Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/MultiPlayerCampaign.cs
Juan Pablo Arce 0002ad2c50 v0.10.5.1
2020-09-22 11:31:56 -03:00

800 lines
34 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public bool SuppressStateSending = false;
public override bool Paused
{
get { return ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition"); }
}
private UInt16 pendingSaveID = 1;
public UInt16 PendingSaveID
{
get
{
return pendingSaveID;
}
set
{
pendingSaveID = value;
//pending save ID 0 means "no save received yet"
//save IDs are always above 0, so we should never be waiting for 0
if (pendingSaveID == 0) { pendingSaveID++; }
}
}
public static void StartCampaignSetup(IEnumerable<string> saveFiles)
{
var parent = GameMain.NetLobbyScreen.CampaignSetupFrame;
parent.ClearChildren();
parent.Visible = true;
GameMain.NetLobbyScreen.HighlightMode(
GameMain.NetLobbyScreen.ModeList.Content.GetChildIndex(GameMain.NetLobbyScreen.ModeList.Content.GetChildByUserData(GameModePreset.MultiPlayerCampaign)));
var layout = new GUILayoutGroup(new RectTransform(Vector2.One, parent.RectTransform, Anchor.Center))
{
Stretch = true
};
var buttonContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.07f), layout.RectTransform) { RelativeOffset = new Vector2(0.0f, 0.1f) }, isHorizontal: true)
{
RelativeSpacing = 0.02f
};
var campaignContainer = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.9f), layout.RectTransform, Anchor.BottomLeft), style: "InnerFrame")
{
CanBeFocused = false
};
var newCampaignContainer = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.95f), campaignContainer.RectTransform, Anchor.Center), style: null);
var loadCampaignContainer = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.95f), campaignContainer.RectTransform, Anchor.Center), style: null);
GameMain.NetLobbyScreen.CampaignSetupUI = new CampaignSetupUI(true, newCampaignContainer, loadCampaignContainer, null, saveFiles);
var newCampaignButton = new GUIButton(new RectTransform(new Vector2(0.5f, 1.0f), buttonContainer.RectTransform),
TextManager.Get("NewCampaign"), style: "GUITabButton")
{
Selected = true
};
var loadCampaignButton = new GUIButton(new RectTransform(new Vector2(0.5f, 1.00f), buttonContainer.RectTransform),
TextManager.Get("LoadCampaign"), style: "GUITabButton");
newCampaignButton.OnClicked = (btn, obj) =>
{
newCampaignButton.Selected = true;
loadCampaignButton.Selected = false;
newCampaignContainer.Visible = true;
loadCampaignContainer.Visible = false;
return true;
};
loadCampaignButton.OnClicked = (btn, obj) =>
{
newCampaignButton.Selected = false;
loadCampaignButton.Selected = true;
newCampaignContainer.Visible = false;
loadCampaignContainer.Visible = true;
return true;
};
loadCampaignContainer.Visible = false;
GUITextBlock.AutoScaleAndNormalize(newCampaignButton.TextBlock, loadCampaignButton.TextBlock);
GameMain.NetLobbyScreen.CampaignSetupUI.StartNewGame = GameMain.Client.SetupNewCampaign;
GameMain.NetLobbyScreen.CampaignSetupUI.LoadGame = GameMain.Client.SetupLoadCampaign;
}
partial void InitProjSpecific()
{
var buttonContainer = new GUILayoutGroup(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ButtonAreaTop, GUICanvas.Instance),
isHorizontal: true, childAnchor: Anchor.CenterRight)
{
CanBeFocused = false
};
int buttonHeight = (int)(GUI.Scale * 40);
int buttonWidth = GUI.IntScale(450);
endRoundButton = new GUIButton(HUDLayoutSettings.ToRectTransform(new Rectangle((GameMain.GraphicsWidth / 2) - (buttonWidth / 2), HUDLayoutSettings.ButtonAreaTop.Center.Y - (buttonHeight / 2), buttonWidth, buttonHeight), GUICanvas.Instance),
TextManager.Get("EndRound"), textAlignment: Alignment.Center, style: "EndRoundButton")
