Unstable 1.1.14.0
This commit is contained in:
@@ -167,7 +167,7 @@ namespace Barotrauma
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public Point StartPos, EndPos;
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public bool DisplayOnSonar;
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public readonly HashSet<Mission> MissionsToDisplayOnSonar = new HashSet<Mission>();
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public readonly CaveGenerationParams CaveGenerationParams;
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@@ -334,13 +334,15 @@ namespace Barotrauma
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LevelGenParams,
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Size,
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GenStart,
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TunnelGen,
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TunnelGen1,
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TunnelGen2,
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AbyssGen,
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CaveGen,
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VoronoiGen,
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VoronoiGen2,
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VoronoiGen3,
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Ruins,
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Outposts,
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FloatingIce,
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LevelBodies,
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IceSpires,
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@@ -512,7 +514,6 @@ namespace Barotrauma
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GenerateEqualityCheckValue(LevelGenStage.GenStart);
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SetEqualityCheckValue(LevelGenStage.LevelGenParams, unchecked((int)GenerationParams.UintIdentifier));
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SetEqualityCheckValue(LevelGenStage.Size, borders.Width ^ borders.Height << 16);
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GenerateEqualityCheckValue(LevelGenStage.TunnelGen);
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LevelObjectManager = new LevelObjectManager();
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@@ -574,7 +575,7 @@ namespace Barotrauma
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(int)MathHelper.Lerp(borders.Bottom - Math.Max(minMainPathWidth, ExitDistance * 1.5f), borders.Y + minMainPathWidth, GenerationParams.EndPosition.Y));
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endExitPosition = new Point(endPosition.X, borders.Bottom);
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GenerateEqualityCheckValue(LevelGenStage.TunnelGen);
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GenerateEqualityCheckValue(LevelGenStage.TunnelGen1);
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//----------------------------------------------------------------------------------
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//generate the initial nodes for the main path and smaller tunnels
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@@ -670,15 +671,15 @@ namespace Barotrauma
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CalculateTunnelDistanceField(null);
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GenerateSeaFloorPositions();
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GenerateEqualityCheckValue(LevelGenStage.AbyssGen);
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GenerateEqualityCheckValue(LevelGenStage.TunnelGen2);
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GenerateAbyssArea();
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GenerateEqualityCheckValue(LevelGenStage.CaveGen);
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GenerateEqualityCheckValue(LevelGenStage.AbyssGen);
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GenerateCaves(mainPath);
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen);
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GenerateEqualityCheckValue(LevelGenStage.CaveGen);
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//----------------------------------------------------------------------------------
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//generate voronoi sites
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@@ -784,7 +785,7 @@ namespace Barotrauma
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}
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}
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen2);
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen);
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//----------------------------------------------------------------------------------
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// construct the voronoi graph and cells
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@@ -895,7 +896,7 @@ namespace Barotrauma
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startPosition.X = (int)pathCells[0].Site.Coord.X;
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startExitPosition.X = startPosition.X;
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen3);
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen2);
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//----------------------------------------------------------------------------------
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// remove unnecessary cells and create some holes at the bottom of the level
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@@ -933,8 +934,12 @@ namespace Barotrauma
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}
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List<Point> ruinPositions = new List<Point>();
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int ruinCount = GenerationParams.RuinCount;
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if (GameMain.GameSession?.GameMode?.Missions.Any(m => m.Prefab.RequireRuin) ?? false)
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int ruinCount = GenerationParams.UseRandomRuinCount()
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? Rand.Range(GenerationParams.MinRuinCount, GenerationParams.MaxRuinCount + 1, Rand.RandSync.ServerAndClient)
