Faction Test 100.13.0.0

This commit is contained in:
Markus Isberg
2023-01-11 15:36:23 +02:00
parent 1650735468
commit caa5a2f762
145 changed files with 2100 additions and 1111 deletions
@@ -46,7 +46,7 @@ namespace Barotrauma
private List<Faction> factions;
public IReadOnlyList<Faction> Factions => factions;
public CampaignMetadata CampaignMetadata;
public readonly CampaignMetadata CampaignMetadata;
protected XElement petsElement;
@@ -157,6 +157,7 @@ namespace Barotrauma
CargoManager = new CargoManager(this);
MedicalClinic = new MedicalClinic(this);
CampaignMetadata = new CampaignMetadata();
Identifier messageIdentifier = new Identifier("money");
#if CLIENT
@@ -675,9 +676,11 @@ namespace Barotrauma
//TODO: ignore players who don't have the permission to trigger a transition between levels?
var leavingPlayers = Character.CharacterList.Where(c => !c.IsDead && (c == Character.Controlled || c.IsRemotePlayer));
CharacterTeamType submarineTeam = leavingPlayers.FirstOrDefault()?.TeamID ?? CharacterTeamType.Team1;
//allow leaving if inside an outpost, and the submarine is either docked to it or close enough
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers);
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers);
Submarine leavingSubAtStart = GetLeavingSubAtStart(leavingPlayers, submarineTeam);
Submarine leavingSubAtEnd = GetLeavingSubAtEnd(leavingPlayers, submarineTeam);
int playersInSubAtStart = leavingSubAtStart == null || !leavingSubAtStart.AtStartExit ? 0 :
leavingPlayers.Count(c => c.Submarine == leavingSubAtStart || leavingSubAtStart.DockedTo.Contains(c.Submarine) || (Level.Loaded.StartOutpost != null && c.Submarine == Level.Loaded.StartOutpost));
@@ -691,11 +694,11 @@ namespace Barotrauma
return playersInSubAtStart > playersInSubAtEnd ? leavingSubAtStart : leavingSubAtEnd;
static Submarine GetLeavingSubAtStart(IEnumerable<Character> leavingPlayers)
static Submarine GetLeavingSubAtStart(IEnumerable<Character> leavingPlayers, CharacterTeamType submarineTeam)
{
if (Level.Loaded.StartOutpost == null)
{
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
if (closestSub == null) { return null; }
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
@@ -705,23 +708,23 @@ namespace Barotrauma
if (Level.Loaded.StartOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.StartOutpost)) { return null; }
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
Submarine closestSub = Submarine.FindClosest(Level.Loaded.StartOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
if (closestSub == null || !closestSub.AtStartExit) { return null; }
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
}
static Submarine GetLeavingSubAtEnd(IEnumerable<Character> leavingPlayers)
static Submarine GetLeavingSubAtEnd(IEnumerable<Character> leavingPlayers, CharacterTeamType submarineTeam)
{
if (Level.Loaded.EndOutpost != null && Level.Loaded.EndOutpost.ExitPoints.Any())
{
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
if (closestSub == null || !closestSub.AtEndExit) { return null; }
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
@@ -733,7 +736,7 @@ namespace Barotrauma
if (Level.Loaded.EndOutpost == null)
{
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndExitPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
if (closestSub == null) { return null; }
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
@@ -743,13 +746,13 @@ namespace Barotrauma
if (Level.Loaded.EndOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != leavingPlayers.FirstOrDefault()?.TeamID) { return null; }
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle || dockedSub.TeamID != submarineTeam) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
//nothing docked, check if there's a sub close enough to the outpost and someone inside the outpost
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection && !leavingPlayers.Any(s => s.Submarine == Level.Loaded.EndOutpost)) { return null; }
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: leavingPlayers.FirstOrDefault()?.TeamID);
Submarine closestSub = Submarine.FindClosest(Level.Loaded.EndOutpost.WorldPosition, ignoreOutposts: true, ignoreRespawnShuttle: true, teamType: submarineTeam);
if (closestSub == null || !closestSub.AtEndExit) { return null; }
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
@@ -870,7 +873,7 @@ namespace Barotrauma
}
foreach (Location location in Map.Locations)
{
location.LevelData = new LevelData(location, location.Biome.AdjustedMaxDifficulty);
location.LevelData = new LevelData(location, Map, location.Biome.AdjustedMaxDifficulty);
location.Reset(this);
}
Map.ClearLocationHistory();
@@ -82,7 +82,7 @@ namespace Barotrauma
}
public const int DefaultMaxMissionCount = 2;
public const int MaxMissionCountLimit = 10;
public const int MaxMissionCountLimit = 3;
public const int MinMissionCountLimit = 1;
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
@@ -1,4 +1,5 @@
using Barotrauma.IO;
using Barotrauma.Extensions;
using Barotrauma.IO;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
@@ -53,7 +54,7 @@ namespace Barotrauma
}
}
private bool ValidateFlag(NetFlags flag)
private static bool ValidateFlag(NetFlags flag)
{
if (MathHelper.IsPowerOfTwo((int)flag)) { return true; }
#if DEBUG
@@ -105,7 +106,6 @@ namespace Barotrauma
#endif
}
CampaignID = currentCampaignID;
CampaignMetadata = new CampaignMetadata();
UpgradeManager = new UpgradeManager(this);
InitFactions();
}
@@ -194,7 +194,7 @@ namespace Barotrauma
}
break;
case "metadata":
CampaignMetadata = new CampaignMetadata(subElement);
CampaignMetadata.Load(subElement);
break;
case "upgrademanager":
case "pendingupgrades":
@@ -237,10 +237,8 @@ namespace Barotrauma
};
}
CampaignMetadata ??= new CampaignMetadata();
UpgradeManager ??= new UpgradeManager(this);
InitFactions();
#if SERVER
characterData.Clear();
string characterDataPath = GetCharacterDataSavePath();