(61d00a474) v0.9.7.1
This commit is contained in:
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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abstract partial class CampaignMode : GameMode
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{
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public readonly CargoManager CargoManager;
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public bool CheatsEnabled;
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const int InitialMoney = 8700;
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public const int HullRepairCost = 500, ItemRepairCost = 500, ShuttleReplaceCost = 1000;
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protected bool watchmenSpawned;
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protected Character startWatchman, endWatchman;
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//key = dialog flag, double = Timing.TotalTime when the line was last said
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private Dictionary<string, double> dialogLastSpoken = new Dictionary<string, double>();
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public bool PurchasedHullRepairs, PurchasedLostShuttles, PurchasedItemRepairs;
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public bool InitialSuppliesSpawned;
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protected Map map;
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public Map Map
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{
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get { return map; }
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}
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public override Mission Mission
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{
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get
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{
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return Map.CurrentLocation?.SelectedMission;
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}
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}
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private int money;
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public int Money
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{
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get { return money; }
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set { money = Math.Max(value, 0); }
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}
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public CampaignMode(GameModePreset preset, object param)
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: base(preset, param)
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{
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Money = InitialMoney;
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CargoManager = new CargoManager(this);
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}
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public void GenerateMap(string seed)
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{
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map = new Map(seed);
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}
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protected List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
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{
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//leave subs behind if they're not docked to the leaving sub and not at the same exit
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return Submarine.Loaded.FindAll(s =>
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s != leavingSub &&
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!leavingSub.DockedTo.Contains(s) &&
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s != Level.Loaded.StartOutpost && s != Level.Loaded.EndOutpost &&
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(s.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
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}
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public override void Start()
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{
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base.Start();
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dialogLastSpoken.Clear();
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watchmenSpawned = false;
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startWatchman = null;
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endWatchman = null;
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if (PurchasedHullRepairs)
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{
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine == null || wall.Submarine.IsOutpost) { continue; }
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if (wall.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(wall.Submarine))
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{
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for (int i = 0; i < wall.SectionCount; i++)
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{
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wall.AddDamage(i, -wall.Prefab.Health);
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}
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}
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}
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PurchasedHullRepairs = false;
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}
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if (PurchasedItemRepairs)
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{
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine == null || item.Submarine.IsOutpost) { continue; }
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if (item.Submarine == Submarine.MainSub || Submarine.MainSub.DockedTo.Contains(item.Submarine))
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{
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if (item.GetComponent<Items.Components.Repairable>() != null)
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{
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item.Condition = item.Prefab.Health;
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}
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}
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}
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PurchasedItemRepairs = false;
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}
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PurchasedLostShuttles = false;
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (!IsRunning) { return; }
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (!watchmenSpawned)
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{
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if (Level.Loaded.StartOutpost != null) { startWatchman = SpawnWatchman(Level.Loaded.StartOutpost); }
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if (Level.Loaded.EndOutpost != null) { endWatchman = SpawnWatchman(Level.Loaded.EndOutpost); }
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watchmenSpawned = true;
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#if SERVER
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(this as MultiPlayerCampaign).LastUpdateID++;
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#endif
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}
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else
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{
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foreach (Character character in Character.CharacterList)
