- Autorestart works in campaign mode.

- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?)
- Reverting to the previous save if the entire crew is dead works correctly now.
- Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
This commit is contained in:
Joonas Rikkonen
2017-09-19 22:05:42 +03:00
parent e26600d088
commit f291a22976
12 changed files with 207 additions and 168 deletions
@@ -219,8 +219,13 @@ namespace Barotrauma
summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
okButton.OnClicked += GameMain.GameSession.LoadPrevious;
okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
okButton.OnClicked += (GUIButton button, object obj) =>
{
GameMain.GameSession.LoadPrevious();
GameMain.LobbyScreen.Select();
GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox);
return true;
};
var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
@@ -322,7 +327,7 @@ namespace Barotrauma
GameMain.GameSession.CrewManager = new CrewManager(subElement);
break;
case "map":
campaign.map = Map.Load(subElement);
campaign.map = Map.LoadNew(subElement);
break;
}
}