Faction Test 100.10.0.0

This commit is contained in:
Markus Isberg
2022-12-07 17:46:02 +02:00
parent de250b4a64
commit e0c3754621
19 changed files with 147 additions and 62 deletions
@@ -692,7 +692,7 @@ namespace Barotrauma
//if the attacker has the same targeting tag as the character we're protecting, we can't change the TargetState
//otherwise e.g. a pet that's set to follow humans would start attacking all humans (and other pets, since they're considered part of the same group) when a hostile human attacks it
//TODO: a way for pets to differentiate hostile and friendly humans?
if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget))
if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget) && !attacker.IsFriendly(targetCharacter))
{
// Attack the character that attacked the target we are protecting
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
@@ -3729,7 +3729,7 @@ namespace Barotrauma
// When the monsters attack the player sub, they wall hack so that they can be more aggressive.
// Pets should always check the visibility, unless the pet and the target are both outside the submarine -> shouldn't target when they can't perceive (= no wall hack)
checkVisibility =
Character.IsPet && (Character.Submarine == null) != (target.Entity.Submarine == null) ||
Character.IsPet && (Character.Submarine != null || target.Entity.Submarine != null) ||
target.Entity.Submarine != null && target.Entity.Submarine == Character.Submarine && target.Entity.Submarine.TeamID == CharacterTeamType.None;
}
if (dist > 0)
@@ -238,6 +238,15 @@ namespace Barotrauma
}
}
public bool IsInTargetSlot(Item item)
{
if (container?.Inventory is ItemInventory inventory && TargetSlot is not null)
{
return inventory.IsInSlot(item, (int)TargetSlot);
}
return false;
}
public override void Reset()
{
base.Reset();
@@ -115,6 +115,8 @@ namespace Barotrauma
{
objective.TargetSlot = container.FindSuitableSubContainerIndex(OXYGEN_SOURCE);
}
// Only remove the oxygen source being replaced
objective.RemoveExistingPredicate = i => objective.IsInTargetSlot(i);
return objective;
},
onAbandon: () =>
@@ -324,9 +324,18 @@ namespace Barotrauma
public override void AddExtraMissions(LevelData levelData)
{
if (levelData == null)
{
throw new ArgumentException("Current location was null.");
}
extraMissions.Clear();
var currentLocation = Map.CurrentLocation;
if (currentLocation == null)
{
throw new InvalidOperationException("Current location was null.");
}
if (levelData.Type == LevelData.LevelType.Outpost)
{
//if there's an available mission that takes place in the outpost, select it
@@ -765,9 +774,10 @@ namespace Barotrauma
if (map != null && CargoManager != null)
{
map.CurrentLocation.RegisterTakenItems(takenItems);
map.CurrentLocation.AddStock(CargoManager.SoldItems);
CargoManager.ClearSoldItemsProjSpecific();
map.CurrentLocation.RemoveStock(CargoManager.PurchasedItems);
if (transitionType != TransitionType.None)
{
UpdateStoreStock();
}
}
if (GameMain.NetworkMember == null)
{
@@ -830,6 +840,16 @@ namespace Barotrauma
}
}
/// <summary>
/// Updates store stock before saving the game
/// </summary>
public void UpdateStoreStock()
{
Map?.CurrentLocation?.AddStock(CargoManager.SoldItems);
CargoManager?.ClearSoldItemsProjSpecific();
Map?.CurrentLocation?.RemoveStock(CargoManager.PurchasedItems);
}
public void EndCampaign()
{
foreach (Character c in Character.CharacterList)
@@ -574,6 +574,7 @@ namespace Barotrauma
}
}
private readonly static HashSet<Submarine> upgradedSubs = new HashSet<Submarine>();
/// <summary>
/// Applies an upgrade on the submarine, should be called by <see cref="ApplyUpgrades"/> when the round starts.
/// </summary>
@@ -584,6 +585,12 @@ namespace Barotrauma
/// <returns>New level that was applied, -1 if no upgrades were applied.</returns>
private static int BuyUpgrade(UpgradePrefab prefab, UpgradeCategory category, Submarine submarine, int level = 1, Submarine? parentSub = null)
{
if (parentSub == null)
{
upgradedSubs.Clear();
}
upgradedSubs.Add(submarine);
int? newLevel = null;
if (category.IsWallUpgrade)
{
@@ -619,9 +626,12 @@ namespace Barotrauma
}
}
foreach (Submarine loadedSub in Submarine.Loaded.Where(sub => sub != submarine))
foreach (Submarine loadedSub in Submarine.Loaded)
{
if (loadedSub == parentSub) { continue; }
if (loadedSub == parentSub || loadedSub == submarine) { continue; }
if (loadedSub.Info?.Type != SubmarineType.Player) { continue; }
if (upgradedSubs.Contains(loadedSub)) { continue; }
XElement? root = loadedSub.Info?.SubmarineElement;
if (root == null) { continue; }
@@ -630,8 +640,8 @@ namespace Barotrauma
if (root.Attribute("location") == null) { continue; }
// Check if this is our linked submarine
ushort dockingPortID = (ushort) root.GetAttributeInt("originallinkedto", 0);
if (dockingPortID > 0 && submarine.GetItems(true).Any(item => item.ID == dockingPortID))
ushort dockingPortID = (ushort)root.GetAttributeInt("originallinkedto", 0);
if (dockingPortID > 0 && submarine.GetItems(alsoFromConnectedSubs: true).Any(item => item.ID == dockingPortID))
{
BuyUpgrade(prefab, category, loadedSub, level, submarine);
}
@@ -953,6 +953,12 @@ namespace Barotrauma
slots[index].RemoveItem(item);
}
public bool IsInSlot(Item item, int index)
{
if (index < 0 || index >= slots.Length) { return false; }
return slots[index].Contains(item);
}
public void SharedRead(IReadMessage msg, out List<ushort>[] newItemIds)
{
byte slotCount = msg.ReadByte();