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{
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#if SERVER
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if (string.IsNullOrEmpty(character.OwnerClientEndPoint)) { continue; }
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#else
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if (!CrewManager.GetCharacters().Contains(character)) { continue; }
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#endif
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if (character.Submarine == Level.Loaded.StartOutpost &&
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Vector2.DistanceSquared(character.WorldPosition, startWatchman.WorldPosition) < 500.0f * 500.0f)
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{
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CreateDialog(new List<Character> { startWatchman }, "EnterStartOutpost", 5 * 60.0f);
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}
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else if (character.Submarine == Level.Loaded.EndOutpost &&
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Vector2.DistanceSquared(character.WorldPosition, endWatchman.WorldPosition) < 500.0f * 500.0f)
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{
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CreateDialog(new List<Character> { endWatchman }, "EnterEndOutpost", 5 * 60.0f);
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}
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}
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}
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}
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protected void CreateDialog(List<Character> speakers, string conversationTag, float minInterval)
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{
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if (dialogLastSpoken.TryGetValue(conversationTag, out double lastTime))
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{
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if (Timing.TotalTime - lastTime < minInterval) { return; }
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}
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CrewManager.AddConversation(
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NPCConversation.CreateRandom(speakers, new List<string>() { conversationTag }));
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dialogLastSpoken[conversationTag] = Timing.TotalTime;
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}
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private Character SpawnWatchman(Submarine outpost)
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{
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WayPoint watchmanSpawnpoint = WayPoint.WayPointList.Find(wp => wp.Submarine == outpost);
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if (watchmanSpawnpoint == null)
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{
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DebugConsole.ThrowError("Failed to spawn a watchman at the outpost. No spawnpoints found inside the outpost.");
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return null;
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}
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string seed = outpost == Level.Loaded.StartOutpost ? map.SelectedLocation.Name : map.CurrentLocation.Name;
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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JobPrefab watchmanJob = JobPrefab.Get("watchman");
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var variant = Rand.Range(0, watchmanJob.Variants, Rand.RandSync.Server);
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CharacterInfo characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: watchmanJob, variant: variant);
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var spawnedCharacter = Character.Create(characterInfo, watchmanSpawnpoint.WorldPosition,
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Level.Loaded.Seed + (outpost == Level.Loaded.StartOutpost ? "start" : "end"));
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InitializeWatchman(spawnedCharacter);
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var objectiveManager = (spawnedCharacter.AIController as HumanAIController)?.ObjectiveManager;
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if (objectiveManager != null)
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{
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var moveOrder = new AIObjectiveGoTo(watchmanSpawnpoint, spawnedCharacter, objectiveManager, repeat: true, getDivingGearIfNeeded: false);
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moveOrder.Completed += () =>
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{
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// Turn towards the center of the sub. Doesn't work in all possible cases, but this is the simplest solution for now.
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spawnedCharacter.AnimController.TargetDir = spawnedCharacter.Submarine.WorldPosition.X > spawnedCharacter.WorldPosition.X ? Direction.Right : Direction.Left;
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};
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objectiveManager.SetOrder(moveOrder);
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}
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if (watchmanJob != null)
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{
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spawnedCharacter.GiveJobItems();
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}
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return spawnedCharacter;
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}
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protected void InitializeWatchman(Character character)
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{
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character.CharacterHealth.UseHealthWindow = false;
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character.CharacterHealth.Unkillable = true;
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character.CanInventoryBeAccessed = false;
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character.CanBeDragged = false;
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character.TeamID = Character.TeamType.FriendlyNPC;
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character.SetCustomInteract(
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WatchmanInteract,
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#if CLIENT
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hudText: TextManager.GetWithVariable("TalkHint", "[key]", GameMain.Config.KeyBindText(InputType.Select)));
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#else
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hudText: TextManager.Get("TalkHint"));
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#endif
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}
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protected abstract void WatchmanInteract(Character watchman, Character interactor);
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public abstract void Save(XElement element);
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public void LogState()
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{
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DebugConsole.NewMessage("********* CAMPAIGN STATUS *********", Color.White);
