Added an option to respawn directly in the main sub
This commit is contained in:
@@ -528,12 +528,14 @@ namespace Barotrauma.Networking
|
||||
string subName = inc.ReadString();
|
||||
string subHash = inc.ReadString();
|
||||
|
||||
bool usingShuttle = inc.ReadBoolean();
|
||||
string shuttleName = inc.ReadString();
|
||||
string shuttleHash = inc.ReadString();
|
||||
|
||||
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
|
||||
readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
|
||||
|
||||
GameMain.NetLobbyScreen.UsingShuttle = usingShuttle;
|
||||
readyToStartMsg.Write(
|
||||
GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList) &&
|
||||
GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox));
|
||||
@@ -654,6 +656,7 @@ namespace Barotrauma.Networking
|
||||
string subName = inc.ReadString();
|
||||
string subHash = inc.ReadString();
|
||||
|
||||
bool usingShuttle = inc.ReadBoolean();
|
||||
string shuttleName = inc.ReadString();
|
||||
string shuttleHash = inc.ReadString();
|
||||
|
||||
@@ -697,6 +700,8 @@ namespace Barotrauma.Networking
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
GameMain.NetLobbyScreen.UsingShuttle = usingShuttle;
|
||||
|
||||
if (campaign == null)
|
||||
{
|
||||
if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
|
||||
@@ -723,7 +728,7 @@ namespace Barotrauma.Networking
|
||||
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level, true, false);
|
||||
}
|
||||
|
||||
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
|
||||
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.UsingShuttle ? GameMain.NetLobbyScreen.SelectedShuttle : null);
|
||||
|
||||
if (isTraitor)
|
||||
{
|
||||
@@ -842,6 +847,7 @@ namespace Barotrauma.Networking
|
||||
string selectSubName = inc.ReadString();
|
||||
string selectSubHash = inc.ReadString();
|
||||
|
||||
bool usingShuttle = inc.ReadBoolean();
|
||||
string selectShuttleName = inc.ReadString();
|
||||
string selectShuttleHash = inc.ReadString();
|
||||
|
||||
@@ -878,6 +884,8 @@ namespace Barotrauma.Networking
|
||||
GameMain.NetLobbyScreen.ServerName = serverName;
|
||||
GameMain.NetLobbyScreen.ServerMessage.Text = serverText;
|
||||
|
||||
GameMain.NetLobbyScreen.UsingShuttle = usingShuttle;
|
||||
|
||||
if (!allowSubVoting)
|
||||
{
|
||||
GameMain.NetLobbyScreen.TrySelectSub(selectSubName, selectSubHash, GameMain.NetLobbyScreen.SubList);
|
||||
|
||||
@@ -137,8 +137,8 @@ namespace Barotrauma.Networking
|
||||
if (respawnManager.CurrentState == RespawnManager.State.Waiting &&
|
||||
respawnManager.CountdownStarted)
|
||||
{
|
||||
respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawn Shuttle dispatching in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
|
||||
|
||||
respawnInfo = respawnManager.UsingShuttle ? "Respawn Shuttle dispatching in " : "Respawning players in ";
|
||||
respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : respawnInfo + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
|
||||
}
|
||||
else if (respawnManager.CurrentState == RespawnManager.State.Transporting)
|
||||
{
|
||||
|
||||
@@ -47,6 +47,7 @@ namespace Barotrauma
|
||||
private GUITickBox autoRestartBox;
|
||||
|
||||
private GUIDropDown shuttleList;
|
||||
private GUITickBox shuttleTickBox;
|
||||
|
||||
private CampaignUI campaignUI;
|
||||
|
||||
@@ -77,6 +78,11 @@ namespace Barotrauma
|
||||
get { return shuttleList; }
|
||||
}
|
||||
|
||||
public GUITickBox ShuttleTickBox
|
||||
{
|
||||
get { return shuttleTickBox; }
|
||||
}
|
||||
|
||||
public GUIListBox ModeList
|
||||
{
|
||||
get { return modeList; }
|
||||
@@ -120,6 +126,12 @@ namespace Barotrauma
|
||||
get { return shuttleList.SelectedData as Submarine; }
|
||||
}
|
||||
|
||||
public bool UsingShuttle
|
||||
{
|
||||
get { return shuttleTickBox.Selected; }
