Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -22,7 +22,7 @@ namespace Barotrauma
[Serialize("", IsPropertySaveable.Yes)]
public Identifier OrderTargetTag { get; set; }
[Serialize(OrderPriority.Top, IsPropertySaveable.Yes)]
[Serialize(OrderPriority.Any, IsPropertySaveable.Yes)]
public OrderPriority Priority { get; set; }
public CheckOrderAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
@@ -43,6 +43,9 @@ partial class UIHighlightAction : EventAction
[Serialize(true, IsPropertySaveable.Yes)]
public bool Bounce { get; set; }
[Serialize(false, IsPropertySaveable.Yes)]
public bool HighlightMultiple { get; set; }
private bool isFinished;
public UIHighlightAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
@@ -207,25 +207,23 @@ namespace Barotrauma
level.StartLocation.Connections.ForEach(c => c.Locked = false);
}
}
AddChildEvents(initialEventSet);
void AddChildEvents(EventSet eventSet)
}
RegisterNonRepeatableChildEvents(initialEventSet);
void RegisterNonRepeatableChildEvents(EventSet eventSet)
{
if (eventSet == null) { return; }
if (eventSet.OncePerLevel)
{
if (eventSet == null) { return; }
if (eventSet.OncePerOutpost)
foreach (EventPrefab ep in eventSet.EventPrefabs.SelectMany(e => e.EventPrefabs))
{
foreach (EventPrefab ep in eventSet.EventPrefabs.SelectMany(e => e.EventPrefabs))
{
nonRepeatableEvents.Add(ep);
}
}
foreach (EventSet childSet in eventSet.ChildSets)
{
AddChildEvents(childSet);
nonRepeatableEvents.Add(ep);
}
}
}
foreach (EventSet childSet in eventSet.ChildSets)
{
RegisterNonRepeatableChildEvents(childSet);
}
}
}
PreloadContent(GetFilesToPreload());
@@ -374,26 +372,18 @@ namespace Barotrauma
/// </summary>
public void RegisterEventHistory()
{
if (level?.LevelData != null)
if (level?.LevelData == null) { return; }
level.LevelData.EventsExhausted = true;
if (level.LevelData.Type == LevelData.LevelType.Outpost)
{
level.LevelData.EventsExhausted = true;
if (level.LevelData.Type == LevelData.LevelType.Outpost)
level.LevelData.EventHistory.AddRange(selectedEvents.Values.SelectMany(v => v).Select(e => e.Prefab).Where(e => !level.LevelData.EventHistory.Contains(e)));
if (level.LevelData.EventHistory.Count > MaxEventHistory)
{
level.LevelData.EventHistory.AddRange(selectedEvents.Values.SelectMany(v => v).Select(e => e.Prefab).Where(e => !level.LevelData.EventHistory.Contains(e)));
if (level.LevelData.EventHistory.Count > MaxEventHistory)
{
level.LevelData.EventHistory.RemoveRange(0, level.LevelData.EventHistory.Count - MaxEventHistory);
}
level.LevelData.NonRepeatableEvents.AddRange(nonRepeatableEvents.Where(e => !level.LevelData.NonRepeatableEvents.Contains(e)));
}
foreach (var usedUniqueSet in usedUniqueSets)
{
if (!level.LevelData.UsedUniqueSets.Contains(usedUniqueSet.Identifier))
{
level.LevelData.UsedUniqueSets.Add(usedUniqueSet.Identifier);
}
level.LevelData.EventHistory.RemoveRange(0, level.LevelData.EventHistory.Count - MaxEventHistory);
}
}
level.LevelData.NonRepeatableEvents.AddRange(nonRepeatableEvents.Where(e => !level.LevelData.NonRepeatableEvents.Contains(e)));
}
public void SkipEventCooldown()
@@ -418,16 +408,11 @@ namespace Barotrauma
DebugConsole.NewMessage($"Loading event set {eventSet.Identifier}", Color.LightBlue, debugOnly: true);
if (eventSet.Unique && !usedUniqueSets.Contains(eventSet))
{
usedUniqueSets.Add(eventSet);
}
int applyCount = 1;
List<Func<Level.InterestingPosition, bool>> spawnPosFilter = new List<Func<Level.InterestingPosition, bool>>();
if (eventSet.PerRuin)
{
applyCount = level.Ruins.Count();
applyCount = level.Ruins.Count;
foreach (var ruin in level.Ruins)
{
spawnPosFilter.Add(pos => pos.Ruin == ruin);
@@ -435,7 +420,7 @@ namespace Barotrauma
}
else if (eventSet.PerCave)
{
applyCount = level.Caves.Count();
applyCount = level.Caves.Count;
foreach (var cave in level.Caves)
{
