Round summary screen, GUIMessageBoxes disable other UI elements, renamed quests as missions
This commit is contained in:
Binary file not shown.
@@ -102,6 +102,8 @@
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<Compile Include="Source\GameSession\GameModes\GameModePreset.cs" />
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<Compile Include="Source\GameSession\GameModes\QuestMode.cs" />
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<Compile Include="Source\GameSession\GameModes\TutorialMode.cs" />
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<Compile Include="Source\GameSession\InfoTextManager.cs" />
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<Compile Include="Source\GameSession\ShiftSummary.cs" />
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<Compile Include="Source\GUI\GUIDropDown.cs" />
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<Compile Include="Source\GUI\GUIMessage.cs" />
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<Compile Include="Source\GUI\TitleScreen.cs" />
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@@ -391,6 +393,9 @@
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<Content Include="Content\Characters\TigerThresher\damagedtigerthresher.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\InfoTexts.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Artifacts\artifact.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -831,7 +836,7 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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</Content>
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<Content Include="Content\Quests.xml">
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<Content Include="Content\Missions.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\waterbump.png">
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22
Subsurface/Content/InfoTexts.xml
Normal file
22
Subsurface/Content/InfoTexts.xml
Normal file
@@ -0,0 +1,22 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<infotexts>
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<progress>[sub] has made its way from [location1] to [location2].</progress>
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<progress>[sub] has arrived at [location2].</progress>
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<return>[sub] has returned to [location1].</return>
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<gameover>The ocean has claimed [sub] and its crew.</gameover>
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<CauseOfDeath.Damage>Succumbed to their injuries</CauseOfDeath.Damage>
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<CauseOfDeath.Bloodloss>Bled out</CauseOfDeath.Bloodloss>
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<CauseOfDeath.Drowning>Drowned</CauseOfDeath.Drowning>
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<CauseOfDeath.Suffocation>Suffocated</CauseOfDeath.Suffocation>
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<CauseOfDeath.Pressure>Crushed by water pressure</CauseOfDeath.Pressure>
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<CauseOfDeath.Burn>Burned to death</CauseOfDeath.Burn>
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<Self_CauseOfDeath.Damage>You have succumbed to your injuries.</Self_CauseOfDeath.Damage>
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<Self_CauseOfDeath.Bloodloss>You have bled out.</Self_CauseOfDeath.Bloodloss>
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<Self_CauseOfDeath.Drowning>You have drowned.</Self_CauseOfDeath.Drowning>
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<Self_CauseOfDeath.Suffocation>You have suffocated.</Self_CauseOfDeath.Suffocation>
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<Self_CauseOfDeath.Pressure>You have been crushed by water pressure.</Self_CauseOfDeath.Pressure>
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<Self_CauseOfDeath.Burn>You have burned to death.</Self_CauseOfDeath.Burn>
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</infotexts>
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Quests>
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<SalvageQuest
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<Missions>
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<SalvageMission
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name="Salvaging an artifact"
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description="Researchers of [location1] have picked up an infrasonic signal highly similar to those emitted by alien artifacts previously discovered on Europa. Investigate the signal and retrieve the potential artifact."
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commonness="10"
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@@ -10,9 +10,9 @@
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successmessage="The artifact has been succesfully retrieved"
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itemname="Skyholder Artifact">
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<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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</SalvageQuest>
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</SalvageMission>
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<SalvageQuest
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<SalvageMission
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name="Salvaging an artifact"
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description="Researchers of [location1] have picked up an infrasonic signal highly similar to those emitted by alien artifacts previously discovered on Europa. Investigate the signal and retrieve the potential artifact."
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commonness="10"
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@@ -22,9 +22,9 @@
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successmessage="The artifact has been succesfully retrieved"
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itemname="Thermal Artifact">
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<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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</SalvageQuest>
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</SalvageMission>
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<MonsterQuest
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<MonsterMission
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name="Killing a Moloch"
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description="A particularly aggressive Moloch has been terrorizing vessels traveling between [location1] and [location2]. A reward of 1000 credits has been promised to those who kill the creature."
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commonness="10"
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@@ -33,9 +33,9 @@
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successmessage="The Moloch has been killed."
