Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Characters/CharacterInfo.cs
2023-01-31 18:08:26 +02:00

94 lines
3.5 KiB
C#

using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class CharacterInfo
{
private readonly Dictionary<Identifier, float> prevSentSkill = new Dictionary<Identifier, float>();
/// <summary>
/// The client opted to create a new character and discard this one
/// </summary>
public bool Discarded;
public void ApplyDeathEffects()
{
RespawnManager.ReduceCharacterSkills(this);
RemoveSavedStatValuesOnDeath();
CauseOfDeath = null;
}
partial void OnSkillChanged(Identifier skillIdentifier, float prevLevel, float newLevel)
{
if (Character == null || Character.Removed) { return; }
if (!prevSentSkill.ContainsKey(skillIdentifier))
{
prevSentSkill[skillIdentifier] = prevLevel;
}
if (Math.Abs(prevSentSkill[skillIdentifier] - newLevel) > 0.01f)
{
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateSkillsEventData());
prevSentSkill[skillIdentifier] = newLevel;
}
}
partial void OnExperienceChanged(int prevAmount, int newAmount)
{
if (Character == null || Character.Removed) { return; }
if (prevAmount != newAmount)
{
GameServer.Log($"{GameServer.CharacterLogName(Character)} has gained {newAmount - prevAmount} experience ({prevAmount} -> {newAmount})", ServerLog.MessageType.Talent);
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateExperienceEventData());
}
}
partial void OnPermanentStatChanged(StatTypes statType)
{
if (Character == null || Character.Removed) { return; }
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdatePermanentStatsEventData(statType));
}
public void ServerWrite(IWriteMessage msg)
{
msg.WriteUInt16(ID);
msg.WriteString(Name);
msg.WriteString(OriginalName);
msg.WriteByte((byte)Head.Preset.TagSet.Count);
foreach (Identifier tag in Head.Preset.TagSet)
{
msg.WriteIdentifier(tag);
}
msg.WriteByte((byte)Head.HairIndex);
msg.WriteByte((byte)Head.BeardIndex);
msg.WriteByte((byte)Head.MoustacheIndex);
msg.WriteByte((byte)Head.FaceAttachmentIndex);
msg.WriteColorR8G8B8(Head.SkinColor);
msg.WriteColorR8G8B8(Head.HairColor);
msg.WriteColorR8G8B8(Head.FacialHairColor);
msg.WriteString(ragdollFileName);
msg.WriteIdentifier(HumanPrefabIds.NpcIdentifier);
if (Job != null)
{
msg.WriteUInt32(Job.Prefab.UintIdentifier);
msg.WriteByte((byte)Job.Variant);
foreach (SkillPrefab skillPrefab in Job.Prefab.Skills.OrderBy(s => s.Identifier))
{
msg.WriteSingle(Job.GetSkill(skillPrefab.Identifier)?.Level ?? 0.0f);
}
}
else
{
msg.WriteUInt32((uint)0);
msg.WriteByte((byte)0);
}
msg.WriteUInt16((ushort)ExperiencePoints);
msg.WriteRangedInteger(AdditionalTalentPoints, 0, MaxAdditionalTalentPoints);
}
}
}