Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
This commit is contained in:
@@ -91,7 +91,7 @@
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<Compile Include="Source\GameMain.cs" />
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<Compile Include="Source\GameSession\CrewManager.cs" />
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<Compile Include="Source\GameSession\GameMode.cs" />
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<Compile Include="Source\GameSession\GameModes\SinglePlayerMode.cs" />
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<Compile Include="Source\GameSession\GameModes\SinglePlayerCampaign.cs" />
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<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
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<Compile Include="Source\GameSession\GameModes\Tutorials\BasicTutorial.cs" />
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<Compile Include="Source\GameSession\GameModes\Tutorials\EditorTutorial.cs" />
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@@ -152,7 +152,7 @@ namespace Barotrauma
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if (Screen.Selected == GameMain.GameScreen && GameMain.GameSession != null)
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{
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SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
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SinglePlayerCampaign spMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
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if (spMode != null)
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{
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button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, "", pauseMenu);
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@@ -165,7 +165,7 @@ namespace Barotrauma
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if (Screen.Selected == GameMain.LobbyScreen)
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{
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SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
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SinglePlayerCampaign spMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
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if (spMode != null)
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{
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button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, "", pauseMenu);
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@@ -10,12 +10,10 @@ namespace Barotrauma
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class CrewManager
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{
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public List<Character> characters;
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public List<CharacterInfo> characterInfos;
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public List<CharacterInfo> CharacterInfos;
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public int WinningTeam = 1;
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private int money;
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private GUIFrame guiFrame;
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private GUIListBox listBox, orderListBox;
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@@ -26,16 +24,10 @@ namespace Barotrauma
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get { return commander; }
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}
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public int Money
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{
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get { return money; }
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set { money = (int)Math.Max(value, 0.0f); }
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}
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public CrewManager()
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{
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characters = new List<Character>();
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characterInfos = new List<CharacterInfo>();
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CharacterInfos = new List<CharacterInfo>();
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guiFrame = new GUIFrame(new Rectangle(0, 50, 150, 450), Color.Transparent);
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guiFrame.Padding = Vector4.One * 5.0f;
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@@ -49,20 +41,16 @@ namespace Barotrauma
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orderListBox.OnSelected = SelectCharacterOrder;
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commander = new CrewCommander(this);
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money = 10000;
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}
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public CrewManager(XElement element)
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: this()
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{
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money = ToolBox.GetAttributeInt(element, "money", 0);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "character") continue;
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characterInfos.Add(new CharacterInfo(subElement));
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CharacterInfos.Add(new CharacterInfo(subElement));
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}
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}
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@@ -120,9 +108,9 @@ namespace Barotrauma
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public void AddCharacter(Character character)
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{
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characters.Add(character);
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if (!characterInfos.Contains(character.Info))
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if (!CharacterInfos.Contains(character.Info))
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{
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characterInfos.Add(character.Info);
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CharacterInfos.Add(character.Info);
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}
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if (character is AICharacter)
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@@ -280,21 +268,21 @@ namespace Barotrauma
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listBox.ClearChildren();
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characters.Clear();
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WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub, false);
