Syncing campaign state & save files with clients (WIP)

This commit is contained in:
Joonas Rikkonen
2017-09-11 21:32:48 +03:00
parent 51cfef214c
commit 63bca3c7ea
13 changed files with 383 additions and 107 deletions
@@ -1,10 +1,7 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
@@ -18,6 +15,8 @@ namespace Barotrauma
private GUITextBox saveNameBox, seedBox;
private GUIButton loadGameButton;
public Action<Submarine, string, string> StartNewGame;
public Action<string> LoadGame;
@@ -138,8 +137,14 @@ namespace Barotrauma
textBlock.UserData = saveFile;
}
var button = new GUIButton(new Rectangle(0, 0, 100, 30), "Start", Alignment.Right | Alignment.Bottom, "", loadGameContainer);
button.OnClicked = (btn, obj) => { LoadGame?.Invoke(saveList.SelectedData as string); return true; };
loadGameButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Start", Alignment.Right | Alignment.Bottom, "", loadGameContainer);
loadGameButton.OnClicked = (btn, obj) =>
{
if (string.IsNullOrWhiteSpace(saveList.SelectedData as string)) return false;
LoadGame?.Invoke(saveList.SelectedData as string);
return true;
};
loadGameButton.Enabled = false;
}
private bool SelectSaveFile(GUIComponent component, object obj)
@@ -154,6 +159,8 @@ namespace Barotrauma
return false;
}
loadGameButton.Enabled = true;
RemoveSaveFrame();
string subName = ToolBox.GetAttributeString(doc.Root, "submarine", "");
@@ -1001,7 +1001,7 @@ namespace Barotrauma
if (campaignContainer.Visible && campaignUI != null)
{
campaignContainer.Update((float)deltaTime);
//campaignContainer.Update((float)deltaTime);
campaignUI.Update((float)deltaTime);
}
@@ -1096,9 +1096,18 @@ namespace Barotrauma
public void SelectMode(int modeIndex)
{
modeList.Select(modeIndex, true);
if (modeIndex < 0 || modeIndex >= modeList.children.Count) return;
ToggleCampaignMode(SelectedMode.Name == "Campaign");
if (GameMain.Server != null)
{
if (((GameModePreset)modeList.children[modeIndex].UserData).Name == "Campaign")
{
MultiplayerCampaign.StartCampaignSetup();
return;
}
}
modeList.Select(modeIndex, true);
missionTypeBlock.Visible = SelectedMode != null && SelectedMode.Name == "Mission";
}
@@ -1110,35 +1119,49 @@ namespace Barotrauma
if (modePreset == null) return false;
missionTypeBlock.Visible = modePreset.Name == "Mission";
if (modePreset.Name == "Campaign")
if (GameMain.Server != null)
{
MultiplayerCampaign.StartCampaignSetup();
}
//campaign selected and the campaign view has not been set up yet
// -> don't select the mode yet and start campaign setup
if (modePreset.Name == "Campaign" && !campaignContainer.Visible)
{
MultiplayerCampaign.StartCampaignSetup();
return false;
}
}
lastUpdateID++;
return true;
}
public void ToggleCampaignView(bool enabled)
{
defaultModeContainer.Visible = !enabled;
StartButton.Visible = !enabled;
campaignContainer.Visible = enabled;
defaultModeContainer.Visible = !enabled;
if (StartButton != null)
{
StartButton.Visible = !enabled;
}
}
public void ToggleCampaignMode(bool enabled)
{
StartButton.Visible = !enabled;
campaignViewButton.Visible = enabled;
ToggleCampaignView(enabled);
if (enabled && campaignUI == null)
if (enabled)
{
campaignUI = new CampaignUI(GameMain.GameSession.GameMode as CampaignMode, campaignContainer);
campaignUI.StartRound = () => { GameMain.Server.StartGame(); };
if (campaignUI == null)
{
campaignUI = new CampaignUI(GameMain.GameSession.GameMode as CampaignMode, campaignContainer);
campaignUI.StartRound = () => { GameMain.Server.StartGame(); };
}
modeList.Select(2, true);
}
if (GameMain.Server != null)
{
lastUpdateID++;
}
}