{
Pulse = true,
TextBlock =
{
Shadow = true,
AutoScaleHorizontal = true
},
OnClicked = (btn, userdata) =>
{
var availableTransition = GetAvailableTransition(out _, out _);
if (Character.Controlled != null &&
availableTransition == TransitionType.ReturnToPreviousLocation &&
Character.Controlled?.Submarine == Level.Loaded?.StartOutpost)
{
GameMain.Client.RequestStartRound();
}
else if (Character.Controlled != null &&
availableTransition == TransitionType.ProgressToNextLocation &&
Character.Controlled?.Submarine == Level.Loaded?.EndOutpost)
{
GameMain.Client.RequestStartRound();
}
else
{
ShowCampaignUI = true;
if (CampaignUI == null) { InitCampaignUI(); }
CampaignUI.SelectTab(InteractionType.Map);
}
return true;
}
};
buttonContainer.Recalculate();
}
private void InitCampaignUI()
{
campaignUIContainer = new GUIFrame(new RectTransform(Vector2.One, GUI.Canvas, Anchor.Center), style: "InnerGlow", color: Color.Black);
CampaignUI = new CampaignUI(this, campaignUIContainer)
{
StartRound = () =>
{
GameMain.Client.RequestStartRound();
}
};
}
public override void Start()
{
base.Start();
CoroutineManager.StartCoroutine(DoInitialCameraTransition(), "MultiplayerCampaign.DoInitialCameraTransition");
}
protected override void LoadInitialLevel()
{
//clients should never call this
throw new InvalidOperationException("");
}
private IEnumerable<object> DoInitialCameraTransition()
{
while (GameMain.Instance.LoadingScreenOpen)
{
yield return CoroutineStatus.Running;
}
if (GameMain.Client.LateCampaignJoin)
{
GameMain.Client.LateCampaignJoin = false;
yield return CoroutineStatus.Success;
}
Character prevControlled = Character.Controlled;
if (prevControlled?.AIController != null)
{
prevControlled.AIController.Enabled = false;
}
GUI.DisableHUD = true;
if (IsFirstRound)
{
Character.Controlled = null;
if (prevControlled != null)
{
prevControlled.ClearInputs();
}
overlayColor = Color.LightGray;
overlaySprite = Map.CurrentLocation.Type.GetPortrait(Map.CurrentLocation.PortraitId);
overlayTextColor = Color.Transparent;
overlayText = TextManager.GetWithVariables("campaignstart",
new string[] { "xxxx", "yyyy" },
new string[] { Map.CurrentLocation.Name, TextManager.Get("submarineclass." + Submarine.MainSub.Info.SubmarineClass) });
float fadeInDuration = 1.0f;
float textDuration = 10.0f;
float timer = 0.0f;
while (timer < textDuration)
{
// Try to grab the controlled here to prevent inputs, assigned late on multiplayer
if (Character.Controlled != null)
{
prevControlled = Character.Controlled;
Character.Controlled = null;
prevControlled.ClearInputs();
}
GameMain.GameScreen.Cam.Freeze = true;
overlayTextColor = Color.Lerp(Color.Transparent, Color.White, (timer - 1.0f) / fadeInDuration);
timer = Math.Min(timer + CoroutineManager.DeltaTime, textDuration);
yield return CoroutineStatus.Running;
}
var transition = new CameraTransition(prevControlled, GameMain.GameScreen.Cam,
null, null,
fadeOut: false,
duration: 5,
startZoom: 1.5f, endZoom: 1.0f)
{
AllowInterrupt = true,
RemoveControlFromCharacter = false
};
fadeInDuration = 1.0f;
timer = 0.0f;
overlayTextColor = Color.Transparent;
overlayText = "";
while (timer < fadeInDuration)
{
overlayColor = Color.Lerp(Color.LightGray, Color.Transparent, timer / fadeInDuration);
timer += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
overlayColor = Color.Transparent;
while (transition.Running)
{
yield return CoroutineStatus.Running;
}
if (prevControlled != null)
{
Character.Controlled = prevControlled;
}
}
else
{
var transition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam,
null, null,
fadeOut: false,
duration: 5,
startZoom: 0.5f, endZoom: 1.0f)
{
AllowInterrupt = true,
