using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Subsurface.Items.Components; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Subsurface { class TutorialMode : GameMode { public readonly CrewManager CrewManager; private GUIComponent infoBox; public static void Start() { Submarine.Load("Content/Map/TutorialSub.gz"); Game1.GameSession = new GameSession(Submarine.Loaded, "", GameModePreset.list.Find(gm => gm.Name.ToLower()=="tutorial")); Game1.GameSession.StartShift(TimeSpan.Zero, "tutorial"); Game1.GameSession.taskManager.Tasks.Clear(); Game1.GameScreen.Select(); } public TutorialMode(GameModePreset preset) : base(preset) { CrewManager = new CrewManager(); } public override void Start(TimeSpan duration) { base.Start(duration); WayPoint wayPoint = WayPoint.GetRandom(SpawnType.Cargo, null); if (wayPoint==null) { DebugConsole.ThrowError("A waypoint with the spawntype ''cargo'' is required for the tutorial event"); return; } CharacterInfo charInfo = new CharacterInfo(Character.HumanConfigFile, "", Gender.None, JobPrefab.List.Find(jp => jp.Name=="Engineer")); Character character = new Character(charInfo, wayPoint.SimPosition); Character.Controlled = character; character.GiveJobItems(null); foreach (Item item in character.Inventory.items) { if (item == null || item.Name != "ID Card") continue; item.AddTag("com"); item.AddTag("eng"); break; } CrewManager.AddCharacter(character); CoroutineManager.StartCoroutine(UpdateState()); } public override void Update(float deltaTime) { base.Update(deltaTime); if (Character.Controlled!=null && Character.Controlled.IsDead) { Character.Controlled = null; CoroutineManager.StopCoroutine("TutorialMode.UpdateState"); infoBox = null; CoroutineManager.StartCoroutine(Dead()); } CrewManager.Update(deltaTime); if (infoBox!=null) infoBox.Update(deltaTime); } private IEnumerable UpdateState() { yield return new WaitForSeconds(4.0f); infoBox = CreateInfoFrame("Use WASD to move and mouse to look around"); yield return new WaitForSeconds(5.0f); //----------------------------------- infoBox = CreateInfoFrame("Open the door at your right side by highlighting the button next to it with your cursor and pressing E"); Door tutorialDoor = Item.itemList.Find(i => i.HasTag("tutorialdoor")).GetComponent(); while (!tutorialDoor.IsOpen) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(2.0f); //----------------------------------- infoBox = CreateInfoFrame("Now it's time to power up the submarine. Go to the upper left corner of the submarine, where you'll find a nuclear reactor."); Reactor reactor = Item.itemList.Find(i => i.HasTag("tutorialreactor")).GetComponent(); while (Vector2.Distance(Character.Controlled.Position, reactor.Item.Position)>200.0f) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Select the reactor by walking next to it and pressing E."); while (Character.Controlled.SelectedConstruction != reactor.Item) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("This is the control panel of the reactor. Try turning it on by increasing the fission rate."); while (reactor.FissionRate <= 0.0f) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("The reactor core has started generating heat, which in turn generates power for the submarine. It won't generate much power at the moment, " +" because the shutdown temperature is set to 500. When the temperature of the reactor raises higher than the shutdown temperature, the reactor will automatically start to cool itself down." + " You should increase it to somewhere around 5000."); while (Math.Abs(reactor.ShutDownTemp-5000.0f) > 400.0f) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("The amount of power generated by the reactor should be kept close to the amount of power consumed by the devices in the submarine. " +"If there's not enough power, devices won't function properly, and if there's too much power, some devices may be damaged. Turn on ''Automatic temperature control'' to " +"make the reactor automatically adjust the temperature to a suitable level."); while (!reactor.AutoTemp) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("That's the basics you need to know to power up the reactor! Now that there's power available for the engines, let's try steering the sub. " +"Deselect the reactor by pressing E and head to the command room at the left edge of the vessel."); Steering steering = Item.itemList.Find(i => i.HasTag("tutorialsteering")).GetComponent(); Radar radar = steering.Item.GetComponent(); while (Vector2.Distance(Character.Controlled.Position, steering.Item.Position) > 150.0f) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Select the navigation terminal by walking next to it and pressing E."); while (Character.Controlled.SelectedConstruction != steering.Item) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("There seems to be something wrong with the navigation terminal."