(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
@@ -26,7 +26,10 @@ namespace Barotrauma
public Character.TeamType? WinningTeam;
public bool IsRunning { get; private set; }
public Level Level { get; private set; }
public LevelData LevelData { get; private set; }
public Map Map
{
@@ -36,17 +39,21 @@ namespace Barotrauma
}
}
public CampaignMode Campaign
{
get
{
return GameMode as CampaignMode;
}
}
public Location StartLocation
{
get
{
if (Map != null) return Map.CurrentLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
if (Map != null) { return Map.CurrentLocation; }
if (dummyLocations == null) { CreateDummyLocations(); }
return dummyLocations[0];
}
}
@@ -55,18 +62,15 @@ namespace Barotrauma
{
get
{
if (Map != null) return Map.SelectedLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
if (Map != null) { return Map.SelectedLocation; }
if (dummyLocations == null) { CreateDummyLocations(); }
return dummyLocations[1];
}
}
public SubmarineInfo SubmarineInfo { get; set; }
public List<SubmarineInfo> OwnedSubmarines = new List<SubmarineInfo>();
public Submarine Submarine { get; set; }
@@ -74,41 +78,55 @@ namespace Barotrauma
partial void InitProjSpecific();
public GameSession(SubmarineInfo submarineInfo, string savePath, GameModePreset gameModePreset, MissionType missionType = MissionType.None)
: this(submarineInfo, savePath)
{
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = gameModePreset.Instantiate(missionType);
}
public GameSession(SubmarineInfo submarineInfo, string savePath, GameModePreset gameModePreset, MissionPrefab missionPrefab)
: this(submarineInfo, savePath)
{
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = gameModePreset.Instantiate(missionPrefab);
#if CLIENT
if (GameMode is SubTestMode) { EventManager = null; }
#endif
}
private GameSession(SubmarineInfo submarineInfo, string savePath)
private GameSession(SubmarineInfo submarineInfo, List<SubmarineInfo> ownedSubmarines = null)
{
InitProjSpecific();
SubmarineInfo = submarineInfo;
/*Submarine = new Submarine(submarineInfo);
Submarine.MainSub = Submarine;*/
#if CLIENT
if (ownedSubmarines == null && GameMode is MultiPlayerCampaign && GameMain.NetLobbyScreen.ServerOwnedSubmarines != null)
{
ownedSubmarines = GameMain.NetLobbyScreen.ServerOwnedSubmarines;
}
#endif
OwnedSubmarines = ownedSubmarines ?? new List<SubmarineInfo>();
if (!OwnedSubmarines.Any(s => s.Name == submarineInfo.Name))
{
OwnedSubmarines.Add(submarineInfo);
}
GameMain.GameSession = this;
EventManager = new EventManager();
this.SavePath = savePath;
}
public GameSession(SubmarineInfo selectedSubInfo, string saveFile, XDocument doc)
: this(selectedSubInfo, saveFile)
/// <summary>
/// Start a new GameSession. Will be saved to the specified save path (if playing a game mode that can be saved).
/// </summary>
public GameSession(SubmarineInfo submarineInfo, string savePath, GameModePreset gameModePreset, string seed = null, MissionType missionType = MissionType.None)
: this(submarineInfo)
{
Submarine.MainSub = Submarine;
this.SavePath = savePath;
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = InstantiateGameMode(gameModePreset, seed, missionType: missionType);
}
/// <summary>
/// Start a new GameSession with a specific pre-selected mission.
/// </summary>
public GameSession(SubmarineInfo submarineInfo, GameModePreset gameModePreset, string seed = null, MissionPrefab missionPrefab = null)
: this(submarineInfo)
{
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = InstantiateGameMode(gameModePreset, seed, missionPrefab: missionPrefab);
}
/// <summary>
/// Load a game session from the specified XML document. The session will be saved to the specified path.
