Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-06-18 12:19:13 -03:00
263 changed files with 7788 additions and 2849 deletions
@@ -678,12 +678,12 @@ namespace Barotrauma
/// <summary>
/// Adds the message to the single player chatbox.
/// </summary>
public void AddSinglePlayerChatMessage(LocalizedString senderName, LocalizedString text, ChatMessageType messageType, Character sender)
public void AddSinglePlayerChatMessage(LocalizedString senderName, LocalizedString text, ChatMessageType messageType, Entity sender)
{
AddSinglePlayerChatMessage(senderName.Value, text.Value, messageType, sender);
}
public void AddSinglePlayerChatMessage(string senderName, string text, ChatMessageType messageType, Character sender)
public void AddSinglePlayerChatMessage(string senderName, string text, ChatMessageType messageType, Entity sender)
{
if (!IsSinglePlayer)
{
@@ -692,9 +692,13 @@ namespace Barotrauma
}
if (string.IsNullOrEmpty(text)) { return; }
if (sender != null)
if (sender is Character character)
{
GameMain.GameSession.CrewManager.SetCharacterSpeaking(sender);
GameMain.GameSession.CrewManager?.SetCharacterSpeaking(character);
if (!character.IsBot)
{
character.TextChatVolume = 1f;
}
}
ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender));
}
@@ -708,9 +712,9 @@ namespace Barotrauma
}
if (string.IsNullOrEmpty(message.Text)) { return; }
if (message.Sender != null)
if (message.SenderCharacter != null)
{
GameMain.GameSession.CrewManager.SetCharacterSpeaking(message.Sender);
GameMain.GameSession.CrewManager?.SetCharacterSpeaking(message.SenderCharacter);
}
ChatBox.AddMessage(message);
}
@@ -3688,6 +3692,9 @@ namespace Barotrauma
crewList.ClearChildren();
}
/// <summary>
/// Saves the current crew. Note that this is client-only code (only used in the single player campaign) - saving in multiplayer is handled in the server-side code of <see cref="MultiPlayerCampaign"/>.
/// </summary>
public XElement Save(XElement parentElement)
{
var element = new XElement("crew");
@@ -254,7 +254,7 @@ namespace Barotrauma
buttonText = TextManager.Get("map");
}
else if (prevCampaignUIAutoOpenType != availableTransition &&
(availableTransition == TransitionType.ProgressToNextEmptyLocation || availableTransition == TransitionType.ReturnToPreviousEmptyLocation))
availableTransition == TransitionType.ProgressToNextEmptyLocation)
{
HintManager.OnAvailableTransition(availableTransition);
//opening the campaign map pauses the game and prevents HintManager from running -> update it manually to get the hint to show up immediately
@@ -162,7 +162,7 @@ namespace Barotrauma
};
}
private void InitCampaignUI()
public void InitCampaignUI()
{
campaignUIContainer = new GUIFrame(new RectTransform(Vector2.One, GUI.Canvas, Anchor.Center), style: "InnerGlow", color: Color.Black);
CampaignUI = new CampaignUI(this, campaignUIContainer)
@@ -720,7 +720,7 @@ namespace Barotrauma
}
else
{
campaign.UpgradeManager.PurchaseItemSwap(purchasedItemSwap.ItemToRemove, purchasedItemSwap.ItemToInstall, force: true);
campaign.UpgradeManager.PurchaseItemSwap(purchasedItemSwap.ItemToRemove, purchasedItemSwap.ItemToInstall, isNetworkMessage: true);
}
}
foreach (Item item in Item.ItemList.ToList())
@@ -906,6 +906,8 @@ namespace Barotrauma
public void ClientReadCrew(IReadMessage msg)
{
bool createNotification = msg.ReadBoolean();
ushort availableHireLength = msg.ReadUInt16();
List<CharacterInfo> availableHires = new List<CharacterInfo>();
for (int i = 0; i < availableHireLength; i++)
@@ -916,10 +918,10 @@ namespace Barotrauma
}
ushort pendingHireLength = msg.ReadUInt16();
List<int> pendingHires = new List<int>();
List<UInt16> pendingHires = new List<UInt16>();
for (int i = 0; i < pendingHireLength; i++)
{
pendingHires.Add(msg.ReadInt32());
pendingHires.Add(msg.ReadUInt16());