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WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(CharacterInfos, Submarine.MainSub, false);
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for (int i = 0; i < waypoints.Length; i++)
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{
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Character character;
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if (characterInfos[i].HullID != null)
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if (CharacterInfos[i].HullID != null)
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{
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var hull = Entity.FindEntityByID((ushort)characterInfos[i].HullID) as Hull;
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var hull = Entity.FindEntityByID((ushort)CharacterInfos[i].HullID) as Hull;
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if (hull == null) continue;
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character = Character.Create(characterInfos[i], hull.WorldPosition);
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character = Character.Create(CharacterInfos[i], hull.WorldPosition);
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}
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else
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{
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character = Character.Create(characterInfos[i], waypoints[i].WorldPosition);
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character = Character.Create(CharacterInfos[i], waypoints[i].WorldPosition);
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Character.Controlled = character;
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if (character.Info != null && !character.Info.StartItemsGiven)
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@@ -320,8 +308,8 @@ namespace Barotrauma
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continue;
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}
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CharacterInfo deadInfo = characterInfos.Find(x => c.Info == x);
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if (deadInfo != null) characterInfos.Remove(deadInfo);
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CharacterInfo deadInfo = CharacterInfos.Find(x => c.Info == x);
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if (deadInfo != null) CharacterInfos.Remove(deadInfo);
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}
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characters.Clear();
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@@ -344,10 +332,8 @@ namespace Barotrauma
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public void Save(XElement parentElement)
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{
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XElement element = new XElement("crew");
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element.Add(new XAttribute("money", money));
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foreach (CharacterInfo ci in characterInfos)
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foreach (CharacterInfo ci in CharacterInfos)
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{
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ci.Save(element);
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}
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@@ -6,19 +6,10 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class SinglePlayerMode : GameMode
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class SinglePlayerCampaign : CampaignMode
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{
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//private const int StartCharacterAmount = 3;
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//public readonly CrewManager CrewManager;
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//public readonly HireManager hireManager;
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private GUIButton endRoundButton;
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public readonly CargoManager CargoManager;
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public Map Map;
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private bool crewDead;
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private float endTimer;
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@@ -29,31 +20,14 @@ namespace Barotrauma
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private Submarine leavingSub;
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private bool atEndPosition;
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public override Mission Mission
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protected CrewManager CrewManager
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{
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get
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{
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return Map.SelectedConnection.Mission;
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}
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get { return GameMain.GameSession?.CrewManager; }
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}
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public int Money
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{
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get { return GameMain.GameSession.CrewManager.Money; }
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set { GameMain.GameSession.CrewManager.Money = value; }
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}
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private CrewManager CrewManager
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{
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get { return GameMain.GameSession.CrewManager; }
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}
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public SinglePlayerMode(GameModePreset preset, object param)
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public SinglePlayerCampaign(GameModePreset preset, object param)
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: base(preset, param)
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{
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CargoManager = new CargoManager();
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{
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endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End round", null, Alignment.TopLeft, Alignment.Center, "");
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endRoundButton.Font = GUI.SmallFont;
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endRoundButton.OnClicked = TryEndRound;
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@@ -73,48 +47,11 @@ namespace Barotrauma
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
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break;
