Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs
2019-03-27 20:52:47 +02:00

397 lines
14 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class GameSession
{
public enum InfoFrameTab { Crew, Mission, ManagePlayers };
public readonly EventManager EventManager;
public GameMode GameMode;
//two locations used as the start and end in the MP mode
private Location[] dummyLocations;
public CrewManager CrewManager;
public double RoundStartTime;
public Mission Mission { get; private set; }
public Character.TeamType? WinningTeam;
public Level Level { get; private set; }
public Map Map
{
get
{
return (GameMode as CampaignMode)?.Map;
}
}
public Location StartLocation
{
get
{
if (Map != null) return Map.CurrentLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
return dummyLocations[0];
}
}
public Location EndLocation
{
get
{
if (Map != null) return Map.SelectedLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
return dummyLocations[1];
}
}
public Submarine Submarine { get; set; }
public string SavePath { get; set; }
partial void InitProjSpecific();
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, MissionType missionType = MissionType.None)
: this(submarine, savePath)
{
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = gameModePreset.Instantiate(missionType);
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, MissionPrefab missionPrefab)
: this(submarine, savePath)
{
CrewManager = new CrewManager(gameModePreset != null && gameModePreset.IsSinglePlayer);
GameMode = gameModePreset.Instantiate(missionPrefab);
}
private GameSession(Submarine submarine, string savePath)
{
InitProjSpecific();
Submarine.MainSub = submarine;
this.Submarine = submarine;
GameMain.GameSession = this;
EventManager = new EventManager(this);
this.SavePath = savePath;
}
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{
Submarine.MainSub = Submarine;
GameMain.GameSession = this;
selectedSub.Name = doc.Root.GetAttributeString("submarine", selectedSub.Name);
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
#if CLIENT
case "gamemode": //legacy support
case "singleplayercampaign":
CrewManager = new CrewManager(true);
GameMode = SinglePlayerCampaign.Load(subElement);
break;
#endif
case "multiplayercampaign":
CrewManager = new CrewManager(false);
GameMode = MultiPlayerCampaign.LoadNew(subElement);
break;
}
}
}
private void CreateDummyLocations()
{
dummyLocations = new Location[2];
string seed = "";
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
seed = GameMain.GameSession.Level.Seed;
}
else if (GameMain.NetLobbyScreen != null)
{
seed = GameMain.NetLobbyScreen.LevelSeed;
}
MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
for (int i = 0; i < 2; i++)
{
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null);
}
}
public void LoadPrevious()
{
Submarine.Unload();
SaveUtil.LoadGame(SavePath);
}
public void StartRound(string levelSeed, float? difficulty = null, bool loadSecondSub = false)
{
Level randomLevel = Level.CreateRandom(levelSeed, difficulty);
StartRound(randomLevel, true, loadSecondSub);
}
public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false, bool mirrorLevel = false)
{
#if CLIENT
GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
if (GameMain.Client == null) GameMain.LightManager.LosMode = GameMain.Config.LosMode;
#endif
this.Level = level;
if (Submarine == null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
return;
}
if (reloadSub || Submarine.MainSub != Submarine) Submarine.Load(true);
Submarine.MainSub = Submarine;
if (loadSecondSub)
{
if (Submarine.MainSubs[1] == null)
{
Submarine.MainSubs[1] = new Submarine(Submarine.MainSub.FilePath, Submarine.MainSub.MD5Hash.Hash, true);
Submarine.MainSubs[1].Load(false);
}
else if (reloadSub)
{
Submarine.MainSubs[1].Load(false);
}
}
if (level != null)
{
level.Generate(mirrorLevel);
if (level.StartOutpost != null)
{
//start by placing the sub below the outpost
Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
Rectangle subBorders = Submarine.GetDockedBorders();
Vector2 startOutpostSize = Vector2.Zero;
if (Level.Loaded.StartOutpost != null)
{
startOutpostSize = Level.Loaded.StartOutpost.Borders.Size.ToVector2();
}
Submarine.SetPosition(
Level.Loaded.StartOutpost.WorldPosition -
new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));
//find the port that's the nearest to the outpost and dock if one is found
float closestDistance = 0.0f;
DockingPort myPort = null, outPostPort = null;
foreach (DockingPort port in DockingPort.List)
{
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine == level.StartOutpost)