/// </summary>
public GameSession(SubmarineInfo submarineInfo, List<SubmarineInfo> ownedSubmarines, XDocument doc, string saveFile)
: this(submarineInfo, ownedSubmarines)
{
this.SavePath = saveFile;
GameMain.GameSession = this;
//selectedSub.Name = doc.Root.GetAttributeString("submarine", selectedSub.Name);
@@ -120,17 +138,62 @@ namespace Barotrauma
case "gamemode": //legacy support
case "singleplayercampaign":
CrewManager = new CrewManager(true);
GameMode = SinglePlayerCampaign.Load(subElement);
var campaign = SinglePlayerCampaign.Load(subElement);
campaign.LoadNewLevel();
GameMode = campaign;
break;
#endif
case "multiplayercampaign":
CrewManager = new CrewManager(false);
GameMode = MultiPlayerCampaign.LoadNew(subElement);
var mpCampaign = MultiPlayerCampaign.LoadNew(subElement);
GameMode = mpCampaign;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
//save to ensure the campaign ID in the save file matches the one that got assigned to this campaign instance
SaveUtil.SaveGame(saveFile);
mpCampaign.LoadNewLevel();
}
break;
}
}
}
private GameMode InstantiateGameMode(GameModePreset gameModePreset, string seed, MissionPrefab missionPrefab = null, MissionType missionType = MissionType.None)
{
if (gameModePreset.GameModeType == typeof(MissionMode))
{
return missionPrefab != null ?
new MissionMode(gameModePreset, missionPrefab) :
new MissionMode(gameModePreset, missionType, seed ?? ToolBox.RandomSeed(8));
}
else if (gameModePreset.GameModeType == typeof(MultiPlayerCampaign))
{
return MultiPlayerCampaign.StartNew(seed ?? ToolBox.RandomSeed(8));
}
#if CLIENT
else if (gameModePreset.GameModeType == typeof(SinglePlayerCampaign))
{
return SinglePlayerCampaign.StartNew(seed ?? ToolBox.RandomSeed(8));
}
else if (gameModePreset.GameModeType == typeof(TutorialMode))
{
return new TutorialMode(gameModePreset);
}
else if (gameModePreset.GameModeType == typeof(TestGameMode))
{
return new TestGameMode(gameModePreset);
}
#endif
else if (gameModePreset.GameModeType == typeof(GameMode))
{
return new GameMode(gameModePreset);
}
else
{
throw new Exception($"Could not find a game mode of the type \"{gameModePreset.GameModeType}\"");
}
}
private void CreateDummyLocations()
{
dummyLocations = new Location[2];
@@ -148,24 +211,146 @@ namespace Barotrauma
MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
for (int i = 0; i < 2; i++)
{
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null, rand);
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null, rand, requireOutpost: true);
}
}
public void LoadPrevious()
public void LoadPreviousSave()
{
Submarine.Unload();
SaveUtil.LoadGame(SavePath);
}
public void StartRound(string levelSeed, float? difficulty = null)
/// <summary>
/// Switch to another submarine. The sub is loaded when the next round starts.
/// </summary>
public void SwitchSubmarine(SubmarineInfo newSubmarine, int cost)
{
Level randomLevel = Level.CreateRandom(levelSeed, difficulty);
if (!OwnedSubmarines.Any(s => s.Name == newSubmarine.Name))
{
OwnedSubmarines.Add(newSubmarine);
}
else
{
// Fetch owned submarine data as the newSubmarine is just the base submarine
for (int i = 0; i < OwnedSubmarines.Count; i++)
{
if (OwnedSubmarines[i].Name == newSubmarine.Name)
{
newSubmarine = OwnedSubmarines[i];
break;
}
}
}
StartRound(randomLevel);
Campaign.Money -= cost;
((CampaignMode)GameMode).PendingSubmarineSwitch = newSubmarine;
}
public void StartRound(Level level, bool mirrorLevel = false)
public void PurchaseSubmarine(SubmarineInfo newSubmarine)
{
if (Campaign == null) return;
if (!OwnedSubmarines.Any(s => s.Name == newSubmarine.Name))
{
Campaign.Money -= newSubmarine.Price;
OwnedSubmarines.Add(newSubmarine);
}
}
public bool IsSubmarineOwned(SubmarineInfo query)
{
return
Submarine.MainSub.Info.Name == query.Name ||
(OwnedSubmarines != null && OwnedSubmarines.Any(os => os.Name == query.Name));
}
public void StartRound(string levelSeed, float? difficulty = null)
{
StartRound(LevelData.CreateRandom(levelSeed, difficulty));
}
public void StartRound(LevelData levelData, bool mirrorLevel = false, SubmarineInfo startOutpost = null, SubmarineInfo endOutpost = null)
{
