v0.14.6.0
This commit is contained in:
@@ -28,6 +28,18 @@ namespace Barotrauma
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}
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}
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internal class PurchasedItemSwap
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{
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public readonly Item ItemToRemove;
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public readonly ItemPrefab ItemToInstall;
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public PurchasedItemSwap(Item itemToRemove, ItemPrefab itemToInstall)
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{
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ItemToRemove = itemToRemove;
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ItemToInstall = itemToInstall;
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}
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}
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/// <summary>
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/// This class handles all upgrade logic.
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/// Storing, applying, checking and validation of upgrades.
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@@ -75,9 +87,10 @@ namespace Barotrauma
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public readonly List<PurchasedUpgrade> PendingUpgrades = new List<PurchasedUpgrade>();
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public readonly List<PurchasedItemSwap> PurchasedItemSwaps = new List<PurchasedItemSwap>();
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private CampaignMetadata Metadata => Campaign.CampaignMetadata;
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private readonly CampaignMode Campaign;
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private int spentMoney;
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public event Action? OnUpgradesChanged;
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@@ -90,7 +103,67 @@ namespace Barotrauma
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public UpgradeManager(CampaignMode campaign, XElement element, bool isSingleplayer) : this(campaign)
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{
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DebugConsole.Log($"Restored upgrade manager from save file, ({element.Elements().Count()} pending upgrades).");
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LoadPendingUpgrades(element, isSingleplayer);
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//backwards compatibility:
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//upgrades used to be saved to a <pendingupgrades> element, now upgrades and item swaps are saved separately under a <upgrademanager> element
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if (element.Name.LocalName.Equals("pendingupgrades", StringComparison.OrdinalIgnoreCase))
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{
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LoadPendingUpgrades(element, isSingleplayer);
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}
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else
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "pendingupgrades":
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LoadPendingUpgrades(subElement, isSingleplayer);
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break;
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}
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}
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}
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}
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public int DetermineItemSwapCost(Item item, ItemPrefab? replacement)
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{
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if (replacement == null)
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{
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replacement = ItemPrefab.Find("", item.Prefab.SwappableItem.ReplacementOnUninstall);
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if (replacement == null)
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{
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DebugConsole.ThrowError("Failed to determine swap cost for item \"{}\". Trying to uninstall the item but no replacement item found.");
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return 0;
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}
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}
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int price = 0;
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if (replacement == item.Prefab)
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{
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if (item.PendingItemSwap != null)
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{
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//refund the pending swap
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price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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//buy back the current item
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price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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}
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else
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{
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price = replacement.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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if (item.PendingItemSwap != null)
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{
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//refund the pending swap
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price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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//buy back the current item
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price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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//refund the current item
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if (replacement != item.prefab)
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{
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price -= item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
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}
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}
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return price;
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}
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private DateTime lastUpgradeSpeak, lastErrorSpeak;
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@@ -102,9 +175,6 @@ namespace Barotrauma
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/// Purchased upgrades are temporarily stored in <see cref="PendingUpgrades"/> and they are applied
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/// after the next round starts similarly how items are spawned in the stowage room after the round starts.
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/// </remarks>
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/// <param name="prefab"></param>
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/// <param name="category"></param>
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/// <param name="force"></param>
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public void PurchaseUpgrade(UpgradePrefab prefab, UpgradeCategory category, bool force = false)
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{
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if (!CanUpgradeSub())
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@@ -142,7 +212,7 @@ namespace Barotrauma
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price = 0;
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}
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if (Campaign.Money > price)
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if (Campaign.Money >= price)
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{
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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@@ -155,7 +225,6 @@ namespace Barotrauma
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}
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Campaign.Money -= price;
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spentMoney += price;
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PurchasedUpgrade? upgrade = FindMatchingUpgrade(prefab, category);
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@@ -184,6 +253,159 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Purchases an item swap and handles logic for deducting the credit.