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: GenerationParams.RuinCount;
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bool hasRuinMissions = GameMain.GameSession?.GameMode?.Missions.Any(m => m.Prefab.RequireRuin) ?? false;
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if (hasRuinMissions)
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{
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ruinCount = Math.Max(ruinCount, 1);
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}
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@@ -1131,7 +1136,7 @@ namespace Barotrauma
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}
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}
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GenerateEqualityCheckValue(LevelGenStage.Ruins);
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GenerateEqualityCheckValue(LevelGenStage.VoronoiGen3);
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//----------------------------------------------------------------------------------
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// create some ruins
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@@ -1141,10 +1146,10 @@ namespace Barotrauma
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for (int i = 0; i < ruinPositions.Count; i++)
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(Seed) + i);
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GenerateRuin(ruinPositions[i], mirror);
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GenerateRuin(ruinPositions[i], mirror, hasRuinMissions);
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}
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GenerateEqualityCheckValue(LevelGenStage.FloatingIce);
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GenerateEqualityCheckValue(LevelGenStage.Ruins);
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//----------------------------------------------------------------------------------
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// create floating ice chunks
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@@ -1176,7 +1181,7 @@ namespace Barotrauma
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}
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}
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GenerateEqualityCheckValue(LevelGenStage.LevelBodies);
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GenerateEqualityCheckValue(LevelGenStage.FloatingIce);
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//----------------------------------------------------------------------------------
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// generate the bodies and rendered triangles of the cells
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@@ -1281,7 +1286,7 @@ namespace Barotrauma
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}
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#endif
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GenerateEqualityCheckValue(LevelGenStage.IceSpires);
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GenerateEqualityCheckValue(LevelGenStage.LevelBodies);
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//----------------------------------------------------------------------------------
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// create ice spires
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@@ -1294,6 +1299,8 @@ namespace Barotrauma
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if (spire != null) { ExtraWalls.Add(spire); };
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}
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GenerateEqualityCheckValue(LevelGenStage.IceSpires);
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//----------------------------------------------------------------------------------
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// connect side paths and cave branches to their parents
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//----------------------------------------------------------------------------------
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@@ -1316,7 +1323,7 @@ namespace Barotrauma
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CreateOutposts();
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GenerateEqualityCheckValue(LevelGenStage.TopAndBottom);
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GenerateEqualityCheckValue(LevelGenStage.Outposts);
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//----------------------------------------------------------------------------------
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// top barrier & sea floor
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@@ -1325,7 +1332,8 @@ namespace Barotrauma
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TopBarrier = GameMain.World.CreateEdge(
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
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//for debugging purposes
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TopBarrier.UserData = "topbarrier";
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TopBarrier.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f);
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TopBarrier.BodyType = BodyType.Static;
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TopBarrier.CollisionCategories = Physics.CollisionLevel;
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@@ -1358,15 +1366,23 @@ namespace Barotrauma
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CreateWrecks();
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CreateBeaconStation();
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GenerateEqualityCheckValue(LevelGenStage.PlaceLevelObjects);
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GenerateEqualityCheckValue(LevelGenStage.TopAndBottom);
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LevelObjectManager.PlaceObjects(this, GenerationParams.LevelObjectAmount);
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GenerateEqualityCheckValue(LevelGenStage.GenerateItems);
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GenerateEqualityCheckValue(LevelGenStage.PlaceLevelObjects);
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GenerateItems();
