Faction Test 100.13.0.0
This commit is contained in:
@@ -867,6 +867,7 @@ namespace Barotrauma
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(endPath != null && GetDistToTunnel(cell.Center, endPath) < minMainPathWidth) ||
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(endHole != null && GetDistToTunnel(cell.Center, endHole) < minMainPathWidth)) { continue; }
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if (cell.Edges.Any(e => e.AdjacentCell(cell)?.CellType != CellType.Path || e.NextToCave)) { continue; }
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if (PositionsOfInterest.Any(p => cell.IsPointInside(p.Position.ToVector2()))) { continue; }
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potentialIslands.Add(cell);
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}
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for (int i = 0; i < GenerationParams.IslandCount; i++)
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@@ -1112,6 +1113,7 @@ namespace Barotrauma
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caveCells.AddRange(cave.Tunnels.SelectMany(t => t.Cells));
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foreach (var caveCell in caveCells)
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{
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if (PositionsOfInterest.Any(p => caveCell.IsPointInside(p.Position.ToVector2()))) { continue; }
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.ServerAndClient) < destructibleWallRatio * cave.CaveGenerationParams.DestructibleWallRatio)
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{
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var chunk = CreateIceChunk(caveCell.Edges, caveCell.Center, health: 50.0f);
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@@ -3189,7 +3191,7 @@ namespace Barotrauma
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TryGetInterestingPosition(true, spawnPosType, minDistFromSubs, out Vector2 startPos, filter);
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Vector2 offset = Rand.Vector(Rand.Range(0.0f, randomSpread, Rand.RandSync.ServerAndClient), Rand.RandSync.ServerAndClient);
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if (!cells.Any(c => c.IsPointInside(startPos + offset)))
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if (!IsPositionInsideWall(startPos + offset))
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{
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startPos += offset;
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}
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@@ -3245,10 +3247,9 @@ namespace Barotrauma
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{
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suitablePositions.RemoveAll(p => !filter(p));
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}
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//avoid floating ice chunks on the main path
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if (positionType.HasFlag(PositionType.MainPath) || positionType.HasFlag(PositionType.SidePath))
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{
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suitablePositions.RemoveAll(p => ExtraWalls.Any(w => w.Cells.Any(c => c.IsPointInside(p.Position.ToVector2()))));
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suitablePositions.RemoveAll(p => IsPositionInsideWall(p.Position.ToVector2()));
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}
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if (!suitablePositions.Any())
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{
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@@ -3301,10 +3302,16 @@ namespace Barotrauma
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return false;
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}
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position = farEnoughPositions[Rand.Int(farEnoughPositions.Count, (useSyncedRand ? Rand.RandSync.ServerAndClient : Rand.RandSync.Unsynced))].Position;
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position = farEnoughPositions[Rand.Int(farEnoughPositions.Count, useSyncedRand ? Rand.RandSync.ServerAndClient : Rand.RandSync.Unsynced)].Position;
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return true;
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}
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public bool IsPositionInsideWall(Vector2 worldPosition)
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{
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var closestCell = GetClosestCell(worldPosition);
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return closestCell != null && closestCell.IsPointInside(worldPosition);
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}
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public void Update(float deltaTime, Camera cam)
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{
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LevelObjectManager.Update(deltaTime);
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@@ -3347,14 +3354,13 @@ namespace Barotrauma
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public Vector2 GetBottomPosition(float xPosition)
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{
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int index = (int)Math.Floor(xPosition / Size.X * (bottomPositions.Count - 1));
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float interval = Size.X / (bottomPositions.Count - 1);
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int index = (int)Math.Floor(xPosition / interval);
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if (index < 0 || index >= bottomPositions.Count - 1) { return new Vector2(xPosition, BottomPos); }
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float t = (xPosition - bottomPositions[index].X) / (bottomPositions[index + 1].X - bottomPositions[index].X);
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//t can go slightly outside the 0-1 due to rounding, safe to ignore
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Debug.Assert(t <= 1.001f && t >= -0.001f);
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float t = (xPosition - bottomPositions[index].X) / interval;
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t = MathHelper.Clamp(t, 0.0f, 1.0f);
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float yPos = MathHelper.Lerp(bottomPositions[index].Y, bottomPositions[index + 1].Y, t);
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return new Vector2(xPosition, yPos);
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@@ -161,7 +161,7 @@ namespace Barotrauma
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/// </summary>
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public LevelData(LocationConnection locationConnection)
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{
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Seed = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
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Seed = locationConnection.Locations[0].LevelData.Seed + locationConnection.Locations[1].LevelData.Seed;
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Biome = locationConnection.Biome;
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Type = LevelType.LocationConnection;
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Difficulty = locationConnection.Difficulty;
