2f107db...5202af9

This commit is contained in:
Joonas Rikkonen
2019-03-18 21:42:26 +02:00
parent 58c92888b7
commit 044fd3344b
395 changed files with 27417 additions and 19754 deletions
@@ -0,0 +1,31 @@
using Barotrauma.Networking;
namespace Barotrauma
{
partial class CharacterCampaignData
{
partial void InitProjSpecific(Client client)
{
ClientIP = client.Connection.RemoteEndPoint.Address.ToString();
SteamID = client.SteamID;
CharacterInfo = client.CharacterInfo;
}
public bool MatchesClient(Client client)
{
if (SteamID > 0)
{
return SteamID == client.SteamID;
}
else
{
return ClientIP == client.Connection.RemoteEndPoint.Address.ToString();
}
}
public void SpawnInventoryItems(CharacterInfo characterInfo, Inventory inventory)
{
characterInfo.SpawnInventoryItems(inventory, itemData);
}
}
}
@@ -0,0 +1,206 @@
using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public static void StartNewCampaign(string savePath, string subName, string seed)
{
if (string.IsNullOrWhiteSpace(savePath)) return;
GameMain.GameSession = new GameSession(new Submarine(subName, ""), savePath,
GameModePreset.List.Find(g => g.Identifier == "multiplayercampaign"));
var campaign = ((MultiPlayerCampaign)GameMain.GameSession.GameMode);
campaign.GenerateMap(seed);
campaign.SetDelegates();
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
GameMain.GameSession.Map.SelectRandomLocation(true);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
campaign.LastSaveID++;
DebugConsole.NewMessage("Campaign started!", Color.Cyan);
DebugConsole.NewMessage(GameMain.GameSession.Map.CurrentLocation.Name + " -> " + GameMain.GameSession.Map.SelectedLocation.Name, Color.Cyan);
}
public static void LoadCampaign(string selectedSave)
{
SaveUtil.LoadGame(selectedSave);
((MultiPlayerCampaign)GameMain.GameSession.GameMode).LastSaveID++;
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
GameMain.GameSession.Map.SelectRandomLocation(true);
DebugConsole.NewMessage("Campaign loaded!", Color.Cyan);
DebugConsole.NewMessage(GameMain.GameSession.Map.CurrentLocation.Name + " -> " + GameMain.GameSession.Map.SelectedLocation.Name, Color.Cyan);
}
public static void StartCampaignSetup()
{
DebugConsole.NewMessage("********* CAMPAIGN SETUP *********", Color.White);
DebugConsole.ShowQuestionPrompt("Do you want to start a new campaign? Y/N", (string arg) =>
{
if (arg.ToLowerInvariant() == "y" || arg.ToLowerInvariant() == "yes")
{
DebugConsole.ShowQuestionPrompt("Enter a save name for the campaign:", (string saveName) =>
{
StartNewCampaign(saveName, GameMain.NetLobbyScreen.SelectedSub.FilePath, GameMain.NetLobbyScreen.LevelSeed);
});
}
else
{
string[] saveFiles = SaveUtil.GetSaveFiles(SaveUtil.SaveType.Multiplayer);
DebugConsole.NewMessage("Saved campaigns:", Color.White);
for (int i = 0; i < saveFiles.Length; i++)
{
DebugConsole.NewMessage(" " + i + ". " + saveFiles[i], Color.White);
}
DebugConsole.ShowQuestionPrompt("Select a save file to load (0 - " + (saveFiles.Length - 1) + "):", (string selectedSave) =>
{
int saveIndex = -1;
if (!int.TryParse(selectedSave, out saveIndex)) return;
LoadCampaign(saveFiles[saveIndex]);
});
}
});
}
protected override void WatchmanInteract(Character watchman, Character interactor)
{
if ((watchman.Submarine == Level.Loaded.StartOutpost && !Submarine.MainSub.AtStartPosition) ||
(watchman.Submarine == Level.Loaded.EndOutpost && !Submarine.MainSub.AtEndPosition))
{
CreateDialog(new List<Character> { watchman }, "WatchmanInteractNoLeavingSub", 5.0f);
return;
}
bool hasPermissions = true;
if (GameMain.Server != null)
{
var client = GameMain.Server.ConnectedClients.Find(c => c.Character == interactor);
hasPermissions = client != null &&
(client.HasPermission(ClientPermissions.ManageRound) || client.HasPermission(ClientPermissions.ManageCampaign));
CreateDialog(new List<Character> { watchman }, hasPermissions ? "WatchmanInteract" : "WatchmanInteractNotAllowed", 1.0f);
}
}
partial void SetDelegates()
{
if (GameMain.Server != null)
{
CargoManager.OnItemsChanged += () => { LastUpdateID++; };