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monsterfile="Content/Characters/Moloch/moloch.xml">
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<message header="Target terminated" text="The moloch is dead. Navigate the submarine out of the cavern to claim the reward."/>
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</MonsterQuest>
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</MonsterMission>
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<MonsterQuest
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<MonsterMission
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name="Killing a Tiger Thresher"
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description="A particularly aggressive Tiger Thresher has been terrorizing vessels traveling between [location1] and [location2]. A reward of 800 credits has been promised to those who kill the creature."
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commonness="10"
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@@ -44,9 +44,9 @@
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successmessage="The Tiger Thresher has been killed."
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monsterfile="Content/Characters/TigerThresher/tigerthresher.xml">
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<message header="Target terminated" text="The thresher is dead. Navigate the submarine out of the cavern to claim the reward."/>
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</MonsterQuest>
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</MonsterMission>
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<MonsterQuest
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<MonsterMission
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name="Salvaging an artifact"
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description="Researchers of [location1] have picked up an infrasonic signal highly similar to those emitted by alien artifacts previously discovered on Europa. Investigate the signal and retrieve the potential artifact."
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commonness="5"
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@@ -54,5 +54,5 @@
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radarlabel="Infrasonic signal"
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successmessage="It turns out the signal was emitted by a Moloch. The researchers of [location1] have agreed to pay you the reward nevertheless for killing the Moloch."
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monsterfile="Content/Characters/Moloch/moloch.xml">
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</MonsterQuest>
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</Quests>
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</MonsterMission>
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</Missions>
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@@ -17,8 +17,6 @@ namespace Barotrauma
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class Character : Entity, IDamageable, IPropertyObject
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{
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public static string[] DeathMsg = new string[Enum.GetNames(typeof(CauseOfDeath)).Length];
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public static List<Character> CharacterList = new List<Character>();
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public static Queue<CharacterInfo> NewCharacterQueue = new Queue<CharacterInfo>();
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@@ -282,16 +280,9 @@ namespace Barotrauma
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{
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get { return AnimController.RefLimb.Position; }
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}
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static Character()
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{
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DeathMsg[(int)CauseOfDeath.Damage] = "succumbed to your injuries";
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DeathMsg[(int)CauseOfDeath.Bloodloss] = "bled out";
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DeathMsg[(int)CauseOfDeath.Drowning] = "drowned";
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DeathMsg[(int)CauseOfDeath.Suffocation] = "suffocated";
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DeathMsg[(int)CauseOfDeath.Pressure] = "been crushed by water pressure";
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DeathMsg[(int)CauseOfDeath.Burn] = "burnt to death";
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}
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public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath);
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public OnDeathHandler OnDeath;
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public static Character Create(string file, Vector2 position)
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{
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@@ -1159,7 +1150,7 @@ namespace Barotrauma
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//if the Character is controlled by this client/server, let others know that the Character has died
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if (Character.controlled == this)
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{
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string chatMessage = "You have " + DeathMsg[(int)causeOfDeath] + ".";
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string chatMessage = InfoTextManager.GetInfoText("Self_CauseOfDeath." + causeOfDeath.ToString());
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if (GameMain.Client!=null) chatMessage += " Your chat messages will only be visible to other dead players.";