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GenerateEqualityCheckValue(LevelGenStage.Finish);
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub.Info.IsOutpost)
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{
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OutpostGenerator.PowerUpOutpost(sub);
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}
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}
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GenerateEqualityCheckValue(LevelGenStage.GenerateItems);
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#if CLIENT
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backgroundCreatureManager.SpawnCreatures(this, GenerationParams.BackgroundCreatureAmount);
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@@ -1384,7 +1400,7 @@ namespace Barotrauma
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}
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//initialize MapEntities that aren't in any sub (e.g. items inside ruins)
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MapEntity.MapLoaded(MapEntity.mapEntityList.FindAll(me => me.Submarine == null), false);
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MapEntity.MapLoaded(MapEntity.MapEntityList.FindAll(me => me.Submarine == null), false);
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Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -1409,6 +1425,7 @@ namespace Barotrauma
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GameMain.Server.EntityEventManager.Clear();
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#endif
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GenerateEqualityCheckValue(LevelGenStage.Finish);
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//assign an ID to make entity events work
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//ID = FindFreeID();
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Generating = false;
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@@ -1949,7 +1966,8 @@ namespace Barotrauma
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BottomBarrier = GameMain.World.CreateEdge(
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
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//for debugging purposes
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BottomBarrier.UserData = "bottombarrier";
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BottomBarrier.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, BottomPos)), 0.0f);
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BottomBarrier.BodyType = BodyType.Static;
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BottomBarrier.CollisionCategories = Physics.CollisionLevel;
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@@ -2055,23 +2073,56 @@ namespace Barotrauma
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}
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}
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private void GenerateRuin(Point ruinPos, bool mirror)
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private void GenerateRuin(Point ruinPos, bool mirror, bool requireMissionReadyRuin)
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{
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var ruinGenerationParams = RuinGenerationParams.RuinParams.GetRandom(Rand.RandSync.ServerAndClient);
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float GetWeight(RuinGenerationParams p)
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{
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if (p.PreferredDifficulty == -1) { return 100; }
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float diff = Math.Abs(Difficulty - p.PreferredDifficulty) / 100;
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float weight = MathUtils.Pow(1 - diff, 10);
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return Math.Max(weight, 0);
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}
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IEnumerable<RuinGenerationParams> possibleRuinGenerationParams = RuinGenerationParams.RuinParams;
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if (requireMissionReadyRuin)
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{
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possibleRuinGenerationParams = possibleRuinGenerationParams.Where(p => p.IsMissionReady);
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}
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if (possibleRuinGenerationParams.Multiple())
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{
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// Sort by weight and choose from the closest 25% of the candidates.
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// Prevents choosing from the "wrong" end, which would otherwise be possible (yet rare), because we use a weighted random for the pick.
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possibleRuinGenerationParams = possibleRuinGenerationParams
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/* the prefabs aren't in a consistent order, so we need to sort them first to ensure the clients and server choose the same one */
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.OrderByDescending(p => p.UintIdentifier)
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.OrderByDescending(GetWeight)
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.Take((int)Math.Max(Math.Round(possibleRuinGenerationParams.Count() / 4f), 1));
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}
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var selectedRuinGenerationParams = possibleRuinGenerationParams.GetRandomByWeight(GetWeight, randSync: Rand.RandSync.ServerAndClient);
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if (selectedRuinGenerationParams == null)
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{
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DebugConsole.ThrowError("Failed to generate alien ruins. Could not find any RuinGenerationParameters!");
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return;
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}
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DebugConsole.NewMessage($"Creating alien ruins using {selectedRuinGenerationParams.Identifier} (preferred difficulty: {selectedRuinGenerationParams.PreferredDifficulty}, current difficulty {Difficulty})", color: Color.Yellow);
