Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git into Regalis11-master

This commit is contained in:
Evil Factory
2021-12-15 14:45:31 -03:00
388 changed files with 12646 additions and 8136 deletions
@@ -168,9 +168,9 @@ namespace Barotrauma
{
if (itemPrefab == null)
{
string errorMsg = "Error in AutoItemPlacer.SpawnItems - itemPrefab was null.\n"+Environment.StackTrace.CleanupStackTrace();
string errorMsg = "Error in AutoItemPlacer.SpawnItems - itemPrefab was null.\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AutoItemPlacer.SpawnItems:ItemNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AutoItemPlacer.SpawnItems:ItemNull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return false;
}
bool success = false;
@@ -254,7 +254,7 @@ namespace Barotrauma
if (!validContainer.Key.Inventory.CanBePut(itemPrefab, quality: quality)) { break; }
var item = new Item(itemPrefab, validContainer.Key.Item.Position, validContainer.Key.Item.Submarine)
{
SpawnedInOutpost = validContainer.Key.Item.SpawnedInOutpost,
SpawnedInCurrentOutpost = validContainer.Key.Item.SpawnedInCurrentOutpost,
AllowStealing = validContainer.Key.Item.AllowStealing,
Quality = quality,
OriginalModuleIndex = validContainer.Key.Item.OriginalModuleIndex,
@@ -246,7 +246,8 @@ namespace Barotrauma
continue;
}
Item containerItem = new Item(containerPrefab, position, wp.Submarine);
Vector2 containerPosition = GetCargoPos(cargoRoom, containerPrefab);
Item containerItem = new Item(containerPrefab, containerPosition, wp.Submarine);
itemContainer = containerItem.GetComponent<ItemContainer>();
if (itemContainer == null)
{
@@ -11,10 +11,10 @@ namespace Barotrauma
{
internal struct CampaignSettings
{
public static CampaignSettings Empty = new CampaignSettings();
public static CampaignSettings Empty => new CampaignSettings();
// Anything that uses this field I wasn't sure if actually needed the proper campaign settings to be passed down
public static CampaignSettings Unsure = Empty;
public static CampaignSettings Unsure => Empty;
public bool RadiationEnabled { get; set; }
public int TotalMaxMissionCount => MaxMissionCount + GetAddedMissionCount();
@@ -34,7 +34,7 @@ namespace Barotrauma
{
maxMissionCount = DefaultMaxMissionCount;
RadiationEnabled = inc.ReadBoolean();
MaxMissionCount = inc.ReadInt32();
MaxMissionCount = inc.ReadRangedInteger(MinMissionCountLimit, MaxMissionCountLimit);
}
public CampaignSettings(XElement element)
@@ -47,7 +47,7 @@ namespace Barotrauma
public void Serialize(IWriteMessage msg)
{
msg.Write(RadiationEnabled);
msg.Write(MaxMissionCount);
msg.WriteRangedInteger(MaxMissionCount, MinMissionCountLimit, MaxMissionCountLimit);
}
public int GetAddedMissionCount()
@@ -393,7 +393,7 @@ namespace Barotrauma
/// </summary>
protected abstract void LoadInitialLevel();
protected abstract IEnumerable<object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null);
protected abstract IEnumerable<CoroutineStatus> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null);
/// <summary>
/// Which type of transition between levels is currently possible (if any)
@@ -484,6 +484,10 @@ namespace Barotrauma
/// </summary>
private Submarine GetLeavingSub()
{
if (Level.IsLoadedOutpost)
{
return Submarine.MainSub;
}
//in single player, only the sub the controlled character is inside can transition between levels
//in multiplayer, if there's subs at both ends of the level, only the one with more players inside can transition
//TODO: ignore players who don't have the permission to trigger a transition between levels?