RemoveControlFromCharacter = true
};
while (transition.Running)
{
yield return CoroutineStatus.Running;
}
}
if (prevControlled != null)
{
prevControlled.SelectedConstruction = null;
if (prevControlled.AIController != null)
{
prevControlled.AIController.Enabled = true;
}
}
GUI.DisableHUD = false;
yield return CoroutineStatus.Success;
}
protected override IEnumerable<object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null)
{
yield return CoroutineStatus.Success;
}
private IEnumerable<object> DoLevelTransition()
{
SoundPlayer.OverrideMusicType = CrewManager.GetCharacters().Any(c => !c.IsDead) ? "endround" : "crewdead";
SoundPlayer.OverrideMusicDuration = 18.0f;
Level prevLevel = Level.Loaded;
bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
crewDead = false;
var continueButton = GameMain.GameSession.RoundSummary?.ContinueButton;
if (continueButton != null)
{
continueButton.Visible = false;
}
Character.Controlled = null;
yield return new WaitForSeconds(0.1f);
GameMain.Client.EndCinematic?.Stop();
var endTransition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null,
Alignment.Center,
fadeOut: false,
duration: EndTransitionDuration);
GameMain.Client.EndCinematic = endTransition;
Location portraitLocation = Map?.SelectedLocation ?? Map?.CurrentLocation ?? Level.Loaded?.StartLocation;
if (portraitLocation != null)
{
overlaySprite = portraitLocation.Type.GetPortrait(portraitLocation.PortraitId);
}
float fadeOutDuration = endTransition.Duration;
float t = 0.0f;
while (t < fadeOutDuration || endTransition.Running)
{
t += CoroutineManager.UnscaledDeltaTime;
overlayColor = Color.Lerp(Color.Transparent, Color.White, t / fadeOutDuration);
yield return CoroutineStatus.Running;
}
overlayColor = Color.White;
yield return CoroutineStatus.Running;
//--------------------------------------
//wait for the new level to be loaded
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, seconds: 30);
while (Level.Loaded == prevLevel || Level.Loaded == null)
{
if (DateTime.Now > timeOut || Screen.Selected != GameMain.GameScreen) { break; }
yield return CoroutineStatus.Running;
}
endTransition.Stop();
overlayColor = Color.Transparent;
if (DateTime.Now > timeOut) { GameMain.NetLobbyScreen.Select(); }
if (!(Screen.Selected is RoundSummaryScreen))
{
if (continueButton != null)
{
continueButton.Visible = true;
}
}
yield return CoroutineStatus.Success;
}
public override void Update(float deltaTime)
{
if (CoroutineManager.IsCoroutineRunning("LevelTransition") || Level.Loaded == null) { return; }
if (ShowCampaignUI || ForceMapUI)
{
if (CampaignUI == null) { InitCampaignUI(); }
Character.DisableControls = true;
}
base.Update(deltaTime);
if (PlayerInput.SecondaryMouseButtonClicked() ||
PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape))
{
ShowCampaignUI = false;
if (GUIMessageBox.VisibleBox?.UserData is RoundSummary roundSummary &&
roundSummary.ContinueButton != null &&
roundSummary.ContinueButton.Visible)
{
GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox);
}
}
if (!GUI.DisableHUD && !GUI.DisableUpperHUD)
{
endRoundButton.UpdateManually(deltaTime);
if (CoroutineManager.IsCoroutineRunning("LevelTransition") || ForceMapUI) { return; }
}
if (Level.Loaded.Type == LevelData.LevelType.Outpost)
{
if (wasDocked)
{
var connectedSubs = Submarine.MainSub.GetConnectedSubs();
bool isDocked = Level.Loaded.StartOutpost != null && connectedSubs.Contains(Level.Loaded.StartOutpost);
if (!isDocked)
{
//undocked from outpost, need to choose a destination
ForceMapUI = true;
if (CampaignUI == null) { InitCampaignUI(); }
CampaignUI.SelectTab(InteractionType.Map);
}
}
else
{
//wasn't initially docked (sub doesn't have a docking port?)
// -> choose a destination when the sub is far enough from the start outpost
if (!Submarine.MainSub.AtStartPosition)
{
ForceMapUI = true;
if (CampaignUI == null) { InitCampaignUI(); }
CampaignUI.SelectTab(InteractionType.Map);
}
}
if (CampaignUI == null) { InitCampaignUI(); }
}
else
{
var transitionType = GetAvailableTransition(out _, out _);
if (transitionType == TransitionType.None && CampaignUI?.SelectedTab == InteractionType.Map)
{
ShowCampaignUI = false;
}
}
}
public override void End(TransitionType transitionType = TransitionType.None)
{
base.End(transitionType);
ForceMapUI = ShowCampaignUI = false;
UpgradeManager.CanUpgrade = true;
// remove all event dialogue boxes
GUIMessageBox.MessageBoxes.ForEachMod(mb =>
{
if (mb is GUIMessageBox msgBox)
{
if (mb.UserData is Pair<string, ushort> pair && pair.First.Equals("conversationaction", StringComparison.OrdinalIgnoreCase))
{
msgBox.Close();
}
}
});
if (transitionType == TransitionType.End)
{
EndCampaign();
}
else
{
IsFirstRound = false;
CoroutineManager.StartCoroutine(DoLevelTransition(), "LevelTransition");
}
}
protected override void EndCampaignProjSpecific()
{
if (GUIMessageBox.VisibleBox?.UserData is RoundSummary roundSummary)
{
GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox);
}
CoroutineManager.StartCoroutine(DoEndCampaignCameraTransition(), "DoEndCampaignCameraTransition");
GameMain.CampaignEndScreen.OnFinished = () =>
{
GameMain.NetLobbyScreen.Select();
if (GameMain.NetLobbyScreen.ContinueCampaignButton != null) { GameMain.NetLobbyScreen.ContinueCampaignButton.Enabled = false; }
if (GameMain.NetLobbyScreen.QuitCampaignButton != null) { GameMain.NetLobbyScreen.QuitCampaignButton.Enabled = false; }
};
}
private IEnumerable<object> DoEndCampaignCameraTransition()
{
Character controlled = Character.Controlled;
if (controlled != null)
{
controlled.AIController.Enabled = false;
}
GUI.DisableHUD = true;
ISpatialEntity endObject = Level.Loaded.LevelObjectManager.GetAllObjects().FirstOrDefault(obj => obj.Prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.LevelEnd);
var transition = new CameraTransition(endObject ?? Submarine.MainSub, GameMain.GameScreen.Cam,
null, Alignment.Center,
fadeOut: true,
duration: 10,
startZoom: null, endZoom: 0.2f);
while (transition.Running)
{
yield return CoroutineStatus.Running;
}
GameMain.CampaignEndScreen.Select();
GUI.DisableHUD = false;
yield return CoroutineStatus.Success;
}
public void ClientWrite(IWriteMessage msg)
{
System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
msg.Write(map.CurrentLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.CurrentLocationIndex);
msg.Write(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
msg.Write(map.SelectedMissionIndex == -1 ? byte.MaxValue : (byte)map.SelectedMissionIndex);
msg.Write(PurchasedHullRepairs);
msg.Write(PurchasedItemRepairs);
msg.Write(PurchasedLostShuttles);
msg.Write((UInt16)CargoManager.ItemsInBuyCrate.Count);
foreach (PurchasedItem pi in CargoManager.ItemsInBuyCrate)
{
msg.Write(pi.ItemPrefab.Identifier);
msg.WriteRangedInteger(pi.Quantity, 0, 100);
}
msg.Write((UInt16)CargoManager.PurchasedItems.Count);
