Faction Test 100.4.0.0

This commit is contained in:
Markus Isberg
2022-11-14 18:28:28 +02:00
parent 87426b68b2
commit c772b61fc1
412 changed files with 16984 additions and 5530 deletions
@@ -17,6 +17,9 @@ namespace Barotrauma
[Serialize(100.0f, IsPropertySaveable.Yes), Editable]
public float MaxLevelDifficulty { get; set; }
[Serialize(Level.PlacementType.Bottom, IsPropertySaveable.Yes), Editable]
public Level.PlacementType Placement { get; set; }
public string Name { get; private set; }
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
@@ -1,10 +1,6 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
@@ -12,23 +8,23 @@ namespace Barotrauma
{
public readonly static PrefabCollection<NPCSet> Sets = new PrefabCollection<NPCSet>();
private readonly ImmutableArray<HumanPrefab> Humans;
private bool Disposed { get; set; }
public NPCSet(ContentXElement element, NPCSetsFile file) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
Humans = element.Elements().Select(npcElement => new HumanPrefab(npcElement, file, Identifier)).ToImmutableArray();
}
public static HumanPrefab? Get(Identifier setIdentifier, Identifier npcidentifier)
public static HumanPrefab? Get(Identifier setIdentifier, Identifier npcidentifier, bool logError = true)
{
HumanPrefab? prefab = Sets.Where(set => set.Identifier == setIdentifier).SelectMany(npcSet => npcSet.Humans.Where(npcSetHuman => npcSetHuman.Identifier == npcidentifier)).FirstOrDefault();
if (prefab == null)
{
DebugConsole.ThrowError($"Could not find human prefab \"{npcidentifier}\" from \"{setIdentifier}\".");
if (logError)
{
DebugConsole.ThrowError($"Could not find human prefab \"{npcidentifier}\" from \"{setIdentifier}\".");
}
return null;
}
return prefab;
@@ -23,6 +23,15 @@ namespace Barotrauma
get { return allowedLocationTypes; }
}
[Serialize(-1, IsPropertySaveable.Yes), Editable(MinValueInt = -1, MaxValueInt = 10)]
public int ForceToEndLocationIndex
{
get;
set;
}
[Serialize(10, IsPropertySaveable.Yes), Editable(MinValueInt = 1, MaxValueInt = 50)]
public int TotalModuleCount
{
@@ -30,6 +39,13 @@ namespace Barotrauma
set;
}
[Serialize(true, IsPropertySaveable.Yes, description: "Should the generator append generic (module flag \"none\") modules to the outpost to reach the total module count."), Editable]
public bool AppendToReachTotalModuleCount
{
get;
set;
}
[Serialize(200.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
public float MinHallwayLength
{
@@ -79,6 +95,13 @@ namespace Barotrauma
set;
}
[Serialize(false, IsPropertySaveable.Yes), Editable]
public bool DrawBehindSubs
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
public float MinWaterPercentage
{
@@ -93,26 +116,38 @@ namespace Barotrauma
set;
}
public LevelData.LevelType? LevelType
{
get;
set;
}
[Serialize("", IsPropertySaveable.Yes), Editable]
public string ReplaceInRadiation { get; set; }
public ContentPath OutpostFilePath { get; set; }
public class ModuleCount
{
public Identifier Identifier;
public int Count;
public int Order;
public Identifier RequiredFaction;
public ModuleCount(ContentXElement element)
{
Identifier = element.GetAttributeIdentifier("flag", element.GetAttributeIdentifier("moduletype", ""));
Count = element.GetAttributeInt("count", 0);
Order = element.GetAttributeInt("order", 0);
RequiredFaction = element.GetAttributeIdentifier("requiredfaction", Identifier.Empty);
}
public ModuleCount(Identifier id, int count)
{
Identifier = id;
Count = count;
RequiredFaction = Identifier.Empty;
}
}
@@ -130,16 +165,20 @@ namespace Barotrauma
private readonly HumanPrefab humanPrefab = null;
private readonly Identifier setIdentifier = Identifier.Empty;
private readonly Identifier npcIdentifier = Identifier.Empty;
public readonly Identifier FactionIdentifier = Identifier.Empty;
public Entry(HumanPrefab humanPrefab)
public Entry(HumanPrefab humanPrefab, Identifier factionIdentifier)
{
this.humanPrefab = humanPrefab;
