Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/MultiPlayerCampaign.cs

167 lines
6.9 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public static GUIComponent StartCampaignSetup()
{
GUIFrame background = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.5f, null);
GUIFrame setupBox = new GUIFrame(new Rectangle(0, 0, 500, 500), null, Alignment.Center, "", background);
setupBox.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
new GUITextBlock(new Rectangle(0, 0, 10, 10), "Campaign Setup", "", setupBox, GUI.LargeFont);
setupBox.Padding = new Vector4(20.0f, 80.0f, 20.0f, 20.0f);
var newCampaignContainer = new GUIFrame(new Rectangle(0, 40, 0, 0), null, setupBox);
var loadCampaignContainer = new GUIFrame(new Rectangle(0, 40, 0, 0), null, setupBox);
var campaignSetupUI = new CampaignSetupUI(true, newCampaignContainer, loadCampaignContainer);
var newCampaignButton = new GUIButton(new Rectangle(0, 0, 120, 20), "New campaign", "", setupBox);
newCampaignButton.OnClicked += (btn, obj) =>
{
newCampaignContainer.Visible = true;
loadCampaignContainer.Visible = false;
return true;
};
var loadCampaignButton = new GUIButton(new Rectangle(130, 0, 120, 20), "Load campaign", "", setupBox);
loadCampaignButton.OnClicked += (btn, obj) =>
{
newCampaignContainer.Visible = false;
loadCampaignContainer.Visible = true;
return true;
};
loadCampaignContainer.Visible = false;
campaignSetupUI.StartNewGame = (Submarine sub, string saveName, string mapSeed) =>
{
GameMain.GameSession = new GameSession(new Submarine(sub.FilePath, ""), saveName, GameModePreset.list.Find(g => g.Name == "Campaign"));
var campaign = ((MultiPlayerCampaign)GameMain.GameSession.GameMode);
campaign.GenerateMap(mapSeed);
campaign.SetDelegates();
background.Visible = false;
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
campaign.Map.SelectRandomLocation(true);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
campaign.LastSaveID++;
};
campaignSetupUI.LoadGame = (string fileName) =>
{
SaveUtil.LoadGame(fileName);
var campaign = ((MultiPlayerCampaign)GameMain.GameSession.GameMode);
campaign.LastSaveID++;
background.Visible = false;
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
campaign.Map.SelectRandomLocation(true);
};
var cancelButton = new GUIButton(new Rectangle(0, 0, 120, 30), "Cancel", Alignment.BottomLeft, "", setupBox);
cancelButton.OnClicked += (btn, obj) =>
{
background.Visible = false;
int otherModeIndex = 0;
for (otherModeIndex = 0; otherModeIndex < GameMain.NetLobbyScreen.ModeList.children.Count; otherModeIndex++)
{
if (GameMain.NetLobbyScreen.ModeList.children[otherModeIndex].UserData is MultiPlayerCampaign) continue;
break;
}
GameMain.NetLobbyScreen.SelectMode(otherModeIndex);
return true;
};
return background;
}
public void ClientWrite(NetBuffer msg)
{
System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
msg.Write(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
msg.Write((UInt16)CargoManager.PurchasedItems.Count);
foreach (ItemPrefab ip in CargoManager.PurchasedItems)
{
msg.Write((UInt16)MapEntityPrefab.List.IndexOf(ip));
}
}
//static because we may need to instantiate the campaign if it hasn't been done yet
public static void ClientRead(NetBuffer msg)
{
byte campaignID = msg.ReadByte();
UInt16 updateID = msg.ReadUInt16();
UInt16 saveID = msg.ReadUInt16();
string mapSeed = msg.ReadString();
UInt16 currentLocIndex = msg.ReadUInt16();
UInt16 selectedLocIndex = msg.ReadUInt16();
int money = msg.ReadInt32();
UInt16 purchasedItemCount = msg.ReadUInt16();
List<ItemPrefab> purchasedItems = new List<ItemPrefab>();
for (int i = 0; i < purchasedItemCount; i++)
{
UInt16 itemPrefabIndex = msg.ReadUInt16();
purchasedItems.Add(MapEntityPrefab.List[itemPrefabIndex] as ItemPrefab);
}
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (campaign == null || campaignID != campaign.CampaignID)
{
string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer);
GameMain.GameSession = new GameSession(null, savePath, GameModePreset.list.Find(g => g.Name == "Campaign"));
campaign = ((MultiPlayerCampaign)GameMain.GameSession.GameMode);
campaign.CampaignID = campaignID;
campaign.GenerateMap(mapSeed);
}
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
if (NetIdUtils.IdMoreRecent(campaign.lastUpdateID, updateID)) return;
//server has a newer save file
if (NetIdUtils.IdMoreRecent(saveID, campaign.PendingSaveID))
{
/*//stop any active campaign save transfers, they're outdated now
List<FileReceiver.FileTransferIn> saveTransfers =
GameMain.Client.FileReceiver.ActiveTransfers.FindAll(t => t.FileType == FileTransferType.CampaignSave);
foreach (var transfer in saveTransfers)
{
GameMain.Client.FileReceiver.StopTransfer(transfer);
}
GameMain.Client.RequestFile(FileTransferType.CampaignSave, null, null);*/
campaign.PendingSaveID = saveID;
}
//we've got the latest save file
else if (!NetIdUtils.IdMoreRecent(saveID, campaign.lastSaveID))
{
campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
campaign.Money = money;
campaign.CargoManager.SetPurchasedItems(purchasedItems);
campaign.lastUpdateID = updateID;
}
}
}
}