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/// </summary>
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public void PurchaseItemSwap(Item itemToRemove, ItemPrefab itemToInstall, bool force = false)
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{
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if (!CanUpgradeSub())
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{
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DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
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return;
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}
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if (itemToRemove == null)
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{
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DebugConsole.ThrowError($"Cannot swap null item!");
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return;
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}
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if (itemToRemove.HiddenInGame)
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{
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DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's set to be hidden in-game.");
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return;
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}
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if (!itemToRemove.AllowSwapping)
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{
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DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's configured to be non-swappable.");
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return;
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}
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if (!UpgradeCategory.Categories.Any(c => c.ItemTags.Any(t => itemToRemove.HasTag(t)) && c.ItemTags.Any(t => itemToInstall.Tags.Contains(t))))
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{
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DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\" (not in the same upgrade category).");
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return;
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}
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if (itemToRemove.prefab == itemToInstall)
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{
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DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (trying to swap with the same item!).");
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return;
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}
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SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
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if (swappableItem == null)
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{
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DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (not configured as a swappable item).");
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return;
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}
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int price = 0;
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if (!itemToRemove.AvailableSwaps.Contains(itemToInstall))
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{
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price = itemToInstall.SwappableItem.GetPrice(Campaign.Map?.CurrentLocation);
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}
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if (force)
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{
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price = 0;
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}
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if (Campaign.Money >= price)
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{
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PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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// only make the NPC speak if more than 5 minutes have passed since the last purchased service
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if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
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{
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UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased"), Campaign.IsSinglePlayer);
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lastUpgradeSpeak = DateTime.Now;
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}
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}
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Campaign.Money -= price;
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itemToRemove.AvailableSwaps.Add(itemToRemove.Prefab);
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if (itemToInstall != null && !itemToRemove.AvailableSwaps.Contains(itemToInstall))
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{
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itemToRemove.PurchasedNewSwap = true;
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itemToRemove.AvailableSwaps.Add(itemToInstall);
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}
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if (itemToRemove.Prefab != itemToInstall && itemToInstall != null)
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{
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itemToRemove.PendingItemSwap = itemToInstall;
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PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToRemove, itemToInstall));
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DebugLog($"CLIENT: Swapped item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\".", Color.Orange);
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}
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else
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{
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DebugLog($"CLIENT: Cancelled swapping the item \"{itemToRemove.Name}\" with \"{(itemToRemove.PendingItemSwap?.Name ?? null)}\".", Color.Orange);
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}
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OnUpgradesChanged?.Invoke();
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}
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else
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{
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DebugConsole.ThrowError("Tried to swap an item with insufficient funds, the transaction has not been completed.\n" +
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$"Item to remove: {itemToRemove.Name}, Item to install: {itemToInstall.Name}, Cost: {price}, Have: {Campaign.Money}");
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}
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}
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/// <summary>
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/// Cancels the currently pending item swap, or uninstalls the item if there's no swap pending
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/// </summary>
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public void CancelItemSwap(Item itemToRemove, bool force = false)
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{
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if (!CanUpgradeSub())
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{
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DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
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return;
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}
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if (itemToRemove?.PendingItemSwap == null && string.IsNullOrEmpty(itemToRemove?.Prefab.SwappableItem?.ReplacementOnUninstall))
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{
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DebugConsole.ThrowError($"Cannot uninstall item \"{itemToRemove?.Name}\" (no replacement item configured).");
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return;
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}
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SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
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if (swappableItem == null)
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{
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DebugConsole.ThrowError($"Failed to uninstall item \"{itemToRemove.Name}\" (not configured as a swappable item).");
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return;
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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// only make the NPC speak if more than 5 minutes have passed since the last purchased service
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if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
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{
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UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased"), Campaign.IsSinglePlayer);
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lastUpgradeSpeak = DateTime.Now;
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}
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}
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if (itemToRemove.PendingItemSwap == null)
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{
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var replacement = MapEntityPrefab.Find("", swappableItem.ReplacementOnUninstall) as ItemPrefab;
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if (replacement == null)
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{
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DebugConsole.ThrowError($"Failed to uninstall item \"{itemToRemove.Name}\". Could not find the replacement item \"{swappableItem.ReplacementOnUninstall}\".");
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return;
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}
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PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
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PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToRemove, replacement));
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DebugLog($"Uninstalled item item \"{itemToRemove.Name}\".", Color.Orange);
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itemToRemove.PendingItemSwap = replacement;
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}
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else
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{
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PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToRemove);
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DebugLog($"Cancelled swapping the item \"{itemToRemove.Name}\" with \"{itemToRemove.PendingItemSwap.Name}\".", Color.Orange);
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itemToRemove.PendingItemSwap = null;
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}
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#if CLIENT
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OnUpgradesChanged?.Invoke();
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#endif
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}
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/// <summary>
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/// Applies all our pending upgrades to the submarine.