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DebugConsole.NewMessage(" Money: " + Money, Color.White);
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DebugConsole.NewMessage(" Current location: " + map.CurrentLocation.Name, Color.White);
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DebugConsole.NewMessage(" Available destinations: ", Color.White);
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for (int i = 0; i < map.CurrentLocation.Connections.Count; i++)
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{
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Location destination = map.CurrentLocation.Connections[i].OtherLocation(map.CurrentLocation);
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if (destination == map.SelectedLocation)
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{
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DebugConsole.NewMessage(" " + i + ". " + destination.Name + " [SELECTED]", Color.White);
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}
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else
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{
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DebugConsole.NewMessage(" " + i + ". " + destination.Name, Color.White);
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}
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}
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if (map.CurrentLocation?.SelectedMission != null)
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{
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DebugConsole.NewMessage(" Selected mission: " + map.CurrentLocation.SelectedMission.Name, Color.White);
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DebugConsole.NewMessage("\n" + map.CurrentLocation.SelectedMission.Description, Color.White);
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}
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}
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public override void Remove()
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{
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base.Remove();
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map?.Remove();
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map = null;
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}
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}
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}
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+85
@@ -0,0 +1,85 @@
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using Barotrauma.Networking;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class CharacterCampaignData
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{
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public CharacterInfo CharacterInfo
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{
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get;
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private set;
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}
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public readonly string Name;
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public string ClientEndPoint
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{
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get;
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private set;
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}
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public ulong SteamID
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{
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get;
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private set;
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}
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private XElement itemData;
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partial void InitProjSpecific(Client client);
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public CharacterCampaignData(Client client)
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{
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Name = client.Name;
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InitProjSpecific(client);
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if (client.Character.Inventory != null)
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{
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itemData = new XElement("inventory");
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client.Character.SaveInventory(client.Character.Inventory, itemData);
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}
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}
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public CharacterCampaignData(XElement element)
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{
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Name = element.GetAttributeString("name", "Unnamed");
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ClientEndPoint = element.GetAttributeString("endpoint", null) ?? element.GetAttributeString("ip", "");
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string steamID = element.GetAttributeString("steamid", "");
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if (!string.IsNullOrEmpty(steamID))
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{
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ulong.TryParse(steamID, out ulong parsedID);
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SteamID = parsedID;
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "character":
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case "characterinfo":
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CharacterInfo = new CharacterInfo(subElement);
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break;
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case "inventory":
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itemData = subElement;
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break;
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}
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}
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}
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public XElement Save()
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{
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XElement element = new XElement("CharacterCampaignData",
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new XAttribute("name", Name),
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new XAttribute("endpoint", ClientEndPoint),
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new XAttribute("steamid", SteamID));
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CharacterInfo?.Save(element);
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if (itemData != null)
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{
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element.Add(itemData);
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}
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return element;
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}
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}
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}
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@@ -0,0 +1,94 @@
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class GameMode
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{
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public static List<GameModePreset> PresetList = new List<GameModePreset>();
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protected DateTime startTime;
