuttle || dockedSub.TeamID != submarineTeam) { continue; }
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return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
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}
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}
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@@ -941,7 +981,9 @@ namespace Barotrauma
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{
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UpdateStoreStock();
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}
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GameMain.GameSession.EventManager?.RegisterEventHistory(registerFinishedOnly: true);
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GameMain.GameSession.EndMissions();
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GameMain.GameSession.EventManager?.StoreEventDataAtRoundEnd(registerFinishedOnly: true);
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}
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/// <summary>
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@@ -1067,13 +1109,24 @@ namespace Barotrauma
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return false;
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}
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}
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var price = buyingNewCharacter ? NewCharacterCost(characterInfo) : HireManager.GetSalaryFor(characterInfo);
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int price = buyingNewCharacter ? NewCharacterCost(characterInfo) : HireManager.GetSalaryFor(characterInfo);
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if (takeMoney && !TryPurchase(client, price)) { return false; }
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characterInfo.IsNewHire = true;
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characterInfo.Title = null;
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location.RemoveHireableCharacter(characterInfo);
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CrewManager.AddCharacterInfo(characterInfo);
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if (GameMain.GameSession?.Campaign is MultiPlayerCampaign)
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{
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#if SERVER
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CrewManager.ToggleReserveBenchStatus(characterInfo, client, pendingHire: true, confirmPendingHire: true, sendUpdate: false);
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#endif
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}
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else
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{
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CrewManager.AddCharacterInfo(characterInfo);
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}
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GameAnalyticsManager.AddMoneySpentEvent(characterInfo.Salary, GameAnalyticsManager.MoneySink.Crew, characterInfo.Job?.Prefab.Identifier.Value ?? "unknown");
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return true;
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}
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@@ -1092,6 +1145,7 @@ namespace Barotrauma
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private void NPCInteract(Character npc, Character interactor)
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{
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if (!npc.AllowCustomInteract) { return; }
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if (npc.AIController is HumanAIController humanAi && !humanAi.AllowCampaignInteraction()) { return; }
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NPCInteractProjSpecific(npc, interactor);
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string coroutineName = "DoCharacterWait." + (npc?.ID ?? Entity.NullEntityID);
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if (!CoroutineManager.IsCoroutineRunning(coroutineName))
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@@ -1287,7 +1341,7 @@ namespace Barotrauma
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return Faction.GetPlayerAffiliationStatus(faction);
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}
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public abstract void Save(XElement element);
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public abstract void Save(XElement element, bool isSavingOnLoading);
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protected void LoadStats(XElement element)
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{
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@@ -140,13 +140,14 @@ namespace Barotrauma
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private static readonly Dictionary<string, MultiplierSettings> _multiplierSettings = new Dictionary<string, MultiplierSettings>
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{
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{ "default", new MultiplierSettings { Min = 0.2f, Max = 2.0f, Step = 0.1f } },
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{ nameof(CrewVitalityMultiplier), new MultiplierSettings { Min = 0.5f, Max = 2.0f, Step = 0.1f } },
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{ nameof(NonCrewVitalityMultiplier),new MultiplierSettings { Min = 0.5f, Max = 3.0f, Step = 0.1f } },
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{ nameof(MissionRewardMultiplier), new MultiplierSettings { Min = 0.5f, Max = 2.0f, Step = 0.1f } },
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{ nameof(RepairFailMultiplier), new MultiplierSettings { Min = 0.5f, Max = 5.0f, Step = 0.5f } },
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{ nameof(ShopPriceMultiplier), new MultiplierSettings { Min = 0.1f, Max = 3.0f, Step = 0.1f } },
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{ nameof(ShipyardPriceMultiplier), new MultiplierSettings { Min = 0.1f, Max = 3.0f, Step = 0.1f } }
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{ "default", new MultiplierSettings { Min = 0.2f, Max = 2.0f, Step = 0.1f } },
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{ nameof(CrewVitalityMultiplier), new MultiplierSettings { Min = 0.5f, Max = 2.0f, Step = 0.1f } },
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{ nameof(NonCrewVitalityMultiplier), new MultiplierSettings { Min = 0.5f, Max = 3.0f, Step = 0.1f } },
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{ nameof(MissionRewardMultiplier), new MultiplierSettings { Min = 0.5f, Max = 2.0f, Step = 0.1f } },
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{ nameof(ExperienceRewardMultiplier), new MultiplierSettings { Min = 0.5f, Max = 2.0f, Step = 0.1f } },
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{ nameof(RepairFailMultiplier), new MultiplierSettings { Min = 0.5f, Max = 5.0f, Step = 0.5f } },
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{ nameof(ShopPriceMultiplier), new MultiplierSettings { Min = 0.1f, Max = 3.0f, Step = 0.1f } },
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{ nameof(ShipyardPriceMultiplier), new MultiplierSettings { Min = 0.1f, Max = 3.0f, Step = 0.1f } }
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// Add overrides for default values here
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};
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@@ -165,6 +166,9 @@ namespace Barotrauma
