Host can disable spawning of certain characters
GUITickBox might not work very well because of the override of Rect, might want to look into that later
This commit is contained in:
@@ -47,6 +47,15 @@ namespace Barotrauma
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private void SpawnMonsters()
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{
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if (GameMain.Server != null)
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{
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string tryKey = GameMain.Server.monsterNames.Find(s => characterFile.ToLower().Contains(s.ToLower()));
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if (tryKey != null)
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{
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if (!GameMain.Server.monsterEnabled[tryKey]) return; //spawn was disallowed by host
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}
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}
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float minDist = Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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//find a random spawnpos that isn't too close to the main sub
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@@ -40,6 +40,20 @@ namespace Barotrauma
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}
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}
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public override Rectangle Rect
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{
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get
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{
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return rect;
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}
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set
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{
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box.Rect = new Rectangle(value.X,value.Y,box.Rect.Width,box.Rect.Height);
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text.Rect = new Rectangle(box.Rect.Right + 10, box.Rect.Y + 2, 20, box.Rect.Height);
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rect = value;
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}
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}
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public GUITickBox(Rectangle rect, string label, Alignment alignment, GUIComponent parent)
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: this(rect, label, alignment, GUI.Font, parent)
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{
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@@ -164,6 +164,8 @@ namespace Barotrauma
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if (gameMode!=null) gameMode.Start();
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Items.Components.Radar.StartMarker = "Start";
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Items.Components.Radar.EndMarker = "End";
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if (gameMode.Mission != null) Mission.Start(Level.Loaded);
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TaskManager.StartShift(level);
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@@ -302,7 +302,7 @@ namespace Barotrauma.Networking
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if (gameStarted)
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{
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inGameHUD.Update((float)Physics.step);
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//inGameHUD.Update((float)Physics.step);
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if (respawnManager != null) respawnManager.Update(deltaTime);
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@@ -46,6 +46,9 @@ namespace Barotrauma.Networking
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private set;
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}
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public List<string> monsterNames;
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public Dictionary<string, bool> monsterEnabled;
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public bool ShowNetStats;
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private TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 30);
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@@ -254,6 +257,17 @@ namespace Barotrauma.Networking
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FileStreamSender.MaxTransferDuration = new TimeSpan(0,0,ToolBox.GetAttributeInt(doc.Root, "MaxFileTransferDuration", 150));
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showLogButton.Visible = SaveServerLogs;
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monsterNames = Directory.GetDirectories("Content/Characters").ToList();
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for (int i=0;i<monsterNames.Count;i++)
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{
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monsterNames[i] = monsterNames[i].Replace("Content/Characters", "").Replace("/", "").Replace("\\", "");
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}
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monsterEnabled = new Dictionary<string, bool>();
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foreach (string s in monsterNames)
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{
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monsterEnabled.Add(s, true);
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}
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}
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private void CreateSettingsFrame()
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@@ -290,6 +304,8 @@ namespace Barotrauma.Networking
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int y = 0;
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settingsTabs[0].Padding = new Vector4(40.0f, 5.0f, 40.0f, 40.0f);
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new GUITextBlock(new Rectangle(0, y, 100, 20), "Submarine selection:", GUI.Style, settingsTabs[0]);
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var selectionFrame = new GUIFrame(new Rectangle(0, y + 20, 300, 20), null, settingsTabs[0]);
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for (int i = 0; i < 3; i++)
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@@ -318,7 +334,7 @@ namespace Barotrauma.Networking
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endBox.Selected = EndRoundAtLevelEnd;
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endBox.OnSelected = (GUITickBox) => { EndRoundAtLevelEnd = GUITickBox.Selected; return true; };
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y += 30;
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y += 25;
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var endVoteBox = new GUITickBox(new Rectangle(0, y, 20, 20), "End round by voting", Alignment.Left, settingsTabs[0]);
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endVoteBox.Selected = Voting.AllowEndVoting;
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@@ -346,7 +362,7 @@ namespace Barotrauma.Networking
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};
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votesRequiredSlider.OnMoved(votesRequiredSlider, votesRequiredSlider.BarScroll);
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y += 40;
