v0.14.6.0

This commit is contained in:
Joonas Rikkonen
2021-06-17 17:54:52 +03:00
parent 3f324b14e8
commit c27e2ea5ab
348 changed files with 13156 additions and 4266 deletions
@@ -106,6 +106,7 @@ namespace Barotrauma
class CharacterSpawnInfo : IEntitySpawnInfo
{
public readonly string identifier;
public readonly CharacterInfo CharacterInfo;
public readonly Vector2 Position;
public readonly Submarine Submarine;
@@ -127,13 +128,17 @@ namespace Barotrauma
this.onSpawned = onSpawn;
}
public CharacterSpawnInfo(string identifier, Vector2 position, CharacterInfo characterInfo, Action<Character> onSpawn = null) : this (identifier, position, onSpawn)
{
CharacterInfo = characterInfo;
}
public Entity Spawn()
{
var character = string.IsNullOrEmpty(identifier) ? null :
Character.Create(identifier,
Submarine == null ? Position : Submarine.Position + Position,
ToolBox.RandomSeed(8), createNetworkEvent: false);
ToolBox.RandomSeed(8), CharacterInfo, createNetworkEvent: false);
return character;
}
@@ -302,6 +307,19 @@ namespace Barotrauma
spawnQueue.Enqueue(new CharacterSpawnInfo(speciesName, position, sub, onSpawn));
}
public void AddToSpawnQueue(string speciesName, Vector2 worldPosition, CharacterInfo characterInfo, Action<Character> onSpawn = null)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (string.IsNullOrEmpty(speciesName))
{
string errorMsg = "Attempted to add an empty/null species name to entity spawn queue.\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue4:SpeciesNameNullOrEmpty", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new CharacterSpawnInfo(speciesName, worldPosition, characterInfo, onSpawn));
}
public void AddToRemoveQueue(Entity entity)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
@@ -16,10 +16,13 @@ namespace Barotrauma.Networking
Control,
UpdateSkills,
Combine,
SetAttackTarget,
ExecuteAttack,
Upgrade,
AssignCampaignInteraction,
ObjectiveManagerOrderState,
TeamChange,
ObjectiveManagerState,
AddToCrew,
}
public readonly Entity Entity;
@@ -79,7 +79,6 @@ namespace Barotrauma.Networking
TRAITOR_MESSAGE,
MISSION,
EVENTACTION,
RESET_UPGRADES, //inform the clients that the upgrades on the submarine have been reset
CREW, //anything related to managing bots in multiplayer
READY_CHECK //start, end and update a ready check
}
@@ -1,4 +1,5 @@
using System;
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma.Networking
{
@@ -40,24 +41,24 @@ namespace Barotrauma.Networking
TargetEntity = targetEntity;
}
private void WriteOrder(IWriteMessage msg)
public static void WriteOrder(IWriteMessage msg, Order order, Character targetCharacter, ISpatialEntity targetEntity, string orderOption, int orderPriority, int? wallSectionIndex)
{
msg.Write((byte)Order.PrefabList.IndexOf(Order.Prefab));
msg.Write(TargetCharacter == null ? (UInt16)0 : TargetCharacter.ID);
msg.Write(TargetEntity is Entity ? (TargetEntity as Entity).ID : (UInt16)0);
msg.Write((byte)Order.PrefabList.IndexOf(order.Prefab));
msg.Write(targetCharacter == null ? (UInt16)0 : targetCharacter.ID);
msg.Write(targetEntity is Entity ? (targetEntity as Entity).ID : (UInt16)0);
// The option of a Dismiss order is written differently so we know what order we target
// now that the game supports multiple current orders simultaneously
if (Order.Prefab.Identifier != "dismissed")
if (order.Prefab.Identifier != "dismissed")
{
msg.Write((byte)Array.IndexOf(Order.Prefab.Options, OrderOption));
msg.Write((byte)Array.IndexOf(order.Prefab.Options, orderOption));
}
else
{
if (!string.IsNullOrEmpty(OrderOption))
if (!string.IsNullOrEmpty(orderOption))
{
msg.Write(true);
string[] dismissedOrder = OrderOption.Split('.');
string[] dismissedOrder = orderOption.Split('.');
msg.Write((byte)dismissedOrder.Length);
if (dismissedOrder.Length > 0)
{
@@ -79,9 +80,9 @@ namespace Barotrauma.Networking
}
}
msg.Write((byte)OrderPriority);
msg.Write((byte)Order.TargetType);
if (Order.TargetType == Order.OrderTargetType.Position && TargetEntity is OrderTarget orderTarget)
msg.Write((byte)orderPriority);
msg.Write((byte)order.TargetType);
if (order.TargetType == Order.OrderTargetType.Position && targetEntity is OrderTarget orderTarget)
{
msg.Write(true);
msg.Write(orderTarget.Position.X);
@@ -91,11 +92,117 @@ namespace Barotrauma.Networking
else
{
msg.Write(false);
if (Order.TargetType == Order.OrderTargetType.WallSection)
if (order.TargetType == Order.OrderTargetType.WallSection)
{
msg.Write((byte)(WallSectionIndex ?? Order.WallSectionIndex ?? 0));
msg.Write((byte)(wallSectionIndex ?? order.WallSectionIndex ?? 0));
}
}
}
private void WriteOrder(IWriteMessage msg)
{