this.FactionIdentifier = factionIdentifier;
}
public Entry(Identifier setIdentifier, Identifier npcIdentifier)
public Entry(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier)
{
this.setIdentifier = setIdentifier;
this.npcIdentifier = npcIdentifier;
this.FactionIdentifier = factionIdentifier;
}
public HumanPrefab HumanPrefab
@@ -148,12 +187,12 @@ namespace Barotrauma
private readonly List<Entry> entries = new List<Entry>();
public void Add(HumanPrefab humanPrefab)
=> entries.Add(new Entry(humanPrefab));
public void Add(HumanPrefab humanPrefab, Identifier factionIdentifier)
=> entries.Add(new Entry(humanPrefab, factionIdentifier));
public void Add(Identifier setIdentifier, Identifier npcIdentifier)
=> entries.Add(new Entry(setIdentifier, npcIdentifier));
public void Add(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier)
=> entries.Add(new Entry(setIdentifier, npcIdentifier, factionIdentifier));
public IEnumerator<HumanPrefab> GetEnumerator()
{
@@ -165,12 +204,23 @@ namespace Barotrauma
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerable<HumanPrefab> GetByFaction(IEnumerable<FactionPrefab> factions)
{
foreach (var entry in entries)
{
if (entry.FactionIdentifier == Identifier.Empty || factions.Any(f => f.Identifier == entry.FactionIdentifier))
{
yield return entry.HumanPrefab;
}
}
}
public int Count => entries.Count;
public HumanPrefab this[int index] => entries[index].HumanPrefab;
}
private readonly ImmutableArray<IReadOnlyList<HumanPrefab>> humanPrefabCollections;
private readonly ImmutableArray<NpcCollection> humanPrefabCollections;
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
@@ -182,8 +232,23 @@ namespace Barotrauma
Name = element.GetAttributeString("name", Identifier.Value);
allowedLocationTypes = element.GetAttributeIdentifierArray("allowedlocationtypes", Array.Empty<Identifier>()).ToHashSet();
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
if (element.GetAttribute("leveltype") != null)
{
string levelTypeStr = element.GetAttributeString("leveltype", "");
if (Enum.TryParse(levelTypeStr, out LevelData.LevelType parsedLevelType))
{
LevelType = parsedLevelType;
}
else
{
DebugConsole.ThrowError($"Error in outpost generation parameters \"{Identifier}\". \"{levelTypeStr}\" is not a valid level type.");
}
}
OutpostFilePath = element.GetAttributeContentPath(nameof(OutpostFilePath));
var humanPrefabCollections = new List<IReadOnlyList<HumanPrefab>>();
var humanPrefabCollections = new List<NpcCollection>();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -196,14 +261,14 @@ namespace Barotrauma
foreach (var npcElement in subElement.Elements())
{
Identifier from = npcElement.GetAttributeIdentifier("from", Identifier.Empty);
Identifier faction = npcElement.GetAttributeIdentifier("faction", Identifier.Empty);
if (from != Identifier.Empty)
{
newCollection.Add(from, npcElement.GetAttributeIdentifier("identifier", Identifier.Empty));
newCollection.Add(from, npcElement.GetAttributeIdentifier("identifier", Identifier.Empty), faction);
}
else
{
newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from));
newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from), faction);
}
}
humanPrefabCollections.Add(newCollection);
@@ -251,10 +316,12 @@ namespace Barotrauma
}
}
public IReadOnlyList<HumanPrefab> GetHumanPrefabs(Rand.RandSync randSync)
public IReadOnlyList<HumanPrefab> GetHumanPrefabs(IEnumerable<FactionPrefab> factions, Rand.RandSync randSync)
{
if (!humanPrefabCollections.Any()) { return Array.Empty<HumanPrefab>(); }
return humanPrefabCollections.GetRandom(randSync);
var collection = humanPrefabCollections.GetRandom(randSync);
return collection.GetByFaction(factions).ToImmutableList();
}
public ImmutableHashSet<Identifier> GetStoreIdentifiers()
@@ -143,9 +143,9 @@ namespace Barotrauma
//select which module types the outpost should consist of
List<Identifier> pendingModuleFlags =
onlyEntrance ?