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y += 35;
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var respawnBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Allow respawning", Alignment.Left, settingsTabs[0]);
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respawnBox.Selected = AllowRespawn;
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@@ -357,9 +373,9 @@ namespace Barotrauma.Networking
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};
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var respawnIntervalText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Respawn interval", GUI.Style, settingsTabs[0], GUI.SmallFont);
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var respawnIntervalText = new GUITextBlock(new Rectangle(20, y + 18, 20, 20), "Respawn interval", GUI.Style, settingsTabs[0], GUI.SmallFont);
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var respawnIntervalSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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var respawnIntervalSlider = new GUIScrollBar(new Rectangle(150, y + 20, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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respawnIntervalSlider.UserData = respawnIntervalText;
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respawnIntervalSlider.Step = 0.05f;
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respawnIntervalSlider.BarScroll = RespawnInterval / 600.0f;
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@@ -373,12 +389,12 @@ namespace Barotrauma.Networking
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};
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respawnIntervalSlider.OnMoved(respawnIntervalSlider, respawnIntervalSlider.BarScroll);
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y += 40;
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y += 35;
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var minRespawnText = new GUITextBlock(new Rectangle(0, y, 200, 20), "Minimum players to respawn", GUI.Style, settingsTabs[0]);
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minRespawnText.ToolTip = "What percentage of players has to be dead/spectating until a respawn shuttle is dispatched";
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var minRespawnSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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var minRespawnSlider = new GUIScrollBar(new Rectangle(150, y + 20, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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minRespawnSlider.ToolTip = minRespawnText.ToolTip;
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minRespawnSlider.UserData = minRespawnText;
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minRespawnSlider.Step = 0.1f;
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@@ -393,13 +409,13 @@ namespace Barotrauma.Networking
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};
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minRespawnSlider.OnMoved(minRespawnSlider, MinRespawnRatio);
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y += 35;
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y += 30;
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var respawnDurationText = new GUITextBlock(new Rectangle(0, y, 200, 20), "Duration of respawn transport", GUI.Style, settingsTabs[0]);
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respawnDurationText.ToolTip = "The amount of time respawned players have to navigate the respawn shuttle to the main submarine. " +
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"After the duration expires, the shuttle will automatically head back out of the level.";
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var respawnDurationSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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var respawnDurationSlider = new GUIScrollBar(new Rectangle(150, y + 20, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
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respawnDurationSlider.UserData = respawnDurationText;
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respawnDurationSlider.Step = 0.1f;
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@@ -423,8 +439,40 @@ namespace Barotrauma.Networking
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};
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respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);
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y += 40;
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y += 35;
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var monsterButton = new GUIButton(new Rectangle(0, y, 130, 20), "Monster Spawns", GUI.Style, settingsTabs[0]);
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monsterButton.Enabled = !GameStarted;
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var monsterFrame = new GUIListBox(new Rectangle(-290, 60, 280, 250), GUI.Style, settingsTabs[0]);
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monsterFrame.Visible = false;
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monsterButton.UserData = monsterFrame;
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monsterButton.OnClicked = (button, obj) =>
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{
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((GUIComponent)obj).Visible = !((GUIComponent)obj).Visible;
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return true;
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};
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foreach (string s in monsterNames)
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{
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(0, 0, 260, 25),
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s,
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GUI.Style,
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Alignment.Left, Alignment.Left, monsterFrame);
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textBlock.Padding = new Vector4(35.0f, 3.0f, 0.0f, 0.0f);
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textBlock.UserData = monsterFrame;
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textBlock.CanBeFocused = false;
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var monsterEnabledBox = new GUITickBox(new Rectangle(-25, 0, 20, 20), "", Alignment.Left, textBlock);
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monsterEnabledBox.Selected = monsterEnabled[s];
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monsterEnabledBox.OnSelected = (GUITickBox) =>
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{
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monsterEnabled[s] = !monsterEnabled[s];
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return true;
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};
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}
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var cargoButton = new GUIButton(new Rectangle(160, y, 130, 20), "Additional Cargo", GUI.Style, settingsTabs[0]);
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cargoButton.Enabled = !GameStarted;
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//--------------------------------------------------------------------------------
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// server settings
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