Unstable 0.17.4.0

This commit is contained in:
Markus Isberg
2022-03-30 00:08:09 +09:00
parent 2968e23ae8
commit c1b8e5a341
177 changed files with 3388 additions and 1977 deletions
@@ -3826,12 +3826,12 @@ namespace Barotrauma
if (location != null)
{
DebugConsole.NewMessage($"Generating an outpost for the {(isStart ? "start" : "end")} of the level... (Location: {location.Name}, level type: {LevelData.Type})");
outpost = OutpostGenerator.Generate(outpostGenerationParams, location, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost);
outpost = OutpostGenerator.Generate(outpostGenerationParams, location, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost, LevelData.AllowInvalidOutpost);
}
else
{
DebugConsole.NewMessage($"Generating an outpost for the {(isStart ? "start" : "end")} of the level... (Location type: {locationType}, level type: {LevelData.Type})");
outpost = OutpostGenerator.Generate(outpostGenerationParams, locationType, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost);
outpost = OutpostGenerator.Generate(outpostGenerationParams, locationType, onlyEntrance: LevelData.Type != LevelData.LevelType.Outpost, LevelData.AllowInvalidOutpost);
}
foreach (string categoryToHide in locationType.HideEntitySubcategories)
@@ -31,8 +31,20 @@ namespace Barotrauma
public bool HasHuntingGrounds, OriginallyHadHuntingGrounds;
/// <summary>
/// Minimum difficulty of the level before hunting grounds can appear.
/// </summary>
public const float HuntingGroundsDifficultyThreshold = 25;
/// <summary>
/// Probability of hunting grounds appearing in 100% difficulty levels.
/// </summary>
public const float MaxHuntingGroundsProbability = 0.3f;
public OutpostGenerationParams ForceOutpostGenerationParams;
public bool AllowInvalidOutpost;
public readonly Point Size;
public readonly int InitialDepth;
@@ -150,11 +162,7 @@ namespace Barotrauma
}
else
{
//minimum difficulty of the level before hunting grounds can appear
float huntingGroundsDifficultyThreshold = 25;
//probability of hunting grounds appearing in 100% difficulty levels
float maxHuntingGroundsProbability = 0.3f;
HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;
HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(HuntingGroundsDifficultyThreshold, 100.0f, Difficulty) * MaxHuntingGroundsProbability;
HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
}
IsBeaconActive = false;
@@ -235,7 +235,7 @@ namespace Barotrauma
UseNetworkSyncing = element.GetAttributeBool("networksyncing", false);
unrotatedForce =
element.Attribute("force") != null && element.Attribute("force").Value.Contains(',') ?
element.GetAttribute("force") != null && element.GetAttribute("force").Value.Contains(',') ?
element.GetAttributeVector2("force", Vector2.Zero) :
new Vector2(element.GetAttributeFloat("force", 0.0f), 0.0f);