if (SubmarineInfo == null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected.");
return;
}
if (SubmarineInfo.IsFileCorrupted)
{
DebugConsole.ThrowError("Couldn't start game session, submarine file corrupted.");
return;
}
LevelData = levelData;
if (GameMode is CampaignMode campaignMode && GameMode.Mission != null &&
LevelData != null && LevelData.Type == LevelData.LevelType.Outpost)
{
campaignMode.Map.CurrentLocation.SelectedMission = null;
}
Submarine.Unload();
Submarine = Submarine.MainSub = new Submarine(SubmarineInfo);
foreach (Submarine sub in Submarine.GetConnectedSubs())
{
sub.TeamID = Character.TeamType.Team1;
foreach (Item item in Item.ItemList)
{
if (item.Submarine != sub) { continue; }
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = sub.TeamID;
}
}
}
if (GameMode.Mission != null && GameMode.Mission.TeamCount > 1 && Submarine.MainSubs[1] == null)
{
Submarine.MainSubs[1] = new Submarine(SubmarineInfo, true);
}
Level level = null;
if (levelData != null)
{
level = Level.Generate(levelData, mirrorLevel, startOutpost, endOutpost);
}
InitializeLevel(level);
GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Info.Name);
GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(levelData?.Seed ?? "[NO_LEVEL]"));
GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
if (GameMode is CampaignMode) { SteamAchievementManager.OnBiomeDiscovered(levelData.Biome); }
var existingRoundSummary = GUIMessageBox.MessageBoxes.Find(mb => mb.UserData is RoundSummary)?.UserData as RoundSummary;
if (existingRoundSummary?.ContinueButton != null)
{
existingRoundSummary.ContinueButton.Visible = true;
}
RoundSummary = new RoundSummary(Submarine.Info, GameMode, Mission, StartLocation, EndLocation);
if (!(GameMode is TutorialMode) && !(GameMode is TestGameMode))
{
GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
if (EndLocation != null)
{
GUI.AddMessage(levelData.Biome.DisplayName, Color.Lerp(Color.CadetBlue, Color.DarkRed, levelData.Difficulty / 100.0f), 5.0f, playSound: false);
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Destination"), EndLocation.Name), Color.CadetBlue, playSound: false);
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), (Mission == null ? TextManager.Get("None") : Mission.Name)), Color.CadetBlue, playSound: false);
}
else
{
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Location"), StartLocation.Name), Color.CadetBlue, playSound: false);
}
}
#endif
}
private void InitializeLevel(Level level)
{
//make sure no status effects have been carried on from the next round
//(they should be stopped in EndRound, this is a safeguard against cases where the round is ended ungracefully)
@@ -175,83 +360,10 @@ namespace Barotrauma
GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
if (GameMain.Client == null) GameMain.LightManager.LosMode = GameMain.Config.LosMode;
#endif
this.Level = level;
LevelData = level?.LevelData;
Level = level;
if (SubmarineInfo == null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected.");
return;
}
if (SubmarineInfo.IsFileCorrupted)
{
DebugConsole.ThrowError("Couldn't start game session, submarine file corrupted.");
return;
}
Submarine.Unload();
Submarine = Submarine.MainSub = new Submarine(SubmarineInfo);
Submarine.MainSub = Submarine;
if (GameMode.Mission != null && GameMode.Mission.TeamCount > 1 && Submarine.MainSubs[1] == null)
{
Submarine.MainSubs[1] = new Submarine(SubmarineInfo, true);
}
if (level != null)
{
level.Generate(mirrorLevel);
if (level.StartOutpost != null)
{
//start by placing the sub below the outpost
Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
Rectangle subBorders = Submarine.GetDockedBorders();
Vector2 startOutpostSize = Vector2.Zero;
if (Level.Loaded.StartOutpost != null)
{
startOutpostSize = Level.Loaded.StartOutpost.Borders.Size.ToVector2();
}
Submarine.SetPosition(
Level.Loaded.StartOutpost.WorldPosition -
new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));
//find the port that's the nearest to the outpost and dock if one is found
float closestDistance = 0.0f;
DockingPort myPort = null, outPostPort = null;
foreach (DockingPort port in DockingPort.List)
{