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@@ -194,9 +194,9 @@ namespace Barotrauma
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/// <summary>
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/// Instantiates level data using the properties of the location
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/// </summary>
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public LevelData(Location location, float difficulty)
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public LevelData(Location location, Map map, float difficulty)
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{
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Seed = location.BaseName;
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Seed = location.BaseName + map.Locations.IndexOf(location);
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Biome = location.Biome;
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Type = LevelType.Outpost;
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Difficulty = difficulty;
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@@ -646,7 +646,7 @@ namespace Barotrauma
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}
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}
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public static LevelGenerationParams GetRandom(string seed, LevelData.LevelType type, float difficulty, Identifier biome = default)
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public static LevelGenerationParams GetRandom(string seed, LevelData.LevelType type, float difficulty, Identifier biomeId = default)
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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@@ -661,14 +661,29 @@ namespace Barotrauma
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lp.Type == type &&
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(lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Any()) &&
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!lp.AllowedBiomeIdentifiers.Contains("None".ToIdentifier()));
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matchingLevelParams = biome.IsEmpty
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? matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || !lp.AllowedBiomeIdentifiers.All(b => Biome.Prefabs[b].IsEndBiome))
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: matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Contains(biome));
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if (biomeId.IsEmpty)
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{
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//we don't want end levels when generating a completely random level (e.g. in mission mode)
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matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || !lp.AllowedBiomeIdentifiers.All(b => Biome.Prefabs[b].IsEndBiome));
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}
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else
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{
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bool isEndBiome = Biome.Prefabs.TryGet(biomeId, out Biome biome) && biome.IsEndBiome;
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if (isEndBiome && matchingLevelParams.Any(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId)))
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{
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//in the end biome, we must choose level parameters meant specifically for the end levels
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matchingLevelParams = matchingLevelParams.Where(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId));
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}
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else
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{
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matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Contains(biomeId));
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}
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}
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if (!matchingLevelParams.Any())
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{
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DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biome.IfEmpty("null".ToIdentifier())}\", type: \"{type}\")");
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if (!biome.IsEmpty)
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DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\")");
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if (!biomeId.IsEmpty)
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{
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//try to find params that at least have a suitable type
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matchingLevelParams = levelParamsOrdered.Where(lp => lp.Type == type);
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@@ -682,7 +697,7 @@ namespace Barotrauma
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if (!matchingLevelParams.Any(lp => difficulty >= lp.MinLevelDifficulty && difficulty <= lp.MaxLevelDifficulty))
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{
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DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biome.IfEmpty("null".ToIdentifier())}\", type: \"{type}\", difficulty: {difficulty})");
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DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\", difficulty: {difficulty})");
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}
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else
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{
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@@ -457,12 +457,14 @@ namespace Barotrauma
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private struct LoadedMission
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{
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public MissionPrefab MissionPrefab { get; }
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public int OriginLocationIndex { get; }
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public int DestinationIndex { get; }
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public bool SelectedMission { get; }
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public LoadedMission(MissionPrefab prefab, int destinationIndex, bool selectedMission)
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public LoadedMission(MissionPrefab prefab, int originLocationIndex, int destinationIndex, bool selectedMission)
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{
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MissionPrefab = prefab;
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OriginLocationIndex = originLocationIndex;
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DestinationIndex = destinationIndex;
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SelectedMission = selectedMission;
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}
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@@ -663,9 +665,10 @@ namespace Barotrauma
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if (string.IsNullOrWhiteSpace(id)) { continue; }
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var prefab = MissionPrefab.Prefabs.Find(p => p.Identifier == id);