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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@@ -1179,6 +1170,8 @@ namespace Barotrauma
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}
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}
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if (OnDeath != null) OnDeath(this, causeOfDeath);
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CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam));
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health = 0.0f;
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@@ -1,14 +1,9 @@
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using FarseerPhysics;
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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.Text;
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class MonsterQuest : Quest
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class MonsterMission : Mission
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{
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private string monsterFile;
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@@ -21,7 +16,7 @@ namespace Barotrauma
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get { return monster.Position; }
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}
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public MonsterQuest(XElement element)
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public MonsterMission(XElement element)
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: base(element)
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{
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monsterFile = ToolBox.GetAttributeString(element, "monsterfile", "");
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@@ -48,12 +43,8 @@ namespace Barotrauma
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public override void End()
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{
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if (!monster.IsDead)
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{
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new GUIMessageBox("Quest failed", failureMessage);
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return;
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}
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if (!monster.IsDead) return;
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GiveReward();
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completed = true;
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@@ -3,16 +3,15 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class Quest
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class Mission
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{
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private static List<Quest> list = new List<Quest>();
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private static List<Mission> list = new List<Mission>();
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private static string configFile = "Content/Quests.xml";
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private static string configFile = "Content/Missions.xml";
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private string name;
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@@ -60,7 +59,17 @@ namespace Barotrauma
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get { return Vector2.Zero; }
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}
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public Quest(XElement element)
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public string SuccessMessage
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{
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get { return successMessage; }
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}
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public string FailureMessage
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{
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get { return failureMessage; }
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}
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public Mission(XElement element)
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{
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name = ToolBox.GetAttributeString(element, "name", "");
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@@ -68,8 +77,10 @@ namespace Barotrauma
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reward = ToolBox.GetAttributeInt(element, "reward", 1);
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successMessage = ToolBox.GetAttributeString(element, "successmessage", "");
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failureMessage = ToolBox.GetAttributeString(element, "failuremessage", "");
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successMessage = ToolBox.GetAttributeString(element, "successmessage",
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"Mission completed successfully");
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failureMessage = ToolBox.GetAttributeString(element, "failuremessage",
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"Mission failed");
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radarLabel = ToolBox.GetAttributeString(element, "radarlabel", "");
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@@ -83,7 +94,7 @@ namespace Barotrauma
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}
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}
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public static Quest LoadRandom(Location[] locations, Random rand)
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public static Mission LoadRandom(Location[] locations, Random rand)
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{