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/// </summary>
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@@ -201,24 +423,22 @@ namespace Barotrauma
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public void ApplyUpgrades()
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{
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PurchasedUpgrades.Clear();
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PurchasedItemSwaps.Clear();
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if (Submarine.MainSub == null) { return; }
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List<PurchasedUpgrade> pendingUpgrades = PendingUpgrades;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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if (Level.Loaded is { Type: LevelData.LevelType.Outpost })
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{
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if (Level.Loaded?.Type != LevelData.LevelType.Outpost)
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return;
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}
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if (GameMain.NetworkMember is { IsClient: true })
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{
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if (loadedUpgrades != null)
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{
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if (loadedUpgrades != null)
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{
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// client receives pending upgrades from the save file
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pendingUpgrades = loadedUpgrades;
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}
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}
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else
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{
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// prevent the client from applying pending upgrades at an outpost when joining mid round
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return;
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// client receives pending upgrades from the save file
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pendingUpgrades = loadedUpgrades;
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}
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}
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@@ -227,36 +447,12 @@ namespace Barotrauma
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{
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int newLevel = BuyUpgrade(prefab, category, Submarine.MainSub, level);
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DebugConsole.Log($" - {category.Identifier}.{prefab.Identifier} lvl. {level}, new: ({newLevel})");
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if (newLevel > 0)
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{
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SetUpgradeLevel(prefab, category, Math.Clamp(newLevel, 0, prefab.MaxLevel));
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}
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SetUpgradeLevel(prefab, category, Math.Clamp(GetRealUpgradeLevel(prefab, category) + level, 0, prefab.MaxLevel));
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}
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PendingUpgrades.Clear();
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loadedUpgrades?.Clear();
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loadedUpgrades = null;
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spentMoney = 0;
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}
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/// <summary>
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/// Cancels the pending upgrades and refunds the money spent
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/// </summary>
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private void RefundUpgrades()
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{
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DebugConsole.Log($"Refunded {spentMoney} marks in pending upgrades.");
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if (spentMoney > 0)
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{
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#if CLIENT
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GUIMessageBox msgBox = new GUIMessageBox(TextManager.Get("UpgradeRefundTitle"), TextManager.Get("UpgradeRefundBody"), new[] { TextManager.Get("Ok") });
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msgBox.Buttons[0].OnClicked += msgBox.Close;
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#endif
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}
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Campaign.Money += spentMoney;
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spentMoney = 0;
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PendingUpgrades.Clear();
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PurchasedUpgrades.Clear();
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}
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public void CreateUpgradeErrorMessage(string text, bool isSinglePlayer, Character character)
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@@ -314,7 +510,7 @@ namespace Barotrauma
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if (upgrade == null || upgrade.Level != level || isOverMax)
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{
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DebugConsole.AddWarning($"{wall.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}. Fixing...");
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DebugLog($"{wall.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}. Fixing...");
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FixUpgradeOnItem(wall, prefab, level);
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}
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}
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@@ -343,7 +539,7 @@ namespace Barotrauma
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if (upgrade == null || upgrade.Level != level || isOverMax)
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{
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DebugConsole.AddWarning($"{item.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}{(isOverMax ? " (Over max level!)" : string.Empty)}. Fixing...");
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DebugLog($"{item.prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}{(isOverMax ? " (Over max level!)" : string.Empty)}. Fixing...");
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FixUpgradeOnItem(item, prefab, level);
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}
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}
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@@ -486,113 +682,17 @@ namespace Barotrauma
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return Campaign.PendingSubmarineSwitch == null;
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}
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public void RefundResetAndReload(SubmarineInfo newSubmarine, bool notifyClients = false)
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public void Save(XElement? parent)
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{
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RefundUpgrades();
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ResetUpgrades();
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Dictionary<string, int> newUpgrades = ReloadUpgradeValues(newSubmarine);
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#if SERVER
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if (notifyClients)
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{
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SendUpgradeResetMessage(newUpgrades);
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}
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#endif
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if (parent == null) { return; }
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var upgradeManagerElement = new XElement("upgrademanager");
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parent.Add(upgradeManagerElement);
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SavePendingUpgrades(upgradeManagerElement, PendingUpgrades);
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}
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/// <summary>
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/// Parses a SubmarineInfo and sets the store values accordingly.
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/// Used when reloading a previously saved submarine.