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if (prefab == null) { continue; }
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var origin = childElement.GetAttributeInt("origin", -1);
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var destination = childElement.GetAttributeInt("destinationindex", -1);
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var selected = childElement.GetAttributeBool("selected", false);
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loadedMissions.Add(new LoadedMission(prefab, destination, selected));
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loadedMissions.Add(new LoadedMission(prefab, origin, destination, selected));
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}
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}
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}
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@@ -926,6 +929,10 @@ namespace Barotrauma
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destination = Connections.First().OtherLocation(this);
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}
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var mission = loadedMission.MissionPrefab.Instantiate(new Location[] { this, destination }, Submarine.MainSub);
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if (loadedMission.OriginLocationIndex >= 0 && loadedMission.OriginLocationIndex < map.Locations.Count)
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{
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mission.OriginLocation = map.Locations[loadedMission.OriginLocationIndex];
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}
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availableMissions.Add(mission);
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if (loadedMission.SelectedMission) { selectedMissions.Add(mission); }
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}
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@@ -1520,10 +1527,12 @@ namespace Barotrauma
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foreach (Mission mission in missions)
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{
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var location = mission.Locations.All(l => l == this) ? this : mission.Locations.FirstOrDefault(l => l != this);
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var i = map.Locations.IndexOf(location);
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var destinationIndex = map.Locations.IndexOf(location);
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var originIndex = map.Locations.IndexOf(mission.OriginLocation);
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missionsElement.Add(new XElement("mission",
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new XAttribute("prefabid", mission.Prefab.Identifier),
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new XAttribute("destinationindex", i),
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new XAttribute("destinationindex", destinationIndex),
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new XAttribute("origin", originIndex),
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new XAttribute("selected", selectedMissions.Contains(mission))));
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}
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locationElement.Add(missionsElement);
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@@ -167,7 +167,7 @@ namespace Barotrauma
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}
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int startLocationindex = element.GetAttributeInt("startlocation", -1);
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if (startLocationindex > 0 && startLocationindex < Locations.Count)
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if (startLocationindex >= 0 && startLocationindex < Locations.Count)
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{
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StartLocation = Locations[startLocationindex];
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}
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@@ -188,10 +188,9 @@ namespace Barotrauma
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{
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//backwards compatibility
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int endLocationIndex = element.GetAttributeInt("endlocation", -1);
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if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
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if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
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{
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endLocations.Add(Locations[endLocationIndex]);
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Locations[endLocationIndex].LevelData.ReassignGenerationParams(Seed);
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}
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else
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{
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@@ -203,7 +202,7 @@ namespace Barotrauma
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int[] endLocationindices = element.GetAttributeIntArray("endlocations", Array.Empty<int>());
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foreach (int endLocationIndex in endLocationindices)
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{
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if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
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if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
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{
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endLocations.Add(Locations[endLocationIndex]);
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}
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@@ -245,7 +244,7 @@ namespace Barotrauma
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{
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Biome = endLocations.First().Biome
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};
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newEndLocation.LevelData = new LevelData(newEndLocation, difficulty: 100.0f);
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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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}
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@@ -339,7 +338,7 @@ namespace Barotrauma
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{
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if (StartLocation != null)
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{
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StartLocation.LevelData = new LevelData(StartLocation, 0);
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StartLocation.LevelData = new LevelData(StartLocation, this, 0);
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}
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//ensure all paths from the starting location have 0 difficulty to make the 1st campaign round very easy
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@@ -701,7 +700,7 @@ namespace Barotrauma
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foreach (Location location in Locations)
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{