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XDocument doc = ToolBox.TryLoadXml(configFile);
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if (doc == null) return null;
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@@ -119,32 +130,32 @@ namespace Barotrauma
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t = Type.GetType("Barotrauma." + type, true, true);
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if (t == null)
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a quest class of the type ''" + type + "''.");
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type ''" + type + "''.");
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continue;
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}
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}
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catch
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a an event class of the type ''" + type + "''.");
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type ''" + type + "''.");
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continue;
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}
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ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
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object instance = constructor.Invoke(new object[] { element });
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Quest quest = (Quest)instance;
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Mission mission = (Mission)instance;
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for (int n = 0; n<2; n++)
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{
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quest.description = quest.description.Replace("[location"+(n+1)+"]", locations[n].Name);
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mission.description = mission.description.Replace("[location"+(n+1)+"]", locations[n].Name);
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quest.successMessage = quest.successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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quest.failureMessage = quest.failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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mission.successMessage = mission.successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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mission.failureMessage = mission.failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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}
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return quest;
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return mission;
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}
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randomNumber -= eventProbability[i];
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@@ -168,9 +179,8 @@ namespace Barotrauma
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}
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/// <summary>
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/// End the quest and give a reward if it was completed successfully
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/// End the mission and give a reward if it was completed successfully
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/// </summary>
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/// <returns>whether the quest was completed or not</returns>
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public virtual void End()
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{
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completed = true;
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@@ -180,11 +190,6 @@ namespace Barotrauma
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public void GiveReward()
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{
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if (!string.IsNullOrWhiteSpace(successMessage))
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{
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new GUIMessageBox("Quest completed successfully", successMessage);
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}
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var mode = GameMain.GameSession.gameMode as SinglePlayerMode;
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if (mode == null) return;
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@@ -8,7 +8,7 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class SalvageQuest : Quest
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class SalvageMission : Mission
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{
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private ItemPrefab itemPrefab;
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@@ -24,7 +24,7 @@ namespace Barotrauma
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}
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}
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public SalvageQuest(XElement element)
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public SalvageMission(XElement element)
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: base(element)
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{
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string itemName = ToolBox.GetAttributeString(element, "itemname", "");
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@@ -33,7 +33,7 @@ namespace Barotrauma
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Error in salvagequest: couldn't find an item prefab with the name "+itemName);
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DebugConsole.ThrowError("Error in SalvageMission: couldn't find an item prefab with the name "+itemName);
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}
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}