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LocationType locationType = StartLocation?.Type;
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if (locationType == null)
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{
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locationType = LocationType.Prefabs.GetRandom(Rand.RandSync.ServerAndClient);
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if (ruinGenerationParams.AllowedLocationTypes.Any())
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if (selectedRuinGenerationParams.AllowedLocationTypes.Any())
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{
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locationType = LocationType.Prefabs.Where(lt =>
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ruinGenerationParams.AllowedLocationTypes.Any(allowedType =>
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selectedRuinGenerationParams.AllowedLocationTypes.Any(allowedType =>
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allowedType == "any" || lt.Identifier == allowedType)).GetRandom(Rand.RandSync.ServerAndClient);
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}
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}
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var ruin = new Ruin(this, ruinGenerationParams, locationType, ruinPos, mirror);
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var ruin = new Ruin(this, selectedRuinGenerationParams, locationType, ruinPos, mirror);
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if (ruin.Submarine != null)
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{
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SetLinkedSubCrushDepth(ruin.Submarine);
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}
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Ruins.Add(ruin);
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var tooClose = GetTooCloseCells(ruinPos.ToVector2(), Math.Max(ruin.Area.Width, ruin.Area.Height) * 4);
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@@ -3671,7 +3722,7 @@ namespace Barotrauma
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}
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tempSW.Stop();
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Debug.WriteLine($"Sub {sub.Info.Name} loaded in { tempSW.ElapsedMilliseconds} (ms)");
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sub.SetPosition(spawnPoint);
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sub.SetPosition(spawnPoint, forceUndockFromStaticSubmarines: false);
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wreckPositions.Add(sub, positions);
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blockedRects.Add(sub, rects);
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return sub;
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@@ -3985,11 +4036,13 @@ namespace Barotrauma
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SubmarineInfo outpostInfo;
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Submarine outpost = null;
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if (i == 0 && preSelectedStartOutpost == null || i == 1 && preSelectedEndOutpost == null)
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SubmarineInfo preSelectedOutpost = isStart ? preSelectedStartOutpost : preSelectedEndOutpost;
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if (preSelectedOutpost == null)
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{
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if (LevelData.OutpostGenerationParamsExist)
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{
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Location location = i == 0 ? StartLocation : EndLocation;
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Location location = isStart ? StartLocation : EndLocation;
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OutpostGenerationParams outpostGenerationParams = null;
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if (LevelData.ForceOutpostGenerationParams != null)
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{
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@@ -4027,7 +4080,7 @@ namespace Barotrauma
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foreach (string categoryToHide in locationType.HideEntitySubcategories)
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{
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foreach (MapEntity entityToHide in MapEntity.mapEntityList.Where(me => me.Submarine == outpost && (me.Prefab?.HasSubCategory(categoryToHide) ?? false)))
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foreach (MapEntity entityToHide in MapEntity.MapEntityList.Where(me => me.Submarine == outpost && (me.Prefab?.HasSubCategory(categoryToHide) ?? false)))
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{
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entityToHide.HiddenInGame = true;
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}
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@@ -4048,7 +4101,7 @@ namespace Barotrauma
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else
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{
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DebugConsole.NewMessage($"Loading a pre-selected outpost for the {(isStart ? "start" : "end")} of the level...");
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outpostInfo = (i == 0) ? preSelectedStartOutpost : preSelectedEndOutpost;
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outpostInfo = preSelectedOutpost;
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outpostInfo.Type = SubmarineType.Outpost;
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outpost = new Submarine(outpostInfo);
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}
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@@ -4132,6 +4185,7 @@ namespace Barotrauma
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}
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outpost.SetPosition(spawnPos, forceUndockFromStaticSubmarines: false);
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SetLinkedSubCrushDepth(outpost);