Map.OnLocationSelected += (loc, connection) => { LastUpdateID++; };
Map.OnMissionSelected += (loc, mission) => { LastUpdateID++; };
}
}
public void DiscardClientCharacterData(Client client)
{
characterData.RemoveAll(cd => cd.MatchesClient(client));
}
public CharacterCampaignData GetClientCharacterData(Client client)
{
return characterData.Find(cd => cd.MatchesClient(client));
}
public void AssignClientCharacterInfos(IEnumerable<Client> connectedClients)
{
foreach (Client client in connectedClients)
{
if (client.SpectateOnly && GameMain.Server.ServerSettings.AllowSpectating) { continue; }
var matchingData = GetClientCharacterData(client);
if (matchingData != null) client.CharacterInfo = matchingData.CharacterInfo;
}
}
public Dictionary<Client, Job> GetAssignedJobs(IEnumerable<Client> connectedClients)
{
var assignedJobs = new Dictionary<Client, Job>();
foreach (Client client in connectedClients)
{
var matchingData = GetClientCharacterData(client);
if (matchingData != null) assignedJobs.Add(client, matchingData.CharacterInfo.Job);
}
return assignedJobs;
}
public void ServerWrite(NetBuffer msg, Client c)
{
System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
msg.Write(CampaignID);
msg.Write(lastUpdateID);
msg.Write(lastSaveID);
msg.Write(map.Seed);
msg.Write(map.CurrentLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.CurrentLocationIndex);
msg.Write(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
msg.Write(map.SelectedMissionIndex == -1 ? byte.MaxValue : (byte)map.SelectedMissionIndex);
msg.Write(isRunning && startWatchman != null ? startWatchman.ID : (UInt16)0);
msg.Write(isRunning && endWatchman != null ? endWatchman.ID : (UInt16)0);
msg.Write(Money);
msg.Write((UInt16)CargoManager.PurchasedItems.Count);
foreach (PurchasedItem pi in CargoManager.PurchasedItems)
{
msg.Write((UInt16)MapEntityPrefab.List.IndexOf(pi.ItemPrefab));
msg.Write((UInt16)pi.Quantity);
}
var characterData = GetClientCharacterData(c);
if (characterData?.CharacterInfo == null)
{
msg.Write(false);
}
else
{
msg.Write(true);
characterData.CharacterInfo.ServerWrite(msg);
}
}
public void ServerRead(NetBuffer msg, Client sender)
{
UInt16 selectedLocIndex = msg.ReadUInt16();
byte selectedMissionIndex = msg.ReadByte();
UInt16 purchasedItemCount = msg.ReadUInt16();
List<PurchasedItem> purchasedItems = new List<PurchasedItem>();
for (int i = 0; i < purchasedItemCount; i++)
{
UInt16 itemPrefabIndex = msg.ReadUInt16();
UInt16 itemQuantity = msg.ReadUInt16();
purchasedItems.Add(new PurchasedItem(MapEntityPrefab.List[itemPrefabIndex] as ItemPrefab, itemQuantity));
}
if (!sender.HasPermission(ClientPermissions.ManageCampaign))
{
DebugConsole.ThrowError("Client \"" + sender.Name + "\" does not have a permission to manage the campaign");
return;
}
Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
if (Map.SelectedConnection != null)
{
Map.SelectMission(selectedMissionIndex);
}
List<PurchasedItem> currentItems = new List<PurchasedItem>(CargoManager.PurchasedItems);
foreach (PurchasedItem pi in currentItems)
{
CargoManager.SellItem(pi, pi.Quantity);
}
foreach (PurchasedItem pi in purchasedItems)
{
CargoManager.PurchaseItem(pi.ItemPrefab, pi.Quantity);
}
}
}
}
@@ -0,0 +1,179 @@
using Barotrauma.Networking;
using System.Collections.Generic;
using System.IO;
namespace Barotrauma
{
partial class Traitor
{
public readonly Character Character;
public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
public Traitor(Character character)
{
Character = character;
}
public void Greet(GameServer server, string codeWords, string codeResponse)
{
string greetingMessage = TextManager.Get("TraitorStartMessage").Replace("[targetname]", TargetCharacter.Name);
string moreAgentsMessage = TextManager.Get("TraitorMoreAgentsMessage")
.Replace("[codewords]", codeWords)
.Replace("[coderesponse]", codeResponse);
var greetingChatMsg = ChatMessage.Create(null, greetingMessage, ChatMessageType.Server, null);
var moreAgentsChatMsg = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.Server, null);