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[Serialize(1.0f, IsPropertySaveable.Yes), NetworkSerialize]
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public float MissionRewardMultiplier { get; set; }
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[Serialize(1.0f, IsPropertySaveable.Yes), NetworkSerialize]
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public float ExperienceRewardMultiplier { get; set; }
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[Serialize(1.0f, IsPropertySaveable.Yes), NetworkSerialize]
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public float ShopPriceMultiplier { get; set; }
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@@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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@@ -7,6 +6,6 @@ namespace Barotrauma
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{
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public CoOpMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs) : base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.CoOpMissionClasses)) { }
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public CoOpMode(GameModePreset preset, MissionType missionType, string seed) : base(preset, ValidateMissionType(missionType, MissionPrefab.CoOpMissionClasses), seed) { }
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public CoOpMode(GameModePreset preset, IEnumerable<Identifier> missionTypes, string seed) : base(preset, ValidateMissionTypes(missionTypes, MissionPrefab.CoOpMissionClasses), seed) { }
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}
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}
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@@ -1,5 +1,6 @@
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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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namespace Barotrauma
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{
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@@ -25,42 +26,37 @@ namespace Barotrauma
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}
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}
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public MissionMode(GameModePreset preset, MissionType missionType, string seed)
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public MissionMode(GameModePreset preset, IEnumerable<Identifier> missionTypes, string seed)
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: base(preset)
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{
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Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
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var mission = Mission.LoadRandom(locations, seed, requireCorrectLocationType: false, missionType, difficultyLevel: GameMain.NetworkMember.ServerSettings.SelectedLevelDifficulty);
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var mission = Mission.LoadRandom(locations, seed, requireCorrectLocationType: false, missionTypes, difficultyLevel: GameMain.NetworkMember.ServerSettings.SelectedLevelDifficulty);
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if (mission != null)
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{
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missions.Add(mission);
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}
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}
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protected static IEnumerable<MissionPrefab> ValidateMissionPrefabs(IEnumerable<MissionPrefab> missionPrefabs, Dictionary<MissionType, Type> missionClasses)
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protected static IEnumerable<MissionPrefab> ValidateMissionPrefabs(IEnumerable<MissionPrefab> missionPrefabs, Dictionary<Identifier, Type> missionClasses)
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{
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foreach (MissionPrefab missionPrefab in missionPrefabs)
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{
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if (ValidateMissionType(missionPrefab.Type, missionClasses) != missionPrefab.Type)
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if (!missionClasses.ContainsValue(missionPrefab.MissionClass))
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{
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throw new InvalidOperationException("Cannot start gamemode with mission type " + missionPrefab.Type);
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throw new InvalidOperationException($"Cannot start gamemode with a {missionPrefab.MissionClass} mission.");
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}
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}
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return missionPrefabs;
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}
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protected static MissionType ValidateMissionType(MissionType missionType, Dictionary<MissionType, Type> missionClasses)
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/// <summary>
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/// Returns the mission types that are valid for the given mission classes (e.g. all mission types suitable for the PvP mission classes).
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/// </summary>
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public static IEnumerable<Identifier> ValidateMissionTypes(IEnumerable<Identifier> missionTypes, Dictionary<Identifier, Type> missionClasses)
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{
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var missionTypes = (MissionType[])Enum.GetValues(typeof(MissionType));
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for (int i = 0; i < missionTypes.Length; i++)
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{
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var type = missionTypes[i];
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if (type == MissionType.None || type == MissionType.All) { continue; }
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if (!missionClasses.ContainsKey(type))
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{
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missionType &= ~(type);
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}
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}
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return missionType;
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return missionTypes.Where(type =>
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MissionPrefab.Prefabs.OrderBy(missionPrefab => missionPrefab.UintIdentifier)
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.Any(missionPrefab => missionPrefab.Type == type && missionClasses.ContainsValue(missionPrefab.MissionClass)));
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}
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}
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}
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+21
-9
@@ -92,6 +92,11 @@ namespace Barotrauma
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get; set;
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}
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public byte RoundID
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{
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get; set;
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}