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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@@ -4178,7 +4232,7 @@ namespace Barotrauma
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ContentFile contentFile = null;
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if (!string.IsNullOrEmpty(GenerationParams.ForceBeaconStation))
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{
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contentFile = beaconStationFiles.FirstOrDefault(f => f.Path == GenerationParams.ForceBeaconStation);
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contentFile = beaconStationFiles.OrderBy(b => b.UintIdentifier).FirstOrDefault(f => f.Path == GenerationParams.ForceBeaconStation);
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if (contentFile == null)
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{
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DebugConsole.ThrowError($"Failed to find the beacon station \"{GenerationParams.ForceBeaconStation}\". Using a random one instead...");
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@@ -4266,77 +4320,75 @@ namespace Barotrauma
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beaconSonar.Item.CreateServerEvent(beaconSonar);
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#endif
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}
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else
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else if (GameMain.NetworkMember is not { IsClient: true })
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{
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if (!(GameMain.NetworkMember?.IsClient ?? false))
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bool allowDisconnectedWires = true;
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bool allowDamagedWalls = true;
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if (BeaconStation?.Info?.BeaconStationInfo is BeaconStationInfo info)
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{
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bool allowDisconnectedWires = true;
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bool allowDamagedWalls = true;
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if (BeaconStation?.Info?.BeaconStationInfo is BeaconStationInfo info)
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{
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allowDisconnectedWires = info.AllowDisconnectedWires;
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allowDamagedWalls = info.AllowDamagedWalls;
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}
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allowDisconnectedWires = info.AllowDisconnectedWires;
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allowDamagedWalls = info.AllowDamagedWalls;
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}
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//remove wires
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float removeWireMinDifficulty = 20.0f;
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float removeWireProbability = MathUtils.InverseLerp(removeWireMinDifficulty, 100.0f, LevelData.Difficulty) * 0.5f;
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if (removeWireProbability > 0.0f && allowDisconnectedWires)
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//remove wires
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float removeWireMinDifficulty = 20.0f;
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float removeWireProbability = MathUtils.InverseLerp(removeWireMinDifficulty, 100.0f, LevelData.Difficulty) * 0.5f;
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if (removeWireProbability > 0.0f && allowDisconnectedWires)
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{
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foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList())
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{
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foreach (Item item in beaconItems.Where(it => it.GetComponent<Wire>() != null).ToList())
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if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
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Wire wire = item.GetComponent<Wire>();
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if (wire.Locked) { continue; }
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if (wire.Connections[0] != null && (wire.Connections[0].Item.NonInteractable || wire.Connections[0].Item.GetComponent<ConnectionPanel>().Locked))
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{
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if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
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Wire wire = item.GetComponent<Wire>();
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if (wire.Locked) { continue; }
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if (wire.Connections[0] != null && (wire.Connections[0].Item.NonInteractable || wire.Connections[0].Item.GetComponent<ConnectionPanel>().Locked))
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continue;
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}
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if (wire.Connections[1] != null && (wire.Connections[1].Item.NonInteractable || wire.Connections[1].Item.GetComponent<ConnectionPanel>().Locked))
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{
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continue;
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}
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if (Rand.Range(0f, 1.0f, Rand.RandSync.Unsynced) < removeWireProbability)
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{
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foreach (Connection connection in wire.Connections)
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{
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continue;
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}
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if (wire.Connections[1] != null && (wire.Connections[1].Item.NonInteractable || wire.Connections[1].Item.GetComponent<ConnectionPanel>().Locked))
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{