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine == level.StartOutpost)
{
outPostPort = port;
continue;
}
if (port.Item.Submarine != Submarine) { continue; }
//the submarine port has to be at the top of the sub
if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y) { continue; }
float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
{
myPort = port;
closestDistance = dist;
}
}
if (myPort != null && outPostPort != null)
{
Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
Submarine.SetPosition((outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance);
myPort.Dock(outPostPort);
myPort.Lock(true);
}
}
else
{
Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
}
}
PlaceSubAtStart(Level);
foreach (var sub in Submarine.Loaded)
{
@@ -267,9 +379,9 @@ namespace Barotrauma
if (GameMode != null) { GameMode.Start(); }
if (GameMode.Mission != null)
{
int prevEntityCount = Entity.GetEntityList().Count;
int prevEntityCount = Entity.GetEntities().Count();
Mission.Start(Level.Loaded);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntityList().Count != prevEntityCount)
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntities().Count() != prevEntityCount)
{
DebugConsole.ThrowError(
"Entity count has changed after starting a mission as a client. " +
@@ -278,7 +390,7 @@ namespace Barotrauma
}
}
EventManager?.StartRound(level);
EventManager?.StartRound(Level.Loaded);
SteamAchievementManager.OnStartRound();
if (GameMode != null)
@@ -289,37 +401,109 @@ namespace Barotrauma
{
//only place items and corpses here in single player
//the server does this after loading the respawn shuttle
Level?.SpawnNPCs();
Level?.SpawnCorpses();
AutoItemPlacer.PlaceIfNeeded(GameMode);
AutoItemPlacer.PlaceIfNeeded();
}
if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
if (GameMode is MultiPlayerCampaign mpCampaign)
{
mpCampaign.CargoManager.CreateItems();
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
mpCampaign.CargoManager.CreatePurchasedItems();
#if SERVER
mpCampaign.SendCrewState(false, null);
#endif
}
mpCampaign.UpgradeManager.ApplyUpgrades();
mpCampaign.UpgradeManager.SanityCheckUpgrades(Submarine);
}
if (GameMode is CampaignMode)
{
Submarine.WarmStartPower();
}
}
GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Info.Name);
GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level?.Seed ?? "[NO_LEVEL]"));
GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
if (GameMode is SinglePlayerCampaign) { SteamAchievementManager.OnBiomeDiscovered(level.Biome); }
if (!(GameMode is SubTestMode)) { RoundSummary = new RoundSummary(this); }
GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
if (!(GameMode is TutorialMode) && !(GameMode is SubTestMode))
{
GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
GUI.AddMessage(level.Biome.DisplayName, Color.Lerp(Color.CadetBlue, Color.DarkRed, level.Difficulty / 100.0f), 5.0f, playSound: false);
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Destination"), EndLocation.Name), Color.CadetBlue, playSound: false);
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), (Mission == null ? TextManager.Get("None") : Mission.Name)), Color.CadetBlue, playSound: false);
}
#endif
GameMain.GameScreen.Cam.Position = Character.Controlled?.WorldPosition ?? Submarine.MainSub.WorldPosition;
RoundStartTime = Timing.TotalTime;
GameMain.ResetFrameTime();
IsRunning = true;
}
public void PlaceSubAtStart(Level level)
{
if (level == null)
{
Submarine.MainSub.SetPosition(Vector2.Zero);
return;
}
if (level.StartOutpost != null)
{
//start by placing the sub below the outpost
Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
Rectangle subBorders = Submarine.GetDockedBorders();
Submarine.SetPosition(
Level.Loaded.StartOutpost.WorldPosition -
new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));
//find the port that's the nearest to the outpost and dock if one is found
float closestDistance = 0.0f;
DockingPort myPort = null, outPostPort = null;
foreach (DockingPort port in DockingPort.List)
{
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine == level.StartOutpost)
{
outPostPort = port;
continue;
}
if (port.Item.Submarine != Submarine) { continue; }