spawnPosFilter.Add(pos => pos.Cave == cave);
@@ -452,8 +437,8 @@ namespace Barotrauma
}
bool isPrefabSuitable(EventPrefab e)
=> e.BiomeIdentifier.IsEmpty ||
e.BiomeIdentifier == level.LevelData?.Biome?.Identifier;
=> (e.BiomeIdentifier.IsEmpty || e.BiomeIdentifier == level.LevelData?.Biome?.Identifier) &&
!level.LevelData.NonRepeatableEvents.Contains(e);
foreach (var subEventPrefab in eventSet.EventPrefabs)
{
@@ -610,8 +595,7 @@ namespace Barotrauma
return
level.Difficulty >= eventSet.MinLevelDifficulty && level.Difficulty <= eventSet.MaxLevelDifficulty &&
level.LevelData.Type == eventSet.LevelType &&
(eventSet.BiomeIdentifier.IsEmpty || eventSet.BiomeIdentifier == level.LevelData.Biome.Identifier) &&
(!eventSet.Unique || !level.LevelData.UsedUniqueSets.Contains(eventSet.Identifier));
(eventSet.BiomeIdentifier.IsEmpty || eventSet.BiomeIdentifier == level.LevelData.Biome.Identifier);
}
private bool IsValidForLocation(EventSet eventSet, Location location)
@@ -114,15 +114,9 @@ namespace Barotrauma
public readonly bool DisableInHuntingGrounds;
/// <summary>
/// If true, events from this set shouldn't be selected again as long as they remain in <see cref="LevelData.NonRepeatableEvents"/> which has a limited size.
/// Use <see cref="Unique"/> to prevent selecting the whole set again altogether.
/// If true, events from this set can only occur once in the level.
/// </summary>
public readonly bool OncePerOutpost;
/// <summary>
/// If true, the whole set can only be selected once for a level.
/// </summary>
public readonly bool Unique;
public readonly bool OncePerLevel;
public readonly bool DelayWhenCrewAway;
@@ -289,8 +283,7 @@ namespace Barotrauma
DisableInHuntingGrounds = element.GetAttributeBool("disableinhuntinggrounds", false);
IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? (PerRuin || PerCave || PerWreck));
DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", !PerRuin && !PerCave && !PerWreck);
OncePerOutpost = element.GetAttributeBool("onceperoutpost", false);
Unique = element.GetAttributeBool("unique", false);
OncePerLevel = element.GetAttributeBool("onceperlevel", element.GetAttributeBool("onceperoutpost", false));
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
IsCampaignSet = element.GetAttributeBool("campaign", LevelType == LevelData.LevelType.Outpost || (parentSet?.IsCampaignSet ?? false));
ResetTime = element.GetAttributeFloat("resettime", 0);
@@ -386,23 +386,27 @@ namespace Barotrauma
#if CLIENT
foreach (Character character in crewCharacters)
{
var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
character.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
character.Info?.GiveExperience(experienceGain, isMissionExperience: true);
GiveMissionExperience(character.Info);
}
#else
foreach (Barotrauma.Networking.Client c in GameMain.Server.ConnectedClients)
{
//give the experience to the stored characterinfo if the client isn't currently controlling a character
CharacterInfo info = c.Character?.Info ?? c.CharacterInfo;
var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
info?.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
info?.GiveExperience((int)(experienceGain * experienceGainMultiplier.Value), isMissionExperience: true);
GiveMissionExperience(c.Character?.Info ?? c.CharacterInfo);
}
foreach (Character bot in GameSession.GetSessionCrewCharacters(CharacterType.Bot))
{
GiveMissionExperience(bot.Info);
}
#endif
void GiveMissionExperience(CharacterInfo info)
{
var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
info?.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
info?.GiveExperience((int)(experienceGain * experienceGainMultiplier.Value), isMissionExperience: true);
}
// apply money gains afterwards to prevent them from affecting XP gains
var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier));