using Barotrauma.Abilities;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
partial class GameSession
{
public RoundSummary RoundSummary
{
get;
private set;
}
public static bool IsTabMenuOpen => GameMain.GameSession?.tabMenu != null;
public static TabMenu TabMenuInstance => GameMain.GameSession?.tabMenu;
private TabMenu tabMenu;
public bool ToggleTabMenu()
{
if (GameMain.NetworkMember != null && GameMain.NetLobbyScreen != null)
{
GameMain.NetLobbyScreen.CharacterAppearanceCustomizationMenu?.Dispose();
GameMain.NetLobbyScreen.CharacterAppearanceCustomizationMenu = null;
if (GameMain.NetLobbyScreen.JobSelectionFrame != null) { GameMain.NetLobbyScreen.JobSelectionFrame.Visible = false; }
}
if (tabMenu == null && GameMode is not TutorialMode && !ConversationAction.IsDialogOpen)
{
tabMenu = new TabMenu();
HintManager.OnShowTabMenu();
}
else
{
tabMenu?.OnClose();
tabMenu = null;
NetLobbyScreen.JobInfoFrame = null;
}
return true;
}
private GUILayoutGroup topLeftButtonGroup;
private GUIButton crewListButton, commandButton, tabMenuButton;
private GUIImage talentPointNotification;
private GUIComponent deathChoiceInfoFrame, deathChoiceButtonContainer;
private GUITextBlock respawnInfoText;
private GUITickBox deathChoiceTickBox;
private GUIButton takeOverBotButton;
private GUIButton hrManagerButton;
public DeathPrompt DeathPrompt;
private GUIImage eventLogNotification;
private Point prevTopLeftButtonsResolution;
public bool AllowHrManagerBotTakeover => GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath, IronmanMode: false }
&& Level.IsLoadedFriendlyOutpost;
private void CreateTopLeftButtons()
{
if (topLeftButtonGroup != null)
{
topLeftButtonGroup.RectTransform.Parent = null;
topLeftButtonGroup = null;
crewListButton = commandButton = tabMenuButton = null;
}
topLeftButtonGroup = new GUILayoutGroup(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ButtonAreaTop, GUI.Canvas), isHorizontal: true, childAnchor: Anchor.CenterLeft)
{
AbsoluteSpacing = HUDLayoutSettings.Padding,
CanBeFocused = false
};
int buttonHeight = GUI.IntScale(40);
Vector2 buttonSpriteSize = GUIStyle.GetComponentStyle("CrewListToggleButton").GetDefaultSprite().size;
int buttonWidth = (int)((buttonHeight / buttonSpriteSize.Y) * buttonSpriteSize.X);
Point buttonSize = new Point(buttonWidth, buttonHeight);
crewListButton = new GUIButton(new RectTransform(buttonSize, parent: topLeftButtonGroup.RectTransform), style: "CrewListToggleButton")
{
ToolTip = TextManager.GetWithVariable("hudbutton.crewlist", "[key]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.CrewOrders)),
OnClicked = (GUIButton btn, object userdata) =>
{
if (CrewManager == null) { return false; }
CrewManager.IsCrewMenuOpen = !CrewManager.IsCrewMenuOpen;
return true;
}
};
commandButton = new GUIButton(new RectTransform(buttonSize, parent: topLeftButtonGroup.RectTransform), style: "CommandButton")
{
ToolTip = TextManager.GetWithVariable("hudbutton.commandinterface", "[key]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Command)),
OnClicked = (button, userData) =>
{
if (CrewManager == null) { return false; }
CrewManager.ToggleCommandUI();
return true;
}
};
tabMenuButton = new GUIButton(new RectTransform(buttonSize, parent: topLeftButtonGroup.RectTransform), style: "TabMenuButton")
{
ToolTip = TextManager.GetWithVariable("hudbutton.tabmenu", "[key]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.InfoTab)),
OnClicked = (button, userData) => ToggleTabMenu()
};
talentPointNotification = CreateNotificationIcon(tabMenuButton);
eventLogNotification = CreateNotificationIcon(tabMenuButton);
// The visibility of the following contents of deathChoiceInfoFrame is controlled by SetRespawnInfo()
deathChoiceInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), parent: topLeftButtonGroup.RectTransform)
{ MaxSize = new Point(HUDLayoutSettings.ButtonAreaTop.Width / 3, int.MaxValue) }, style: null)
{
CanBeFocused = false,
Visible = false
};
respawnInfoText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform), "", wrap: true)
{
CanBeFocused = false
};
deathChoiceButtonContainer = new GUILayoutGroup(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform, Anchor.CenterRight), isHorizontal: true, childAnchor: Anchor.CenterLeft)
{
AbsoluteSpacing = HUDLayoutSettings.Padding,
Stretch = true,
Visible = false
};
takeOverBotButton = new GUIButton(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("takeoverbotquestionprompttakeoverbot"), style: "GUIButtonSmall")
{
OnClicked = (btn, userdata) =>
{
DeathPrompt.CreateTakeOverBotPanel();
return true;
}
};
takeOverBotButton.TextBlock.AutoScaleHorizontal = true;
hrManagerButton = new GUIButton(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("npctitle.hrmanager"), style: "GUIButtonSmall")
{
OnClicked = (btn, userdata) =>
{
if (GameMain.GameSession?.Campaign is { } campaign)
{
campaign.ShowCampaignUI = true;
campaign.CampaignUI?.SelectTab(CampaignMode.InteractionType.Crew);
}
return true;
}
};
hrManagerButton.TextBlock.AutoScaleHorizontal = true;
var questionText =
TextManager.GetWithVariable(
"respawnquestionprompt", "[percentage]",
((int)Math.Round(RespawnManager.SkillLossPercentageOnImmediateRespawn)).ToString());
deathChoiceTickBox = new GUITickBox(new RectTransform(Vector2.One * 0.9f, deathChoiceButtonContainer.RectTransform, Anchor.Center),
TextManager.Get("respawnquestionpromptrespawn"))
{
ToolTip = questionText,
OnSelected = (tickbox) =>
{
GameMain.Client?.SendRespawnPromptResponse(waitForNextRoundRespawn: !tickbox.Selected);
return true;
}
};
prevTopLeftButtonsResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
}
public void AddToGUIUpdateList()
{
if (GUI.DisableHUD) { return; }
GameMode?.AddToGUIUpdateList();
tabMenu?.AddToGUIUpdateList();
ObjectiveManager.AddToGUIUpdateList();
if ((GameMode is not CampaignMode campaign || (!campaign.ForceMapUI && !campaign.ShowCampaignUI)) &&
!CoroutineManager.IsCoroutineRunning("LevelTransition") && !CoroutineManager.IsCoroutineRunning("SubmarineTransition"))
{
if (topLeftButtonGroup == null ||
prevTopLeftButtonsResolution.X != GameMain.GraphicsWidth || prevTopLeftButtonsResolution.Y != GameMain.GraphicsHeight)
{
CreateTopLeftButtons();
}
crewListButton.Selected = CrewManager != null && CrewManager.IsCrewMenuOpen;
commandButton.Selected = CrewManager.IsCommandInterfaceOpen;
commandButton.Enabled = CrewManager.CanIssueOrders;
tabMenuButton.Selected = IsTabMenuOpen;
topLeftButtonGroup.AddToGUIUpdateList();
}
if (GameMain.NetworkMember != null)
{
GameMain.NetLobbyScreen.CharacterAppearanceCustomizationMenu?.AddToGUIUpdateList();
GameMain.NetLobbyScreen?.JobSelectionFrame?.AddToGUIUpdateList(order: 1);
}
DeathPrompt?.AddToGUIUpdateList();
}
public static GUIImage CreateNotificationIcon(GUIComponent parent, bool offset = true)
{
GUIImage indicator = new GUIImage(new RectTransform(new Vector2(0.45f), parent.RectTransform, anchor: Anchor.TopRight, scaleBasis: ScaleBasis.BothWidth), style: "TalentPointNotification")
{
Visible = false,
CanBeFocused = false
};
Point notificationSize = indicator.RectTransform.NonScaledSize;
if (offset)
{
indicator.RectTransform.AbsoluteOffset = new Point(-(notificationSize.X / 2), -(notificationSize.Y / 2));
}
return indicator;
}
public void EnableEventLogNotificationIcon(bool enabled)
{
if (eventLogNotification == null) { return; }
if (!eventLogNotification.Visible && enabled)
{
eventLogNotification.Pulsate(Vector2.One, Vector2.One * 2, 1.0f);
}
eventLogNotification.Visible = enabled;
}
public static void UpdateTalentNotificationIndicator(GUIImage indicator)
{
if (indicator == null) { return; }
indicator.Visible =
Character.Controlled?.Info != null &&
Character.Controlled.Info.GetAvailableTalentPoints() > 0 && !Character.Controlled.HasUnlockedAllTalents();
}
public void HUDScaleChanged()
{
CreateTopLeftButtons();
GameMode?.HUDScaleChanged();
}
partial void UpdateProjSpecific(float deltaTime)
{
if (GUI.DisableHUD) { return; }
if (tabMenu == null)
{
if (PlayerInput.KeyHit(InputType.InfoTab) && !(GUI.KeyboardDispatcher.Subscriber is GUITextBox))
{
ToggleTabMenu();
}
}
else
{
tabMenu.Update(deltaTime);
if ((PlayerInput.KeyHit(InputType.InfoTab) || PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape)) &&
!(GUI.KeyboardDispatcher.Subscriber is GUITextBox))
{
ToggleTabMenu();
}
}
UpdateTalentNotificationIndicator(talentPointNotification);
if (GameMain.NetworkMember != null)
{
GameMain.NetLobbyScreen?.CharacterAppearanceCustomizationMenu?.Update();
if (GameMain.NetLobbyScreen?.JobSelectionFrame != null)
{
if (GameMain.NetLobbyScreen.JobSelectionFrame != null && PlayerInput.PrimaryMouseButtonDown() && !GUI.IsMouseOn(GameMain.NetLobbyScreen.JobSelectionFrame))
{
GameMain.NetLobbyScreen.JobList.Deselect();
GameMain.NetLobbyScreen.JobSelectionFrame.Visible = false;
}
}
}
HintManager.Update();
ObjectiveManager.VideoPlayer.Update();
}
///
/// This method controls the content and visibility logic of the respawn-related GUI elements at the top left of the game screen.
///
/// Has the player chosen to wait until next round
/// Hide the respawn buttons even if they would otherwise be visible
public void SetRespawnInfo(string text, Color textColor, bool waitForNextRoundRespawn, bool hideButtons = false)
{
if (topLeftButtonGroup == null) { return; }
bool permadeathMode = GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath };
bool ironmanMode = GameMain.NetworkMember?.ServerSettings is { IronmanModeActive: true };
bool hasRespawnOptions;
if (permadeathMode)
{
// In permadeath mode you can (in ironman, must) always at least wait, and possibly buy a new character from HR or take control of a bot
hasRespawnOptions = !ironmanMode &&
GameMain.Client is GameClient client && (client.CharacterInfo == null || client.CharacterInfo.PermanentlyDead);
}
else // "classic" respawn modes
{
//can choose between midround respawning with a penalty or waiting
//if we're in a non-outpost level, and either don't have an existing character or have already spawned during the round
//(otherwise, e.g. when joining a campaign in which we have an existing character, we can respawn mid-round "for free" and there's no reason to make a choice)
hasRespawnOptions = Level.Loaded?.Type != LevelData.LevelType.Outpost &&
(GameMain.Client is GameClient client && (client.CharacterInfo == null || client.HasSpawned));
}
// Are the death choice elements shown at all, at least with the text?
deathChoiceInfoFrame.Visible = !text.IsNullOrEmpty() || hasRespawnOptions;
if (!deathChoiceInfoFrame.Visible) { return; }
respawnInfoText.Text = text;
respawnInfoText.TextColor = textColor;
// Determine if we even bother considering showing the buttons
if (GameMain.GameSession.GameMode is not CampaignMode || Character.Controlled != null)
{
// Disable the button container in case it was left visible earlier
deathChoiceButtonContainer.Visible = false;
return;
}
deathChoiceButtonContainer.Visible = hasRespawnOptions && !hideButtons;
if (deathChoiceButtonContainer.Visible)
{
hrManagerButton.Visible = AllowHrManagerBotTakeover;
if (permadeathMode && ironmanMode)
{
takeOverBotButton.Visible = false;
deathChoiceTickBox.Visible = false;
deathChoiceTickBox.Selected = false;
}
else
{
takeOverBotButton.Visible = permadeathMode && GameMain.NetworkMember?.ServerSettings is { AllowBotTakeoverOnPermadeath: true };
deathChoiceTickBox.Visible = !permadeathMode;
deathChoiceTickBox.Selected = !waitForNextRoundRespawn;
}
}
}
///
/// If there are any menu panels etc. open that contain information about the current player character, refresh it.
/// Useful when the player character changes, e.g. at permadeath, and subsequent taking over of a bot character.
///
public void RefreshAnyOpenPlayerInfo()
{
DebugConsole.NewMessage($"Refreshing any open player info");
if (IsTabMenuOpen && TabMenu.SelectedTab == TabMenu.InfoFrameTab.Talents)
{
TabMenuInstance.SelectInfoFrameTab(TabMenu.InfoFrameTab.Talents);
}
// TODO: This can be expanded as need arises
}
public void Draw(SpriteBatch spriteBatch)
{
GameMode?.Draw(spriteBatch);
}
}
}