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@@ -91,11 +91,7 @@ namespace Barotrauma
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public override void End()
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{
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item.Remove();
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if (item.CurrentHull == null)
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{
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new GUIMessageBox("Quest failed", failureMessage);
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return;
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}
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if (item.CurrentHull == null) return;
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GiveReward();
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@@ -5,7 +5,7 @@ namespace Barotrauma
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{
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public class GUIMessageBox : GUIFrame
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{
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public static Queue<GUIMessageBox> MessageBoxes = new Queue<GUIMessageBox>();
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public static Queue<GUIComponent> MessageBoxes = new Queue<GUIComponent>();
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const int DefaultWidth=400, DefaultHeight=200;
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@@ -15,15 +15,15 @@ namespace Barotrauma
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//GUIFrame frame;
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public GUIButton[] Buttons;
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public static GUIMessageBox VisibleBox
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public static GUIComponent VisibleBox
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{
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get { return MessageBoxes.Count==0 ? null : MessageBoxes.Peek(); }
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}
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||||
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public string Text
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{
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get { return (children[1] as GUITextBlock).Text; }
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set { (children[1] as GUITextBlock).Text = value; }
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get { return (children[0].children[1] as GUITextBlock).Text; }
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set { (children[0].children[1] as GUITextBlock).Text = value; }
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}
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public GUIMessageBox(string header, string text)
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@@ -39,17 +39,19 @@ namespace Barotrauma
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}
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||||
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public GUIMessageBox(string header, string text, string[] buttons, int width=DefaultWidth, int height=DefaultHeight, Alignment textAlignment = Alignment.TopLeft, GUIComponent parent = null)
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: base(new Rectangle(0,0, width, height),
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null, Alignment.Center, GUI.Style, parent)
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: base(new Rectangle(0,0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Black*0.5f, Alignment.TopLeft, null, parent)
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{
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new GUITextBlock(new Rectangle(0, 0, 0, 30), header, Color.Transparent, Color.White, textAlignment, GUI.Style, this, true);
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new GUITextBlock(new Rectangle(0, 30, 0, height - 70), text, Color.Transparent, Color.White, textAlignment, GUI.Style, this, true);
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var frame = new GUIFrame(new Rectangle(0,0,width,height), null, Alignment.Center, GUI.Style, this);
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new GUITextBlock(new Rectangle(0, 0, 0, 30), header, Color.Transparent, Color.White, textAlignment, GUI.Style, frame, true);
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new GUITextBlock(new Rectangle(0, 30, 0, height - 70), text, Color.Transparent, Color.White, textAlignment, GUI.Style, frame, true);
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int x = 0;
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this.Buttons = new GUIButton[buttons.Length];
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for (int i = 0; i < buttons.Length; i++)
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{
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this.Buttons[i] = new GUIButton(new Rectangle(x, 0, 150, 30), buttons[i], Alignment.Left | Alignment.Bottom, GUI.Style, this);
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this.Buttons[i] = new GUIButton(new Rectangle(x, 0, 150, 30), buttons[i], Alignment.Left | Alignment.Bottom, GUI.Style, frame);
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||||
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x += this.Buttons[i].Rect.Width + 20;
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||||
}
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@@ -57,6 +59,8 @@ namespace Barotrauma
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MessageBoxes.Enqueue(this);
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||||
}
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||||
|
||||
|
||||
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||||