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continue;
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}
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if (Rand.Range(0f, 1.0f, Rand.RandSync.Unsynced) < removeWireProbability)
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{
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foreach (Connection connection in wire.Connections)
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if (connection != null)
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{
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if (connection != null)
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{
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connection.ConnectionPanel.DisconnectedWires.Add(wire);
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wire.RemoveConnection(connection.Item);
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connection.ConnectionPanel.DisconnectedWires.Add(wire);
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wire.RemoveConnection(connection.Item);
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#if SERVER
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connection.ConnectionPanel.Item.CreateServerEvent(connection.ConnectionPanel);
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wire.CreateNetworkEvent();
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connection.ConnectionPanel.Item.CreateServerEvent(connection.ConnectionPanel);
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wire.CreateNetworkEvent();
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#endif
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}
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}
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}
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}
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}
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}
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if (allowDamagedWalls)
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if (allowDamagedWalls)
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{
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//break powered items
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foreach (Item item in beaconItems.Where(it => it.Components.Any(c => c is Powered) && it.Components.Any(c => c is Repairable)))
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{
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//break powered items
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foreach (Item item in beaconItems.Where(it => it.Components.Any(c => c is Powered) && it.Components.Any(c => c is Repairable)))
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if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.5f)
|
||||
{
|
||||
if (item.NonInteractable || item.InvulnerableToDamage) { continue; }
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.5f)
|
||||
{
|
||||
item.Condition *= Rand.Range(0.6f, 0.8f, Rand.RandSync.Unsynced);
|
||||
}
|
||||
item.Condition *= Rand.Range(0.6f, 0.8f, Rand.RandSync.Unsynced);
|
||||
}
|
||||
//poke holes in the walls
|
||||
foreach (Structure structure in Structure.WallList.Where(s => s.Submarine == BeaconStation))
|
||||
}
|
||||
//poke holes in the walls
|
||||
foreach (Structure structure in Structure.WallList.Where(s => s.Submarine == BeaconStation))
|
||||
{
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.25f)
|
||||
{
|
||||
if (Rand.Range(0f, 1f, Rand.RandSync.Unsynced) < 0.25f)
|
||||
{
|
||||
int sectionIndex = Rand.Range(0, structure.SectionCount - 1, Rand.RandSync.Unsynced);
|
||||
structure.AddDamage(sectionIndex, Rand.Range(structure.MaxHealth * 0.2f, structure.MaxHealth, Rand.RandSync.Unsynced));
|
||||
}
|
||||
int sectionIndex = Rand.Range(0, structure.SectionCount - 1, Rand.RandSync.Unsynced);
|
||||
structure.AddDamage(sectionIndex, Rand.Range(structure.MaxHealth * 0.2f, structure.MaxHealth, Rand.RandSync.Unsynced));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
SetLinkedSubCrushDepth(BeaconStation);
|
||||
}
|
||||
|
||||
public bool CheckBeaconActive()
|
||||
@@ -4345,7 +4397,15 @@ namespace Barotrauma
|
||||
return beaconSonar.Voltage > beaconSonar.MinVoltage && beaconSonar.CurrentMode == Sonar.Mode.Active;
|
||||
}
|
||||
|
||||
private bool IsModeStartOutpostCompatible()
|
||||
private void SetLinkedSubCrushDepth(Submarine parentSub)
|
||||
{
|
||||
foreach (var connectedSub in parentSub.GetConnectedSubs())
|
||||
{
|
||||
connectedSub.RealWorldCrushDepth = Math.Max(connectedSub.RealWorldCrushDepth, GetRealWorldDepth(0) + 1000);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsModeStartOutpostCompatible()
|
||||
{
|
||||
#if CLIENT
|
||||
return GameMain.GameSession?.GameMode is CampaignMode || GameMain.GameSession?.GameMode is TutorialMode || GameMain.GameSession?.GameMode is TestGameMode;
|
||||
|
||||
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
if (eventSet is null) { continue; }
|
||||
int count = childElement.GetAttributeInt("count", 0);
|
||||
if (count < 1) { continue; }
|
||||
FinishedEvents.Add(eventSet, count);
|
||||
FinishedEvents.TryAdd(eventSet, count);
|
||||
}
|
||||
|
||||
static EventSet FindSetRecursive(EventSet parentSet, Identifier setIdentifier)
|
||||
|
||||
@@ -502,9 +502,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1, IsPropertySaveable.Yes, description: "The number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 10)]
|
||||
public bool UseRandomRuinCount() => MinRuinCount >= 0 && MaxRuinCount > 0;
|
||||
|
||||
public int GetMaxRuinCount() => UseRandomRuinCount() ? MaxRuinCount : RuinCount;
|
||||
|
||||
[Serialize(1, IsPropertySaveable.Yes, description: "The number of alien ruins in the level. Ignored, if both MinRuinCount and MaxRuinCount are defined."), Editable(MinValueInt = 0, MaxValueInt = 10)]
|
||||
public int RuinCount { get; set; }
|
||||
|
||||
[Serialize(0, IsPropertySaveable.Yes, description: "The minimum number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 10)]
|
||||
public int MinRuinCount { get; set; }
|
||||
|
||||
[Serialize(0, IsPropertySaveable.Yes, description: "The maximum number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 10)]
|
||||
public int MaxRuinCount { get; set; }
|
||||
|
||||
// TODO: Move the wreck parameters under a separate class?
