Unstable 1.1.14.0

This commit is contained in:
Markus Isberg
2023-10-02 16:43:54 +03:00
parent 94f5a93a0c
commit cf8f0de659
606 changed files with 21906 additions and 11456 deletions
@@ -1,4 +1,5 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using System.Collections.Generic;
@@ -9,22 +10,37 @@ namespace Barotrauma
public override bool DisplayAsCompleted => false;
public override bool DisplayAsFailed => false;
public override int State
{
get => base.State;
set
{
base.State = value;
if (base.State > 0)
{
caves.ForEach(c => c.MissionsToDisplayOnSonar.Remove(this));
}
}
}
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
byte caveCount = msg.ReadByte();
for (int i = 0; i < caveCount; i++)
{
byte selectedCave = msg.ReadByte();
if (selectedCave < 255 && Level.Loaded != null)
byte selectedCaveIndex = msg.ReadByte();
if (selectedCaveIndex < 255 && Level.Loaded != null)
{
if (selectedCave < Level.Loaded.Caves.Count)
if (selectedCaveIndex < Level.Loaded.Caves.Count)
{
Level.Loaded.Caves[selectedCave].DisplayOnSonar = true;
var selectedCave = Level.Loaded.Caves[selectedCaveIndex];
selectedCave.MissionsToDisplayOnSonar.Add(this);
caves.Add(selectedCave);
}
else
{
DebugConsole.ThrowError($"Cave index out of bounds when reading nest mission data. Index: {selectedCave}, number of caves: {Level.Loaded.Caves.Count}");
DebugConsole.ThrowError($"Cave index out of bounds when reading nest mission data. Index: {selectedCaveIndex}, number of caves: {Level.Loaded.Caves.Count}");
}
}
}
@@ -4,6 +4,7 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using static Barotrauma.MissionPrefab;
namespace Barotrauma
{
@@ -27,7 +28,11 @@ namespace Barotrauma
public Color GetDifficultyColor()
{
int v = Difficulty ?? MissionPrefab.MinDifficulty;
return GetDifficultyColor(Difficulty ?? MissionPrefab.MinDifficulty);
}
public static Color GetDifficultyColor(int difficulty)
{
int v = difficulty;
float t = MathUtils.InverseLerp(MissionPrefab.MinDifficulty, MissionPrefab.MaxDifficulty, v);
return ToolBox.GradientLerp(t, GUIStyle.Green, GUIStyle.Orange, GUIStyle.Red);
}
@@ -61,36 +66,48 @@ namespace Barotrauma
List<LocalizedString> reputationRewardTexts = new List<LocalizedString>();
foreach (var reputationReward in ReputationRewards)
{
FactionPrefab targetFactionPrefab;
if (reputationReward.Key == "location" )
FactionPrefab factionPrefab;
if (reputationReward.FactionIdentifier == "location" )
{
targetFactionPrefab = OriginLocation.Faction?.Prefab;
factionPrefab = OriginLocation.Faction?.Prefab;
}
else
{
FactionPrefab.Prefabs.TryGet(reputationReward.Key, out targetFactionPrefab);
}
if (targetFactionPrefab == null)
{
return string.Empty;
FactionPrefab.Prefabs.TryGet(reputationReward.FactionIdentifier, out factionPrefab);
}
float totalReputationChange = reputationReward.Value;
if (GameMain.GameSession?.Campaign?.Factions.Find(f => f.Prefab == targetFactionPrefab) is Faction faction)
if (factionPrefab != null)
{
totalReputationChange = reputationReward.Value * faction.Reputation.GetReputationChangeMultiplier(reputationReward.Value);
AddReputationText(factionPrefab, reputationReward.Amount);
if (!MathUtils.NearlyEqual(reputationReward.AmountForOpposingFaction, 0.0f) &&
FactionPrefab.Prefabs.TryGet(factionPrefab.OpposingFaction, out var opposingFactionPrefab))
{
AddReputationText(opposingFactionPrefab, reputationReward.AmountForOpposingFaction);
}
}
}
void AddReputationText(FactionPrefab factionPrefab, float amount)
{
if (factionPrefab == null) { return; }
float totalReputationChange = amount;
if (GameMain.GameSession?.Campaign?.Factions.Find(f => f.Prefab == factionPrefab) is Faction faction)
{
totalReputationChange = amount * faction.Reputation.GetReputationChangeMultiplier(amount);
}
LocalizedString name = $"‖color:{XMLExtensions.ToStringHex(targetFactionPrefab.IconColor)}‖{targetFactionPrefab.Name}‖end‖";
LocalizedString name = $"‖color:{XMLExtensions.ToStringHex(factionPrefab.IconColor)}‖{factionPrefab.Name}‖end‖";
float normalizedValue = MathUtils.InverseLerp(-100.0f, 100.0f, totalReputationChange);
string formattedValue = ((int)Math.Round(totalReputationChange)).ToString("+#;-#;0"); //force plus sign for positive numbers
LocalizedString rewardText = TextManager.GetWithVariables(
"reputationformat",
("[reputationname]", name),
("[reputationvalue]", $"‖color:{XMLExtensions.ToStringHex(Reputation.GetReputationColor(normalizedValue))}‖{formattedValue}‖end‖" ));
("[reputationvalue]", $"‖color:{XMLExtensions.ToStringHex(Reputation.GetReputationColor(normalizedValue))}‖{formattedValue}‖end‖"));
reputationRewardTexts.Add(rewardText.Value);
}
if (reputationRewardTexts.Any())
{
return RichString.Rich(TextManager.AddPunctuation(':', TextManager.Get("reputation"), LocalizedString.Join(", ", reputationRewardTexts)));
@@ -100,6 +117,20 @@ namespace Barotrauma
return string.Empty;
}
}
partial void DistributeExperienceToCrew(IEnumerable<Character> crew, int experienceGain)
{
foreach (Character character in crew)
{
GiveMissionExperience(character.Info);
}
void GiveMissionExperience(CharacterInfo info)
{
if (info == null) { return; }
var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
info.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
info.GiveExperience((int)(experienceGain * experienceGainMultiplierIndividual.Value));
}
}
partial void ShowMessageProjSpecific(int missionState)
{
@@ -9,6 +9,19 @@ namespace Barotrauma
public override bool DisplayAsCompleted => State > 0 && !requireDelivery;
public override bool DisplayAsFailed => false;
public override int State
{
get => base.State;
set
{
base.State = value;
if (base.State > 0 && selectedCave != null)
{
selectedCave.MissionsToDisplayOnSonar.Remove(this);
}
}
}
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -20,8 +33,9 @@ namespace Barotrauma
{
if (selectedCaveIndex < Level.Loaded.Caves.Count)
{
Level.Loaded.Caves[selectedCaveIndex].DisplayOnSonar = true;
SpawnNestObjects(Level.Loaded, Level.Loaded.Caves[selectedCaveIndex]);
selectedCave = Level.Loaded.Caves[selectedCaveIndex];
selectedCave.MissionsToDisplayOnSonar.Add(this);
SpawnNestObjects(Level.Loaded, selectedCave);
}
else
{