public bool Close(GUIButton button, object obj)
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||||
{
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||||
if (parent != null) parent.RemoveChild(this);
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||||
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||||
@@ -22,7 +22,7 @@ namespace Barotrauma
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||||
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||||
private string endMessage;
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||||
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||||
public virtual Quest Quest
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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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||||
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||||
@@ -48,7 +48,7 @@ namespace Barotrauma
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||||
+ "The rest of the crew will win if they reach the end of the level or kill the traitor "
|
||||
+ "before the objective is completed.";
|
||||
|
||||
mode = new GameModePreset("Quest", typeof(QuestMode), false);
|
||||
mode = new GameModePreset("Mission", typeof(MissionMode), false);
|
||||
mode.Description = "The crew must work together to complete a specific task, such as retrieving "
|
||||
+ "an alien artifact or killing a creature that's terrorizing nearby outposts. The game ends "
|
||||
+ "when the task is completed or everyone in the crew has died.";
|
||||
|
||||
@@ -6,19 +6,19 @@ using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class QuestMode : GameMode
|
||||
class MissionMode : GameMode
|
||||
{
|
||||
Quest quest;
|
||||
Mission mission;
|
||||
|
||||
public override Quest Quest
|
||||
public override Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
return quest;
|
||||
return mission;
|
||||
}
|
||||
}
|
||||
|
||||
public QuestMode(GameModePreset preset)
|
||||
public MissionMode(GameModePreset preset)
|
||||
: base(preset)
|
||||
{
|
||||
Location[] locations = new Location[2];
|
||||
@@ -29,14 +29,14 @@ namespace Barotrauma
|
||||
{
|
||||
locations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f));
|
||||
}
|
||||
quest = Quest.LoadRandom(locations, rand);
|
||||
mission = Mission.LoadRandom(locations, rand);
|
||||
}
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
new GUIMessageBox(quest.Name, quest.Description, 400, 400);
|
||||
new GUIMessageBox(mission.Name, mission.Description, 400, 400);
|
||||
|
||||
//quest.Start(Level.Loaded);
|
||||
}
|
||||
|
||||
@@ -18,6 +18,8 @@ namespace Barotrauma
|
||||
private GUIButton endShiftButton;
|
||||
|
||||
public readonly CargoManager CargoManager;
|
||||
|
||||
private ShiftSummary shiftSummary;
|
||||
|
||||
public Map Map;
|
||||
|
||||
@@ -26,11 +28,11 @@ namespace Barotrauma
|
||||
|
||||
private bool savedOnStart;
|
||||
|
||||
public override Quest Quest
|
||||
public override Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
return Map.SelectedConnection.Quest;
|
||||
return Map.SelectedConnection.Mission;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,6 +117,8 @@ namespace Barotrauma
|
||||
endTimer = 5.0f;
|
||||
|
||||
CrewManager.StartShift();
|
||||
|
||||
shiftSummary = new ShiftSummary(GameMain.GameSession);
|
||||
}
|
||||
|
||||
public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
|
||||
@@ -192,41 +196,31 @@ namespace Barotrauma
|
||||
|
||||
//if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
|
||||
|
||||
GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame();
|
||||
GUIMessageBox.MessageBoxes.Enqueue(summaryFrame);
|
||||
var okButton = new GUIButton(new Rectangle(0,0,100,30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
|
||||
okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
List<Character> casualties = CrewManager.characters.FindAll(c => c.IsDead);
|
||||
|
||||
if (casualties.Count == CrewManager.characters.Count)
|
||||
bool success = CrewManager.characters.Any(c => !c.IsDead);
|
||||
|
||||
if (success)
|
||||
{
|
||||
sb.Append("Your entire crew has died!");
|
||||
|
||||
var msgBox = new GUIMessageBox("", sb.ToString(), new string[] { "Load game", "Quit" });
|
||||
msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
|
||||
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
|
||||
msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (casualties.Any())
|
||||
{
|
||||
sb.Append("Casualties: \n");
|
||||
foreach (Character c in casualties)
|
||||
{
|
||||
sb.Append(" - " + c.Info.Name + "\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append("No casualties!");
|
||||
}
|
||||
|
||||
if (Submarine.Loaded.AtEndPosition)
|
||||
{
|
||||
Map.MoveToNextLocation();
|
||||
}
|
||||
|
||||
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
var msgBox = new GUIMessageBox("Game over", "Your entire crew has died!", new string[] { "Load game", "Quit" });
|
||||
msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
|
||||
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
||||
msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
|
||||
msgBox.Buttons[1].OnClicked += msgBox.Close;
|
||||
}
|
||||
|
||||
CrewManager.EndShift();
|
||||
|
||||
@@ -1,11 +1,6 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -24,11 +19,11 @@ namespace Barotrauma
|
||||
|
||||
public CrewManager CrewManager;
|
||||
|
||||
public Quest Quest
|
||||
public Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
if (gameMode != null) return gameMode.Quest;
|
||||
if (gameMode != null) return gameMode.Mission;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -71,7 +66,7 @@ namespace Barotrauma
|
||||
|
||||
guiRoot = new GUIFrame(new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsWidth), Color.Transparent);
|
||||
|
||||
if (gameModePreset!=null) this.gameMode = gameModePreset.Instantiate();
|
||||
if (gameModePreset!=null) gameMode = gameModePreset.Instantiate();