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}
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CharacterInfo characterInfo =
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new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab);
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CrewManager.characterInfos.Add(characterInfo);
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CrewManager.CharacterInfos.Add(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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}
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}
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public SinglePlayerMode(XElement element)
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: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
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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 "crew":
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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break;
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case "map":
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Map = Map.Load(subElement);
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break;
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}
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}
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//backwards compatibility with older save files
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if (Map==null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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GenerateMap(mapSeed);
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Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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savedOnStart = true;
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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, 1000);
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}
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public override void Start()
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{
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CargoManager.CreateItems();
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@@ -134,22 +71,15 @@ namespace Barotrauma
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public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
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{
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if (CrewManager.Money < characterInfo.Salary) return false;
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if (Money < characterInfo.Salary) return false;
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hireManager.availableCharacters.Remove(characterInfo);
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CrewManager.characterInfos.Add(characterInfo);
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CrewManager.Money -= characterInfo.Salary;
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CrewManager.CharacterInfos.Add(characterInfo);
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Money -= characterInfo.Salary;
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return true;
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}
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public string GetMoney()
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{
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return "Money: " + CrewManager.Money;
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}
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private Submarine GetLeavingSub()
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{
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if (Character.Controlled != null && Character.Controlled.Submarine != null)
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@@ -170,15 +100,6 @@ namespace Barotrauma
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return null;
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}
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private 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.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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if (!isRunning|| GUI.DisableHUD) return;
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@@ -218,9 +139,7 @@ namespace Barotrauma
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if (!isRunning) return;
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base.AddToGUIUpdateList();
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CrewManager.AddToGUIUpdateList();
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endRoundButton.AddToGUIUpdateList();
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}
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@@ -361,12 +280,12 @@ namespace Barotrauma
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List<Submarine> leavingSubs = obj as List<Submarine>;
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if (leavingSubs == null) leavingSubs = new List<Submarine>() { GetLeavingSub() };
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var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
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SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endround" : "crewdead";
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CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
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CoroutineManager.StartCoroutine(EndCinematic(cinematic), "EndCinematic");
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return true;
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}
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@@ -391,14 +310,43 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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public void Save(XElement element)
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public static SinglePlayerCampaign Load(XElement element)
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{
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//element.Add(new XAttribute("day", day));
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XElement modeElement = new XElement("gamemode");
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SinglePlayerCampaign campaign = new SinglePlayerCampaign(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null);
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//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
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//modeElement.Add(new XAttribute("mapseed", Map.Seed));
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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 "crew":
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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break;
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case "map":
