Faction Test 100.4.0.0
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+23
-19
@@ -335,7 +335,7 @@ namespace Barotrauma
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break;
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}
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Map.ProgressWorld(transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime));
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Map.ProgressWorld(this, transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime));
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bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
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if (success)
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@@ -347,6 +347,8 @@ namespace Barotrauma
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(GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(c);
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}
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}
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// Event history must be registered before ending the round or it will be cleared
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GameMain.GameSession.EventManager.RegisterEventHistory();
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}
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GameMain.GameSession.EndRound("", traitorResults, transitionType);
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@@ -360,7 +362,6 @@ namespace Barotrauma
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LeaveUnconnectedSubs(leavingSub);
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NextLevel = newLevel;
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GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
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GameMain.GameSession.EventManager.RegisterEventHistory();
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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else
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@@ -384,17 +385,14 @@ namespace Barotrauma
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NextLevel = newLevel;
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MirrorLevel = mirror;
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//give clients time to play the end cinematic before starting the next round
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if (transitionType == TransitionType.End)
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{
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yield return new WaitForSeconds(EndCinematicDuration);
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}
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else
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{
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yield return new WaitForSeconds(EndTransitionDuration * 0.5f);
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}
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GameMain.Server.StartGame();
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yield return new WaitForSeconds(EndTransitionDuration * 0.5f);
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//don't start the next round automatically if we just finished the campaign
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if (transitionType != TransitionType.End)
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{
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GameMain.Server.StartGame();
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}
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yield return CoroutineStatus.Success;
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}
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@@ -417,7 +415,7 @@ namespace Barotrauma
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}
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public bool CanPurchaseSub(SubmarineInfo info, Client client)
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=> CanAfford(info.Price, client) && GetCampaignSubs().Contains(info);
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=> CanAfford(info.GetPrice(), client) && GetCampaignSubs().Contains(info);
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private readonly List<CharacterCampaignData> discardedCharacters = new List<CharacterCampaignData>();
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public void DiscardClientCharacterData(Client client)
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@@ -486,7 +484,8 @@ namespace Barotrauma
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if (Level.Loaded.Type == LevelData.LevelType.LocationConnection)
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{
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var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
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if (transitionType == TransitionType.End)
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if (transitionType == TransitionType.End ||
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(Level.Loaded.IsEndBiome && transitionType == TransitionType.ProgressToNextLocation))
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{
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LoadNewLevel();
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}
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@@ -502,6 +501,14 @@ namespace Barotrauma
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}
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}
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}
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else if (Level.Loaded.IsEndBiome)
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{
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var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
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if (transitionType == TransitionType.ProgressToNextLocation)
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{
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LoadNewLevel();
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}
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}
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else if (Level.Loaded.Type == LevelData.LevelType.Outpost)
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{
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KeepCharactersCloseToOutpost(deltaTime);
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@@ -697,10 +704,6 @@ namespace Barotrauma
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if (requiredFlags.HasFlag(NetFlags.Reputation))
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{
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msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.Reputation));
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Reputation reputation = Map?.CurrentLocation?.Reputation;
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msg.WriteBoolean(reputation != null);
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if (reputation != null) { msg.WriteSingle(reputation.Value); }
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// hopefully we'll never have more than 128 factions
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msg.WriteByte((byte)Factions.Count);
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foreach (Faction faction in Factions)
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@@ -1014,12 +1017,13 @@ namespace Barotrauma
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bool predicate(SoldItem i) => allowedToSellInventoryItems != (i.Origin == SoldItem.SellOrigin.Character);
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}
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var characterList = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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foreach (var (prefab, category, _) in purchasedUpgrades)
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{
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UpgradeManager.PurchaseUpgrade(prefab, category, client: sender);
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// unstable logging
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int price = prefab.Price.GetBuyPrice(UpgradeManager.GetUpgradeLevel(prefab, category), Map?.CurrentLocation);
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int price = prefab.Price.GetBuyPrice(UpgradeManager.GetUpgradeLevel(prefab, category), Map?.CurrentLocation, characterList);
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int level = UpgradeManager.GetUpgradeLevel(prefab, category);
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GameServer.Log($"SERVER: Purchased level {level} {category.Identifier}.{prefab.Identifier} for {price}", ServerLog.MessageType.ServerMessage);
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}
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