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protected bool isRunning;
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protected GameModePreset preset;
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private string endMessage;
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protected CrewManager CrewManager
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{
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get { return GameMain.GameSession?.CrewManager; }
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}
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public virtual Mission Mission
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{
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get { return null; }
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}
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public bool IsRunning
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{
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get { return isRunning; }
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}
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public bool IsSinglePlayer
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{
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get { return preset.IsSinglePlayer; }
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}
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public string Name
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{
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get { return preset.Name; }
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}
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public string EndMessage
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{
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get { return endMessage; }
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}
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public GameModePreset Preset
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{
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get { return preset; }
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}
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public GameMode(GameModePreset preset, object param)
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{
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this.preset = preset;
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}
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public virtual void Start()
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{
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startTime = DateTime.Now;
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endMessage = "The round has ended!";
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isRunning = true;
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}
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public virtual void ShowStartMessage() { }
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public virtual void AddToGUIUpdateList()
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{
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#if CLIENT
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if (!isRunning) return;
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GameMain.GameSession?.CrewManager.AddToGUIUpdateList();
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#endif
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}
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public virtual void Update(float deltaTime)
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{
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CrewManager?.Update(deltaTime);
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}
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public virtual void End(string endMessage = "")
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{
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isRunning = false;
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if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
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GameMain.GameSession.EndRound(endMessage);
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}
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public virtual void Remove() { }
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}
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}
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@@ -0,0 +1,55 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Barotrauma
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{
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class GameModePreset
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{
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public static List<GameModePreset> List = new List<GameModePreset>();
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public readonly ConstructorInfo Constructor;
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public readonly string Name;
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public readonly string Description;
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public readonly string Identifier;
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public readonly bool IsSinglePlayer;
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//are clients allowed to vote for this gamemode
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public readonly bool Votable;
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public GameModePreset(string identifier, Type type, bool isSinglePlayer = false, bool votable = true)
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{
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Name = TextManager.Get("GameMode." + identifier);
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Description = TextManager.Get("GameModeDescription." + identifier, returnNull: true) ?? "";
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Identifier = identifier;
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Constructor = type.GetConstructor(new Type[] { typeof(GameModePreset), typeof(object) });
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IsSinglePlayer = isSinglePlayer;
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Votable = votable;
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List.Add(this);
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}
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public GameMode Instantiate(object param)
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{
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object[] lobject = new object[] { this, param };
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return (GameMode)Constructor.Invoke(lobject);
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}
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public static void Init()
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{
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#if CLIENT
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new GameModePreset("singleplayercampaign", typeof(SinglePlayerCampaign), true);
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new GameModePreset("tutorial", typeof(TutorialMode), true);
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new GameModePreset("devsandbox", typeof(GameMode), true);
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#endif
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new GameModePreset("sandbox", typeof(GameMode), false);
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new GameModePreset("mission", typeof(MissionMode), false);