|
||||
set { shuttleTickBox.Selected = value; if (GameMain.Client != null) shuttleTickBox.Enabled = false; }
|
||||
}
|
||||
|
||||
public GameModePreset SelectedMode
|
||||
{
|
||||
get { return modeList.SelectedData as GameModePreset; }
|
||||
@@ -245,9 +257,15 @@ namespace Barotrauma
|
||||
|
||||
//respawn shuttle ------------------------------------------------------------------
|
||||
|
||||
new GUITextBlock(new Rectangle(columnX, 110, 20, 20), "Respawn shuttle:", "", defaultModeContainer);
|
||||
shuttleTickBox = new GUITickBox(new Rectangle(columnX, 110, 20, 20), "Respawn shuttle:",Alignment.Left, defaultModeContainer);
|
||||
shuttleList = new GUIDropDown(new Rectangle(columnX, 140, 200, 20), "", "", defaultModeContainer);
|
||||
|
||||
shuttleTickBox.Selected = true;
|
||||
shuttleTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
shuttleList.Enabled = box.Selected;
|
||||
if (GameMain.Server != null) lastUpdateID++;
|
||||
return true;
|
||||
};
|
||||
|
||||
//gamemode ------------------------------------------------------------------
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Barotrauma
|
||||
{
|
||||
private Submarine selectedSub;
|
||||
private Submarine selectedShuttle;
|
||||
private bool usingShuttle = true;
|
||||
|
||||
public Submarine SelectedSub
|
||||
{
|
||||
@@ -20,6 +21,11 @@ namespace Barotrauma
|
||||
get { return selectedShuttle; }
|
||||
set { selectedShuttle = value; lastUpdateID++; }
|
||||
}
|
||||
public bool UsingShuttle
|
||||
{
|
||||
get { return usingShuttle; }
|
||||
set { usingShuttle = value; lastUpdateID++; }
|
||||
}
|
||||
|
||||
private GameModePreset[] gameModes;
|
||||
public GameModePreset[] GameModes
|
||||
|
||||
@@ -957,6 +957,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.Name);
|
||||
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.MD5Hash.ToString());
|
||||
outmsg.Write(GameMain.NetLobbyScreen.UsingShuttle);
|
||||
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
|
||||
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.ToString());
|
||||
|
||||
@@ -1062,6 +1063,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
Submarine selectedSub = null;
|
||||
Submarine selectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle;
|
||||
bool usingShuttle = GameMain.NetLobbyScreen.UsingShuttle;
|
||||
|
||||
if (Voting.AllowSubVoting)
|
||||
{
|
||||
@@ -1100,12 +1102,12 @@ namespace Barotrauma.Networking
|
||||
return false;
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedShuttle, selectedMode), "InitiateStartGame");
|
||||
CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), "InitiateStartGame");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
|
||||
private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
|
||||
{
|
||||
initiatedStartGame = true;
|
||||
GameMain.NetLobbyScreen.StartButtonEnabled = false;
|
||||
@@ -1118,6 +1120,7 @@ namespace Barotrauma.Networking
|
||||
msg.Write(selectedSub.Name);
|
||||
msg.Write(selectedSub.MD5Hash.Hash);
|
||||
|
||||
msg.Write(usingShuttle);
|
||||
msg.Write(selectedShuttle.Name);
|
||||
msg.Write(selectedShuttle.MD5Hash.Hash);
|
||||
|
||||
@@ -1158,12 +1161,12 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode), false);
|
||||
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), false);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
|
||||
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
|
||||
{
|
||||
entityEventManager.Clear();
|
||||
|
||||
@@ -1219,7 +1222,7 @@ namespace Barotrauma.Networking
|
||||
(!(GameMain.GameSession.GameMode is MissionMode) ||
|
||||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
|
||||
|
||||
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
|
||||
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
