- saving after MainSub has been removed (i.e. saving after returning to map screen) doesn't break save files anymore

- fixed subs getting left behind if the sub moves too far from the start/end position during the ending cinematic
- map shows which LocationConnections have been passed through
This commit is contained in:
Regalis
2016-09-28 19:16:50 +03:00
parent c5ce3a75a2
commit 86c50304dd
3 changed files with 57 additions and 45 deletions
@@ -26,6 +26,11 @@ namespace Barotrauma
private bool savedOnStart;
private List<Submarine> subsToLeaveBehind;
private Submarine leavingSub;
private bool atEndPosition;
public override Mission Mission
{
get
@@ -208,12 +213,6 @@ namespace Barotrauma
}
endShiftButton.Draw(spriteBatch);
//chatBox.Draw(spriteBatch);
//textBox.Draw(spriteBatch);
//timerBar.Draw(spriteBatch);
//if (Game1.Client == null) endShiftButton.Draw(spriteBatch);
}
public override void Update(float deltaTime)
@@ -240,10 +239,17 @@ namespace Barotrauma
public override void End(string endMessage = "")
{
isRunning = false;
//if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
if (subsToLeaveBehind == null || leavingSub == null)
{
DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
leavingSub = GetLeavingSub();
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
}
bool success = CrewManager.characters.Any(c => !c.IsDead);
@@ -251,19 +257,13 @@ namespace Barotrauma
if (success)
{
var leavingSub = GetLeavingSub();
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition)
if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
{
System.Diagnostics.Debug.Assert(leavingSub != Submarine.MainSub);
Submarine oldMainSub = Submarine.MainSub;
Submarine.MainSub = leavingSub;
GameMain.GameSession.Submarine = leavingSub;
List<Submarine> subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
foreach (Submarine sub in subsToLeaveBehind)
{
MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
@@ -271,13 +271,11 @@ namespace Barotrauma
}
}
if (Submarine.MainSub.AtEndPosition)
if (atEndPosition)
{
Map.MoveToNextLocation();
}
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
}
@@ -312,18 +310,18 @@ namespace Barotrauma
private bool TryEndShift(GUIButton button, object obj)
{
List<Submarine> subsNotDocked = new List<Submarine>();
var leavingSub = obj as Submarine;
leavingSub = obj as Submarine;
if (leavingSub != null)
{
subsNotDocked = GetSubsToLeaveBehind(leavingSub);
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
}
if (subsNotDocked.Any())
atEndPosition = leavingSub.AtEndPosition;
if (subsToLeaveBehind.Any())
{
string msg = "";
if (subsNotDocked.Count==1)
if (subsToLeaveBehind.Count == 1)
{
msg = "One of your vessels isn't at the exit yet. Do you want to leave it behind?";
}
@@ -335,7 +333,7 @@ namespace Barotrauma
var msgBox = new GUIMessageBox("Warning", msg, new string[] {"Yes", "No"});
msgBox.Buttons[0].OnClicked += EndShift;
msgBox.Buttons[0].OnClicked += msgBox.Close;
msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsNotDocked.Contains(s));
msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsToLeaveBehind.Contains(s));
msgBox.Buttons[1].OnClicked += msgBox.Close;
}
@@ -353,7 +351,7 @@ namespace Barotrauma
List<Submarine> leavingSubs = obj as List<Submarine>;
if (leavingSubs == null) leavingSubs = new List<Submarine>() { GetLeavingSub() };
var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";