|
||||
#region Wreck parameters
|
||||
[Serialize(1, IsPropertySaveable.Yes, description: "The minimum number of wrecks in the level. Note that this value cannot be higher than the amount of wreck prefabs (subs)."), Editable(MinValueInt = 0, MaxValueInt = 10)]
|
||||
|
||||
+10
-9
@@ -20,6 +20,8 @@ namespace Barotrauma
|
||||
private List<LevelObject> updateableObjects;
|
||||
private List<LevelObject>[,] objectGrid;
|
||||
|
||||
const float ParallaxStrength = 0.0001f;
|
||||
|
||||
public float GlobalForceDecreaseTimer
|
||||
{
|
||||
get;
|
||||
@@ -237,7 +239,6 @@ namespace Barotrauma
|
||||
PlaceObject(prefab, spawnPosition, level, cave);
|
||||
if (amount > prefab.MaxCount && objects.Count > prefab.MaxCount)
|
||||
{
|
||||
bool maxReached = false;
|
||||
int objectCount = 0;
|
||||
for (int j = 0; j < objects.Count; j++)
|
||||
{
|
||||
@@ -406,11 +407,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
float minX = spriteCorners.Min(c => c.X) - newObject.Position.Z / 10000.0f;
|
||||
float maxX = spriteCorners.Max(c => c.X) + newObject.Position.Z / 10000.0f;
|
||||
float minX = spriteCorners.Min(c => c.X) - newObject.Position.Z * ParallaxStrength;
|
||||
float maxX = spriteCorners.Max(c => c.X) + newObject.Position.Z * ParallaxStrength;
|
||||
|
||||
float minY = spriteCorners.Min(c => c.Y) - newObject.Position.Z / 10000.0f - level.BottomPos;
|
||||
float maxY = spriteCorners.Max(c => c.Y) + newObject.Position.Z / 10000.0f - level.BottomPos;
|
||||
float minY = spriteCorners.Min(c => c.Y) - newObject.Position.Z * ParallaxStrength - level.BottomPos;
|
||||
float maxY = spriteCorners.Max(c => c.Y) + newObject.Position.Z * ParallaxStrength - level.BottomPos;
|
||||
|
||||
if (newObject.Triggers != null)
|
||||
{
|
||||
@@ -465,7 +466,7 @@ namespace Barotrauma
|
||||
for (int y = yStart; y <= yEnd; y++)
|
||||
{
|
||||
var list = objectGrid[x, y];
|
||||
if (objectGrid[x, y] == null) { list = objectGrid[x, y] = new List<LevelObject>(); }
|
||||
if (list == null) { objectGrid[x, y] = list = new List<LevelObject>(); }
|
||||
|
||||
//insertion sort in ascending order (= prefer rendering objects in front)
|
||||
int drawOrderIndex = 0;
|
||||
@@ -478,9 +479,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static Microsoft.Xna.Framework.Point GetGridIndices(Vector2 worldPosition)
|
||||
public static Point GetGridIndices(Vector2 worldPosition)
|
||||
{
|
||||
return new Microsoft.Xna.Framework.Point(
|
||||
return new Point(
|
||||
(int)Math.Floor(worldPosition.X / GridSize),
|
||||
(int)Math.Floor((worldPosition.Y - Level.Loaded.BottomPos) / GridSize));
|
||||
}
|
||||
@@ -521,7 +522,7 @@ namespace Barotrauma
|
||||
return objectsInRange;
|
||||
}
|
||||
|
||||
private static List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType, bool checkFlags = true)
|
||||
private static List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType)
|
||||
{
|
||||
List<LevelObjectPrefab.SpawnPosType> spawnPosTypes = new List<LevelObjectPrefab.SpawnPosType>(4);
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
|
||||
@@ -366,6 +366,7 @@ namespace Barotrauma
|
||||
private void LoadElements(LevelObjectPrefabsFile file, ContentXElement element, int parentTriggerIndex)
|
||||
{
|
||||
int propertyOverrideCount = 0;
|
||||
//load sprites first, OverrideProperties may need them (defaulting to the default sprite if no override is defined)
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
@@ -384,6 +385,12 @@ namespace Barotrauma
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "overridecommonness":
|
||||
Identifier levelType = subElement.GetAttributeIdentifier("leveltype", Identifier.Empty);
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
|
||||
@@ -27,6 +27,9 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
public override string Name => "RuinGenerationParams";
|
||||
|
||||
[Serialize(true, IsPropertySaveable.Yes, description: "Are these params designed to be used for alien ruins targeted by missions. If false, the params are ignored when there's any missions targeting ruins."), Editable]
|
||||
public bool IsMissionReady { get; set; }
|
||||
|
||||
public RuinGenerationParams(ContentXElement element, RuinConfigFile file) : base(element, file) { }
|
||||
|
||||
public static void SaveAll()
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
//prevent the ruin from extending above the level "ceiling"
|
||||
position.Y = Math.Min(level.Size.Y - (Submarine.Borders.Height / 2) - 100, position.Y);
|
||||
Submarine.SetPosition(position.ToVector2());
|
||||
Submarine.SetPosition(position.ToVector2(), forceUndockFromStaticSubmarines: false);
|
||||
|
||||
if (mirror)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user