|
||||
|
||||
//assign jobs and spawnpoints separately for each team
|
||||
for (int teamID = 1; teamID <= teamCount; teamID++)
|
||||
@@ -1371,7 +1374,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
msg.Write(selectedSub.Name);
|
||||
msg.Write(selectedSub.MD5Hash.Hash);
|
||||
|
||||
msg.Write(GameMain.NetLobbyScreen.UsingShuttle);
|
||||
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
|
||||
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
|
||||
|
||||
|
||||
@@ -27,6 +27,11 @@ namespace Barotrauma.Networking
|
||||
private Submarine respawnShuttle;
|
||||
private Steering shuttleSteering;
|
||||
private List<Door> shuttleDoors;
|
||||
|
||||
public bool UsingShuttle
|
||||
{
|
||||
get { return respawnShuttle != null; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// How long until the shuttle is dispatched with respawned characters
|
||||
@@ -69,41 +74,48 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
this.networkMember = networkMember;
|
||||
|
||||
respawnShuttle = new Submarine(shuttle.FilePath, shuttle.MD5Hash.Hash, true);
|
||||
respawnShuttle.Load(false);
|
||||
|
||||
ResetShuttle();
|
||||
|
||||
//respawnShuttle.GodMode = true;
|
||||
|
||||
shuttleDoors = new List<Door>();
|
||||
foreach (Item item in Item.ItemList)
|
||||
if (shuttle != null)
|
||||
{
|
||||
if (item.Submarine != respawnShuttle) continue;
|
||||
respawnShuttle = new Submarine(shuttle.FilePath, shuttle.MD5Hash.Hash, true);
|
||||
respawnShuttle.Load(false);
|
||||
|
||||
var steering = item.GetComponent<Steering>();
|
||||
if (steering != null) shuttleSteering = steering;
|
||||
ResetShuttle();
|
||||
|
||||
//respawnShuttle.GodMode = true;
|
||||
|
||||
var door = item.GetComponent<Door>();
|
||||
if (door != null) shuttleDoors.Add(door);
|
||||
|
||||
//lock all wires to prevent the players from messing up the electronics
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel != null)
|
||||
shuttleDoors = new List<Door>();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
foreach (Connection connection in connectionPanel.Connections)
|
||||
if (item.Submarine != respawnShuttle) continue;
|
||||
|
||||
var steering = item.GetComponent<Steering>();
|
||||
if (steering != null) shuttleSteering = steering;
|
||||
|
||||
var door = item.GetComponent<Door>();
|
||||
if (door != null) shuttleDoors.Add(door);
|
||||
|
||||
//lock all wires to prevent the players from messing up the electronics
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel != null)
|
||||
{
|
||||
Array.ForEach(connection.Wires, w => { if (w != null) w.Locked = true; });
|
||||
foreach (Connection connection in connectionPanel.Connections)
|
||||
{
|
||||
Array.ForEach(connection.Wires, w => { if (w != null) w.Locked = true; });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
respawnShuttle = null;
|
||||
}
|
||||
|
||||
var server = networkMember as GameServer;
|
||||
if (server != null)
|
||||
{
|
||||
respawnInterval = server.RespawnInterval;
|
||||
maxTransportTime = server.MaxTransportTime;
|
||||
}
|
||||
}
|
||||
|
||||
respawnTimer = respawnInterval;
|
||||
}
|
||||
@@ -118,6 +130,14 @@ namespace Barotrauma.Networking
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (respawnShuttle == null)
|
||||
{
|
||||
if (state != State.Waiting)
|
||||
{
|
||||
state = State.Waiting;
|
||||
}
|
||||
}
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.Waiting:
|
||||
@@ -144,11 +164,6 @@ namespace Barotrauma.Networking
|
||||
return;
|
||||
}
|
||||
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
|
||||
shuttleSteering.AutoPilot = false;
|
||||
shuttleSteering.MaintainPos = false;
|
||||
|
||||
int characterToRespawnCount = GetClientsToRespawn().Count;
|
||||
int totalCharacterCount = server.ConnectedClients.Count;
|
