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:
Joonas Rikkonen
2017-08-28 18:45:08 +03:00
parent 729108c7b9
commit a75fd12020
17 changed files with 202 additions and 189 deletions

View File

@@ -91,7 +91,7 @@
<Compile Include="Source\GameMain.cs" />
<Compile Include="Source\GameSession\CrewManager.cs" />
<Compile Include="Source\GameSession\GameMode.cs" />
<Compile Include="Source\GameSession\GameModes\SinglePlayerMode.cs" />
<Compile Include="Source\GameSession\GameModes\SinglePlayerCampaign.cs" />
<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
<Compile Include="Source\GameSession\GameModes\Tutorials\BasicTutorial.cs" />
<Compile Include="Source\GameSession\GameModes\Tutorials\EditorTutorial.cs" />

View File

@@ -152,7 +152,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.GameScreen && GameMain.GameSession != null)
{
SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
SinglePlayerCampaign spMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
if (spMode != null)
{
button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, "", pauseMenu);
@@ -165,7 +165,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.LobbyScreen)
{
SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
SinglePlayerCampaign spMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
if (spMode != null)
{
button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, "", pauseMenu);

View File

@@ -10,12 +10,10 @@ namespace Barotrauma
class CrewManager
{
public List<Character> characters;
public List<CharacterInfo> characterInfos;
public List<CharacterInfo> CharacterInfos;
public int WinningTeam = 1;
private int money;
private GUIFrame guiFrame;
private GUIListBox listBox, orderListBox;
@@ -26,16 +24,10 @@ namespace Barotrauma
get { return commander; }
}
public int Money
{
get { return money; }
set { money = (int)Math.Max(value, 0.0f); }
}
public CrewManager()
{
characters = new List<Character>();
characterInfos = new List<CharacterInfo>();
CharacterInfos = new List<CharacterInfo>();
guiFrame = new GUIFrame(new Rectangle(0, 50, 150, 450), Color.Transparent);
guiFrame.Padding = Vector4.One * 5.0f;
@@ -49,20 +41,16 @@ namespace Barotrauma
orderListBox.OnSelected = SelectCharacterOrder;
commander = new CrewCommander(this);
money = 10000;
}
public CrewManager(XElement element)
: this()
{
money = ToolBox.GetAttributeInt(element, "money", 0);
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "character") continue;
characterInfos.Add(new CharacterInfo(subElement));
CharacterInfos.Add(new CharacterInfo(subElement));
}
}
@@ -120,9 +108,9 @@ namespace Barotrauma
public void AddCharacter(Character character)
{
characters.Add(character);
if (!characterInfos.Contains(character.Info))
if (!CharacterInfos.Contains(character.Info))
{
characterInfos.Add(character.Info);
CharacterInfos.Add(character.Info);
}
if (character is AICharacter)
@@ -280,21 +268,21 @@ namespace Barotrauma
listBox.ClearChildren();
characters.Clear();
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub, false);
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(CharacterInfos, Submarine.MainSub, false);
for (int i = 0; i < waypoints.Length; i++)
{
Character character;
if (characterInfos[i].HullID != null)
if (CharacterInfos[i].HullID != null)
{
var hull = Entity.FindEntityByID((ushort)characterInfos[i].HullID) as Hull;
var hull = Entity.FindEntityByID((ushort)CharacterInfos[i].HullID) as Hull;
if (hull == null) continue;
character = Character.Create(characterInfos[i], hull.WorldPosition);
character = Character.Create(CharacterInfos[i], hull.WorldPosition);
}
else
{
character = Character.Create(characterInfos[i], waypoints[i].WorldPosition);
character = Character.Create(CharacterInfos[i], waypoints[i].WorldPosition);
Character.Controlled = character;
if (character.Info != null && !character.Info.StartItemsGiven)
@@ -320,8 +308,8 @@ namespace Barotrauma
continue;
}
CharacterInfo deadInfo = characterInfos.Find(x => c.Info == x);
if (deadInfo != null) characterInfos.Remove(deadInfo);
CharacterInfo deadInfo = CharacterInfos.Find(x => c.Info == x);
if (deadInfo != null) CharacterInfos.Remove(deadInfo);
}
characters.Clear();
@@ -344,10 +332,8 @@ namespace Barotrauma
public void Save(XElement parentElement)
{
XElement element = new XElement("crew");
element.Add(new XAttribute("money", money));
foreach (CharacterInfo ci in characterInfos)
foreach (CharacterInfo ci in CharacterInfos)
{
ci.Save(element);
}