|
||||
this.submarine = submarine;
|
||||
}
|
||||
|
||||
@@ -122,7 +117,7 @@ namespace Barotrauma
|
||||
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
|
||||
}
|
||||
|
||||
if (Quest!=null) Quest.Start(Level.Loaded);
|
||||
if (Mission!=null) Mission.Start(Level.Loaded);
|
||||
|
||||
if (gameMode!=null) gameMode.Start();
|
||||
|
||||
@@ -131,7 +126,7 @@ namespace Barotrauma
|
||||
|
||||
public void EndShift(string endMessage)
|
||||
{
|
||||
if (Quest != null) Quest.End();
|
||||
if (Mission != null) Mission.End();
|
||||
|
||||
if (GameMain.Server!=null)
|
||||
{
|
||||
@@ -172,7 +167,7 @@ namespace Barotrauma
|
||||
guiRoot.Update(deltaTime);
|
||||
|
||||
if (gameMode != null) gameMode.Update(deltaTime);
|
||||
if (Quest != null) Quest.Update(deltaTime);
|
||||
if (Mission != null) Mission.Update(deltaTime);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
@@ -185,7 +180,7 @@ namespace Barotrauma
|
||||
public void Save(string filePath)
|
||||
{
|
||||
XDocument doc = new XDocument(
|
||||
new XElement((XName)"Gamesession"));
|
||||
new XElement("Gamesession"));
|
||||
|
||||
var now = DateTime.Now;
|
||||
doc.Root.Add(new XAttribute("savetime", now.Hour + ":" + now.Minute + ", " + now.ToShortDateString()));
|
||||
|
||||
69
Subsurface/Source/GameSession/InfoTextManager.cs
Normal file
69
Subsurface/Source/GameSession/InfoTextManager.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
static class InfoTextManager
|
||||
{
|
||||
|
||||
private static Dictionary<string, List<string>> infoTexts;
|
||||
|
||||
static InfoTextManager()
|
||||
{
|
||||
LoadInfoTexts(Path.Combine("Content", "InfoTexts.xml"));
|
||||
}
|
||||
|
||||
|
||||
private static void LoadInfoTexts(string file)
|
||||
{
|
||||
infoTexts = new Dictionary<string, List<string>>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null) return;
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
string infoName = subElement.Name.ToString().ToLower();
|
||||
List<string> infoList = null;
|
||||
if (!infoTexts.TryGetValue(infoName, out infoList))
|
||||
{
|
||||
infoList = new List<string>();
|
||||
infoTexts.Add(infoName, infoList);
|
||||
}
|
||||
|
||||
infoList.Add(subElement.ElementInnerText());
|
||||
}
|
||||
}
|
||||
|
||||
public static string GetInfoText(string infoName)
|
||||
{
|
||||
List<string> infoList = null;
|
||||
if (!infoTexts.TryGetValue(infoName.ToLower(), out infoList) || !infoList.Any())
|
||||
{
|
||||
#if DEBUG
|
||||
return "Info text ''" + infoName + "'' not found";
|
||||
#else
|
||||
return "";
|
||||
#endif
|
||||
}
|
||||
|
||||
string text = infoList[Rand.Int(infoList.Count)];
|
||||
|
||||
if (Submarine.Loaded!=null) text = text.Replace("[sub]", Submarine.Loaded.Name);
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
|
||||
{
|
||||
if (GameMain.GameSession.Map.CurrentLocation!=null)
|
||||
text = text.Replace("[location1]", GameMain.GameSession.Map.CurrentLocation.Name);
|
||||
|
||||
if (GameMain.GameSession.Map.SelectedLocation!= null)
|
||||
text = text.Replace("[location2]", GameMain.GameSession.Map.SelectedLocation.Name);
|
||||
}
|
||||
|
||||
return text;
|
||||
}
|
||||
}
|
||||
}
|
||||
129
Subsurface/Source/GameSession/ShiftSummary.cs
Normal file
129
Subsurface/Source/GameSession/ShiftSummary.cs
Normal file
@@ -0,0 +1,129 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class ShiftSummary
|
||||
{
|
||||
class Casualty
|
||||
{
|
||||
public readonly CharacterInfo character;
|
||||
public readonly CauseOfDeath causeOfDeath;
|
||||
|
||||
public readonly string description;
|
||||
|
||||
public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
|
||||
{
|
||||
this.character = characterInfo;
|
||||
this.causeOfDeath = causeOfDeath;
|
||||
this.description = description;
|
||||
}
|
||||
}
|
||||
|
||||
private Location startLocation, endLocation;
|
||||
|
||||
private GameSession gameSession;
|
||||
|
||||
private List<Casualty> casualties;
|
||||
|
||||
private Mission selectedMission;
|
||||
|
||||
public ShiftSummary(GameSession gameSession)
|
||||
{
|
||||
this.gameSession = gameSession;
|
||||
|
||||
startLocation = gameSession.Map.CurrentLocation;
|
||||
endLocation = gameSession.Map.SelectedLocation;
|
||||
|
||||
casualties = new List<Casualty>();
|
||||
|
||||
foreach (Character character in gameSession.CrewManager.characters)
|
||||
{
|
||||
character.OnDeath = AddCasualty;
|
||||
}
|
||||
|
||||
selectedMission = gameSession.Mission;
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
|
||||
{
|
||||
casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
|
||||
}
|
||||
|
||||
public GUIFrame CreateSummaryFrame()
|
||||
{
|
||||
bool gameOver = !gameSession.CrewManager.characters.Any(c => !c.IsDead);
|
||||
bool progress = Submarine.Loaded.AtEndPosition;
|
||||
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.8f);
|
||||
|
||||
int width = 700, height = 400;
|
||||
GUIFrame innerFrame = new GUIFrame(new Rectangle(0,0,width,height), null, Alignment.Center, GUI.Style, frame);
|
||||
|
||||
int y = 0;
|
||||
string summaryText = InfoTextManager.GetInfoText(gameOver ? "gameover" :
|
||||
(progress ? "progress" : "return"));
|
||||
|
||||
var infoText = new GUITextBlock(new Rectangle(0,y,0,50), summaryText, GUI.Style, innerFrame, true);
|
||||
y += infoText.Rect.Height;
|
||||
|
||||
new GUITextBlock(new Rectangle(0,y,0,20), "Crew status:", GUI.Style, innerFrame, GUI.LargeFont);
|
||||
y += 30;
|
||||
|
||||
int x = 0;
|
||||
foreach (Character character in gameSession.CrewManager.characters)
|
||||
{
|
||||
var characterFrame = new GUIFrame(new Rectangle(x,y,170,70), character.IsDead ? Color.DarkRed*0.7f : Color.Transparent, GUI.Style, innerFrame);
|
||||
characterFrame.Padding = new Vector4(5.0f,5.0f,5.0f,5.0f);
|
||||
character.Info.CreateCharacterFrame(characterFrame,
|
||||
character.Info.Job!=null ? (character.Info.Name + '\n'+"("+character.Info.Job.Name+")") : character.Info.Name, null);