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campaign.map = Map.Load(subElement);
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break;
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}
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}
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campaign.Money = ToolBox.GetAttributeInt(element, "money", 0);
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//backwards compatibility with older save files
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if (campaign.map == null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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campaign.GenerateMap(mapSeed);
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campaign.map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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campaign.savedOnStart = true;
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return campaign;
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}
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public override void Save(XElement element)
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{
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XElement modeElement = new XElement("gamemode");
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modeElement.Add(new XAttribute("money", Money));
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CrewManager.Save(modeElement);
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Map.Save(modeElement);
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@@ -37,11 +37,11 @@ namespace Barotrauma.Tutorials
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{
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GameMain.GameSession = new GameSession(Submarine.MainSub, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
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(GameMain.GameSession.gameMode as TutorialMode).tutorialType = this;
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(GameMain.GameSession.GameMode as TutorialMode).tutorialType = this;
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GameMain.GameSession.StartRound("tuto");
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GameMain.GameSession.TaskManager.Events.Clear();
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GameMain.GameSession.EventManager.Events.Clear();
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GameMain.GameScreen.Select();
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}
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@@ -15,7 +15,7 @@ namespace Barotrauma
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{
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get
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{
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SinglePlayerMode mode = (gameMode as SinglePlayerMode);
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SinglePlayerCampaign mode = (GameMode as SinglePlayerCampaign);
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return (mode == null) ? null : mode.Map;
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}
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}
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@@ -132,21 +132,21 @@ namespace Barotrauma
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{
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infoButton.AddToGUIUpdateList();
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if (gameMode != null) gameMode.AddToGUIUpdateList();
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if (GameMode != null) GameMode.AddToGUIUpdateList();
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if (infoFrame != null) infoFrame.AddToGUIUpdateList();
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}
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public void Update(float deltaTime)
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{
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TaskManager.Update(deltaTime);
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EventManager.Update(deltaTime);
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if (GUI.DisableHUD) return;
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//guiRoot.Update(deltaTime);
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infoButton.Update(deltaTime);
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if (gameMode != null) gameMode.Update(deltaTime);
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if (GameMode != null) GameMode.Update(deltaTime);
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if (Mission != null) Mission.Update(deltaTime);
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if (infoFrame != null)
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{
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@@ -165,23 +165,26 @@ namespace Barotrauma
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infoButton.Draw(spriteBatch);
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if (gameMode != null) gameMode.Draw(spriteBatch);
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if (GameMode != null) GameMode.Draw(spriteBatch);
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if (infoFrame != null) infoFrame.Draw(spriteBatch);
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}
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public void Save(string filePath)
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{
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if (!(GameMode is CampaignMode))
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{
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throw new NotSupportedException("GameSessions can only be saved when playing in a campaign mode.");
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}
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XDocument doc = new XDocument(
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new XElement("Gamesession"));
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var now = DateTime.Now;
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doc.Root.Add(new XAttribute("savetime", now.ToShortTimeString() + ", " + now.ToShortDateString()));
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doc.Root.Add(new XAttribute("submarine", submarine == null ? "" : submarine.Name));
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doc.Root.Add(new XAttribute("mapseed", Map.Seed));
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((SinglePlayerMode)gameMode).Save(doc.Root);
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((CampaignMode)GameMode).Save(doc.Root);
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try
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{
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@@ -724,7 +724,7 @@ namespace Barotrauma.Networking
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{
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if (!gameStarted) yield return CoroutineStatus.Success;