}
ushort hiredLength = msg.ReadUInt16();
@@ -934,30 +936,40 @@ namespace Barotrauma
bool renameCrewMember = msg.ReadBoolean();
if (renameCrewMember)
{
int renamedIdentifier = msg.ReadInt32();
UInt16 renamedIdentifier = msg.ReadUInt16();
string newName = msg.ReadString();
CharacterInfo renamedCharacter = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.GetIdentifierUsingOriginalName() == renamedIdentifier);
CharacterInfo renamedCharacter = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.ID == renamedIdentifier);
if (renamedCharacter != null) { CrewManager.RenameCharacter(renamedCharacter, newName); }
}
bool fireCharacter = msg.ReadBoolean();
if (fireCharacter)
{
int firedIdentifier = msg.ReadInt32();
CharacterInfo firedCharacter = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.GetIdentifier() == firedIdentifier);
UInt16 firedIdentifier = msg.ReadUInt16();
CharacterInfo firedCharacter = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.ID == firedIdentifier);
// this one might and is allowed to be null since the character is already fired on the original sender's game
if (firedCharacter != null) { CrewManager.FireCharacter(firedCharacter); }
}
if (map?.CurrentLocation?.HireManager != null && CampaignUI?.CrewManagement != null &&
/*can't apply until we have the latest save file*/
!NetIdUtils.IdMoreRecent(pendingSaveID, LastSaveID))
if (map?.CurrentLocation?.HireManager != null && CampaignUI?.CrewManagement != null)
{
CampaignUI.CrewManagement.SetHireables(map.CurrentLocation, availableHires);
if (hiredCharacters.Any()) { CampaignUI.CrewManagement.ValidateHires(hiredCharacters, takeMoney: false); }
CampaignUI.CrewManagement.SetPendingHires(pendingHires, map.CurrentLocation);
if (renameCrewMember || fireCharacter) { CampaignUI.CrewManagement.UpdateCrew(); }
//can't apply until we have the latest save file
if (!NetIdUtils.IdMoreRecent(pendingSaveID, LastSaveID))
{
CampaignUI.CrewManagement.SetHireables(map.CurrentLocation, availableHires);
if (hiredCharacters.Any()) { CampaignUI.CrewManagement.ValidateHires(hiredCharacters, takeMoney: false, createNotification: createNotification); }
CampaignUI.CrewManagement.SetPendingHires(pendingHires, map.CurrentLocation);
if (renameCrewMember || fireCharacter) { CampaignUI.CrewManagement.UpdateCrew(); }
}
}
else
{
//This is pretty nasty: setting hireables is handled through CrewManagement,
//which is part of the Campaign UI that might not exist when the client is still initializing the round.
//If that's the case, let's force the available hires here so they're available when the UI is created
CurrentLocation?.ForceHireableCharacters(availableHires);
}
}
public void ClientReadMoney(IReadMessage inc)
@@ -979,6 +991,7 @@ namespace Barotrauma
else
{
Bank.Balance = info.Balance;
Bank.RewardDistribution = info.RewardDistribution;
TryInvokeEvent(Bank, transaction.ChangedData, info);
}
}
@@ -1,6 +1,8 @@
using System;
using Barotrauma.Abilities;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
@@ -43,13 +45,19 @@ namespace Barotrauma
private GUIButton crewListButton, commandButton, tabMenuButton;
private GUIImage talentPointNotification;
private GUIComponent respawnInfoFrame, respawnButtonContainer;
private GUIComponent deathChoiceInfoFrame, deathChoiceButtonContainer;
private GUITextBlock respawnInfoText;
private GUITickBox respawnTickBox;
private GUITickBox deathChoiceTickBox;
private GUIButton takeOverBotButton;
private GUIButton hrManagerButton;
public DeathPrompt DeathPrompt;
private GUIImage eventLogNotification;
private Point prevTopLeftButtonsResolution;
public bool AllowHrManagerBotTakeover => GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath, IronmanMode: false }
&& Level.IsLoadedFriendlyOutpost;
private void CreateTopLeftButtons()