View File

@@ -6,19 +6,10 @@ using System.Xml.Linq;
namespace Barotrauma
{
class SinglePlayerMode : GameMode
class SinglePlayerCampaign : CampaignMode
{
//private const int StartCharacterAmount = 3;
//public readonly CrewManager CrewManager;
//public readonly HireManager hireManager;
private GUIButton endRoundButton;
public readonly CargoManager CargoManager;
public Map Map;
private bool crewDead;
private float endTimer;
@@ -29,31 +20,14 @@ namespace Barotrauma
private Submarine leavingSub;
private bool atEndPosition;
public override Mission Mission
protected CrewManager CrewManager
{
get
{
return Map.SelectedConnection.Mission;
}
get { return GameMain.GameSession?.CrewManager; }
}
public int Money
{
get { return GameMain.GameSession.CrewManager.Money; }
set { GameMain.GameSession.CrewManager.Money = value; }
}
private CrewManager CrewManager
{
get { return GameMain.GameSession.CrewManager; }
}
public SinglePlayerMode(GameModePreset preset, object param)
public SinglePlayerCampaign(GameModePreset preset, object param)
: base(preset, param)
{
CargoManager = new CargoManager();
{
endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End round", null, Alignment.TopLeft, Alignment.Center, "");
endRoundButton.Font = GUI.SmallFont;
endRoundButton.OnClicked = TryEndRound;
@@ -73,48 +47,11 @@ namespace Barotrauma
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
break;
}
CharacterInfo characterInfo =
new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab);
CrewManager.characterInfos.Add(characterInfo);
CrewManager.CharacterInfos.Add(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
}
}
public SinglePlayerMode(XElement element)
: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "crew":
GameMain.GameSession.CrewManager = new CrewManager(subElement);
break;
case "map":
Map = Map.Load(subElement);
break;
}
}
//backwards compatibility with older save files
if (Map==null)
{
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
GenerateMap(mapSeed);
Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
}
savedOnStart = true;
}
public void GenerateMap(string seed)
{
Map = new Map(seed, 1000);
}
public override void Start()
{
CargoManager.CreateItems();
@@ -134,22 +71,15 @@ namespace Barotrauma
public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
{
if (CrewManager.Money < characterInfo.Salary) return false;
if (Money < characterInfo.Salary) return false;
hireManager.availableCharacters.Remove(characterInfo);
CrewManager.characterInfos.Add(characterInfo);
CrewManager.Money -= characterInfo.Salary;
CrewManager.CharacterInfos.Add(characterInfo);
Money -= characterInfo.Salary;
return true;
}
public string GetMoney()
{
return "Money: " + CrewManager.Money;
}
private Submarine GetLeavingSub()
{
if (Character.Controlled != null && Character.Controlled.Submarine != null)
@@ -170,15 +100,6 @@ namespace Barotrauma
return null;
}
private 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 Draw(SpriteBatch spriteBatch)
{
if (!isRunning|| GUI.DisableHUD) return;
@@ -218,9 +139,7 @@ namespace Barotrauma
if (!isRunning) return;
base.AddToGUIUpdateList();
CrewManager.AddToGUIUpdateList();
endRoundButton.AddToGUIUpdateList();
}
@@ -361,12 +280,12 @@ 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) ? "endround" : "crewdead";
CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
CoroutineManager.StartCoroutine(EndCinematic(cinematic), "EndCinematic");
return true;
}
@@ -391,14 +310,43 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
public void Save(XElement element)
public static SinglePlayerCampaign Load(XElement element)
{
//element.Add(new XAttribute("day", day));
XElement modeElement = new XElement("gamemode");
SinglePlayerCampaign campaign = new SinglePlayerCampaign(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null);
//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
//modeElement.Add(new XAttribute("mapseed", Map.Seed));
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "crew":
GameMain.GameSession.CrewManager = new CrewManager(subElement);
break;
case "map":
campaign.map = Map.Load(subElement);
break;
}
}
campaign.Money = ToolBox.GetAttributeInt(element, "money", 0);
//backwards compatibility with older save files
if (campaign.map == null)
{
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
campaign.GenerateMap(mapSeed);
campaign.map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
}
campaign.savedOnStart = true;
return campaign;
}
public override void Save(XElement element)
{
XElement modeElement = new XElement("gamemode");
modeElement.Add(new XAttribute("money", Money));
CrewManager.Save(modeElement);
Map.Save(modeElement);