@@ -493,11 +497,6 @@ namespace Barotrauma
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers);
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers);
if (Level.IsLoadedOutpost)
{
leavingSubAtStart ??= Submarine.MainSub;
leavingSubAtEnd ??= Submarine.MainSub;
}
int playersInSubAtStart = leavingSubAtStart == null || !leavingSubAtStart.AtStartExit ? 0 :
leavingPlayers.Count(c => c.Submarine == leavingSubAtStart || leavingSubAtStart.DockedTo.Contains(c.Submarine) || (Level.Loaded.StartOutpost != null && c.Submarine == Level.Loaded.StartOutpost));
int playersInSubAtEnd = leavingSubAtEnd == null || !leavingSubAtEnd.AtEndExit ? 0 :
@@ -572,7 +571,7 @@ namespace Barotrauma
{
foreach (Item item in Item.ItemList)
{
if (!item.SpawnedInOutpost || item.OriginalModuleIndex < 0) { continue; }
if (!item.SpawnedInCurrentOutpost || item.OriginalModuleIndex < 0) { continue; }
var owner = item.GetRootInventoryOwner();
if ((!(owner?.Submarine?.Info?.IsOutpost ?? false)) || (owner is Character character && character.TeamID == CharacterTeamType.Team1) || item.Submarine == null || !item.Submarine.Info.IsOutpost)
{
@@ -686,6 +685,14 @@ namespace Barotrauma
int loops = CampaignMetadata.GetInt("campaign.endings", 0);
CampaignMetadata.SetValue("campaign.endings", loops + 1);
}
GameAnalyticsManager.AddProgressionEvent(
GameAnalyticsManager.ProgressionStatus.Complete,
Name ?? "none");
string eventId = "FinishCampaign:";
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0));
GameAnalyticsManager.AddDesignEvent(eventId + "Money", Money);
}
protected virtual void EndCampaignProjSpecific() { }
@@ -712,7 +719,7 @@ namespace Barotrauma
}
}
private IEnumerable<object> DoCharacterWait(Character npc, Character interactor)
private IEnumerable<CoroutineStatus> DoCharacterWait(Character npc, Character interactor)
{
if (npc == null || interactor == null) { yield return CoroutineStatus.Failure; }
@@ -907,7 +914,7 @@ namespace Barotrauma
public int NumberOfMissionsAtLocation(Location location)
{
return Map.CurrentLocation.SelectedMissions.Count(m => m.Locations.Contains(location));
return Map?.CurrentLocation?.SelectedMissions?.Count(m => m.Locations.Contains(location)) ?? 0;
}
public void CheckTooManyMissions(Location currentLocation, Client sender)
@@ -2,6 +2,7 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
@@ -119,12 +120,6 @@ namespace Barotrauma
#endif
}
#if SERVER
List<SubmarineInfo> availableSubs = new List<SubmarineInfo>();
List<SubmarineInfo> sourceList = new List<SubmarineInfo>();
sourceList.AddRange(SubmarineInfo.SavedSubmarines);
#endif
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -165,14 +160,6 @@ namespace Barotrauma
petsElement = subElement;
break;
#if SERVER
case "availablesubs":
foreach (XElement availableSub in subElement.Elements())
{
string subName = availableSub.GetAttributeString("name", "");
SubmarineInfo matchingSub = sourceList.Find(s => s.Name == subName);
if (matchingSub != null) { availableSubs.Add(matchingSub); }
}
break;
case "savedexperiencepoints":
foreach (XElement savedExp in subElement.Elements())
{
@@ -188,14 +175,6 @@ namespace Barotrauma
InitCampaignData();
#if SERVER
// Fallback if using a save with no available subs assigned, use vanilla submarines
if (availableSubs.Count == 0)
{
GameMain.NetLobbyScreen.CampaignSubmarines.AddRange(sourceList.FindAll(s => s.IsCampaignCompatible && s.IsVanillaSubmarine()));
}
GameMain.NetLobbyScreen.CampaignSubmarines = availableSubs;
characterData.Clear();
string characterDataPath = GetCharacterDataSavePath();
if (!File.Exists(characterDataPath))
@@ -283,7 +283,8 @@ namespace Barotrauma
public void PurchaseSubmarine(SubmarineInfo newSubmarine)
{
if (Campaign == null) return;
if (Campaign is null) { return; }