{
@@ -96,30 +104,63 @@ namespace Barotrauma
talentPointNotification = CreateNotificationIcon(tabMenuButton);
eventLogNotification = CreateNotificationIcon(tabMenuButton);
respawnInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), parent: topLeftButtonGroup.RectTransform)
{ MaxSize = new Point(HUDLayoutSettings.ButtonAreaTop.Width / 3, int.MaxValue) }, style: null)
// The visibility of the following contents of deathChoiceInfoFrame is controlled by SetRespawnInfo()
deathChoiceInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), parent: topLeftButtonGroup.RectTransform)
{ MaxSize = new Point(HUDLayoutSettings.ButtonAreaTop.Width / 3, int.MaxValue) }, style: null)
{
Visible = false
};
respawnInfoText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), respawnInfoFrame.RectTransform), "", wrap: true);
respawnButtonContainer = new GUILayoutGroup(new RectTransform(new Vector2(0.5f, 1.0f), respawnInfoFrame.RectTransform, Anchor.CenterRight), isHorizontal: true, childAnchor: Anchor.CenterLeft)
respawnInfoText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform), "", wrap: true);
deathChoiceButtonContainer = new GUILayoutGroup(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform, Anchor.CenterRight), isHorizontal: true, childAnchor: Anchor.CenterLeft)
{
AbsoluteSpacing = HUDLayoutSettings.Padding,
Stretch = true,
Visible = false
};
respawnTickBox = new GUITickBox(new RectTransform(Vector2.One * 0.9f, respawnButtonContainer.RectTransform, Anchor.Center), TextManager.Get("respawnquestionpromptrespawn"))
takeOverBotButton = new GUIButton(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("takeoverbotquestionprompttakeoverbot"), style: "GUIButtonSmall")
{
ToolTip = TextManager.GetWithVariable(
"respawnquestionprompt", "[percentage]",
(Math.Round(Networking.RespawnManager.SkillLossPercentageOnImmediateRespawn).ToString())),
OnSelected = (tickbox) =>
OnClicked = (btn, userdata) =>
{
GameMain.Client?.SendRespawnPromptResponse(waitForNextRoundRespawn: !tickbox.Selected);
DeathPrompt.CreateTakeOverBotPanel();
return true;
}
};
takeOverBotButton.TextBlock.AutoScaleHorizontal = true;
hrManagerButton = new GUIButton(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("npctitle.hrmanager"), style: "GUIButtonSmall")
{
OnClicked = (btn, userdata) =>
{
if (GameMain.GameSession?.Campaign is { } campaign)
{
campaign.ShowCampaignUI = true;
campaign.CampaignUI?.SelectTab(CampaignMode.InteractionType.Crew);
}
return true;
}
};
hrManagerButton.TextBlock.AutoScaleHorizontal = true;
var questionText =
TextManager.GetWithVariable(
"respawnquestionprompt", "[percentage]",
((int)Math.Round(RespawnManager.SkillLossPercentageOnImmediateRespawn)).ToString());
deathChoiceTickBox = new GUITickBox(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("respawnquestionpromptrespawn"))
{
ToolTip = questionText,
OnSelected = (tickbox) =>
{
GameMain.Client?.SendRespawnPromptResponse(waitForNextRoundRespawn: !tickbox.Selected);
return true;
}
};
prevTopLeftButtonsResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
}
@@ -150,6 +191,8 @@ namespace Barotrauma
GameMain.NetLobbyScreen.CharacterAppearanceCustomizationMenu?.AddToGUIUpdateList();
GameMain.NetLobbyScreen?.JobSelectionFrame?.AddToGUIUpdateList();
}
DeathPrompt?.AddToGUIUpdateList();
}
public static GUIImage CreateNotificationIcon(GUIComponent parent, bool offset = true)
@@ -230,16 +273,67 @@ namespace Barotrauma
HintManager.Update();
ObjectiveManager.VideoPlayer.Update();
}
public void SetRespawnInfo(bool visible, string text, Color textColor, bool buttonsVisible, bool waitForNextRoundRespawn)
/// <summary>
/// This method controls the content and visibility logic of the respawn-related GUI elements at the top left of the game screen.