View File

@@ -37,11 +37,11 @@ namespace Barotrauma.Tutorials
{
GameMain.GameSession = new GameSession(Submarine.MainSub, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
(GameMain.GameSession.gameMode as TutorialMode).tutorialType = this;
(GameMain.GameSession.GameMode as TutorialMode).tutorialType = this;
GameMain.GameSession.StartRound("tuto");
GameMain.GameSession.TaskManager.Events.Clear();
GameMain.GameSession.EventManager.Events.Clear();
GameMain.GameScreen.Select();
}

View File

@@ -15,7 +15,7 @@ namespace Barotrauma
{
get
{
SinglePlayerMode mode = (gameMode as SinglePlayerMode);
SinglePlayerCampaign mode = (GameMode as SinglePlayerCampaign);
return (mode == null) ? null : mode.Map;
}
}
@@ -132,21 +132,21 @@ namespace Barotrauma
{
infoButton.AddToGUIUpdateList();
if (gameMode != null) gameMode.AddToGUIUpdateList();
if (GameMode != null) GameMode.AddToGUIUpdateList();
if (infoFrame != null) infoFrame.AddToGUIUpdateList();
}
public void Update(float deltaTime)
{
TaskManager.Update(deltaTime);
EventManager.Update(deltaTime);
if (GUI.DisableHUD) return;
//guiRoot.Update(deltaTime);
infoButton.Update(deltaTime);
if (gameMode != null) gameMode.Update(deltaTime);
if (GameMode != null) GameMode.Update(deltaTime);
if (Mission != null) Mission.Update(deltaTime);
if (infoFrame != null)
{
@@ -165,23 +165,26 @@ namespace Barotrauma
infoButton.Draw(spriteBatch);
if (gameMode != null) gameMode.Draw(spriteBatch);
if (GameMode != null) GameMode.Draw(spriteBatch);
if (infoFrame != null) infoFrame.Draw(spriteBatch);
}
public void Save(string filePath)
{
if (!(GameMode is CampaignMode))
{
throw new NotSupportedException("GameSessions can only be saved when playing in a campaign mode.");
}
XDocument doc = new XDocument(
new XElement("Gamesession"));
var now = DateTime.Now;
doc.Root.Add(new XAttribute("savetime", now.ToShortTimeString() + ", " + now.ToShortDateString()));
doc.Root.Add(new XAttribute("submarine", submarine == null ? "" : submarine.Name));
doc.Root.Add(new XAttribute("mapseed", Map.Seed));
((SinglePlayerMode)gameMode).Save(doc.Root);
((CampaignMode)GameMode).Save(doc.Root);
try
{

View File

@@ -724,7 +724,7 @@ namespace Barotrauma.Networking
{
if (!gameStarted) yield return CoroutineStatus.Success;
if (GameMain.GameSession != null) GameMain.GameSession.gameMode.End(endMessage);
if (GameMain.GameSession != null) GameMain.GameSession.GameMode.End(endMessage);
gameStarted = false;
Character.Controlled = null;

View File

@@ -23,7 +23,7 @@ namespace Barotrauma
private GUIListBox selectedItemList;
private GUIListBox storeItemList;
private SinglePlayerMode gameMode;
private SinglePlayerCampaign gameMode;
private GUIFrame previewFrame;
@@ -158,7 +158,7 @@ namespace Barotrauma
{
base.Select();
gameMode = GameMain.GameSession.gameMode as SinglePlayerMode;
gameMode = GameMain.GameSession.GameMode as SinglePlayerCampaign;
UpdateCharacterLists();
}
@@ -237,7 +237,6 @@ namespace Barotrauma
new GUITextBlock(new Rectangle(0, 100, 0, 20), "Reward: " + mission.Reward+" credits", "", locationPanel);
new GUITextBlock(new Rectangle(0, 130, 0, 0), mission.Description, "", locationPanel, true);
}
startButton.Enabled = true;
@@ -248,7 +247,7 @@ namespace Barotrauma
private void UpdateCharacterLists()
{
characterList.ClearChildren();
foreach (CharacterInfo c in CrewManager.characterInfos)
foreach (CharacterInfo c in CrewManager.CharacterInfos)
{
c.CreateCharacterFrame(characterList, c.Name + " ("+c.Job.Name+") ", c);
}
@@ -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)

View File

@@ -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;
}

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@@ -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" />

View File

@@ -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;

View File

@@ -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
}
}
}

View File

@@ -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);
}
}

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@@ -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

View File

@@ -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();
}
}
}

View File

@@ -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;

View File

@@ -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)
{