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if (GameMain.GameSession != null) GameMain.GameSession.gameMode.End(endMessage);
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if (GameMain.GameSession != null) GameMain.GameSession.GameMode.End(endMessage);
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gameStarted = false;
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Character.Controlled = null;
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@@ -23,7 +23,7 @@ namespace Barotrauma
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private GUIListBox selectedItemList;
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private GUIListBox storeItemList;
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private SinglePlayerMode gameMode;
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private SinglePlayerCampaign gameMode;
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private GUIFrame previewFrame;
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@@ -158,7 +158,7 @@ namespace Barotrauma
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{
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base.Select();
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gameMode = GameMain.GameSession.gameMode as SinglePlayerMode;
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gameMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
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UpdateCharacterLists();
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}
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@@ -237,7 +237,6 @@ namespace Barotrauma
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new GUITextBlock(new Rectangle(0, 100, 0, 20), "Reward: " + mission.Reward+" credits", "", locationPanel);
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new GUITextBlock(new Rectangle(0, 130, 0, 0), mission.Description, "", locationPanel, true);
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||||
}
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startButton.Enabled = true;
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@@ -248,7 +247,7 @@ namespace Barotrauma
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private void UpdateCharacterLists()
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{
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characterList.ClearChildren();
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foreach (CharacterInfo c in CrewManager.characterInfos)
|
||||
foreach (CharacterInfo c in CrewManager.CharacterInfos)
|
||||
{
|
||||
c.CreateCharacterFrame(characterList, c.Name + " ("+c.Job.Name+") ", c);
|
||||
}
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||||
@@ -298,7 +297,7 @@ namespace Barotrauma
|
||||
|
||||
CreateItemFrame(prefab, selectedItemList, selectedItemList.Rect.Width);
|
||||
|
||||
buyButton.Enabled = CrewManager.Money >= selectedItemCost;
|
||||
buyButton.Enabled = gameMode.Money >= selectedItemCost;
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -317,9 +316,9 @@ namespace Barotrauma
|
||||
{
|
||||
int cost = selectedItemCost;
|
||||
|
||||
if (CrewManager.Money < cost) return false;
|
||||
if (gameMode.Money < cost) return false;
|
||||
|
||||
CrewManager.Money -= cost;
|
||||
gameMode.Money -= cost;
|
||||
|
||||
for (int i = selectedItemList.children.Count-1; i>=0; i--)
|
||||
{
|
||||
@@ -363,7 +362,7 @@ namespace Barotrauma
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
if (characterList.CountChildren != CrewManager.characterInfos.Count)
|
||||
if (characterList.CountChildren != CrewManager.CharacterInfos.Count)
|
||||
{
|
||||
UpdateCharacterLists();
|
||||
}
|
||||
@@ -457,7 +456,7 @@ namespace Barotrauma
|
||||
|
||||
private string GetMoney()
|
||||
{
|
||||
return "Money: " + ((GameMain.GameSession == null) ? "0" : string.Format(CultureInfo.InvariantCulture, "{0:N0}", CrewManager.Money)) + " credits";
|
||||
return "Money: " + ((GameMain.GameSession == null) ? "0" : string.Format(CultureInfo.InvariantCulture, "{0:N0}", gameMode.Money)) + " credits";
|
||||
}
|
||||
|
||||
private bool SelectCharacter(GUIComponent component, object selection)
|
||||
|
||||
@@ -508,8 +508,8 @@ namespace Barotrauma
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, null);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Barotrauma v"+GameMain.Version, new Vector2(10, GameMain.GraphicsHeight-20), Color.White);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Barotrauma v" + GameMain.Version, new Vector2(10, GameMain.GraphicsHeight - 20), Color.White);
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
@@ -542,15 +542,10 @@ namespace Barotrauma
|
||||
selectedSub = new Submarine(Path.Combine(SaveUtil.TempPath, selectedSub.Name + ".sub"), "");
|
||||
|
||||
GameMain.GameSession = new GameSession(selectedSub, saveNameBox.Text, GameModePreset.list.Find(gm => gm.Name == "Single Player"));
|
||||
(GameMain.GameSession.gameMode as SinglePlayerMode).GenerateMap(seedBox.Text);
|
||||
(GameMain.GameSession.GameMode as CampaignMode).GenerateMap(seedBox.Text);
|
||||
|
||||
GameMain.LobbyScreen.Select();
|
||||
|
||||
//new GUIMessageBox("Welcome to Barotrauma!", "Please note that the single player mode is very unfinished at the moment; "+
|
||||
//"for example, the NPCs don't have an AI yet and there are only a couple of different quests to complete. The multiplayer "+
|
||||
//"mode should be much more enjoyable to play at the moment, so my recommendation is to try out and get a hang of the game mechanics "+
|
||||
//"in the single player mode and then move on to multiplayer. Have fun!\n - Regalis, the main dev of Subsurface", 400, 350);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1366,9 +1366,11 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\ScriptedEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\FrameCounter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\CargoManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\CampaignMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\GameMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\GameModePreset.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\MissionMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\MultiplayerCampaign.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\TraitorManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameSession.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\InfoTextManager.cs" />
|
||||
|
||||
@@ -169,7 +169,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession != null)
|
||||
{
|
||||
SinglePlayerMode mode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
SinglePlayerCampaign mode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
|
||||
if (mode != null)
|
||||
{
|
||||
Character.Controlled = spawnedCharacter;
|
||||
|
||||
@@ -248,12 +248,10 @@ namespace Barotrauma
|
||||
|
||||
public void GiveReward()
|
||||
{
|
||||
#if CLIENT
|
||||