WriteOrder(msg, Order, TargetCharacter, TargetEntity, OrderOption, OrderPriority, WallSectionIndex);
}
public struct OrderMessageInfo
{
public int OrderIndex { get; }
public Order OrderPrefab { get; }
public string OrderOption { get; }
public int? OrderOptionIndex { get; }
public Character TargetCharacter { get; }
public Order.OrderTargetType TargetType { get; }
public Entity TargetEntity { get; }
public OrderTarget TargetPosition { get; }
public int? WallSectionIndex { get; }
public int Priority { get; }
public OrderMessageInfo(int orderIndex, Order orderPrefab, string orderOption, int? orderOptionIndex, Character targetCharacter, Order.OrderTargetType targetType, Entity targetEntity, OrderTarget targetPosition, int? wallSectionIndex, int orderPriority)
{
OrderIndex = orderIndex;
OrderPrefab = orderPrefab;
OrderOption = orderOption;
OrderOptionIndex = orderOptionIndex;
TargetCharacter = targetCharacter;
TargetType = targetType;
TargetEntity = targetEntity;
TargetPosition = targetPosition;
WallSectionIndex = wallSectionIndex;
Priority = orderPriority;
}
}
public static OrderMessageInfo ReadOrder(IReadMessage msg)
{
int orderIndex = msg.ReadByte();
ushort targetCharacterId = msg.ReadUInt16();
Character targetCharacter = targetCharacterId != Entity.NullEntityID ? Entity.FindEntityByID(targetCharacterId) as Character : null;
ushort targetEntityId = msg.ReadUInt16();
Entity targetEntity = targetEntityId != Entity.NullEntityID ? Entity.FindEntityByID(targetEntityId) : null;
Order orderPrefab = null;
int? optionIndex = null;
string orderOption = null;
// The option of a Dismiss order is written differently so we know what order we target
// now that the game supports multiple current orders simultaneously
if (orderIndex >= 0 && orderIndex < Order.PrefabList.Count)
{
orderPrefab = Order.PrefabList[orderIndex];
if (orderPrefab.Identifier != "dismissed")
{
optionIndex = msg.ReadByte();
}
// Does the dismiss order have a specified target?
else if (msg.ReadBoolean())
{
int identifierCount = msg.ReadByte();
if (identifierCount > 0)
{
int dismissedOrderIndex = msg.ReadByte();
Order dismissedOrderPrefab = null;
if (dismissedOrderIndex >= 0 && dismissedOrderIndex < Order.PrefabList.Count)
{
dismissedOrderPrefab = Order.PrefabList[dismissedOrderIndex];
orderOption = dismissedOrderPrefab.Identifier;
}
if (identifierCount > 1)
{
int dismissedOrderOptionIndex = msg.ReadByte();
if (dismissedOrderPrefab != null)
{
var options = dismissedOrderPrefab.Options;
if (options != null && dismissedOrderOptionIndex >= 0 && dismissedOrderOptionIndex < options.Length)
{
orderOption += $".{options[dismissedOrderOptionIndex]}";
}
}
}
}
}
}
else
{
optionIndex = msg.ReadByte();
}
int orderPriority = msg.ReadByte();
OrderTarget orderTargetPosition = null;
Order.OrderTargetType orderTargetType = (Order.OrderTargetType)msg.ReadByte();
int wallSectionIndex = 0;
if (msg.ReadBoolean())
{
float x = msg.ReadSingle();
float y = msg.ReadSingle();
ushort hullId = msg.ReadUInt16();
var hull = hullId != Entity.NullEntityID ? Entity.FindEntityByID(hullId) as Hull : null;
orderTargetPosition = new OrderTarget(new Vector2(x, y), hull, creatingFromExistingData: true);
}
else if (orderTargetType == Order.OrderTargetType.WallSection)
{
wallSectionIndex = msg.ReadByte();
}
return new OrderMessageInfo(orderIndex, orderPrefab, orderOption, optionIndex, targetCharacter, orderTargetType, targetEntity, orderTargetPosition, wallSectionIndex, orderPriority);
}
}
}
@@ -186,16 +186,12 @@ namespace Barotrauma.Networking
if (updateReturnTimer > 1.0f)
{
updateReturnTimer = 0.0f;
if (shuttleSteering != null)
{
shuttleSteering.SetDestinationLevelStart();
}
UpdateReturningProjSpecific();
shuttleSteering?.SetDestinationLevelStart();
UpdateReturningProjSpecific(deltaTime);
}
}
partial void UpdateReturningProjSpecific();
partial void UpdateReturningProjSpecific(float deltaTime);
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
{
@@ -278,6 +274,7 @@ namespace Barotrauma.Networking
if (hull.Submarine != RespawnShuttle) { continue; }
hull.OxygenPercentage = 100.0f;
hull.WaterVolume = 0.0f;
hull.BallastFlora?.Kill();
}
foreach (Character c in Character.CharacterList)
@@ -635,6 +635,13 @@ namespace Barotrauma.Networking
set;
}
[Serialize(false, true)]
public bool AllowLinkingWifiToChat
{
get;
set;
}
[Serialize(true, true)]
public bool AllowFriendlyFire
{
@@ -885,6 +892,8 @@ namespace Barotrauma.Networking
get;
set;
}
// we do not serialize this value because it relies on a default setting
public int MaxMissionCount { get; set; } = CampaignSettings.DefaultMaxMissionCount;
public void SetPassword(string password)
{