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location.LevelData = new LevelData(location, CalculateDifficulty(location.MapPosition.X, location.Biome));
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location.LevelData = new LevelData(location, this, CalculateDifficulty(location.MapPosition.X, location.Biome));
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if (location.Type.HasOutpost && campaign != null && location.Type.OutpostTeam == CharacterTeamType.FriendlyNPC)
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{
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location.Faction ??= campaign.GetRandomFaction(Rand.RandSync.ServerAndClient);
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@@ -902,6 +901,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < endLocations.Count; i++)
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{
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endLocations[i].LevelData.ReassignGenerationParams(Seed);
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var outpostParams = OutpostGenerationParams.OutpostParams.FirstOrDefault(p => p.ForceToEndLocationIndex == i);
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if (outpostParams != null)
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{
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@@ -124,9 +124,18 @@ namespace Barotrauma
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int eventCount = GameMain.Server.EntityEventManager.Events.Count();
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int uniqueEventCount = GameMain.Server.EntityEventManager.UniqueEvents.Count();
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#endif
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List<MapEntity> entities = MapEntity.mapEntityList.FindAll(e => e.Submarine == sub);
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HashSet<Submarine> connectedSubs = new HashSet<Submarine>() { sub };
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foreach (Submarine otherSub in Submarine.Loaded)
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{
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//remove linked subs too
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if (otherSub.Submarine == sub) { connectedSubs.Add(otherSub); }
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}
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List<MapEntity> entities = MapEntity.mapEntityList.FindAll(e => connectedSubs.Contains(e.Submarine));
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entities.ForEach(e => e.Remove());
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sub.Remove();
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foreach (Submarine otherSub in connectedSubs)
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{
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otherSub.Remove();
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}
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#if SERVER
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//remove any events created during the removal of the entities
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GameMain.Server.EntityEventManager.Events.RemoveRange(eventCount, GameMain.Server.EntityEventManager.Events.Count - eventCount);
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@@ -543,12 +552,8 @@ namespace Barotrauma
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foreach (OutpostModuleInfo.GapPosition gapPosition in GapPositions.Randomize(Rand.RandSync.ServerAndClient))
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{
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if (currentModule.UsedGapPositions.HasFlag(gapPosition)) { continue; }
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if (!allowExtendBelowInitialModule)
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{
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//don't continue downwards if it'd extend below the airlock
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if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { continue; }
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}
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if (DisallowBelowAirlock(allowExtendBelowInitialModule, gapPosition, currentModule)) { continue; }
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PlacedModule newModule = null;
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//try appending to the current module if possible
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if (currentModule.Info.OutpostModuleInfo.GapPositions.HasFlag(gapPosition))
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@@ -569,6 +574,7 @@ namespace Barotrauma
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foreach (OutpostModuleInfo.GapPosition otherGapPosition in
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GapPositions.Where(g => !otherModule.UsedGapPositions.HasFlag(g) && otherModule.Info.OutpostModuleInfo.GapPositions.HasFlag(g)))
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{
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if (DisallowBelowAirlock(allowExtendBelowInitialModule, otherGapPosition, otherModule)) { continue; }
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newModule = AppendModule(otherModule, GetOpposingGapPosition(otherGapPosition), availableModules, pendingModuleFlags, selectedModules, locationType, allowDifferentLocationType);
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if (newModule != null)
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{
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@@ -617,6 +623,16 @@ namespace Barotrauma
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{
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System.Diagnostics.Debug.Assert(selectedModules.All(m => m.PreviousModule == null || selectedModules.Contains(m.PreviousModule)));
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}
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static bool DisallowBelowAirlock(bool allowExtendBelowInitialModule, OutpostModuleInfo.GapPosition gapPosition, PlacedModule currentModule)
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{
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if (!allowExtendBelowInitialModule)
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{
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//don't continue downwards if it'd extend below the airlock
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if (gapPosition == OutpostModuleInfo.GapPosition.Bottom && currentModule.Offset.Y <= 1) { return true; }
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}
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return false;
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}
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}
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/// <summary>
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@@ -1367,7 +1367,7 @@ namespace Barotrauma
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return new Rectangle((int)bounds.X, (int)bounds.Y, (int)(bounds.Z - bounds.X), (int)(bounds.Y - bounds.W));
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}
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public Submarine(SubmarineInfo info, bool showWarningMessages = true, Func<Submarine, List<MapEntity>> loadEntities = null, IdRemap linkedRemap = null) : base(null, Entity.NullEntityID)