var greetingMsgBox = ChatMessage.Create(null, greetingMessage, ChatMessageType.MessageBox, null);
var moreAgentsMsgBox = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.MessageBox, null);
Client client = server.ConnectedClients.Find(c => c.Character == Character);
GameMain.Server.SendDirectChatMessage(greetingChatMsg, client);
GameMain.Server.SendDirectChatMessage(moreAgentsChatMsg, client);
GameMain.Server.SendDirectChatMessage(greetingMsgBox, client);
GameMain.Server.SendDirectChatMessage(moreAgentsMsgBox, client);
Client ownerClient = server.ConnectedClients.Find(c => c.Connection == server.OwnerConnection);
if (client != ownerClient)
{
var ownerMsg = ChatMessage.Create(
null,//TextManager.Get("NewTraitor"),
TextManager.Get("TraitorStartMessageServer").Replace("[targetname]", TargetCharacter.Name).Replace("[traitorname]", Character.Name),
ChatMessageType.MessageBox,
null
);
GameMain.Server.SendDirectChatMessage(ownerMsg, ownerClient);
}
}
}
partial class TraitorManager
{
private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
public List<Traitor> TraitorList
{
get { return traitorList; }
}
private List<Traitor> traitorList = new List<Traitor>();
public string codeWords, codeResponse;
public TraitorManager(GameServer server, int traitorCount)
{
if (traitorCount < 1) //what why how
{
traitorCount = 1;
DebugConsole.ThrowError("Traitor Manager: TraitorCount somehow ended up less than 1, setting it to 1.");
}
Start(server, traitorCount);
}
private void Start(GameServer server, int traitorCount)
{
if (server == null) return;
List<Character> characters = new List<Character>(); //ANYONE can be a target.
List<Character> traitorCandidates = new List<Character>(); //Keep this to not re-pick traitors twice
foreach (Client client in server.ConnectedClients)
{
if (client.Character != null)
{
characters.Add(client.Character);
traitorCandidates.Add(client.Character);
}
}
if (server.Character != null)
{
characters.Add(server.Character); //Add host character
traitorCandidates.Add(server.Character);
}
if (characters.Count < 2)
{
return;
}
codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
while (traitorCount-- > 0)
{
if (traitorCandidates.Count <= 0) break;
int traitorIndex = Rand.Int(traitorCandidates.Count);
Character traitorCharacter = traitorCandidates[traitorIndex];
traitorCandidates.Remove(traitorCharacter);
//Add them to the list
traitorList.Add(new Traitor(traitorCharacter));
}
//Now that traitors have been decided, let's do objectives in post for deciding things like Document Exchange.
foreach (Traitor traitor in traitorList)
{
Character traitorCharacter = traitor.Character;
int targetIndex = Rand.Int(characters.Count);
while (characters[targetIndex] == traitorCharacter) //Cannot target self
{
targetIndex = Rand.Int(characters.Count);
}
Character targetCharacter = characters[targetIndex];
traitor.TargetCharacter = targetCharacter;
traitor.Greet(server, codeWords, codeResponse);
}
}
public string GetEndMessage()
{
if (GameMain.Server == null || traitorList.Count <= 0) return "";
string endMessage = "";
foreach (Traitor traitor in traitorList)
{
Character traitorCharacter = traitor.Character;
Character targetCharacter = traitor.TargetCharacter;
string messageTag;
if (targetCharacter.IsDead) //Partial or complete mission success
{
if (traitorCharacter.IsDead)
{
messageTag = "TraitorEndMessageSuccessTraitorDead";
}
else if (traitorCharacter.LockHands)
{
messageTag = "TraitorEndMessageSuccessTraitorDetained";
}
else
messageTag = "TraitorEndMessageSuccess";
}
else //Partial or complete failure
{
if (traitorCharacter.IsDead)
{
messageTag = "TraitorEndMessageFailureTraitorDead";
}
else if (traitorCharacter.LockHands)
{
messageTag = "TraitorEndMessageFailureTraitorDetained";
}
else
{
messageTag = "TraitorEndMessageFailure";
}
}
endMessage += (TextManager.ReplaceGenderPronouns(TextManager.Get(messageTag), traitorCharacter.Info.Gender) + "\n")
.Replace("[traitorname]", traitorCharacter.Name)
.Replace("[targetname]", targetCharacter.Name);
}
return endMessage;
}
}
}