//the submarine port has to be at the top of the sub
if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y) { continue; }
float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
{
myPort = port;
closestDistance = dist;
}
}
if (myPort != null && outPostPort != null)
{
Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;
bool startDocked = level.Type == LevelData.LevelType.Outpost;
#if CLIENT
startDocked |= GameMode is TutorialMode;
#endif
if (startDocked)
{
Submarine.SetPosition(spawnPos);
myPort.Dock(outPostPort);
myPort.Lock(true);
}
else
{
Submarine.SetPosition(spawnPos - Vector2.UnitY * 100.0f);
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
}
else
{
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
}
else
{
Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition, verticalMoveDir: 1));
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
}
public void Update(float deltaTime)
@@ -333,35 +517,35 @@ namespace Barotrauma
partial void UpdateProjSpecific(float deltaTime);
public void EndRound(string endMessage)
public void EndRound(string endMessage, List<TraitorMissionResult> traitorResults = null, CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
{
if (Mission != null) Mission.End();
if (Mission != null) { Mission.End(); }
GameAnalyticsManager.AddProgressionEvent(
(Mission == null || Mission.Completed) ? GameAnalyticsSDK.Net.EGAProgressionStatus.Complete : GameAnalyticsSDK.Net.EGAProgressionStatus.Fail,
(Mission == null || Mission.Completed) ? GameAnalyticsSDK.Net.EGAProgressionStatus.Complete : GameAnalyticsSDK.Net.EGAProgressionStatus.Fail,
GameMode.Preset.Identifier,
(Mission == null ? "None" : Mission.GetType().ToString()));
Mission == null ? "None" : Mission.GetType().ToString());
#if CLIENT
if (RoundSummary != null)
if (!(GameMode is TestGameMode) && Screen.Selected == GameMain.GameScreen && RoundSummary != null)
{
GUIFrame summaryFrame = RoundSummary.CreateSummaryFrame(endMessage);
GUI.ClearMessages();
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData is RoundSummary);
GUIFrame summaryFrame = RoundSummary.CreateSummaryFrame(this, endMessage, traitorResults, transitionType);
GUIMessageBox.MessageBoxes.Add(summaryFrame);
var okButton = new GUIButton(new RectTransform(new Vector2(0.2f, 1.0f), summaryFrame.Children.First().Children.First().FindChild("buttonarea").RectTransform),
TextManager.Get("OK"))
{
OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; }
};
RoundSummary.ContinueButton.OnClicked = (_, __) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; };
}
if (GameMain.NetLobbyScreen != null) GameMain.NetLobbyScreen.OnRoundEnded();
TabMenu.OnRoundEnded();
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData as string == "ConversationAction");
#endif
EventManager?.EndRound();
SteamAchievementManager.OnRoundEnded(this);
Mission = null;
GameMode?.End(transitionType);
EventManager?.EndRound();
StatusEffect.StopAll();
Mission = null;
IsRunning = false;
}
public void KillCharacter(Character character)
@@ -455,7 +639,18 @@ namespace Barotrauma
XDocument doc = new XDocument(new XElement("Gamesession"));
doc.Root.Add(new XAttribute("savetime", ToolBox.Epoch.NowLocal));
doc.Root.Add(new XAttribute("version", GameMain.Version));
doc.Root.Add(new XAttribute("submarine", SubmarineInfo == null ? "" : SubmarineInfo.Name));
if (OwnedSubmarines != null)
{
List<string> ownedSubmarineNames = new List<string>();
var ownedSubsElement = new XElement("ownedsubmarines");
doc.Root.Add(ownedSubsElement);
foreach (var ownedSub in OwnedSubmarines)
{
ownedSubsElement.Add(new XElement("sub", new XAttribute("name", ownedSub.Name)));
}
}
doc.Root.Add(new XAttribute("mapseed", Map.Seed));
doc.Root.Add(new XAttribute("selectedcontentpackages",
string.Join("|", GameMain.Config.SelectedContentPackages.Where(cp => cp.HasMultiplayerIncompatibleContent).Select(cp => cp.Path))));
@@ -472,7 +667,7 @@ namespace Barotrauma
}
}
public void Load(XElement saveElement)
/*public void Load(XElement saveElement)
{
foreach (XElement subElement in saveElement.Elements())
{
@@ -495,7 +690,7 @@ namespace Barotrauma
break;
}
}
}
}*/
}
}