generationParams.ModuleCounts.First().Identifier.ToEnumerable().ToList() :
SelectModules(outpostModules, generationParams);
(generationParams.ModuleCounts.FirstOrDefault()?.Identifier.ToEnumerable() ?? Enumerable.Empty<Identifier>()).ToList() :
SelectModules(outpostModules, location, generationParams);
foreach (Identifier flag in pendingModuleFlags)
{
if (flag == "none") { continue; }
@@ -237,15 +237,21 @@ namespace Barotrauma
wp.FindHull();
}
}
EnableFactionSpecificEntities(sub, location);
return sub;
}
remainingTries--;
}
#if DEBUG
DebugConsole.ThrowError("Failed to generate an outpost without overlapping modules. Trying to use a pre-built outpost instead...");
#else
DebugConsole.NewMessage("Failed to generate an outpost without overlapping modules. Trying to use a pre-built outpost instead...");
#endif
var outpostFiles = ContentPackageManager.EnabledPackages.All
.SelectMany(p => p.GetFiles<OutpostFile>())
.Where(f => !TutorialPrefab.Prefabs.Any(tp => tp.OutpostPath == f.Path))
.OrderBy(f => f.UintIdentifier).ToArray();
if (!outpostFiles.Any())
{
@@ -258,6 +264,7 @@ namespace Barotrauma
sub = new Submarine(prebuiltOutpostInfo);
sub.Info.OutpostGenerationParams = generationParams;
location?.RemoveTakenItems();
EnableFactionSpecificEntities(sub, location);
return sub;
List<MapEntity> loadEntities(Submarine sub)
@@ -296,18 +303,27 @@ namespace Barotrauma
hull.SetModuleTags(selectedModule.Info.OutpostModuleInfo.ModuleFlags);
}
selectedModule.HullBounds = new Rectangle(
hullEntities.Min(e => e.WorldRect.X), hullEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height),
hullEntities.Max(e => e.WorldRect.Right), hullEntities.Max(e => e.WorldRect.Y));
selectedModule.HullBounds = new Rectangle(
selectedModule.HullBounds.X, selectedModule.HullBounds.Y,
selectedModule.HullBounds.Width - selectedModule.HullBounds.X, selectedModule.HullBounds.Height - selectedModule.HullBounds.Y);
selectedModule.Bounds = new Rectangle(
wallEntities.Min(e => e.WorldRect.X), wallEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height),
wallEntities.Max(e => e.WorldRect.Right), wallEntities.Max(e => e.WorldRect.Y));
selectedModule.Bounds = new Rectangle(
selectedModule.Bounds.X, selectedModule.Bounds.Y,
selectedModule.Bounds.Width - selectedModule.Bounds.X, selectedModule.Bounds.Height - selectedModule.Bounds.Y);
if (!hullEntities.Any())
{
selectedModule.HullBounds = new Rectangle(Point.Zero, Submarine.GridSize.ToPoint());
}
else
{
Point min = new Point(hullEntities.Min(e => e.WorldRect.X), hullEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height));
Point max = new Point(hullEntities.Max(e => e.WorldRect.Right), hullEntities.Max(e => e.WorldRect.Y));
selectedModule.HullBounds = new Rectangle(min, max - min);
}
if (!wallEntities.Any())
{
selectedModule.Bounds = new Rectangle(Point.Zero, Submarine.GridSize.ToPoint());
}
else
{
Point min = new Point(wallEntities.Min(e => e.WorldRect.X), wallEntities.Min(e => e.WorldRect.Y - e.WorldRect.Height));
Point max = new Point(wallEntities.Max(e => e.WorldRect.Right), wallEntities.Max(e => e.WorldRect.Y));
selectedModule.Bounds = new Rectangle(min, max - min);
}
if (selectedModule.PreviousModule != null)
{
@@ -396,6 +412,23 @@ namespace Barotrauma
{
LockUnusedDoors(selectedModules, entities, generationParams.RemoveUnusedGaps);
}
if (generationParams.DrawBehindSubs)
{
foreach (var entity in allEntities)
{
if (entity is Structure structure)