|
||||
|
||||
string statusText;
|
||||
|
||||
var casualty = casualties.Find(c => c.character == character.Info);
|
||||
|
||||
if (casualty != null)
|
||||
{
|
||||
statusText = InfoTextManager.GetInfoText("CauseOfDeath." + casualty.causeOfDeath.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
statusText = (character.Health / character.MaxHealth > 0.8f) ? "OK" : "Injured";
|
||||
}
|
||||
|
||||
new GUITextBlock(new Rectangle(0,0,0,20), statusText,
|
||||
GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = Color.Black*0.7f;
|
||||
|
||||
|
||||
x += characterFrame.Rect.Width + 10;
|
||||
}
|
||||
|
||||
y += 80;
|
||||
|
||||
if (GameMain.GameSession.Mission != null)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, y, 0, 20), "Mission: "+GameMain.GameSession.Mission.Name, GUI.Style, innerFrame, GUI.LargeFont);
|
||||
y += 30;
|
||||
|
||||
new GUITextBlock(new Rectangle(0,y,0,30),
|
||||
(GameMain.GameSession.Mission.Completed) ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage,
|
||||
GUI.Style, innerFrame);
|
||||
|
||||
if (GameMain.GameSession.Mission.Completed)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, y+40, 0, 30), "Reward: "+GameMain.GameSession.Mission.Reward, GUI.Style, innerFrame);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return frame;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -236,15 +236,15 @@ namespace Barotrauma.Items.Components
|
||||
(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
|
||||
(Level.Loaded.EndPosition), displayScale, center, (rect.Width * 0.55f));
|
||||
|
||||
if (GameMain.GameSession.Quest != null)
|
||||
if (GameMain.GameSession.Mission != null)
|
||||
{
|
||||
var quest = GameMain.GameSession.Quest;
|
||||
var mission = GameMain.GameSession.Mission;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
|
||||
if (!string.IsNullOrWhiteSpace(mission.RadarLabel))
|
||||
{
|
||||
DrawMarker(spriteBatch,
|
||||
quest.RadarLabel,
|
||||
quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
|
||||
mission.RadarLabel,
|
||||
mission.RadarPosition, displayScale, center, (rect.Width * 0.55f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -402,28 +402,28 @@ namespace Barotrauma
|
||||
|
||||
public List<Vector2[]> CrackSegments;
|
||||
|
||||
private int questsCompleted;
|
||||
private int missionsCompleted;
|
||||
|
||||
private Quest quest;
|
||||
public Quest Quest
|
||||
private Mission mission;
|
||||
public Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
if (quest==null || quest.Completed)
|
||||
if (mission==null || mission.Completed)
|
||||
{
|
||||
if (quest !=null && quest.Completed) questsCompleted++;
|
||||
if (mission !=null && mission.Completed) missionsCompleted++;
|
||||
|
||||
int seed = (int)locations[0].MapPosition.X + (int)locations[0].MapPosition.Y * 100;
|
||||
seed += (int)locations[1].MapPosition.X*10000 + (int)locations[1].MapPosition.Y * 1000000;
|
||||
|
||||
Random rand = new Random(seed + questsCompleted);
|
||||
Random rand = new Random(seed + missionsCompleted);
|
||||
|
||||
if (rand.NextDouble() < 0.3f) return null;
|
||||
|
||||
quest = Quest.LoadRandom(locations, rand);
|
||||
mission = Mission.LoadRandom(locations, rand);
|
||||
}
|
||||
|
||||
return quest;
|
||||
return mission;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,7 +444,7 @@ namespace Barotrauma
|
||||
{
|
||||
locations = new Location[] { location1, location2 };
|
||||
|
||||
questsCompleted = 0;
|
||||
missionsCompleted = 0;
|
||||
}
|
||||
|
||||
public Location OtherLocation(Location location)
|
||||
|
||||
@@ -618,6 +618,7 @@ namespace Barotrauma
|
||||
XDocument doc = OpenDoc(filePath);
|
||||
if (doc == null) return;
|
||||
|
||||
name = ToolBox.GetAttributeString(doc.Root, "name", name);
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -230,15 +230,15 @@ namespace Barotrauma
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 250, 0), location.Name, GUI.Style, Alignment.TopLeft, Alignment.TopCenter, locationPanel, true, GUI.LargeFont);
|
||||
|
||||
if (GameMain.GameSession.Map.SelectedConnection != null && GameMain.GameSession.Map.SelectedConnection.Quest != null)
|
||||
if (GameMain.GameSession.Map.SelectedConnection != null && GameMain.GameSession.Map.SelectedConnection.Mission != null)
|
||||
{
|
||||
var quest = GameMain.GameSession.Map.SelectedConnection.Quest;
|
||||
var mission = GameMain.GameSession.Map.SelectedConnection.Mission;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 80, 0, 20), "Quest: "+quest.Name, Color.Black*0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
new GUITextBlock(new Rectangle(0, 80, 0, 20), "Mission: "+mission.Name, Color.Black*0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 100, 0, 20), "Reward: " + quest.Reward+" credits", Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
new GUITextBlock(new Rectangle(0, 100, 0, 20), "Reward: " + mission.Reward+" credits", Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 120, 0, 0), quest.Description, Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel, true);
|
||||
new GUITextBlock(new Rectangle(0, 120, 0, 0), mission.Description, Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel, true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -476,10 +476,10 @@ namespace Barotrauma
|
||||
|
||||
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);
|
||||
//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;
|
||||
}
|
||||
|
||||
@@ -65,7 +65,7 @@ namespace Barotrauma
|
||||
if (n > 0) columnX[n] += columnX[n - 1];
|
||||
}
|
||||
|
||||
SpriteFont font = serverList.Rect.Width < 400 ? GUI.SmallFont : GUI.Font;
|
||||
SpriteFont font = GUI.SmallFont; // serverList.Rect.Width < 400 ? GUI.SmallFont : GUI.Font;
|
||||
|
||||
new GUITextBlock(new Rectangle(middleX, 30, 0, 30), "Password", GUI.Style, menu).Font = font;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user