if (Campaign.Money < newSubmarine.Price) { return; }
if (!OwnedSubmarines.Any(s => s.Name == newSubmarine.Name))
{
Campaign.Money -= newSubmarine.Price;
@@ -312,7 +313,7 @@ namespace Barotrauma
return isRadiated;
}
public void StartRound(string levelSeed, float? difficulty = null)
public void StartRound(string levelSeed, float? difficulty = null, LevelGenerationParams levelGenerationParams = null)
{
LevelData randomLevel = null;
foreach (Mission mission in Missions.Union(GameMode.Missions))
@@ -324,11 +325,11 @@ namespace Barotrauma
{
LocationType locationType = LocationType.List.FirstOrDefault(lt => missionPrefab.AllowedLocationTypes.Any(m => m.Equals(lt.Identifier, StringComparison.OrdinalIgnoreCase)));
CreateDummyLocations(locationType);
randomLevel = LevelData.CreateRandom(levelSeed, difficulty, requireOutpost: true);
randomLevel = LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams, requireOutpost: true);
break;
}
}
randomLevel ??= LevelData.CreateRandom(levelSeed, difficulty);
randomLevel ??= LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams);
StartRound(randomLevel);
}
@@ -351,6 +352,8 @@ namespace Barotrauma
return;
}
Submarine.LockX = Submarine.LockY = false;
LevelData = levelData;
Submarine.Unload();
@@ -404,6 +407,21 @@ namespace Barotrauma
InitializeLevel(level);
GameAnalyticsManager.AddProgressionEvent(
GameAnalyticsManager.ProgressionStatus.Start,
GameMode?.Name ?? "none");
string eventId = "StartRound:GameMode:" + (GameMode?.Name ?? "none") + ":";
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Name ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0));
foreach (Mission mission in missions)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier);
}
GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + (Level.Loaded?.Type.ToString() ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier ?? "none"));
#if CLIENT
if (GameMode is CampaignMode) { SteamAchievementManager.OnBiomeDiscovered(levelData.Biome); }
@@ -511,10 +529,6 @@ namespace Barotrauma
mpCampaign.UpgradeManager.ApplyUpgrades();
mpCampaign.UpgradeManager.SanityCheckUpgrades(Submarine);
}
if (GameMode is CampaignMode)
{
Submarine.WarmStartPower();
}
}
GameMain.Config.RecentlyEncounteredCreatures.Clear();
@@ -676,6 +690,8 @@ namespace Barotrauma
{
IEnumerable<Character> crewCharacters = GetSessionCrewCharacters();
int prevMoney = (GameMode as CampaignMode)?.Money ?? 0;
foreach (Mission mission in missions)
{
mission.End();
@@ -733,6 +749,32 @@ namespace Barotrauma
missions.Clear();
IsRunning = false;
bool success = false;
#if CLIENT
success = CrewManager.GetCharacters().Any(c => !c.IsDead);
#else
success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
#endif
double roundDuration = Timing.TotalTime - RoundStartTime;
GameAnalyticsManager.AddProgressionEvent(
success ? GameAnalyticsManager.ProgressionStatus.Complete : GameAnalyticsManager.ProgressionStatus.Fail,
GameMode?.Name ?? "none",
roundDuration);
string eventId = "EndRound:GameMode:" + (GameMode?.Name ?? "none") + ":";
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"), roundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Name ?? "none"), roundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0), roundDuration);
foreach (Mission mission in missions)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier + ":" + (mission.Completed ? "Completed" : "Failed"), roundDuration);
}
GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + (Level.Loaded?.Type.ToString() ?? "none"), roundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier ?? "none"), roundDuration);
if (GameMode is CampaignMode campaignMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MoneyEarned", campaignMode.Money - prevMoney);
}
#if CLIENT
HintManager.OnRoundEnded();
#endif