/// </summary>
/// <param name="waitForNextRoundRespawn">Has the player chosen to wait until next round</param>
/// <param name="hideButtons">Hide the respawn buttons even if they would otherwise be visible</param>
public void SetRespawnInfo(string text, Color textColor, bool waitForNextRoundRespawn, bool hideButtons = false)
{
if (topLeftButtonGroup == null) { return; }
respawnInfoFrame.Visible = visible;
if (!visible) { return; }
bool permadeathMode = GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath };
bool ironmanMode = GameMain.NetworkMember is { ServerSettings: { RespawnMode: RespawnMode.Permadeath, IronmanMode: true } };
bool hasRespawnOptions;
if (permadeathMode)
{
// In permadeath mode you can (in ironman, must) always at least wait, and possibly buy a new character from HR or take control of a bot
hasRespawnOptions = !ironmanMode &&
GameMain.Client is GameClient client && (client.CharacterInfo == null || client.CharacterInfo.PermanentlyDead);
}
else // "classic" respawn modes
{
//can choose between midround respawning with a penalty or waiting
//if we're in a non-outpost level, and either don't have an existing character or have already spawned during the round
//(otherwise, e.g. when joining a campaign in which we have an existing character, we can respawn mid-round "for free" and there's no reason to make a choice)
hasRespawnOptions = Level.Loaded?.Type != LevelData.LevelType.Outpost &&
(GameMain.Client is GameClient client && (client.CharacterInfo == null || client.HasSpawned));
}
// Are the death choice elements shown at all, at least with the text?
deathChoiceInfoFrame.Visible = !text.IsNullOrEmpty() || hasRespawnOptions;
if (!deathChoiceInfoFrame.Visible) { return; }
respawnInfoText.Text = text;
respawnInfoText.TextColor = textColor;
respawnButtonContainer.Visible = buttonsVisible;
respawnTickBox.Selected = !waitForNextRoundRespawn;
// Determine if we even bother considering showing the buttons
if (GameMain.GameSession.GameMode is not CampaignMode || Character.Controlled != null)
{
// Disable the button container in case it was left visible earlier
deathChoiceButtonContainer.Visible = false;
return;
}
deathChoiceButtonContainer.Visible = hasRespawnOptions && !hideButtons;
if (deathChoiceButtonContainer.Visible)
{
hrManagerButton.Visible = AllowHrManagerBotTakeover;
if (permadeathMode && ironmanMode)
{
takeOverBotButton.Visible = false;
deathChoiceTickBox.Visible = false;
deathChoiceTickBox.Selected = false;
}
else
{
takeOverBotButton.Visible = permadeathMode && GameMain.NetworkMember?.ServerSettings is { AllowBotTakeoverOnPermadeath: true };
deathChoiceTickBox.Visible = !permadeathMode;
deathChoiceTickBox.Selected = !waitForNextRoundRespawn;
}
}
}
public void Draw(SpriteBatch spriteBatch)
@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using System.Collections.Generic;
@@ -81,6 +81,22 @@ namespace Barotrauma
public void Update(float deltaTime)
{
processAfflictionChangesTimer -= deltaTime;
if (processAfflictionChangesTimer <= 0.0f)
{
foreach (var character in charactersWithAfflictionChanges)
{
if (GameMain.NetworkMember is null)
{
ImmutableArray<NetAffliction> afflictions = GetAllAfflictions(character.CharacterHealth);
ui?.UpdateAfflictions(new NetCrewMember(character.Info, afflictions));
}
ui?.UpdateCrewPanel();
}
charactersWithAfflictionChanges.Clear();
processAfflictionChangesTimer = ProcessAfflictionChangesInterval;
}
DateTimeOffset now = DateTimeOffset.Now;
UpdateQueue(afflictionRequests, now, onTimeout: static callback => { callback(new AfflictionRequest(RequestResult.Timeout, ImmutableArray<NetAffliction>.Empty)); });
UpdateQueue(pendingHealRequests, now, onTimeout: static callback => { callback(new PendingRequest(RequestResult.Timeout, NetCollection<NetCrewMember>.Empty)); });