{
outPostPort = port;
continue;
}
if (port.Item.Submarine != Submarine) { continue; }
//the submarine port has to be at the top of the sub
if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y) { continue; }
float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
if (myPort == null || dist < closestDistance)
{
myPort = port;
closestDistance = dist;
}
}
if (myPort != null && outPostPort != null)
{
Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
Submarine.SetPosition((outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance);
myPort.Dock(outPostPort);
myPort.Lock(true);
}
}
else
{
Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
}
}
Entity.Spawner = new EntitySpawner();
if (GameMode.Mission != null) Mission = GameMode.Mission;
if (GameMode != null) GameMode.Start();
if (GameMode.Mission != null) Mission.Start(Level.Loaded);
EventManager.StartRound(level);
SteamAchievementManager.OnStartRound();
if (GameMode != null)
{
GameMode.MsgBox();
if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
mpCampaign.CargoManager.CreateItems();
}
}
GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Name);
GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level.Seed));
GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
if (GameMode is SinglePlayerCampaign) SteamAchievementManager.OnBiomeDiscovered(level.Biome);
roundSummary = new RoundSummary(this);
GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
if (!(GameMode is TutorialMode))
{
GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
GUI.AddMessage(level.Biome.Name, Color.Lerp(Color.CadetBlue, Color.DarkRed, level.Difficulty / 100.0f), 5.0f, playSound: false);
GUI.AddMessage(TextManager.Get("Destination") + ": " + EndLocation.Name, Color.CadetBlue, playSound: false);
GUI.AddMessage(TextManager.Get("Mission") + ": " + (Mission == null ? TextManager.Get("None") : Mission.Name), Color.CadetBlue, playSound: false);
}
#endif
RoundStartTime = Timing.TotalTime;
GameMain.ResetFrameTime();
}
public void Update(float deltaTime)
{
EventManager.Update(deltaTime);
GameMode?.Update(deltaTime);
Mission?.Update(deltaTime);
UpdateProjSpecific(deltaTime);
}
partial void UpdateProjSpecific(float deltaTime);
public void EndRound(string endMessage)
{
if (Mission != null) Mission.End();
GameAnalyticsManager.AddProgressionEvent(
(Mission == null || Mission.Completed) ? GameAnalyticsSDK.Net.EGAProgressionStatus.Complete : GameAnalyticsSDK.Net.EGAProgressionStatus.Fail,
GameMode.Preset.Identifier,
(Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
if (roundSummary != null)
{
GUIFrame summaryFrame = roundSummary.CreateSummaryFrame(endMessage);
GUIMessageBox.MessageBoxes.Add(summaryFrame);
var okButton = new GUIButton(new RectTransform(new Vector2(0.2f, 1.0f), summaryFrame.Children.First().Children.First().FindChild("buttonarea").RectTransform),
TextManager.Get("OK"))
{
OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; }
};
}
#endif
EventManager.EndRound();
SteamAchievementManager.OnRoundEnded(this);
Mission = null;
StatusEffect.StopAll();
}
public void KillCharacter(Character character)
{
#if CLIENT
CrewManager.KillCharacter(character);
#endif
}
public void ReviveCharacter(Character character)
{
#if CLIENT
CrewManager.ReviveCharacter(character);
#endif
}
public void Save(string filePath)
{
if (!(GameMode is CampaignMode))
{
throw new NotSupportedException("GameSessions can only be saved when playing in a campaign mode.");
}
XDocument doc = new XDocument(
new XElement("Gamesession"));
var now = DateTime.Now;
doc.Root.Add(new XAttribute("savetime", now.ToShortTimeString() + ", " + now.ToShortDateString()));
doc.Root.Add(new XAttribute("submarine", Submarine == null ? "" : Submarine.Name));
doc.Root.Add(new XAttribute("mapseed", Map.Seed));
((CampaignMode)GameMode).Save(doc.Root);
try
{
doc.Save(filePath);
}
catch (Exception e)
{
DebugConsole.ThrowError("Saving gamesession to \"" + filePath + "\" failed!", e);
}
}
public void Load(XElement saveElement)
{
foreach (XElement subElement in saveElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
#if CLIENT
case "gamemode": //legacy support
case "singleplayercampaign":
GameMode = SinglePlayerCampaign.Load(subElement);
break;
#endif
case "multiplayercampaign":
MultiPlayerCampaign mpCampaign = GameMode as MultiPlayerCampaign;
if (mpCampaign == null)
{
DebugConsole.ThrowError("Error while loading a save file: the save file is for a multiplayer campaign but the current gamemode is "+GameMode.GetType().ToString());
break;
}
mpCampaign.Load(subElement);
break;
}
}
}
}
}