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new GameModePreset("multiplayercampaign", typeof(MultiPlayerCampaign), false, false);
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}
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}
|
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}
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@@ -0,0 +1,37 @@
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namespace Barotrauma
|
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{
|
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partial class MissionMode : GameMode
|
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{
|
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private Mission mission;
|
||||
|
||||
public override Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
return mission;
|
||||
}
|
||||
}
|
||||
|
||||
public MissionMode(GameModePreset preset, object param)
|
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: base(preset, param)
|
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{
|
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Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
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||||
if (param is MissionType missionType)
|
||||
{
|
||||
mission = Mission.LoadRandom(locations, GameMain.NetLobbyScreen.LevelSeed, false, missionType);
|
||||
}
|
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else if (param is MissionPrefab missionPrefab)
|
||||
{
|
||||
mission = missionPrefab.Instantiate(locations);
|
||||
}
|
||||
else if (param is Mission)
|
||||
{
|
||||
mission = (Mission)param;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.ArgumentException("Unrecognized MissionMode parameter \"" + param + "\"");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+225
@@ -0,0 +1,225 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class MultiPlayerCampaign : CampaignMode
|
||||
{
|
||||
private UInt16 lastUpdateID;
|
||||
public UInt16 LastUpdateID
|
||||
{
|
||||
get
|
||||
{
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && lastUpdateID < 1) lastUpdateID++;
|
||||
#endif
|
||||
return lastUpdateID;
|
||||
}
|
||||
set { lastUpdateID = value; }
|
||||
}
|
||||
|
||||
private UInt16 lastSaveID;
|
||||
public UInt16 LastSaveID
|
||||
{
|
||||
get
|
||||
{
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && lastSaveID < 1) lastSaveID++;
|
||||
#endif
|
||||
return lastSaveID;
|
||||
}
|
||||
set { lastSaveID = value; }
|
||||
}
|
||||
|
||||
public UInt16 PendingSaveID
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private static byte currentCampaignID;
|
||||
|
||||
public byte CampaignID
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
public MultiPlayerCampaign(GameModePreset preset, object param) :
|
||||
base(preset, param)
|
||||
{
|
||||
currentCampaignID++;
|
||||
CampaignID = currentCampaignID;
|
||||
}
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
if (GameMain.NetworkMember.IsServer) lastUpdateID++;
|
||||
}
|
||||
|
||||
public override void End(string endMessage = "")
|
||||
{
|
||||
isRunning = false;
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
GameMain.GameSession.EndRound("");
|
||||
GameMain.GameSession.CrewManager.EndRound();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SERVER
|
||||
lastUpdateID++;
|
||||
|
||||
bool success =
|
||||
GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
|
||||
|
||||
success = success || (GameMain.Server.Character != null && !GameMain.Server.Character.IsDead);
|
||||
|
||||
/*if (success)
|
||||
{
|
||||
if (subsToLeaveBehind == null || leavingSub == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
|
||||
|
||||
leavingSub = GetLeavingSub();
|
||||
|
||||
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
|
||||
}
|
||||
}*/
|
||||
|
||||
GameMain.GameSession.EndRound("");
|
||||
|
||||
//client character has spawned this round -> remove old data (and replace with an up-to-date one if the client still has an alive character)
|
||||
characterData.RemoveAll(cd => cd.HasSpawned);
|
||||
|
||||
foreach (Client c in GameMain.Server.ConnectedClients)
|
||||
{
|
||||
if (c.Character?.Info != null && !c.Character.IsDead)
|
||||
{
|
||||
c.CharacterInfo = c.Character.Info;
|
||||
characterData.Add(new CharacterCampaignData(c));
|
||||
}
|
||||
}
|
||||
|
||||
//remove all items that are in someone's inventory
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
c.Inventory?.DeleteAllItems();
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
bool atEndPosition = Submarine.MainSub.AtEndPosition;
|
||||
|
||||
/*if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
|
||||
{
|
||||
Submarine.MainSub = leavingSub;
|
||||
|
||||
GameMain.GameSession.Submarine = leavingSub;
|
||||
|
||||
foreach (Submarine sub in subsToLeaveBehind)
|
||||
{
|
||||
MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
|
||||
LinkedSubmarine.CreateDummy(leavingSub, sub);
|
||||
}
|
||||
}*/
|
||||
|
||||
if (atEndPosition)
|
||||
{
|
||||
map.MoveToNextLocation();
|
||||
|
||||
//select a random location to make sure we've got some destination
|
||||
//to head towards even if the host/clients don't select anything
|
||||
map.SelectRandomLocation(true);
|
||||
}
|
||||
map.ProgressWorld();
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
partial void SetDelegates();
|
||||
|
||||
public static MultiPlayerCampaign LoadNew(XElement element)
|
||||
{
|
||||
MultiPlayerCampaign campaign = new MultiPlayerCampaign(GameModePreset.List.Find(gm => gm.Identifier == "multiplayercampaign"), null);
|
||||
campaign.Load(element);
|
||||
campaign.SetDelegates();
|
||||
|
||||
return campaign;
|
||||
}
|
||||
|
||||
public static string GetCharacterDataSavePath(string savePath)
|
||||
{
|
||||
return Path.Combine(SaveUtil.MultiplayerSaveFolder, Path.GetFileNameWithoutExtension(savePath) + "_CharacterData.xml");
|
||||
}
|
||||
|
||||
public string GetCharacterDataSavePath()
|
||||
{
|
||||
return GetCharacterDataSavePath(GameMain.GameSession.SavePath);
|
||||
}
|
||||
|
||||
public void Load(XElement element)
|
||||
{
|
||||
Money = element.GetAttributeInt("money", 0);
|
||||
InitialSuppliesSpawned = element.GetAttributeBool("initialsuppliesspawned", false);
|
||||
CheatsEnabled = element.GetAttributeBool("cheatsenabled", false);
|
||||
if (CheatsEnabled)
|
||||
{
|
||||
DebugConsole.CheatsEnabled = true;
|
||||
#if USE_STEAM
|
||||
if (!SteamAchievementManager.CheatsEnabled)
|
||||
{
|
||||
SteamAchievementManager.CheatsEnabled = true;
|
||||
#if CLIENT
|
||||
new GUIMessageBox("Cheats enabled", "Cheat commands have been enabled on the server. You will not receive Steam Achievements until you restart the game.");
|
||||
#else
|
||||
DebugConsole.NewMessage("Cheat commands have been enabled.", Color.Red);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "map":
|
||||
if (map == null)
|
||||
{
|
||||
//map not created yet, loading this campaign for the first time
|
||||
map = Map.LoadNew(subElement);
|
||||
}
|
||||
else
|
||||
{
|
||||
//map already created, update it
|
||||
//if we're not downloading the initial save file (LastSaveID > 0),
|
||||
//show notifications about location type changes
|
||||
map.Load(subElement, LastSaveID > 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
#if SERVER
|
||||
characterData.Clear();
|
||||
string characterDataPath = GetCharacterDataSavePath();
|
||||
var characterDataDoc = XMLExtensions.TryLoadXml(characterDataPath);
|
||||
if (characterDataDoc?.Root == null) return;
|
||||
foreach (XElement subElement in characterDataDoc.Root.Elements())
|
||||
{
|
||||
characterData.Add(new CharacterCampaignData(subElement));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user