foreach (PurchasedItem pi in CargoManager.PurchasedItems)
{
msg.Write(pi.ItemPrefab.Identifier);
msg.WriteRangedInteger(pi.Quantity, 0, 100);
}
msg.Write((UInt16)CargoManager.SoldItems.Count);
foreach (SoldItem si in CargoManager.SoldItems)
{
msg.Write(si.ItemPrefab.Identifier);
msg.Write((UInt16)si.ID);
msg.Write(si.Removed);
msg.Write(si.SellerID);
}
msg.Write((ushort)UpgradeManager.PurchasedUpgrades.Count);
foreach (var (prefab, category, level) in UpgradeManager.PurchasedUpgrades)
{
msg.Write(prefab.Identifier);
msg.Write(category.Identifier);
msg.Write((byte)level);
}
}
//static because we may need to instantiate the campaign if it hasn't been done yet
public static void ClientRead(IReadMessage msg)
{
bool isFirstRound = msg.ReadBoolean();
byte campaignID = msg.ReadByte();
UInt16 updateID = msg.ReadUInt16();
UInt16 saveID = msg.ReadUInt16();
string mapSeed = msg.ReadString();
UInt16 currentLocIndex = msg.ReadUInt16();
UInt16 selectedLocIndex = msg.ReadUInt16();
byte selectedMissionIndex = msg.ReadByte();
bool allowDebugTeleport = msg.ReadBoolean();
float? reputation = null;
if (msg.ReadBoolean()) { reputation = msg.ReadSingle(); }
Dictionary<string, float> factionReps = new Dictionary<string, float>();
byte factionsCount = msg.ReadByte();
for (int i = 0; i < factionsCount; i++)
{
factionReps.Add(msg.ReadString(), msg.ReadSingle());
}
bool forceMapUI = msg.ReadBoolean();
int money = msg.ReadInt32();
bool purchasedHullRepairs = msg.ReadBoolean();
bool purchasedItemRepairs = msg.ReadBoolean();
bool purchasedLostShuttles = msg.ReadBoolean();
byte missionCount = msg.ReadByte();
List<Pair<string, byte>> availableMissions = new List<Pair<string, byte>>();
for (int i = 0; i < missionCount; i++)
{
string missionIdentifier = msg.ReadString();
byte connectionIndex = msg.ReadByte();
availableMissions.Add(new Pair<string, byte>(missionIdentifier, connectionIndex));
}
UInt16? storeBalance = null;
if (msg.ReadBoolean())
{
storeBalance = msg.ReadUInt16();
}
UInt16 buyCrateItemCount = msg.ReadUInt16();
List<PurchasedItem> buyCrateItems = new List<PurchasedItem>();
for (int i = 0; i < buyCrateItemCount; i++)
{
string itemPrefabIdentifier = msg.ReadString();
int itemQuantity = msg.ReadRangedInteger(0, CargoManager.MaxQuantity);
buyCrateItems.Add(new PurchasedItem(ItemPrefab.Prefabs[itemPrefabIdentifier], itemQuantity));
}
UInt16 purchasedItemCount = msg.ReadUInt16();
List<PurchasedItem> purchasedItems = new List<PurchasedItem>();
for (int i = 0; i < purchasedItemCount; i++)
{
string itemPrefabIdentifier = msg.ReadString();
int itemQuantity = msg.ReadRangedInteger(0, CargoManager.MaxQuantity);
purchasedItems.Add(new PurchasedItem(ItemPrefab.Prefabs[itemPrefabIdentifier], itemQuantity));
}
UInt16 soldItemCount = msg.ReadUInt16();
List<SoldItem> soldItems = new List<SoldItem>();
for (int i = 0; i < soldItemCount; i++)
{
string itemPrefabIdentifier = msg.ReadString();
UInt16 id = msg.ReadUInt16();
bool removed = msg.ReadBoolean();
byte sellerId = msg.ReadByte();
soldItems.Add(new SoldItem(ItemPrefab.Prefabs[itemPrefabIdentifier], id, removed, sellerId));