{
//eww
structure.SpriteDepth = MathHelper.Lerp(0.999f, 0.9999f, structure.SpriteDepth);
#if CLIENT
foreach (var light in structure.Lights)
{
light.IsBackground = true;
}
#endif
}
}
}
AlignLadders(selectedModules, entities);
PowerUpOutpost(entities.SelectMany(e => e.Value));
if (generationParams.MaxWaterPercentage > 0.0f)
@@ -426,7 +459,7 @@ namespace Barotrauma
/// <summary>
/// Select the number and types of the modules to use in the outpost
/// </summary>
private static List<Identifier> SelectModules(IEnumerable<SubmarineInfo> modules, OutpostGenerationParams generationParams)
private static List<Identifier> SelectModules(IEnumerable<SubmarineInfo> modules, Location location, OutpostGenerationParams generationParams)
{
int totalModuleCount = generationParams.TotalModuleCount;
var pendingModuleFlags = new List<Identifier>();
@@ -437,23 +470,29 @@ namespace Barotrauma
while (pendingModuleFlags.Count < totalModuleCount && availableModulesFound)
{
availableModulesFound = false;
foreach (var moduleFlag in generationParams.ModuleCounts)
foreach (var moduleCount in generationParams.ModuleCounts)
{
if (pendingModuleFlags.Count(m => m == moduleFlag.Identifier) >= generationParams.GetModuleCount(moduleFlag.Identifier))
if (!moduleCount.RequiredFaction.IsEmpty &&
location.Faction?.Prefab.Identifier != moduleCount.RequiredFaction &&
location.SecondaryFaction?.Prefab.Identifier != moduleCount.RequiredFaction)
{
continue;
}
if (!modules.Any(m => m.OutpostModuleInfo.ModuleFlags.Contains(moduleFlag.Identifier)))
if (pendingModuleFlags.Count(m => m == moduleCount.Identifier) >= generationParams.GetModuleCount(moduleCount.Identifier))
{
DebugConsole.ThrowError($"Failed to add a module to the outpost (no modules with the flag \"{moduleFlag.Identifier}\" found).");
continue;
}
if (!modules.Any(m => m.OutpostModuleInfo.ModuleFlags.Contains(moduleCount.Identifier)))
{
DebugConsole.ThrowError($"Failed to add a module to the outpost (no modules with the flag \"{moduleCount.Identifier}\" found).");
continue;
}
availableModulesFound = true;
pendingModuleFlags.Add(moduleFlag.Identifier);
pendingModuleFlags.Add(moduleCount.Identifier);
}
}
pendingModuleFlags.OrderBy(f => generationParams.ModuleCounts.First(m => m.Identifier == f)).ThenBy(f => Rand.Value(Rand.RandSync.ServerAndClient));
while (pendingModuleFlags.Count < totalModuleCount)
pendingModuleFlags.OrderBy(f => generationParams.ModuleCounts.First(m => m.Identifier == f).Order).ThenBy(f => Rand.Value(Rand.RandSync.ServerAndClient));
while (pendingModuleFlags.Count < totalModuleCount && generationParams.AppendToReachTotalModuleCount)
{
//don't place "none" modules at the end because
// a. "filler rooms" at the end of a hallway are pointless
@@ -696,6 +735,14 @@ namespace Barotrauma
rect.Location += (module.Offset + module.MoveOffset).ToPoint();
rect.Y += module.Bounds.Height;
Vector2? selfGapPos1 = null;
Vector2? selfGapPos2 = null;
if (module.PreviousModule != null)
{
selfGapPos1 = module.Offset + module.ThisGap.Position + module.MoveOffset;
selfGapPos2 = module.PreviousModule.Offset + module.PreviousGap.Position + module.PreviousModule.MoveOffset;
}
foreach (PlacedModule otherModule in modules)
{
if (otherModule == module || otherModule.PreviousModule == null || otherModule.PreviousModule == module) { continue; }
@@ -710,7 +757,17 @@ namespace Barotrauma
Vector2 gapPos1 = otherModule.Offset + otherModule.ThisGap.Position + gapEdgeOffset + otherModule.MoveOffset;
