Release 1.10.5.0 - Autumn Update 2025
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@@ -473,7 +473,7 @@ namespace Barotrauma
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{
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get
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{
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availableMissions.RemoveAll(m => m.Completed || (m.Failed && !m.Prefab.AllowRetry));
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availableMissions.RemoveAll(m => m.Completed || (m.Failed && !m.Prefab.AllowRetry) || m.ForceFailure);
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return availableMissions;
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}
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}
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@@ -1091,6 +1091,12 @@ namespace Barotrauma
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mission.TimesAttempted = loadedMission.TimesAttempted;
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availableMissions.Add(mission);
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if (loadedMission.SelectedMission) { selectedMissions.Add(mission); }
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var levelData = destination == this ? LevelData : Connections.FirstOrDefault(c => c.OtherLocation(this) == destination)?.LevelData;
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if (levelData != null)
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{
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mission.AdjustLevelData(levelData);
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}
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}
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loadedMissions = null;
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}
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@@ -39,7 +39,7 @@ namespace Barotrauma
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{
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get
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{
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availableMissions.RemoveAll(m => m.Completed || (m.Failed && !m.Prefab.AllowRetry));
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availableMissions.RemoveAll(m => m.Completed || (m.Failed && !m.Prefab.AllowRetry) || m.ForceFailure);
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return availableMissions;
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}
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}
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@@ -235,15 +235,17 @@ namespace Barotrauma
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//backwards compatibility (or support for loading maps created with mods that modify the end biome setup):
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//if there's too few end locations, create more
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int missingOutpostCount = endLocations.First().Biome.EndBiomeLocationCount - endLocations.Count;
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Location firstEndLocation = EndLocations[0];
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Biome endBiome = firstEndLocation.Biome;
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int missingOutpostCount = endBiome.EndBiomeLocationCount - endLocations.Count;
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for (int i = 0; i < missingOutpostCount; i++)
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{
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Vector2 mapPos = new Vector2(
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MathHelper.Lerp(firstEndLocation.MapPosition.X, Width, MathHelper.Lerp(0.2f, 0.8f, i / (float)missingOutpostCount)),
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Height * MathHelper.Lerp(0.2f, 1.0f, (float)rand.NextDouble()));
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var newEndLocation = new Location(mapPos, generationParams.DifficultyZones, firstEndLocation.Biome.Identifier, rand, forceLocationType: firstEndLocation.Type, existingLocations: Locations);
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var newEndLocation = new Location(mapPos, generationParams.DifficultyZones, endBiome.Identifier, rand, forceLocationType: firstEndLocation.Type, existingLocations: Locations);
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newEndLocation.Biome = endBiome;
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newEndLocation.LevelData = new LevelData(newEndLocation, this, difficulty: 100.0f);
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Locations.Add(newEndLocation);
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endLocations.Add(newEndLocation);
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