}
ushort pendingUpgradeCount = msg.ReadUInt16();
List<PurchasedUpgrade> pendingUpgrades = new List<PurchasedUpgrade>();
for (int i = 0; i < pendingUpgradeCount; i++)
{
string upgradeIdentifier = msg.ReadString();
UpgradePrefab prefab = UpgradePrefab.Find(upgradeIdentifier);
string categoryIdentifier = msg.ReadString();
UpgradeCategory category = UpgradeCategory.Find(categoryIdentifier);
int upgradeLevel = msg.ReadByte();
if (prefab == null || category == null) { continue; }
pendingUpgrades.Add(new PurchasedUpgrade(prefab, category, upgradeLevel));
}
bool hasCharacterData = msg.ReadBoolean();
CharacterInfo myCharacterInfo = null;
if (hasCharacterData)
{
myCharacterInfo = CharacterInfo.ClientRead(CharacterPrefab.HumanSpeciesName, msg);
}
if (!(GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign) || campaignID != campaign.CampaignID)
{
string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer);
GameMain.GameSession = new GameSession(null, savePath, GameModePreset.MultiPlayerCampaign, mapSeed);
campaign = (MultiPlayerCampaign)GameMain.GameSession.GameMode;
campaign.CampaignID = campaignID;
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
}
//server has a newer save file
if (NetIdUtils.IdMoreRecent(saveID, campaign.PendingSaveID))
{
campaign.PendingSaveID = saveID;
}
if (NetIdUtils.IdMoreRecent(updateID, campaign.lastUpdateID))
{
campaign.SuppressStateSending = true;
campaign.IsFirstRound = isFirstRound;
//we need to have the latest save file to display location/mission/store
if (campaign.LastSaveID == saveID)
{
campaign.ForceMapUI = forceMapUI;
UpgradeStore.WaitForServerUpdate = false;
campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
campaign.Map.SelectMission(selectedMissionIndex);
campaign.Map.AllowDebugTeleport = allowDebugTeleport;
campaign.CargoManager.SetItemsInBuyCrate(buyCrateItems);
campaign.CargoManager.SetPurchasedItems(purchasedItems);
campaign.CargoManager.SetSoldItems(soldItems);
if (storeBalance.HasValue) { campaign.Map.CurrentLocation.StoreCurrentBalance = storeBalance.Value; }
campaign.UpgradeManager.SetPendingUpgrades(pendingUpgrades);
campaign.UpgradeManager.PurchasedUpgrades.Clear();
foreach (var (identifier, rep) in factionReps)
{
Faction faction = campaign.Factions.FirstOrDefault(f => f.Prefab.Identifier.Equals(identifier, StringComparison.OrdinalIgnoreCase));
if (faction?.Reputation != null)
{
faction.Reputation.Value = rep;
}
else
{
DebugConsole.ThrowError($"Received an update for a faction that doesn't exist \"{identifier}\".");
}
}
if (reputation.HasValue)
{
campaign.Map.CurrentLocation.Reputation.Value = reputation.Value;
campaign?.CampaignUI?.UpgradeStore?.RefreshAll();
}
foreach (var availableMission in availableMissions)
{
MissionPrefab missionPrefab = MissionPrefab.List.Find(mp => mp.Identifier == availableMission.First);
if (missionPrefab == null)
{
DebugConsole.ThrowError($"Error when receiving campaign data from the server: mission prefab \"{availableMission.First}\" not found.");
continue;
}
if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
{
DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