Vector2 gapPos2 = otherModule.PreviousModule.Offset + otherModule.PreviousGap.Position + gapEdgeOffset + otherModule.PreviousModule.MoveOffset;
if (Submarine.RectContains(rect, gapPos1) || Submarine.RectContains(rect, gapPos2) || MathUtils.GetLineRectangleIntersection(gapPos1, gapPos2, rect, out _))
if (Submarine.RectContains(rect, gapPos1) ||
Submarine.RectContains(rect, gapPos2) ||
MathUtils.GetLineRectangleIntersection(gapPos1, gapPos2, rect, out _))
{
return true;
}
//check if the connection overlaps with this module's connection
if (selfGapPos1.HasValue && selfGapPos2.HasValue &&
!gapPos1.NearlyEquals(gapPos2) && !selfGapPos1.Value.NearlyEquals(selfGapPos2.Value) &&
MathUtils.LinesIntersect(gapPos1, gapPos2, selfGapPos1.Value, selfGapPos2.Value))
{
return true;
}
@@ -1362,6 +1419,21 @@ namespace Barotrauma
}
}
private static void EnableFactionSpecificEntities(Submarine sub, Location location)
{
foreach (MapEntity me in MapEntity.mapEntityList)
{
if (string.IsNullOrEmpty(me.Layer) || me.Submarine != sub) { continue; }
var layerAsIdentifier = me.Layer.ToIdentifier();
if (FactionPrefab.Prefabs.ContainsKey(layerAsIdentifier))
{
me.HiddenInGame =
location?.Faction?.Prefab != FactionPrefab.Prefabs[layerAsIdentifier];
}
}
}
private static void LockUnusedDoors(IEnumerable<PlacedModule> placedModules, Dictionary<PlacedModule, List<MapEntity>> entities, bool removeUnusedGaps)
{
foreach (PlacedModule module in placedModules)
@@ -1564,7 +1636,12 @@ namespace Barotrauma
List<HumanPrefab> killedCharacters = new List<HumanPrefab>();
List<(HumanPrefab HumanPrefab, CharacterInfo CharacterInfo)> selectedCharacters
= new List<(HumanPrefab HumanPrefab, CharacterInfo CharacterInfo)>();
var humanPrefabs = outpost.Info.OutpostGenerationParams.GetHumanPrefabs(Rand.RandSync.ServerAndClient);
List<FactionPrefab> factions = new List<FactionPrefab>();
if (location?.Faction != null) { factions.Add(location.Faction.Prefab); }
if (location?.SecondaryFaction != null) { factions.Add(location.SecondaryFaction.Prefab); }
var humanPrefabs = outpost.Info.OutpostGenerationParams.GetHumanPrefabs(factions, Rand.RandSync.ServerAndClient);
foreach (HumanPrefab humanPrefab in humanPrefabs)
{
if (humanPrefab is null) { continue; }
@@ -1583,7 +1660,7 @@ namespace Barotrauma
for (int tries = 0; tries < 100; tries++)
{
var characterInfo = killedCharacter.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
if (!location.KilledCharacterIdentifiers.Contains(characterInfo.GetIdentifier()))
if (location != null && !location.KilledCharacterIdentifiers.Contains(characterInfo.GetIdentifier()))
{
selectedCharacters.Add((killedCharacter, characterInfo));
break;
@@ -1605,11 +1682,11 @@ namespace Barotrauma
npc.AnimController.FindHull(gotoTarget.WorldPosition, setSubmarine: true);
npc.TeamID = CharacterTeamType.FriendlyNPC;
npc.HumanPrefab = humanPrefab;
if (!outpost.Info.OutpostNPCs.ContainsKey(humanPrefab.Identifier))
outpost.Info.AddOutpostNPCIdentifierOrTag(npc, humanPrefab.Identifier);
foreach (Identifier tag in humanPrefab.GetTags())
{
outpost.Info.OutpostNPCs.Add(humanPrefab.Identifier, new List<Character>());
outpost.Info.AddOutpostNPCIdentifierOrTag(npc, tag);
}
outpost.Info.OutpostNPCs[humanPrefab.Identifier].Add(npc);
if (GameMain.NetworkMember?.ServerSettings != null && !GameMain.NetworkMember.ServerSettings.KillableNPCs)
{
npc.CharacterHealth.Unkillable = true;