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/// </summary>
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/// <param name="info"></param>
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private Dictionary<string, int> ReloadUpgradeValues(SubmarineInfo info)
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{
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Dictionary<string, int> newValues = new Dictionary<string, int>();
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IEnumerable<XElement> linkedSubElements = info.SubmarineElement.Elements().Where(element => element.Name.ToString().Equals("LinkedSubmarine", StringComparison.OrdinalIgnoreCase)).SelectMany(element => element.Elements());
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IEnumerable<XElement> mainSubElements = info.SubmarineElement.Elements().Where(Predicate);
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List<XElement> elements = mainSubElements.Concat(linkedSubElements.Where(Predicate)).ToList();
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foreach (UpgradeCategory category in UpgradeCategory.Categories)
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{
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foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
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{
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if (!prefab.UpgradeCategories.Contains(category)) { continue; }
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List<int> levels = GetUpgradeFromXML(elements, category, prefab);
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if (levels.Any())
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{
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int level = (int) levels.Average(i => i);
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newValues.Add(FormatIdentifier(prefab, category), level);
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}
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}
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}
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foreach (var (dataIdentifier, level) in newValues)
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{
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Campaign.CampaignMetadata.SetValue(dataIdentifier, level);
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}
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return newValues;
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static List<int> GetUpgradeFromXML(List<XElement> elements, UpgradeCategory category, UpgradePrefab prefab)
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{
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List<int> levels = new List<int>();
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foreach (XElement subElement in elements)
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{
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if (!category.CanBeApplied(subElement, prefab)) { continue; }
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foreach (XElement component in subElement.Elements())
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{
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if (string.Equals(component.Name.ToString(), "upgrade", StringComparison.OrdinalIgnoreCase))
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{
|
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string identifier = component.GetAttributeString("identifier", string.Empty);
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int level = component.GetAttributeInt("level", -1);
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if (string.IsNullOrWhiteSpace(identifier) || level <= 0) { continue; }
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UpgradePrefab? matchingPrefab = UpgradePrefab.Find(identifier);
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if (matchingPrefab == null || matchingPrefab != prefab) { continue; }
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||||
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if (matchingPrefab.UpgradeCategories.Contains(category)) { levels.Add(level); }
|
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}
|
||||
}
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}
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||||
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return levels;
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}
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|
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static bool Predicate(XElement element) => element.HasElements && element.Elements().Any(e => e.Name.ToString().Equals("upgrade", StringComparison.OrdinalIgnoreCase));
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}
|
||||
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||||
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/// <summary>
|
||||
/// Resets our upgrade progress and prices.
|
||||
/// This does not actually remove the upgrades from the submarine but resets the store interface.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method works by iterating thru all upgrade categories and prefabs and checking if they have a
|
||||
/// valid key stored in the metadata, if they do set it to 0, upgrades without a key stored are always
|
||||
/// assumed to be 0 so they don't need to be reset.
|
||||
///
|
||||
/// Should initially be called server side as we can't trust clients with such a simple notification.
|
||||
/// </remarks>
|
||||
private void ResetUpgrades()
|
||||
{
|
||||
foreach (UpgradeCategory category in UpgradeCategory.Categories)
|
||||
{
|
||||
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
|
||||
{
|
||||
if (!prefab.UpgradeCategories.Contains(category)) { continue; }
|
||||
|
||||
string dataIdentifier = FormatIdentifier(prefab, category);
|
||||
if (Metadata.HasKey(dataIdentifier))
|
||||
{
|
||||
Metadata.SetValue(dataIdentifier, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OnUpgradesChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void SavePendingUpgrades(XElement? parent, List<PurchasedUpgrade> upgrades)
|
||||
private void SavePendingUpgrades(XElement? parent, List<PurchasedUpgrade> upgrades)
|
||||
{
|
||||
if (parent == null) { return; }
|
||||
|
||||
@@ -612,7 +712,7 @@ namespace Barotrauma
|
||||
|
||||
private void LoadPendingUpgrades(XElement? element, bool isSingleplayer = true)
|
||||
{
|
||||
if (element == null || !element.HasElements) { return; }
|
||||
if (!(element is { HasElements: true })) { return; }
|
||||
|
||||
List<PurchasedUpgrade> pendingUpgrades = new List<PurchasedUpgrade>();
|
||||
|
||||
@@ -647,7 +747,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void LogError(string text, Dictionary<string, object?> data, Exception e = null)
|
||||
public static void LogError(string text, Dictionary<string, object?> data, Exception? e = null)
|
||||
{
|
||||
string error = $"{text}\n";
|
||||
foreach (var (label, value) in data)
|
||||
@@ -658,34 +758,10 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError(error.TrimEnd('\n'), e);
|
||||
}
|
||||
|
||||
public static Dictionary<string, int> GetMetadataLevels(CampaignMetadata? metadata)
|
||||
{
|
||||
Dictionary<string, int> values = new Dictionary<string, int>();
|
||||
|
||||
if (metadata == null) { return values; }
|
||||
|
||||
foreach (UpgradeCategory category in UpgradeCategory.Categories)
|
||||
{
|
||||
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
|
||||
{
|
||||
string identifier = FormatIdentifier(prefab, category);
|
||||
if (metadata.HasKey(identifier) && !values.ContainsKey(identifier))
|
||||
{
|
||||
values.Add(identifier, metadata.GetInt(identifier));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return values;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to sync the pending upgrades list in multiplayer.
|
||||
/// </summary>
|
||||
/// <param name="upgrades"></param>
|
||||
/// <remarks>
|
||||
/// In singleplayer this is not used and should not be.
|
||||
/// </remarks>
|
||||
public void SetPendingUpgrades(List<PurchasedUpgrade> upgrades)
|
||||
{
|
||||
PendingUpgrades.Clear();
|
||||
|
||||
Reference in New Issue
Block a user