+ " There's nothing on the monitor, so it's probably out of power. The reactor must still be" +" running or the lights would've gone out, so it's most likely a problem with the wiring." +" Deselect the terminal by pressing E to start checking the wiring."); while (Character.Controlled.SelectedConstruction == steering.Item) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(1.0f); infoBox = CreateInfoFrame("You need a screwdriver to check the wiring of the terminal." + " Equip a screwdriver by pulling it to either of the slots with a hand symbol, and then select the terminal again by pressing E."); while (Character.Controlled.SelectedConstruction != steering.Item || Character.Controlled.SelectedItems.FirstOrDefault(i => i != null && i.Name == "Screwdriver") == null) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Here you can see all the wires connected to the terminal. Apparently there's no wire" + " going into the to the power connection - that's why the monitor isn't working." + " You should find a piece of wire to connect it. Try searching some of the cabinets scattered around the sub."); while (!HasItem("Wire")) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Head back to the navigation terminal to fix the wiring."); PowerTransfer junctionBox = Item.itemList.Find(i => i!=null && i.HasTag("tutorialjunctionbox")).GetComponent(); while ((Character.Controlled.SelectedConstruction != junctionBox.Item && Character.Controlled.SelectedConstruction != steering.Item) || Character.Controlled.SelectedItems.FirstOrDefault(i => i != null && i.Name == "Screwdriver") == null) { yield return CoroutineStatus.Running; } if (Character.Controlled.SelectedItems.FirstOrDefault(i => i != null && i.GetComponent()!=null) == null) { infoBox = CreateInfoFrame("Equip the wire by dragging it to one of the slots with a hand symbol."); while (Character.Controlled.SelectedItems.FirstOrDefault(i => i != null && i.GetComponent() != null) == null) { yield return CoroutineStatus.Running; } } infoBox = CreateInfoFrame("You can see the equipped wire at the middle of the connection panel. Drag it to the power connector."); var steeringConnection = steering.Item.Connections.Find(c => c.Name.Contains("power")); var junctionConnection = junctionBox.Item.Connections.Find(c => c.Name.Contains("power")); while (steeringConnection.Wires.FirstOrDefault(w => w != null) == null) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Now you have to connect the other end of the wire to a power source. " + "The junction box in the room just below the command room should do."); while (Character.Controlled.SelectedConstruction!=null) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(2.0f); infoBox = CreateInfoFrame("You can now move the other end of the wire around, and attach it on the wall by left clicking or " + "remove the previous attachment by right clicking. Or you can just run the wire straight to the junction box and attach it " + " the same way you did to the navigation terminal."); while (radar.Voltage<0.1f) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Great! Now we should be able to get moving."); while (Character.Controlled.SelectedConstruction != steering.Item) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("You can take a look at the area around the sub by pressing ''Activate Radar''."); while (!radar.IsActive) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(0.5f); infoBox = CreateInfoFrame("The white box in the middle is the submarine, and the white lines outside it are the walls of an underwater cavern. " + "Try moving the submarine by clicking somewhere inside the rectangle and draggind the pointer to the direction you want to go to."); while (steering.CurrTargetVelocity == Vector2.Zero && steering.CurrTargetVelocity.Length() < 50.0f) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(4.0f); infoBox = CreateInfoFrame("The submarine moves up and down by pumping water in and out of the two ballast tanks at the bottom of the submarine. " +"The engine at the back of the sub moves it forwards and backwards."); yield return new WaitForSeconds(8.0f); infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern."); while (Submarine.Loaded.Position.Y > 31000.0f) { yield return CoroutineStatus.Running; } var moloch = new Character("Content/Characters/Moloch/moloch.xml", steering.Item.SimPosition + Vector2.UnitX * 25.0f); moloch.PlaySound(AIController.AiState.Attack); yield return new WaitForSeconds(1.0f); infoBox = CreateInfoFrame("Uh-oh... Something enormous just appeared on the radar."); List windows = new List(); foreach (Structure s in Structure.wallList) { if (s.CastShadow || !s.HasBody) continue; if (s.Rect.Right > steering.Item.Position.X) windows.Add(s); } bool broken = false; do { Submarine.Loaded.Speed = Vector2.Zero; moloch.AIController.SelectTarget(steering.Item.CurrentHull.AiTarget); Vector2 steeringDir = windows[0].Position - moloch.Position; if (steeringDir != Vector2.Zero) steeringDir = Vector2.Normalize(steeringDir); foreach (Limb limb in moloch.AnimController.limbs) { limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X, limb.LinearVelocity.Y + steeringDir.Y*10.0f); } moloch.AIController.Steering = steeringDir; foreach (Structure window in windows) { for (int i = 0; i < window.SectionCount; i++) { if (!window.SectionIsLeaking(i)) continue; broken = true; break; } if (broken) break; } yield return new WaitForSeconds(1.0f); } while (!broken); yield return new WaitForSeconds(1.0f); var capacitor1 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent(); var capacitor2 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent(); CoroutineManager.StartCoroutine(KeepEnemyAway(moloch, new PowerContainer[] { capacitor1, capacitor2 })); infoBox = CreateInfoFrame("The hull has been breached! Close all the doors to the command room to stop the water from flooding the entire sub!"); Door commandDoor1 = Item.itemList.Find(i => i.HasTag("commanddoor1")).GetComponent(); Door commandDoor2 = Item.itemList.Find(i => i.HasTag("commanddoor2")).GetComponent(); Door commandDoor3 = Item.itemList.Find(i => i.HasTag("commanddoor3")).GetComponent(); while (commandDoor1.IsOpen || (commandDoor2.IsOpen || commandDoor3.IsOpen)) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("You should find yourself an diving mask or a diving suit, in case the creature causes more damage. "+ "There are some in the room next to the airlock."); while (!HasItem("Diving Mask") && !HasItem("Diving Suit")) { yield return CoroutineStatus.Running; } if (HasItem("Diving Mask")) { infoBox = CreateInfoFrame("The diving mask will let you breathe underwater, but it won't protect from the water pressure outside the sub. "+ "It should be fine for the situation at hand, but you still need to find an oxygen tank and drag it into the same slot as the mask." + "You should grab one or two from one of the cabinets."); } else if (HasItem("Diving Suit")) { infoBox = CreateInfoFrame("In addition to letting you breathe underwater, the suit will protect you from the water pressure outside the sub " + "(unlike the diving mask). However, you still need to drag an oxygen tank into the same slot as the suit to supply oxygen. "+ "You should grab one or two from one of the cabinets."); } while (!HasItem("Oxygen Tank")) { yield return CoroutineStatus.Running; } yield return new WaitForSeconds(5.0f); infoBox = CreateInfoFrame("Now it's time to stop the creature attacking the submarine. Head to the railgun room at the upper right corner of the sub."); var railGun = Item.itemList.Find(i => i.GetComponent()!=null); while (Vector2.Distance(Character.Controlled.Position, railGun.Position)>500) { yield return new WaitForSeconds(1.0f); } infoBox = CreateInfoFrame("The railgun requires a large power surge to fire. The reactor can't provide a surge large enough, so we need to use the " +" supercapacitors in the railgun room. The capacitors need to be charged first; select them and crank up the recharge rate."); while (capacitor1.RechargeSpeed<0.5f && capacitor2.RechargeSpeed<0.5f) { yield return new WaitForSeconds(1.0f); } infoBox = CreateInfoFrame("The capacitors consume large amounts of power when they're being charged at a high rate, so "+ "be careful not to overload the electrical grid or the reactor. They also take some time to recharge, so now is a good "+ "time to head to the room below and load some shells for the railgun."); var loader = Item.itemList.Find(i => i.Name == "Railgun Loader").GetComponent(); while (Math.Abs(Character.Controlled.Position.Y - loader.Item.Position.Y)>80) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Grab one of the shells. You can load it by selecting the railgun loader and dragging the shell to. " +"one of the free slots. You need two hands to carry a shell, so make sure you don't have anything else in either hand."); while (loader.Item.ContainedItems.FirstOrDefault(i => i != null && i.Name == "Railgun Shell") == null) { moloch.Health = 50.0f; capacitor1.Charge += 5.0f; capacitor2.Charge += 5.0f; yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller."); while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller") { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, " +"press the left mouse button."); while (!moloch.IsDead) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("The creature has died. Now you should fix the damages in the control room: "+ "Grab a welding tool from the closet in the railgun room."); while (!HasItem("Welding Tool")) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("The