continue;
}
LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
}
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
}
bool shouldRefresh = campaign.Money != money ||
campaign.PurchasedHullRepairs != purchasedHullRepairs ||
campaign.PurchasedItemRepairs != purchasedItemRepairs ||
campaign.PurchasedLostShuttles != purchasedLostShuttles;
campaign.Money = money;
campaign.PurchasedHullRepairs = purchasedHullRepairs;
campaign.PurchasedItemRepairs = purchasedItemRepairs;
campaign.PurchasedLostShuttles = purchasedLostShuttles;
if (shouldRefresh)
{
campaign?.CampaignUI?.UpgradeStore?.RefreshAll();
}
if (myCharacterInfo != null)
{
GameMain.Client.CharacterInfo = myCharacterInfo;
GameMain.NetLobbyScreen.SetCampaignCharacterInfo(myCharacterInfo);
}
else
{
GameMain.NetLobbyScreen.SetCampaignCharacterInfo(null);
}
campaign.lastUpdateID = updateID;
campaign.SuppressStateSending = false;
}
}
public void ClientReadCrew(IReadMessage msg)
{
ushort availableHireLength = msg.ReadUInt16();
List<CharacterInfo> availableHires = new List<CharacterInfo>();
for (int i = 0; i < availableHireLength; i++)
{
CharacterInfo hire = CharacterInfo.ClientRead("human", msg);
hire.Salary = msg.ReadInt32();
availableHires.Add(hire);
}
ushort pendingHireLength = msg.ReadUInt16();
List<int> pendingHires = new List<int>();
for (int i = 0; i < pendingHireLength; i++)
{
pendingHires.Add(msg.ReadInt32());
}
bool validateHires = msg.ReadBoolean();
bool fireCharacter = msg.ReadBoolean();
int firedIdentifier = -1;
if (fireCharacter) { firedIdentifier = msg.ReadInt32(); }
if (fireCharacter)
{
CharacterInfo firedCharacter = CrewManager.CharacterInfos.FirstOrDefault(info => info.GetIdentifier() == firedIdentifier);
// this one might and is allowed to be null since the character is already fired on the original sender's game
if (firedCharacter != null) { CrewManager.FireCharacter(firedCharacter); }
}
if (map?.CurrentLocation?.HireManager != null && CampaignUI?.CrewManagement != null)
{
CampaignUI?.CrewManagement?.SetHireables(map.CurrentLocation, availableHires);
if (validateHires) { CampaignUI?.CrewManagement.ValidatePendingHires(); }
CampaignUI?.CrewManagement?.SetPendingHires(pendingHires, map?.CurrentLocation);
if (fireCharacter) { CampaignUI?.CrewManagement.UpdateCrew(); }
}
}
public override void Save(XElement element)
{
//do nothing, the clients get the save files from the server
}
public void LoadState(string filePath)
{
DebugConsole.Log($"Loading save file for an existing game session ({filePath})");
SaveUtil.DecompressToDirectory(filePath, SaveUtil.TempPath, null);
string gamesessionDocPath = Path.Combine(SaveUtil.TempPath, "gamesession.xml");
XDocument doc = XMLExtensions.TryLoadXml(gamesessionDocPath);
if (doc == null)
{
DebugConsole.ThrowError($"Failed to load the state of a multiplayer campaign. Could not open the file \"{gamesessionDocPath}\".");
return;
}
Load(doc.Root.Element("MultiPlayerCampaign"));
SubmarineInfo selectedSub;
GameMain.GameSession.OwnedSubmarines = SaveUtil.LoadOwnedSubmarines(doc, out selectedSub);
GameMain.GameSession.SubmarineInfo = selectedSub;
}
}
}