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private MultiPlayerCampaign(CampaignSettings settings) : base(GameModePreset.MultiPlayerCampaign, settings)
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{
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currentCampaignID++;
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@@ -116,7 +121,6 @@ namespace Barotrauma
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//only the server generates the map, the clients load it from a save file
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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campaign.Settings = settings;
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campaign.map = new Map(campaign, mapSeed);
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}
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campaign.InitProjSpecific();
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@@ -133,16 +137,24 @@ namespace Barotrauma
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}
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partial void InitProjSpecific();
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public static string GetCharacterDataSavePath(string savePath)
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public static string GetCharacterDataSavePath(string loadPath)
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{
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return Path.Combine(Path.GetDirectoryName(savePath), Path.GetFileNameWithoutExtension(savePath) + "_CharacterData.xml");
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string directory = Path.GetDirectoryName(loadPath);
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string fileName = Path.GetFileNameWithoutExtension(loadPath);
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if (CampaignDataPath.IsBackupPath(loadPath, out uint backupIndex))
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{
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string trimmedFileName = Path.GetFileNameWithoutExtension(fileName);
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return Path.Combine(directory, $"{trimmedFileName}_CharacterData{SaveUtil.BackupCharacterDataExtensionStart}{backupIndex}");
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}
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return Path.Combine(directory, $"{fileName}_CharacterData.xml");
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}
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public static string GetCharacterDataSavePath()
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{
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return GetCharacterDataSavePath(GameMain.GameSession.SavePath);
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}
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public static string GetCharacterDataPathForLoading()
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=> GetCharacterDataSavePath(GameMain.GameSession.DataPath.LoadPath);
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public static string GetCharacterDataPathForSaving()
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=> GetCharacterDataSavePath(GameMain.GameSession.DataPath.SavePath);
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/// <summary>
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/// Loads the campaign from an XML element. Creates the map if it hasn't been created yet, otherwise updates the state of the map.
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@@ -254,7 +266,7 @@ namespace Barotrauma
|
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#if SERVER
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characterData.Clear();
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string characterDataPath = GetCharacterDataSavePath();
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string characterDataPath = GetCharacterDataPathForLoading();
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if (!File.Exists(characterDataPath))
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{
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DebugConsole.ThrowError($"Failed to load the character data for the campaign. Could not find the file \"{characterDataPath}\".");
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@@ -1,50 +1,27 @@
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class PvPMode : MissionMode
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partial class PvPMode : MissionMode
|
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{
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||||
public PvPMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs) : base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.PvPMissionClasses)) { }
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public PvPMode(GameModePreset preset, MissionType missionType, string seed) : base(preset, ValidateMissionType(missionType, MissionPrefab.PvPMissionClasses), seed) { }
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public void AssignTeamIDs(IEnumerable<Client> clients)
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public PvPMode(GameModePreset preset, IEnumerable<MissionPrefab> missionPrefabs) :
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||||
base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.PvPMissionClasses))
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||||
{
|
||||
int team1Count = 0, team2Count = 0;
|
||||
//if a client has a preference, assign them to that team
|
||||
List<Client> unassignedClients = new List<Client>(clients);
|
||||
for (int i = 0; i < unassignedClients.Count; i++)
|
||||
if (Missions.None())
|
||||
{
|
||||
if (unassignedClients[i].PreferredTeam == CharacterTeamType.Team1 ||
|
||||
unassignedClients[i].PreferredTeam == CharacterTeamType.Team2)
|
||||
{
|
||||
assignTeam(unassignedClients[i], unassignedClients[i].PreferredTeam);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
//assign the rest of the clients to the team that has the least players
|
||||
while (unassignedClients.Any())
|
||||
{
|
||||
var randomClient = unassignedClients.GetRandom(Rand.RandSync.Unsynced);
|
||||
assignTeam(randomClient, team1Count < team2Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2);
|
||||
throw new System.Exception($"Attempted to start {nameof(PvPMode)} without a mission.");
|
||||
}
|
||||
}
|
||||
|
||||
void assignTeam(Client client, CharacterTeamType team)
|
||||
public PvPMode(GameModePreset preset, IEnumerable<Identifier> missionTypes, string seed) :
|
||||
base(preset, ValidateMissionTypes(missionTypes, MissionPrefab.PvPMissionClasses), seed)
|
||||
{
|
||||
if (Missions.None())
|
||||
{
|
||||
client.TeamID = team;
|
||||
unassignedClients.Remove(client);
|
||||
if (team == CharacterTeamType.Team1)
|
||||
{
|
||||
team1Count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
team2Count++;
|
||||
}
|
||||
throw new System.Exception($"Attempted to start {nameof(PvPMode)} without a mission.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class TestGameMode : GameMode
|
||||
{
|
||||
public TestGameMode(GameModePreset preset) : base(preset)
|
||||
{
|
||||
foreach (JobPrefab jobPrefab in JobPrefab.Prefabs.OrderBy(p => p.Identifier))
|
||||
{
|
||||
for (int i = 0; i < jobPrefab.InitialCount; i++)
|
||||
{
|
||||
var variant = Rand.Range(0, jobPrefab.Variants);
|
||||
CrewManager.AddCharacterInfo(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: jobPrefab, variant: variant));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user