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public Submarine(SubmarineInfo info, bool showErrorMessages = true, Func<Submarine, List<MapEntity>> loadEntities = null, IdRemap linkedRemap = null) : base(null, Entity.NullEntityID)
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{
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upgradeEventIdentifier = new Identifier($"Submarine{ID}");
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Loading = true;
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@@ -1438,64 +1438,65 @@ namespace Barotrauma
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center.Y -= center.Y % GridSize.Y;
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RepositionEntities(-center, MapEntity.mapEntityList.Where(me => me.Submarine == this));
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}
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subBody = new SubmarineBody(this, showWarningMessages);
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Vector2 pos = ConvertUnits.ToSimUnits(HiddenSubPosition);
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subBody.Body.FarseerBody.SetTransformIgnoreContacts(ref pos, 0.0f);
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subBody = new SubmarineBody(this, showErrorMessages);
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Vector2 pos = ConvertUnits.ToSimUnits(HiddenSubPosition);
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subBody.Body.FarseerBody.SetTransformIgnoreContacts(ref pos, 0.0f);
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if (info.IsOutpost)
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if (info.IsOutpost)
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{
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ShowSonarMarker = false;
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PhysicsBody.FarseerBody.BodyType = BodyType.Static;
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TeamID = CharacterTeamType.FriendlyNPC;
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bool indestructible =
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GameMain.NetworkMember != null &&
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!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
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!(info.OutpostGenerationParams?.AlwaysDestructible ?? false);
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foreach (MapEntity me in MapEntity.mapEntityList)
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{
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ShowSonarMarker = false;
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TeamID = CharacterTeamType.FriendlyNPC;
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bool indestructible =
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GameMain.NetworkMember != null &&
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!GameMain.NetworkMember.ServerSettings.DestructibleOutposts &&
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!(info.OutpostGenerationParams?.AlwaysDestructible ?? false);
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foreach (MapEntity me in MapEntity.mapEntityList)
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if (me.Submarine != this) { continue; }
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if (me is Item item)
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{
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if (me.Submarine != this) { continue; }
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if (me is Item item)
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item.SpawnedInCurrentOutpost = info.OutpostGenerationParams != null;
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item.AllowStealing = info.OutpostGenerationParams?.AllowStealing ?? true;
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if (item.GetComponent<Repairable>() != null && indestructible)
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{
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item.SpawnedInCurrentOutpost = info.OutpostGenerationParams != null;
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||||
item.AllowStealing = info.OutpostGenerationParams?.AllowStealing ?? true;
|
||||
if (item.GetComponent<Repairable>() != null && indestructible)
|
||||
item.Indestructible = true;
|
||||
}
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic is ConnectionPanel connectionPanel)
|
||||
{
|
||||
item.Indestructible = true;
|
||||
}
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic is ConnectionPanel connectionPanel)
|
||||
//prevent rewiring
|
||||
if (info.OutpostGenerationParams != null && !info.OutpostGenerationParams.AlwaysRewireable)
|
||||
{
|
||||
//prevent rewiring
|
||||
if (info.OutpostGenerationParams != null && !info.OutpostGenerationParams.AlwaysRewireable)
|
||||
{
|
||||
connectionPanel.Locked = true;
|
||||
}
|
||||
connectionPanel.Locked = true;
|
||||
}
|
||||
else if (ic is Holdable holdable && holdable.Attached && item.GetComponent<LevelResource>() == null)
|
||||
{
|
||||
//prevent deattaching items from walls
|
||||
}
|
||||
else if (ic is Holdable holdable && holdable.Attached && item.GetComponent<LevelResource>() == null)
|
||||
{
|
||||
//prevent deattaching items from walls
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.GameMode is TutorialMode) { continue; }
|
||||
#endif
|
||||
holdable.CanBePicked = false;
|
||||
holdable.CanBeSelected = false;
|
||||
}
|
||||
holdable.CanBePicked = false;
|
||||
holdable.CanBeSelected = false;
|
||||
}
|
||||
}
|
||||
else if (me is Structure structure && structure.Prefab.IndestructibleInOutposts && indestructible)
|
||||
{
|
||||
structure.Indestructible = true;
|
||||
}
|
||||
}
|
||||
else if (me is Structure structure && structure.Prefab.IndestructibleInOutposts && indestructible)
|
||||
{
|
||||
structure.Indestructible = true;
|
||||
}
|
||||
}
|
||||
else if (info.IsRuin)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
}
|
||||
}
|
||||
else if (info.IsRuin)
|
||||
{
|
||||
ShowSonarMarker = false;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
}
|
||||
|
||||
if (entityGrid != null)
|
||||
@@ -1542,7 +1543,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
//if the sub was made using an older version,
|
||||
//halve the brightness of the lights to make them look (almost) right on the new lighting formula
|
||||
if (showWarningMessages &&
|
||||
if (showErrorMessages &&
|
||||
!string.IsNullOrEmpty(Info.FilePath) &&
|
||||
Screen.Selected != GameMain.SubEditorScreen &&
|
||||
(Info.GameVersion == null || Info.GameVersion < new Version("0.8.9.0")))
|
||||
|
||||
@@ -116,7 +116,7 @@ namespace Barotrauma
|
||||
get { return submarine; }
|
||||
}
|
||||
|
||||
public SubmarineBody(Submarine sub, bool showWarningMessages = true)
|
||||
public SubmarineBody(Submarine sub, bool showErrorMessages = true)
|
||||
{
|
||||
this.submarine = sub;
|
||||
|
||||
@@ -126,9 +126,9 @@ namespace Barotrauma
|
||||
if (!Hull.HullList.Any(h => h.Submarine == sub))
|
||||
{
|
||||
farseerBody = GameMain.World.CreateRectangle(1.0f, 1.0f, 1.0f);
|
||||
if (showWarningMessages)
|
||||
if (showErrorMessages)
|
||||
{
|
||||
DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
|
||||
DebugConsole.ThrowError($"No hulls found in the submarine \"{sub.Info.Name}\". Generating a physics body for the submarine failed.");
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user