var mode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
var mode = GameMain.GameSession.GameMode as CampaignMode;
|
||||
if (mode == null) return;
|
||||
|
||||
mode.Money += reward;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
abstract class CampaignMode : GameMode
|
||||
{
|
||||
public readonly CargoManager CargoManager;
|
||||
|
||||
const int InitialMoney = 10000;
|
||||
|
||||
protected Map map;
|
||||
public Map Map
|
||||
{
|
||||
get { return map; }
|
||||
}
|
||||
|
||||
public override Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
return Map.SelectedConnection.Mission;
|
||||
}
|
||||
}
|
||||
|
||||
private int money;
|
||||
public int Money
|
||||
{
|
||||
get { return money; }
|
||||
set { money = Math.Max(value, 0); }
|
||||
}
|
||||
|
||||
public CampaignMode(GameModePreset preset, object param)
|
||||
: base(preset, param)
|
||||
{
|
||||
Money = InitialMoney;
|
||||
CargoManager = new CargoManager();
|
||||
}
|
||||
|
||||
public void GenerateMap(string seed)
|
||||
{
|
||||
map = new Map(seed, 1000);
|
||||
}
|
||||
|
||||
protected List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
|
||||
{
|
||||
//leave subs behind if they're not docked to the leaving sub and not at the same exit
|
||||
return Submarine.Loaded.FindAll(s =>
|
||||
s != leavingSub &&
|
||||
!leavingSub.DockedTo.Contains(s) &&
|
||||
(s.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
|
||||
}
|
||||
|
||||
public override void End(string endMessage = "")
|
||||
{
|
||||
base.End(endMessage);
|
||||
}
|
||||
|
||||
public abstract void Save(XElement element);
|
||||
}
|
||||
}
|
||||
@@ -34,7 +34,7 @@ namespace Barotrauma
|
||||
public static void Init()
|
||||
{
|
||||
#if CLIENT
|
||||
new GameModePreset("Single Player", typeof(SinglePlayerMode), true);
|
||||
new GameModePreset("Single Player", typeof(SinglePlayerCampaign), true);
|
||||
new GameModePreset("Tutorial", typeof(TutorialMode), true);
|
||||
#endif
|
||||
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class MultiplayerCampaign : CampaignMode
|
||||
{
|
||||
public MultiplayerCampaign(GameModePreset preset, object param) :
|
||||
base(preset, param)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Save(XElement element)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,9 +7,9 @@ namespace Barotrauma
|
||||
{
|
||||
public enum InfoFrameTab { Crew, Mission, ManagePlayers };
|
||||
|
||||
public readonly EventManager TaskManager;
|
||||
public readonly EventManager EventManager;
|
||||
|
||||
public readonly GameMode gameMode;
|
||||
public readonly GameMode GameMode;
|
||||
|
||||
//two locations used as the start and end in the MP mode
|
||||
private Location[] dummyLocations;
|
||||
@@ -79,14 +79,14 @@ namespace Barotrauma
|
||||
{
|
||||
get { return saveFile; }
|
||||
}
|
||||
|
||||
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null, string missionType="")
|
||||
|
||||
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null, string missionType = "")
|
||||
{
|
||||
Submarine.MainSub = submarine;
|
||||
|
||||
GameMain.GameSession = this;
|
||||
|
||||
TaskManager = new EventManager(this);
|
||||
EventManager = new EventManager(this);
|
||||
|
||||
this.saveFile = saveFile;
|
||||
|
||||
@@ -97,7 +97,7 @@ namespace Barotrauma
|
||||
infoButton.OnClicked = ToggleInfoFrame;
|
||||
#endif
|
||||
|
||||
if (gameModePreset != null) gameMode = gameModePreset.Instantiate(missionType);
|
||||
if (gameModePreset != null) GameMode = gameModePreset.Instantiate(missionType);
|
||||
this.submarine = submarine;
|
||||
}
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "gamemode") continue;
|
||||
|
||||
gameMode = new SinglePlayerMode(subElement);
|
||||
GameMode = SinglePlayerCampaign.Load(subElement);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -186,18 +186,18 @@ namespace Barotrauma
|
||||
submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
|
||||
}
|
||||
|
||||
if (gameMode.Mission != null)
|
||||
if (GameMode.Mission != null)
|
||||
{
|
||||
currentMission = gameMode.Mission;
|
||||
currentMission = GameMode.Mission;
|
||||
}
|
||||
|
||||
if (gameMode!=null) gameMode.Start();
|
||||
if (GameMode!=null) GameMode.Start();
|
||||
|
||||
if (gameMode.Mission != null) Mission.Start(Level.Loaded);
|
||||
if (GameMode.Mission != null) Mission.Start(Level.Loaded);
|
||||
|
||||
TaskManager.StartRound(level);
|
||||
EventManager.StartRound(level);
|
||||
|
||||
if (gameMode != null) gameMode.MsgBox();
|
||||
if (GameMode != null) GameMode.MsgBox();
|
||||
|
||||
Entity.Spawner = new EntitySpawner();
|
||||
|
||||
@@ -234,7 +234,7 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
TaskManager.EndRound();
|
||||
EventManager.EndRound();
|
||||
|
||||
currentMission = null;
|
||||
|
||||
|
||||
@@ -554,7 +554,7 @@ namespace Barotrauma.Networking
|
||||
//game already started -> send start message immediately
|
||||
if (gameStarted)
|
||||
{
|
||||
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClient);
|
||||
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClient);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -1131,8 +1131,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
|
||||
|
||||
if (GameMain.GameSession.gameMode.Mission != null &&
|
||||
GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients, out hostTeam))
|
||||
if (GameMain.GameSession.GameMode.Mission != null &&
|
||||
GameMain.GameSession.GameMode.Mission.AssignTeamIDs(connectedClients, out hostTeam))
|
||||
{
|
||||
teamCount = 2;
|
||||
}
|
||||
@@ -1149,8 +1149,8 @@ namespace Barotrauma.Networking
|
||||
GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
|
||||
|
||||
bool missionAllowRespawn =
|
||||
!(GameMain.GameSession.gameMode is MissionMode) ||
|
||||
((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
|
||||
!(GameMain.GameSession.GameMode is MissionMode) ||
|
||||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn;
|
||||
|
||||
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
|
||||
|
||||
@@ -1261,7 +1261,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
|
||||
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClients);
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
@@ -1308,8 +1308,8 @@ namespace Barotrauma.Networking
|
||||
msg.Write(selectedMode.Name);
|
||||
|
||||
bool missionAllowRespawn =
|
||||
!(GameMain.GameSession.gameMode is MissionMode) ||
|
||||
((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
|
||||
!(GameMain.GameSession.GameMode is MissionMode) ||
|
||||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn;
|
||||
|
||||
msg.Write(AllowRespawn && missionAllowRespawn);
|
||||
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
|
||||
@@ -1350,7 +1350,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
Mission mission = GameMain.GameSession.Mission;
|
||||
GameMain.GameSession.gameMode.End(endMessage);
|
||||
GameMain.GameSession.GameMode.End(endMessage);
|
||||
|
||||
if (autoRestart)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user