welding tool requires fuel to work. Grab a welding fuel tank and attach it to the tool "+ "by dragging it into the same slot."); do { var weldingTool = Character.Controlled.Inventory.items.FirstOrDefault(i => i != null && i.Name == "Welding Tool"); if (weldingTool != null && weldingTool.ContainedItems.FirstOrDefault(contained => contained != null && contained.Name == "Welding Fuel Tank") != null) break; yield return CoroutineStatus.Running; } while (true); infoBox = CreateInfoFrame("You can aim with the tool using the right mouse button and weld using the left button. "+ "Head to the command room to fix the leaks there."); do { broken = false; foreach (Structure window in windows) { for (int i = 0; i < window.SectionCount; i++) { if (!window.SectionIsLeaking(i)) continue; broken = true; break; } if (broken) break; } yield return new WaitForSeconds(1.0f); } while (broken); infoBox = CreateInfoFrame("Great! However, there's still quite a bit of water inside the sub. It should be pumped out " +"using the pump in the room at the bottom of the submarine."); Pump pump = Item.itemList.Find(i => i.HasTag("tutorialpump")).GetComponent(); while (Vector2.Distance(Character.Controlled.Position, pump.Item.Position) > 100.0f) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("The two pumps inside the ballast tanks " +"are connected straight to the navigation terminal and can't be manually controlled unless you mess with their wiring, "+ "so you should only use the pump in the middle room to pump out the water. Select it, turn it on and adjust the pumping speed "+ "to start pumping water out."); while (pump.Item.CurrentHull.Volume>1000.0f) { yield return CoroutineStatus.Running; } infoBox = CreateInfoFrame("That was all there is to this tutorial! Now you should be able to handle "+ "most of the basic tasks on board the submarine."); yield return new WaitForSeconds(4.0f); float endPreviewLength = 10.0f; DateTime endTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(1000.0f * endPreviewLength)); float secondsLeft = endPreviewLength; Character.Controlled = null; Game1.GameScreen.Cam.TargetPos = Vector2.Zero; do { secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds; float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi; Vector2 offset = (new Vector2( (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f), (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f))); Game1.GameScreen.Cam.TargetPos = offset * 0.8f; //Game1.GameScreen.Cam.MoveCamera((float)deltaTime); yield return CoroutineStatus.Running; } while (secondsLeft > 0.0f); Submarine.Unload(); Game1.MainMenuScreen.Select(); yield return CoroutineStatus.Success; } private IEnumerable Dead() { yield return new WaitForSeconds(3.0f); var messageBox = new GUIMessageBox("You have died", "Do you want to try again?", new string[] { "Yes", "No" }); messageBox.Buttons[0].OnClicked += Restart; messageBox.Buttons[0].OnClicked += messageBox.Close; //messageBox.Buttons[1].UserData = MainMenuScreen.Tabs.Main; messageBox.Buttons[1].OnClicked = Game1.MainMenuScreen.SelectTab; messageBox.Buttons[1].OnClicked += messageBox.Close; yield return CoroutineStatus.Success; } private bool Restart(GUIButton button, object obj) { TutorialMode.Start(); return true; } private bool HasItem(string itemName) { if (Character.Controlled == null) return false; return Character.Controlled.Inventory.items.FirstOrDefault(i => i != null && i.Name == itemName)!=null; } /// /// keeps the enemy away from the sub until the capacitors are loaded /// private IEnumerable KeepEnemyAway(Character enemy, PowerContainer[] capacitors) { do { enemy.Health = 50.0f; enemy.AIController.State = AIController.AiState.None; Vector2 targetPos = Character.Controlled.Position + new Vector2(0.0f, 3000.0f); Vector2 steering = targetPos - enemy.Position; if (steering != Vector2.Zero) steering = Vector2.Normalize(steering); enemy.AIController.Steering = steering*2.0f; yield return CoroutineStatus.Running; } while (capacitors.FirstOrDefault(c => c.Charge > 0.4f) == null); yield return CoroutineStatus.Success; } public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); CrewManager.Draw(spriteBatch); if (infoBox != null) infoBox.Draw(spriteBatch); } private GUIComponent CreateInfoFrame(string text) { int width = 300; int height = 80; string wrappedText = ToolBox.WrapText(text, width, GUI.Font); height += wrappedText.Split('\n').Length*25; var infoBlock = new GUIFrame(new Rectangle(-20, 20, width, height), null, Alignment.TopRight, GUI.Style); //infoBlock.Color = infoBlock.Color * 0.8f; infoBlock.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f); infoBlock.Flash(Color.Green); new GUITextBlock(new Rectangle(10, 10, width - 40, height), text, GUI.Style, infoBlock, true); GUI.PlayMessageSound(); return infoBlock; } } }