||||
if (server.Character != null)
|
||||
@@ -180,6 +195,13 @@ namespace Barotrauma.Networking
|
||||
|
||||
DispatchShuttle();
|
||||
}
|
||||
|
||||
if (respawnShuttle == null) return;
|
||||
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
|
||||
shuttleSteering.AutoPilot = false;
|
||||
shuttleSteering.MaintainPos = false;
|
||||
}
|
||||
|
||||
private void UpdateTransporting(float deltaTime)
|
||||
@@ -290,19 +312,30 @@ namespace Barotrauma.Networking
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
state = State.Transporting;
|
||||
server.CreateEntityEvent(this);
|
||||
if (respawnShuttle != null)
|
||||
{
|
||||
state = State.Transporting;
|
||||
server.CreateEntityEvent(this);
|
||||
|
||||
ResetShuttle();
|
||||
ResetShuttle();
|
||||
|
||||
shuttleSteering.TargetVelocity = Vector2.Zero;
|
||||
shuttleSteering.TargetVelocity = Vector2.Zero;
|
||||
|
||||
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
|
||||
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
|
||||
|
||||
RespawnCharacters();
|
||||
RespawnCharacters();
|
||||
|
||||
CoroutineManager.StopCoroutines("forcepos");
|
||||
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
|
||||
CoroutineManager.StopCoroutines("forcepos");
|
||||
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
|
||||
}
|
||||
else
|
||||
{
|
||||
state = State.Waiting;
|
||||
GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
|
||||
server.CreateEntityEvent(this);
|
||||
|
||||
RespawnCharacters();
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
|
||||
@@ -401,6 +434,7 @@ namespace Barotrauma.Networking
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
var respawnSub = respawnShuttle != null ? respawnShuttle : Submarine.MainSub;
|
||||
|
||||
var clients = GetClientsToRespawn();
|
||||
foreach (Client c in clients)
|
||||
@@ -424,7 +458,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
//the spawnpoints where the characters will spawn
|
||||
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
|
||||
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
|
||||
//the spawnpoints where they would spawn if they were spawned inside the main sub
|
||||
//(in order to give them appropriate ID card tags)
|
||||
var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
|
||||
@@ -434,7 +468,7 @@ namespace Barotrauma.Networking
|
||||
ItemPrefab scooterPrefab = MapEntityPrefab.Find("Underwater Scooter") as ItemPrefab;
|
||||
ItemPrefab batteryPrefab = MapEntityPrefab.Find("Battery Cell") as ItemPrefab;
|
||||
|
||||
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
|
||||
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
|
||||
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
@@ -470,20 +504,20 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (divingSuitPrefab != null && oxyPrefab != null)
|
||||
{
|
||||
var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
|
||||
var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
|
||||
Entity.Spawner.CreateNetworkEvent(divingSuit, false);
|
||||
|
||||
var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
|
||||
var oxyTank = new Item(oxyPrefab, pos, respawnSub);
|
||||
Entity.Spawner.CreateNetworkEvent(oxyTank, false);
|
||||
divingSuit.Combine(oxyTank);
|
||||
}
|
||||
|
||||
if (scooterPrefab != null && batteryPrefab != null)
|
||||
{
|
||||
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
|
||||
var scooter = new Item(scooterPrefab, pos, respawnSub);
|
||||
Spawner.CreateNetworkEvent(scooter, false);
|
||||
|
||||
var battery = new Item(batteryPrefab, pos, respawnShuttle);
|
||||
var battery = new Item(batteryPrefab, pos, respawnSub);
|
||||
Spawner.CreateNetworkEvent(battery, false);
|
||||
|
||||
scooter.Combine(battery);
|
||||
|
||||
Reference in New Issue
Block a user